"Bullets, blood and big stompy robots!"
Alma's back. Given that she's essentially dead and all, this isn't good news. Describing her as "slightly peeved" about being used as an incubation chamber for morally bankrupt corporate Frankensteins and then left to rot, would be the very definition of understatement. One character in Project Origin describes her as "the Mother of the Apocalypse" -- and he's not far wrong. Alma is a very, very angry little girl. Which is great, because her rage-fuelled paranormal killing sprees are a large part of what makes the F.E.A.R franchise so much fun.
The game begins mere moments before its predecessor's ending and places you firmly in the sweaty combat boots of one Michael Becket ("Bucket" to close friends and snarky colleagues), Delta Force soldier and all-round gun-toting bad-ass. Becket and his team have been tasked with taking into "protective custody" one Genevieve Aristide. If that name doesn't ring any bells either you've never played the first game, or you're developing presenile dementia.
Aristide was the manipulative corporate schemer who was directly responsible for unleashing Alma upon an unsuspecting populace through a mixture of greed, unchecked ambition and a callous disregard for both the truth and the lives of innocent civilians. Regrettably for Aristide, she's about to reap the whirlwind. Armacham Technology Corporation's Board of Directors, her employers, are calling her to account for her actions. To this end they've dispatched Colonel Richard Vanek and his battalion of heavily armed thugs to dispose of both Aristide and any evidence linking the ATC to Alma and Project Origin. Your job is to stop them, secure Aristide and find out how to stop Alma. Piece of cake.
All the features that made the first game such a visceral experience remain largely unchanged. Enemy AI is as cunning as ever, seeking cover, attempting to outflank you and throwing an assortment of grenades in your general direction. Weapons are varied, robust and genuinely useful, barring perhaps the rickety pistol which is only really handy when you've exhausted all other options. "Slow-mo" makes a welcome return and unlike in the previous game, where it was an entertaining but superfluous novelty, proves essential during a couple of the more frenetic firefights. (A battle aboard a moving subterranean tram near the end of the game springs to mind. Slow-mo, proximity mines and the automatic shotgun will become your new best friends.)
As one might expect for a game released in 2009, Monolith have made notable improvements. Graphics are gorgeous, particularly the desolated ruins of Auburn. Music, voicework and sound effects are all appropriately ghoulish and contribute heavily to the game's unsettling ambience. But best of all, F.E.A.R veterans will be pleased to learn that level design is no longer limited to a dreary selection of office interiors interspersed with the occasional rat-infested sewer. In a similar vein, enemies are now obviously different, fulfilling different roles within Replica/ATC units. A heavy weapons soldier is bigger and more heavily armed and armoured, whereas a Replica sniper is lightly armoured, but fast, agile and excels at concealment. It's no longer a case of the same bloke in a different coloured uniform. Enemies of a paranormal nature are similarly varied. Abominations, though weak, are particularly good at getting the jump on you, and the way they move is just... wrong. Remnants are an entirely different bucket of entrails, and the first time you encounter one can be a uniquely disturbing experience.
Of course, if anyone's going to induce brown-trousers-time in a hardened FPS gamer, it's Alma herself, and rest assured she doesn't let the side down. A bowel-loosening hour spent in the charnel house that was once Wade Elementary School stands out as a high-point in both steadily increasing tension and moments of stark terror. Alma's also a lot more "hands-on" in this outing. In fact, without revealing too much, you'll find that your relationship with Alma at the end of the game has taken on an entirely new, and grotesque, dimension. As an antagonist, Alma invokes feelings of ambivalence. On one hand, you feel sympathetic toward her and the unrelenting horror she's been forced to endure. On the other hand, she's a vengeful, insane spirit with a penchant for acts of gratuitous destruction and mass carnage. But at least she's not boring.
Some of the more formidable opponents in the first game were the Replica soldiers piloting mechanised power armour. These lumbering behemoths were capable of unleashing jaw-dropping torrents of firepower, and soaking up truly massive amounts of punishment. In Project Origin, the shoe is very much on the other foot. When you first clamber into the cockpit of an Elite Power Armour and the onboard computer calmly states (in that soothing feminine way that all sci-fi computers seem to have) "Systems Online", you feel something you've not felt for pretty much the whole of the game so far -- safe. Snugly ensconced within roughly three tons of reinforced steel plate, with a pair of chain guns and dual missile launchers at your fingertips, you feel secure, relaxed, content. And then you start stomping through the ruins of Auburn, laying waste to all in your path, and that sense of peace and tranquility is swiftly replaced with a demented urge to shoot things and blow stuff up, cackling like a muppet all the while. As a pleasant change of pace from being constantly on edge as you slink through gloomy, mutant-infested corridors, it works really well. Oh, and it's a wheelbarrow-load of fun.
Okay, so Project Origin is fun and scary and appallingly violent, but what else is it? It's dark. Really, really dark. And it doesn't help that the torch with which you've been provided could be effortlessly replaced with a Bic lighter taped to the end of a broom handle for all the illumination it provides. Feeble doesn't begin to describe it. And yes, we all know that it's a survival horror game and pervasive gloom helps to reinforce the claustrophobic ambience, but why go to all the trouble of tarting up the graphics if you can barely see your hand in front of your face. Becoming acquainted with the gamma correction setting in the options menu is strenuously advised.
Another bugbear is the new checkpoint system. Despite being able to quicksave at any point in the proceedings during the first game, Project Origin uses pre-programmed checkpoints. No quicksaves for you, young man. I suspect this, along with the new three medpack limit imposed, is an attempt to regulate the game's difficulty given that it seems, on the whole, significantly easier than its predecessor. This is all well and good in theory, but in practice, it's just annoying. See, I'm weird in that I like to select the game's difficulty by adjusting the 'difficulty' slider in the options menu. That way, if I'm all liquored up and exhibiting the hand-eye coordination of an arthritic pensioner with chronic epilepsy, I can just set the difficulty to 'easy' and not spend the next six hours feeling like an emasculated failure.
Project Origin is also short. It's nowhere near as long as the first game, though what little there is of it is highly entertaining. I guess when you fritter away all the zots on new environments, enemies, weapons and big stompy robots, you've not a whole lot left over to give the convoluted story the in-depth and sufficiently lengthy treatment it so desperately needs. Is the game worth $100? Subjective. If you have the attention span of a three year-old whose ingested four pounds of raw sugar and a bucketful of treacle, then I'm sure you'll get your money's worth. Otherwise, you may want to wait for the price to drop.
Verdict: By turns enthralling and horrifying, but far too short.