Now I'm posting this now while it's in my head. I'll be adding parts as this goes on, and then do a full cumulative review of the overall product at the end.
I've only played about 1 1/2 hours worth of gameplay, but just from that little amount of time it appears that Monolith has gotten MUCH better at combining combat with horror. I've had a couple of gunfights where at least one of my enemies died in a scripted sequence by being eaten by a creature. They also have changed how Alma and the ghosts appear. Where in FEAR we'd have alma as a girl doing slow walking and disintegrating her enemies, now she's running around in her physical body and you get flashes seeing her. Now the flashes can sometimes be a bad thing because I've found that several times I've missed her appearance because I was looking another direction (they made it so that a filter goes over your vision as a sort of "HORROR INCOMING" warning when ever a supernatural effect or horror segment goes balls to the walls mindfuckery on you).
The combat is... ok. It's not as brutal as the originals probably because this came out with the consoles in mind. But that's somewhat made up for by the fact that there are ALOT more enemies per fight (where as in FEAR you'd fight a total of five opponents max, before a respawn brought more in or you moved to the next section) Usually anywhere between 7-15 guys are fighting. One of the biggest differences I've seen (at least in the enemies you face early on, I just got to the replicas) is that they don't get that weird "I see you so I've got more life" effect going on. By this I mean that where in FEAR you'd head shot one guy when he didn't know you were there and he'd die instantly, but the others with him you'd pop in the head and they'd dive for cover, living with a bullet cranial intrusion. In Project Origin most of the non-replica troopers are CAKE to murder (usually taking about 6 shots from the SMG), and their skins give away exactly how armored they are (the weakest ones don't have much armor and have their faces explode, in the dark they look like they were ripped from Gears or Final Fantasy: Spirits within.) Another interesting thing is that certain enemies have hazard suits that you can blow up by hitting their O2 tank, it's pretty awesome.
Weapons so far have been standard fare, but it seems like they've started to mix it up more. You've got your SMG, AR, Shotty (two types so far, auto and combat), and pistol (no duel wield this time however, you aren't that awesome). But I've found at least one newer weapon, the FLAMETHROWER! Now flames look incredible in this game, and the flame thrower just adds to the beauty. You hit enemies and they don't die instantly, instead they run around like chickens with their heads cut off as their health slowly dwindles and you take pot shots at them. Grenades also have different types, Landmines have returned, as have your standard frag, missing however are the useless remote detonation nades. In their place we've got Shock Grenades, and incendiaries (which light an entire area on fire).
Character wise they have created distinct personalities for your squad. But you don't get to see much of them because you go solo until the Point Man blows everything to hell and gone, and then you're separated into a hospital after being given your reflex abilities. I have thus far found three of the group again. Two I was immediately separated from again, but (and this is MINOR MINOR MINOR spoilers) I do wonder what it is that the games industry in general HATE about anyone named Jankowski? First we had Leo Jankowski from Invisible war, who by the end of the game, was nothing more than a part of a collective, and then we had the Point Man's partner from the first game who got killed and his brain eaten, and now the new Jankowski DIES within the first hour of the game! Seriously WTF do you guys have against that family!? Haven't you put them through enough!?
...
Sorry.
Anyway, back to the combat in general. The difficulty has been lowered but the sheer numbers has been heightened. The biggest problem I've been finding that makes this so easy is that the AI seems programed to accept something that's got holes in it (like shelving that's got cubby holes that go through the entire thing) as acceptable cover. So you simply pop the guys through their "cover" and keep moving. The game has an overall sense of polish so far but there are a few points with enemy AI and enemy interactions with the environment that seem like they missed. The AI I mentioned before, but I've seen an enemy take cover behind a towel dispenser (no I'm not kidding) leaving his entire lower half showing, but the weirdest part was that rather than him pressing up against it (you know how guys in cover press against the cover for leverage? Or at least press against something!?) he just kinda stood there leaving half his torso in full view. I just stood there and stared as he calmly waited for me to either cap him or something, before he leaned out of cover and shot at me with three bullets. Then he popped back and stood there again. Now this seems like it's a minority or less compared to the overall enemy interactions but it was jarring and ejected me from the mood because this guy wasn't even acting human (and most of the opponents seem to act at least somewhat life like).
