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In 2005 the original F.E.A.R. set the standard for visceral, horror-infused first-person shooters. An innovative slow-mo, bullet-time gameplay dynamic, ultra-aggressive AI, and guns that really popped all came together in a refreshing and thrilling little game. Four years later we have F.E.A.R. 2: Project Origin. In the space in between, first person shooters have seen quite a few notable entries, and possibly even some evolutionary steps towards a more advanced future.
In comparison, one thing is almost immediately apparent after playing only a few minutes of F.E.A.R. 2: It has a decidedly retro feel. That is, it feels exactly like the original F.E.A.R. Of course, this is both a good and a bad thing simultaneously. Fans of the original will feel right at home with the very solid shooting action, while others will wonder what Monolith was up to over the last four years and if they noticed that other games weren't stuck in a time capsule dated 2005. Suffice to say that if you enjoyed the original F.E.A.R., you can probably stop reading and go out and get F.E.A.R. 2 right now - they really are that similar. The action is precisely as visceral, and, it must be said, satisfying despite not feeling entirely fresh. 
One thing that the game has down pat is the incredibly atmospheric creep-fest as you trudge around the ruins of a city devastated by a blast created by the antagonist Alma's escape. The graphics and presentation employ effects and a range of flexibility that I've never quite encountered before. Mind-bending visual tricks like shadows, warping, spectral flashes and so on are employed in a very focused and singular purpose: scaring the shit out of you. The game can also switch from one location to another, ethereal astral plane (or whatever the hell it is) in a flash with no hitch whatsoever, which must be some sort of engineering feat I'm woefully inadequate to ever fully appreciate. Unfortunately, this flexibility apparently comes with a trade-off: The graphics otherwise appear to be running in an unusually low resolution. This, perhaps, is a key factor in the game's dated feel. Should this really matter? Perhaps not, but one can't deny wishing for better after peering through a lense seemingly coated in a thin layer of vasoline. There are also a few other notable lackluster elements: poor pacing and unintersting enemy encounters. You'll spend hours trudging through very similar environments just to complete one objective or several unimportant ones. Many paranormal events will beset you along the way, but you never feel like the story is really moving along like it should. And this is unusual for a game with such a strong setting and an emphasis on that setting. Moreover, enemies, while aggressive and somewhat smart, don't really come together in any interesting or dynamic set-pieces. 
Regardless of the aforementioned issues, F.E.A.R. 2 has no doubt been an entertaining jaunt thus far. As I'd said, it compares favourably well to its predecessor, with all of its abundant strengths. It is also worth noting that one particular aspect of F.E.A.R. is nothing but downright awesome: the Powered Armour. Step into one of these bad boy mini-mechs and you're suddenly treated to one awesome display of power and presentation, easily the most fun I've had in the game thus far and a first-person shooter event I'll likely remember for years to come. Having played about half-way through the game, my expectations for F.E.A.R. 2 are modest: a satisfying first-person shooter cornering the horror sub-genre convincingly, but not likely to make a lasting impression. Opinions, Dear Reader?
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You haven't played enough of the game yet.
And the game sure looks spectacular at 1680x1050 with 4x AA and 16x AF. No blur to speak of.