F.E.A.R. 3 is out, but has Day 1 Studios done a good job of keeping what made F.E.A.R. great and improving it from there, or is the game such a mess that not even Alma herself would dare approach? Read on to find out.
F.E.A.R. 3 is a cooperative FPS with horror themes that requires you to work alongside a partner and combine firepower with magic elements.
This article contains information on the Special Forces team assigned to investigate the Armacham Technology Corporation, the weapons you’ll have available during your mission, and a combat assessment of the threats you should expect to encounter while playing FEAR 2: Project Origin.
Movement in FEAR 2: Project Origin, whether in combat or just traveling from point A to point B, is an essential element of the game play and this article gives you a quick review before you get out of the APC at Genevieve Aristide’s hideaway.
This FEAR 2: Project Origin guide takes you through the different visual indicators on your special optical visor and the real time information it provides on your present condition. Keep a close eye on this display (HUD) at all times, so you’re always aware of your current reality.
Use the combat hints and tips in this part of the FEAR 2: Project Origin Game Guide to help you battle your way through to Alma and your destiny. We’ll provide you with information on shooting, melee attacks, using grenades, and using reflexes in combat.
The next part of the walkthrough, or Interval 04 – Top, will look at how to re-join Stokes who’s now in a bit of trouble and dismounting (or destroying) an enemy Turret. But most importantly, we’ll get to control one of those giant powered units: pity anyone that stands in your way.
We move onwards onto the Replica chapter of Interval 03, still taking place in the same area of the Harbinger facility. After our agent has been unconscious, we must fight our way out not to mention deal with the pesky psychic again.
At the beginning of Interval 03 you find yourself in the outer-shell of the Armicham facility, still with a strong Black-op presence: certainly stronger than in the hospital.
After agent Beckett has made it out of the Harbinger facility, the mysterious Snake-fist unveils a larger plan to destroy Alma, the powerful psychic who can’t be contained after all. It only took 6 acts to realise this, but onwards and upwards as they say.