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F.E.A.R. 2 and Crafting the Bigger Sequel That’s Actually Better

Posted by John Constantine



It was F.E.A.R. that pulled me, for the first time in twenty years of gaming, into first-person shooters. Like everyone else, I played my fair share of id’s shooters throughout the ‘90s. But being a console gamer, my time with turn-of-the-century FPSs, games that saw the genre evolve into a serious creative force and not just “Doom clones”, was always second-hand. I downloaded the demo for F.E.A.R. off of Xbox Live just looking for something to play and was entranced. The scares weren’t exactly gripping. Spooky little girl walks down the hall and *GASP* disappears! Walk into a room that’s covered in bloooOOOoood and then *WHOA* it’s not! The action, though, was unlike anything else I’d played up until 2006 thanks to the game’s still-impressive enemy AI. Walking down a hallway with the barrel of a shotgun jutting from the base of the screen was something I was used to. Bad guys jumping through windows to avoid exploding grenades and cursing at me wasn’t. Every single encounter was dangerous and forced you to consider how you moved through the mundane office cubicles and hallways that made up the bulk of the game’s setting.

Unfortunately, F.E.A.R. was a classic example of how a game needs to have more than just an excellent set of fundamental rules to be great. Despite the incredible programming that made the baddies so interesting, there wasn’t much else to F.E.A.R. Every environment was the same, the story too vague to ever really hook you. After nine hours of wandering through identical hallways and realizing I was only three-quarters of the way through the game, I shelved it, opting to watch the ending on YouTube rather than finish it myself.

If the demo of F.E.A.R. 2: Project Origin I played today is indicative of the entire game, I think I’ll be finishing the whole thing this time out. It seems I wasn’t the only one fatigued by the repetitive environments of the first game as the first thing associate producer Eric Studer pointed out was both the variety of the game’s levels and the development team’s emphasis on an expanded color palette. Visually, F.E.A.R. 2 has more in common with the over-saturated primary colors of Monolith’s Condemned 2 than its predecessor, to its benefit. The second big change in the sequel is the more explicit narrative. F.E.A.R.’s story was told through voicemail recordings and other incidental environmental finds, and while it was an interesting touch to make the exposition an optional part of the game, it was far too easy to miss these bits of information. It’s hard to care about a plot if you have no idea what’s actually at stake. F.E.A.R. 2 takes a page out of the Half-Life playbook by letting you play through cutscenes (albeit in a limited capacity) and actually giving this outing’s silent protagonist a name and history. The game’s first level, picking up thirty minutes before the end of F.E.A.R., is immediately engaging. Play wise, the game felt at home with the Xbox 360’s controller, sticking close to the usual triggers-for-shooting, analog-sticks-for-moving that act as the standard for most FPS and the enemy AI was cagey as ever. I was actually treated to a look at two of the game’s new enemies as well, Specters and Remnants (disembodied human souls and soulless bodies respectively.) They’re an interesting change of pace from the militaristic opponents that populated the first game but I wasn’t able to tell from the demonstration whether they have the same versatility as AI’s that the soldiers do.

All told, F.E.A.R. 2 looks like everything a sequel should be: a dramatic expansion and improvement on the original that does away with its failures. Bigger, for once, may actually be better.

Related links:

The Art of Gore in Project Origin
The Strange Case of Hype
The 61FPS Review: Dead Space
Trailer Review: The Conduit
Meet People (Yay!) On the Internet (Oh.) Play Games With Them (Fine, I Guess…)


+ DIGG + DEL.ICIO.US + REDDIT

Comments

Norman_FAttie said:

I just cannot wait!!

November 22, 2008 7:36 PM

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about the blogger

John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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