Reader Review: F.E.A.R. 2: Project Origin

Do you have what it takes to get a review published right here on Kotaku? Michael does, as he finds himself being stalked by the nightmare apparition of a naked girl.

Yes, that’s right, we’re now publishing reader reviews here on Kotaku. This is your chance to deliver sensible game purchasing advice to the rest of the Kotaku community.

And thanks to the very kind chaps at Madman Entertainment, purveyor of all kinds of cool, indie and esoteric film, the best reader review we publish each month will win a prize pack containing ten of the latest Madman DVD releases.

This review was submitted by Michael Simpson. If you’ve played F.E.A.R. 2: Project Origin, or just want to ask Michael more about it, leave your thoughts in the comments below.

F.E.A.R. 2: Project Origin (360, PS3, PC)

F.E.A.R. 2: Project Origin is a horror first-person shooter. It is a sequel to F.E.A.R. First Encounter Assault Recon.

Loved
* Environmental items – Whether it’s an office block, hospital or a school, the game’s world is literally ‘littered’ with a wide variety of unique and quirky items to look at. The attention to detail to things, such as, random movie posters, textbooks, kid’s paintings or whiteboard ‘brainstorming’ comments heightens the level of immersion.
* Atmosphere – Suitable ambient sounds and a well-scored soundtrack provide brooding apprehension one moment and then balls-out, guns blazing excitement the next. Also, the unsettling presence of main antagonist, Alma Wade, during the experience is well worth those ‘pants wetting’ moments.
* Weapon + Kill Satisfaction – The relationship between firing a weapon and its impact with an enemy is joyous. There’s a nice chunky feel to your combat shotgun, for example. It sounds great when discharged and the ensuing takedown is ‘Oh, YEAH!’. It’s all about brutalised and bloodied body parts everywhere. Good times.

Hated
* Poor Collision Detection – Most notably whilst using the Hammerhead weapon, this issue constantly rears its head. A body reacting when a shot clearly wasn’t close to its body looks embarrassing.
* The PDA/Text-Driven Story – The PDA sucks. Its layout is horribly clunky. There’s also this annoying, high-pitched noise that does… not… stop when viewing it. Also, having to stop to read about the story through ‘Intel’ updates in a whole new screen snaps the player right out of the experience. Learn from Dead Space and Bioshock, Monolith!

Yes, yes, it’s nothing new, but if you enjoy a game that makes you shiver with.. umm.. fea… TERROR, you’re going to really enjoy this game. It’s tense, creepy and visceral. Its short-comings aren’t deal-breakers, so just enjoy it and get sucked into its overall evil-awesomeness.

Reviewed by: Michael Simpson

You can have your Reader Review published on Kotaku. Send your review to us at the usual address. Make sure it’s written in the same format as above and in under 300 words – yes, we’ve upped the word limit. We’ll publish the best ones we get and the best of the month will win a Madman DVD prize pack.

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