• Sequel to F.E.A.R.
    • Story begins 30 minutes before the original game ended
    • Players take the role of Michael Beckett, a different protagonist from the first game
    • Gameplay is similar to the original game, but with a number of improvementsGameTrailers: F.E.A.R. 2: Project Origin Behind the Scenes: AI
  • This page contains a full-text walkthrough for F.E.A.R. 2: Project Origin, a first-person shooter for the Xbox 360, PS3 and PC. The sequel to F.E.A.R. resumes about 30 minutes before the original ended. However, the player assumes the role of a member of an elite military squad in this installment.

    F.E.A.R. 2 continues to unravel the story of Alma, a woman who was experimented on by the government for her tremendous psychic abilities. When the government killed Alma's physical body, her consciousness remained, allowing her to inflict chaos on the world around her in revenge for what was done to her.Official Site: F.E.A.R. 2: Project Origin

  • Improved AI

    In order to make the experience of playing F.E.A.R. 2: Project Origin even more realistic than playing the original game, the developers made a number of tweaks to their AI system for enemies.

    In the first game, enemies already jumped over walls and desks in order to get to the player, but in F.E.A.R. 2 the enemies are even smarter. Enemies will understand and use cover and moving cover, meaning an enemy may pop up from behind cover to throw a grenade and then pop back into cover again. If the enemy is taking cover behind an object that moves, the enemy will move with the object in order to stay in cover.

    Certain enemies in F.E.A.R. 2 can also now walk on walls and rails, adding to their creepiness factor.GameTrailers: F.E.A.R. 2: Project Origin Behind the Scenes: AI