F.E.A.R. Perseus Mandate versus Project Origin - by Digital Nightfall
EvaUnit02 on 18/2/2009 at 00:15
Having the Replicas standing their dormant was definitely a nice tough in the expansions. But having them emerge from storage pods was neat idea too.
I didn't know that FEAR1 had walk ability either. Sprinting for short bursts has likely surplanted it anyway.
Quote Posted by gunsmoke
Wow, they removed the explode on impact feature from the grenades? I loved that. Hell, it is even in Deus Ex.
Ability to cook grenades > explode on impact. That's one of the few improvements over FEAR 1. Actually having FEAR 1 style 'nades would be detrimental due to only having checkpoint saving. In FEAR 2 if a Replica threw a 'nade, I could just sprint the fuck away from there. Else I'd have to start replaying that section from the last checkpoint.
june gloom on 18/2/2009 at 00:36
Nono, they only explode if they hit a Replica soldier (or you.) Otherwise they just roll around 'til they go bang.
FEAR 2 doesn't do that. I am sad. :(
also oh my fucking god the school
EvaUnit02 on 18/2/2009 at 01:10
Quote Posted by dethtoll
Nono, they only explode if they hit a Replica soldier (or you.) Otherwise they just roll around 'til they go bang.
You're right. I just played a bit of Perseus Mandate to refresh my memory.
Quote:
also oh my
fucking god the school
Yeah, it's terrific. Met the principal yet?
Phatose on 18/2/2009 at 01:18
There's intel in Fear 2 that indicates the soldiers shouldn't go dormant when not under psychic control - they're also voice controllable.
heretic on 18/2/2009 at 01:22
Quote Posted by EvaUnit02
Having the Replicas standing their dormant was definitely a nice tough in the expansions. But having them emerge from storage pods was neat idea too.
Agreed. I thought the
arena idea was well implemented as well. IMO cooking grenades w/ proper timing makes up for the on-contact loss. It also adds a much needed layer of strategy to the fights.
Volitions Advocate on 18/2/2009 at 01:31
Quote Posted by dethtoll
Also is it just me, or did they completely miss an opportunity with the Replicas reactivating? In Extraction Point, the Replicas are all dormant in the first 5 minutes of the game but when you get into the church- BAM. Perseus Mandate has a very creepy section where dozens of Replica troops are just standing around, and all of a sudden they activate on you. There is no such situation in FEAR 2.
I think it makes sense that you dont see that considering you
end up in surgery, so some time would have passed between fettels death and the reactivation. I was thinking about the characters and what bothered me was that beckett could have the slowmo ability, but then it made sense when they were screwing with him in surgery. Although it still doesn't really explain how it happened to the pointman. Also, i thought about it, even though its non cannon, Extraction Point could very well be a good explanation of what happened to Pointman.
Gaph on 18/2/2009 at 03:09
Sending an explode-on-contact grenade sailing through the air into a group of Replica soldiers desperately trying to move out the way and yelling a deep, drawn out "grenade!", only to have it explode into a spherical shockwave that rocks the screen and leaves a mist of blood and dismembered bodies. Cooking grenades can't compete with that.
Plus you could shoot enemy grenade out of the air. Now that's bad ass.
june gloom on 18/2/2009 at 04:15
Once when I threw a grenade, a Replica literally yelled OH SHI- before being vaporized. I lol'd and lol'd and lol'd.
[edit] vA, did you completely miss the plot of FEAR 1? I thought they made it perfectly clear that the Pointman gets his reflexes as well as his sensitivity to psychic phenomena from Alma and Project Origin- after all, he is the First Prototype.
Jason Moyer on 18/2/2009 at 04:43
Quote Posted by Phatose
There's intel in Fear 2 that indicates the soldiers shouldn't go dormant when not under psychic control - they're also voice controllable.
Weren't they dormant for the last part of FEAR 1?