Fear 2 pc free download






















Player Support. Community Hub. Warner Bros. Games , Warner Bros. Interactive Entertainment. Assume the role of Special Forces Sgt. Becket as your routine mission quickly turns into a fight for survival against the wrath of Alma Wade. As Alma's terrifying power surges out of control, your squad is forced to battle through an apocalyptic landscape in search of clues for how to destroy her!

Recent Reviews:. All Reviews:. Popular user-defined tags for this product:. Is this game relevant to you? Sign In or Open in Steam. Languages :. English and 8 more. Title: F.

Publisher: Warner Bros. Share Embed. Read Critic Reviews. Low Violence: Low Violence Version. Add to Cart. View Community Hub. About This Game Deployed just minutes before the blast triggered by the original F. Michael Becket as your routine mission quickly turns into a fight for survival against the wrath of Alma Wade.

Strategic environmental combat opportunities available to both you and your enemies Slow time using your character's enhanced reflexes In your face close-quarter action in a variety of indoor and outdoor environments Battle all-new enemies that employ advanced combat tactics Test your nerves and face your FEARS as you battle new characters and unravel a terrifying mystery Utilize the world interaction enhancements to create instant cover or remove obstacles Play with and against friends in multiplayer competition Enhanced graphics engine takes action horror to new heights through enhanced visuals and effects Enemies behave realistically and use the environment against you through vastly enhanced enemy Artificial Intelligence Maintains the authenticity of the Alma storyline and players will know this is the only place to continue the saga ABOUT TOY SOLDIER UPDATE Toy Soldier Update April 16, - Experience FEAR 2 multiplayer from a new perspective.

Spare a thought then for Alma Wade, preteen star of Monolith moneyspinner F. Step-parent developed games that have not only besmirched her good name, but also made us heartily fed up with concrete walls and ceilings. I, myself, can't even go into multi-storey carparks any more without being physically and violently sick. So why are we championing her return? For one thing, the Monolith brand of F. For another thing, Monolith who haven't been a part of the F. Yes, the story was engaging, and yes the soldier Al was great fun to fight against, but for how long could lift shafts and corridors stay immersive?

We were a claustrophobic game by design, but at a certain point tension becomes numbing. So we've decided to mix it up and to have these more open spaces, and you feel a little colour from the sky before going back to tight, menacing environments.

It's going to be more direct, and an escalation: not something you say Creepy little girl is not so creepy anymore In another break from F. Now Delta Force were the whipping boys in F. You're heading to the penthouse residence of Genevieve Aristide, because of all the things the F. Obsessives may recall the voice of mysterious cigarette-smoking, femme-fatale Genevieve from the original game, she was the head of both the now-titular Origin project mandate: lock up Alma - make her have babies and the Perseus project mandate: make her kid able to control an army of clone soldiers, and make him eat people while you're at it since that would be cool.

In fact it was her voice that closed F. Explains our man from Monolith. So he might say that Alma has a grudge against her? Mulkey refuses to explain exactly how a common-or-garden Delta operative such as yourself is suddenly granted the time-slowing ultra-sensitive reactions of the original game's point man, hut clues may be provided by the fact that early in the game you find yourself lying prostrate on an operating table and dipping in and out of consciousness as an officious woman with a snappy business voice looks on.

It doesn't take a huge leap of the imagination either though this is Mystic Will talking rather than the sternly monitored voice of the developer to surmise that you're being upgraded with another brand of Armacham technology to eventually aid and abet Ms Aristide, and perhaps even protect her from certain insane small children. Either way, the game starts in earnest in pure 28 Days Later fashion deep within said hospital.

Now, you might have read ' my stuff on this before - but sit tight for a paragraph or so as there's an excellent bit coming up about faeces. After watching surgeons attempting to save you from the brink of death and watching spectral assailants devour you whenever you lose consciousness you wake up alone in the operating theatre.

This then turns into a Monolith masterclass in what I refer to as scripted WTF'; a speciality of theirs that's been a hallmark ever since that Marine level in Aliens vs Predator 2 where pipes and steam proved scarier than any alien attack. Alma has broken out bits of guts keep on falling from airvents, odd scrawlings cover the waHs and a wall-hanging man-creature is leaping around and behaving very oddly.

This chap is the first example of Monolith recognising that they needed to spice up the combat with regular enemies who weren't simply the same endless clones or one-trick ponies like the original's invisible wall-huggers.

Adding elements to break up the gaming experience so it doesn't fall into a rhythm that could become tiresome. Which leads us to this rather pallid gentleman feasting on dead bodies and leaping from wall to ceiling to hospital bed with great, and beautifully animated, skill and vitesse. Where you find him, you find these very odd scrawlings all over the ground and the walls and surfaces around him. It's an odd mix of numbers, symbols and words. He's trying to puzzle something out.

