Preview: Project Origin
Leave the lights on; Alma's back and wreaking havoc in Monoloth's highly anticipated sequel to F.E.A.R.: Project Origin
"Project Origin": a deranged experiment on a hapless child, cursed with psychic ability and imprisoned for it, forced to give birth to at least two of her own children over the course of a lifetime of shackled suffering. Monolith's F.E.A.R. told the tale of one of those children and the search for his mother, Alma. Now, F.E.A.R.'s sequel will continue to unravel Alma's story, this time through the eyes of a Delta Force agent named Michael Becket.
Horrific as Project Origin's experimental namesake was, Monolith is looking to up the blood, tighten the story, and further the fear-factor in its return to the Armacham facility. The graphics engine has gotten a much-needed boost, and the combat features some sweet new weaponry and the return of F.E.A.R.'s bullet time. The already landmark AI has also gotten a makeover, with enemies now completely unscripted. Play the same section of the game twice and you'll get two different engagements.
Those engagements should be plenty scary, too, since Monoloth is trying to work your senses during gameplay. Focus down your gun's iron sights and your vision will sharpen while your hearing dulls; blow away a target at close range and your visor will get sprayed with blood, forcing you to listen for enemies while taking the time to wipe the gore away. F.E.A.R. wasn't perfect, but Monolith is sure trying to put out the perfect sequel.