F E A R 2 Project Origin Part 4 Keegan PC 4K

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F.E.A.R. 2: Project Origin is a 2009 first-person shooter psychological horror video game for PlayStation 3, Windows, and Xbox 360. Developed by Monolith Productions and published by Warner Bros. Interactive Entertainment, it was released for all platforms in February 2009. It is the second game in the F.E.A.R. series and is followed by F.E.A.R. 3. In September 2009, Monolith released a single-player DLC pack, F.E.A.R. 2: Reborn. In March 2015, both the base game and Reborn were made available on GOG.com. In November 2021, the F.E.A.R. franchise, including Reborn, was added to Microsoft's backward compatibility program, making the games playable on the Xbox One and Xbox Series X/S. Project Origin ignores the events of both TimeGate Studios-developed expansion packs for the original game (F.E.A.R. Extraction Point and F.E.A.R. Perseus Mandate), which are now no longer considered canon to the F.E.A.R. universe.

Project Origin begins thirty minutes prior to the conclusion of the original F.E.A.R., with the player controlling Michael Becket, a Delta Force sergeant. Sent to take the president of Armacham Technology Corporation (ATC) into protective custody, things go awry when Point Man destroys the Origin Facility, and Becket and his teammates are caught in the blast. Waking up in a strange hospital that is seemingly under attack by an ATC black ops squad, things become even more complicated when Alma Wade, now free from her confinements, begins to show a keen interest in Becket.

In making Project Origin, Monolith looked at the reception of the first game, specifically what was popular and what was not. With this in mind, they set out to correct the two most frequently criticised elements of the original; monotone and repetitive environments, and lack of enemy variety. At the same time, they attempted to enhance the game's most lauded elements; the combat mechanics and enemy AI. By making Alma a more central presence than in the first game, they also hoped to enhance the horror elements of the original.

Project Origin was generally well-received by critics, although it was felt to be inferior to the first game. Common points of praise included the combat mechanics, sound effects, mech sections, graphics, and enemy variety, with some critics also lauding the level design and voice acting. Less enthusiastically received were the plot, cover mechanics, horror elements, some of the gameplay changes from the original (specifically the removal of the lean function), and multiplayer. Several critics also felt the game took too few risks and was little more than a generic, albeit well-made, shooter.

F.E.A.R. 2: Project Origin is a first-person shooter with gameplay broadly similar to the original F.E.A.R.The player's arsenal includes a handgun, assault rifle, submachine gun, shotgun, automatic shotgun, sniper rifle, nail gun, rocket launcher, laser carbine, flamethrower, and pulse rifle.Each weapon differs in terms of accuracy, range, rate of fire, armor penetration, damage, and weight.Only four different firearms can be carried at any one time.The player also has access to four different types of projectile - frag grenades, incendiary grenades, shock grenades (electricity-based), and proximity mines.The player can carry five of each type, and can carry all four at once (allowing for up to 20 projectiles), but only one type may be equipped at any one time.Players can also "cook" grenades before throwing them; setting them off but holding onto them for a moment before tossing them. An on-screen meter tells the player how much time is left before they detonate.

A prominent gameplay element in Project Origin is "reflex time"; an ability which slows down the game world while still allowing the player to aim and react at normal speeds. This effect is used to simulate the player character's superhuman reflexes, and is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the game's particle system.The duration which reflex time lasts is limited, determined by a meter which slowly fills up automatically when the ability is not being used.The player can permanently increase the size of the meter by picking up "reflex injections".Other pickups available during the game include medkits, medical injections, and protective armor (reduces the amount of damage the player takes during combat). Medical injections are automatically used as soon as they are picked up, but med kits can be stored (up to three), and used manually by the player.

A new feature in the game is the ability to interact with the environment, such as upending a table or toppling a shelf to provide cover.[Occasionally, the player will also be able to move objects blocking their path.