And it's usually drawn out in blood, or faeces That's a first for gaming isn't it? He's also rather aggressive, you'll come across some soldiers and you'll see this thing is picking them off. These guys use them in their equations. You come across this body and there's all this scrawling across the floor, and you'll see the soldier's head has been scooped out as if it were an inkwell. And eventually, obviously, these confused maniacs will meet the hollower end of your weaponry.

They'll stick to corners if they can, scuttling around insect-like - avoiding crossing the middle of the room. They're little wads of muscle," continues a fervent Mulkey. And so with your revamped, highly polished and better animated arsenal of wall-pinning Penetrators and gruntigniting laser beams you'll traverse the wrecked city of Auburn with, we're promised, a bit less corridor and a bit more variety.

You can have what seems like a very normal environment, then turn it about on its head. You can do some really great things to play with a player's expectation, explains the lead designer, wary of a fierce PR lady employed to make his life a misery if he lets on too much about specific environments. As far as stuff goes for dead-certs though: killer robot-mcchs will certainly tasked with hunting you down in the Auburn streets, high-kicking foes known as Replica Assassins with wristmounted blades will cause hand-to-hand mischief who could well be tooled up variants on our hospital poo-smearing friend , Alma will blowing stuff up with her mind, and you can a few ominous playgrounds as well.

And a downed plane or two. And the combat sounds as much fun as it ever was. Not least because the chaos of your gunfights will exacerbated by the fact that there'll five times as much detail to each room than before, and therefore more breakables, more debris, more smoke and more slow-motion swearing. More than ever before the aim is for bullet exchanges to sand with ramifications of your split-second battle tactics reflected in your enemies movement, actions and eventual demise.

Plus, you'll able to interact with the environment in much the same way as clone soldiers could in the previous game - leaping over fences, or toppling over furniture, flipping it over and taking cover behind it. This random factor, the way clever level design goes hand in hand with Al cleverness, is what has been so lacking on the externally produced F. What's more it's a paramount shame that such a worthy development team and game have been forced so far back in the starting grid by powers beyond their control.

The F. You know when the mad steward of Gondor gets set on fire and runs one and half miles while covered in flames to jump off his mountain city's curiously placed aerial diving board? That's the sort of nonsense being put to good use in Project Origin: the 'glory death'. It plays into the incendiary behaviours we've got too; the Al know what state they're in a lot better than before, and they know when they've caught on fire! I Didn't Play Fear 2 on its release due to widespread complaints of severe console compromises.

But after a couple of friends convinced me it really wasn't that bad I decided to give it a chance, and discovered a perfectly worthy sequel to Monolith's classic shooter. In many ways it's a better game, with vastly better graphics, more interesting characters and, unlike the original, it was a little bit frightening. However, my experience of the game was almost ruined by one thing -the shotguns. It had a deeply satisfying firing sound and, combined with the game's excellent physics and collision detection, had a definite punch.

Instead they created two new shotguns - one pump-action, one automatic, both dreadful - which made noises like a rabbit's fart, and a less powerful kick than that same long-eared rodent. Whoever decided to change FEAR's shotgun was an fool and deserves to be locked in a ball-shaped chamber with a horny undead ultra-powerful psychic teenage girl. The rubbish new shotguns were indicative of a general loss of identity in FEAR 2. It's a great game but, to delve briefly into the realm of cliche, it lacked that special something that made the original so superb.

Monolith are ramping up the feeling of bodily awareness far more than with the simplistic punchy-kick business of F. When they get close, they gouge. This level takes place at the Wade Elementary school, a place of learning funded by Alma's evil scientist family - and presumably the place she was taken away from before being incarcerated in a metal underground dungeon.

The city-wide nuke has this plane fall out of the sky, and later you'll battle along its downed wreck - dashing over its wings, and taking cover behind lumps of fuselage. The days of grey corridors could be over. This game returns with the same Slo-mo Combat action, martial arts and enhanced A. There are some new features in this game also. This game does not allows you to save the game at any instant. It has checkpoint system by which you have to save the game.

You can play any level from the Main menu. But you have to first complete that level in Campaign mode. This story is about a supernatural creature Alma who is been mistreated which has resulted into the uncontrolled threat by her.

You have been given the role of Michael Becket who is a Delta Force operator. He along with his squad has to save the whole American city from the crisis which are pointing towards the destruction. It does not have Jaw dropping visuals but it is a hugely satisfying shooter game with stressful campaign.



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