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F.E.A.R. 2: Project Origin Review
March 05, 2009   Tom YodaBlues Colarusso > [View My Other Articles]
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Graphics and Audio


F.E.A.R. 2: Project Origin runs the same Jupiter EX engine as the original game, so we weren’t expecting any major improvements over its predecessor. Overall though, we were happy with most of the visuals, especially player models which run the gamut from pretty good to fantastic, depending on lighting conditions. Lighting effects also look great, since F.E.A.R. 2 is played with flashlights or even swaying overhead lamps that cast shadows from side to side, bringing out a lot of the small 3D details on objects and people. DX9 effects, especially when in SlowMo or during a psychic attack by Alma, look excellent and work on many levels to bring detail to game play. World textures aren’t as sharp however, while a lot of the map layouts can be frankly boring. In one instance, you find yourself on a rooftop during your travels, and the sky leaves a lot to be desired in terms of quality. It reminded us the old skybox effect used in games like Quake, complete with visual clipping depending on your vantage point.

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F.E.A.R. 2: Project Origin Review [  @ 1920 x 1200 ] > View Full-Size in another window.



The audio in Project Origin however is excellent in many ways, with full support for 5.1 surround sound. Whether we played with a surround system or gaming headphones, the positional audio is fantastic. Voices and gunfire come from all directions, while the music is loud and boisterous when it needs to be or skin-crawlingly creepy during the freaky moments. Even when Alma isn’t around, you sometimes hear small voices or screams or….something that makes you look around to ensure you are really alone. The sound design in F.E.A.R. 2 is some of the best we’ve heard in awhile and Monolith deserves lots of credit for it. Proper ambient sound can make or break a horror game, and they got it perfectly right with F.E.A.R. 2.


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