I've only died once, and that was because I got careless and didn't hit my Medkit for an extended period of time. The health system has been changed so that you no longer have numerical values and instead have bars. You can only carry 3 medkits total (where in FEAR you could carry 10 of the buggers), but they also added in health injectors that will restore a certain amount of health every time you walk over it. I ended up not popping much because my armor has been absorbing so much damage and the availability for said armor is just stupid (particularly for a hospital).
I would also like to note that the Yahtzee reviled Quick Time events have appeared, but not in the standard format. Instead certain enemies will attack you and if they are close enough and under the right circumstances they'll grapple you and try to bite your face (literally). The way you knock them off is by rapidly hitting the melee button (there's a fairly large margin for error thus far) and this causes you to start punching like a crazy man to knock the thing off (Only one enemy type and an Alma appearance have cause this thus far. Alma was the only one to get a chomp in because I was so freaked out by her appearance.)
That's all for now. As I get further and the gameplay develops (with differing enemies and the mech combat) I'll add more, and when I beat it I'll throw out a full review after I pick up some perspective on it (usually this means that I'll spend a day or two chewing over the experience)
I've only played about 1 1/2 hours worth of gameplay, but just from that little amount of time it appears that Monolith has gotten MUCH better at combining combat with horror. I've had a couple of gunfights where at least one of my enemies died in a scripted sequence by being eaten by a creature. They also have changed how Alma and the ghosts appear. Where in FEAR we'd have alma as a girl doing slow walking and disintegrating her enemies, now she's running around in her physical body and you get flashes seeing her. Now the flashes can sometimes be a bad thing because I've found that several times I've missed her appearance because I was looking another direction (they made it so that a filter goes over your vision as a sort of "HORROR INCOMING" warning when ever a supernatural effect or horror segment goes balls to the walls mindfuckery on you).
The combat is... ok. It's not as brutal as the originals probably because this came out with the consoles in mind. But that's somewhat made up for by the fact that there are ALOT more enemies per fight (where as in FEAR you'd fight a total of five opponents max, before a respawn brought more in or you moved to the next section) Usually anywhere between 7-15 guys are fighting. One of the biggest differences I've seen (at least in the enemies you face early on, I just got to the replicas) is that they don't get that weird "I see you so I've got more life" effect going on. By this I mean that where in FEAR you'd head shot one guy when he didn't know you were there and he'd die instantly, but the others with him you'd pop in the head and they'd dive for cover, living with a bullet cranial intrusion. In Project Origin most of the non-replica troopers are CAKE to murder (usually taking about 6 shots from the SMG), and their skins give away exactly how armored they are (the weakest ones don't have much armor and have their faces explode, in the dark they look like they were ripped from Gears or Final Fantasy: Spirits within.) Another interesting thing is that certain enemies have hazard suits that you can blow up by hitting their O2 tank, it's pretty awesome.
Weapons so far have been standard fare, but it seems like they've started to mix it up more. You've got your SMG, AR, Shotty (two types so far, auto and combat), and pistol (no duel wield this time however, you aren't that awesome). But I've found at least one newer weapon, the FLAMETHROWER! Now flames look incredible in this game, and the flame thrower just adds to the beauty. You hit enemies and they don't die instantly, instead they run around like chickens with their heads cut off as their health slowly dwindles and you take pot shots at them. Grenades also have different types, Landmines have returned, as have your standard frag, missing however are the useless remote detonation nades. In their place we've got Shock Grenades, and incendiaries (which light an entire area on fire).
Character wise they have created distinct personalities for your squad. But you don't get to see much of them because you go solo until the Point Man blows everything to hell and gone, and then you're separated into a hospital after being given your reflex abilities. I have thus far found three of the group again. Two I was immediately separated from again, but (and this is MINOR MINOR MINOR spoilers) I do wonder what it is that the games industry in general HATE about anyone named Jankowski? First we had Leo Jankowski from Invisible war, who by the end of the game, was nothing more than a part of a collective, and then we had the Point Man's partner from the first game who got killed and his brain eaten, and now the new Jankowski DIES within the first hour of the game! Seriously WTF do you guys have against that family!? Haven't you put them through enough!?
...
Sorry.
Anyway, back to the combat in general. The difficulty has been lowered but the sheer numbers has been heightened. The biggest problem I've been finding that makes this so easy is that the AI seems programed to accept something that's got holes in it (like shelving that's got cubby holes that go through the entire thing) as acceptable cover. So you simply pop the guys through their "cover" and keep moving. The game has an overall sense of polish so far but there are a few points with enemy AI and enemy interactions with the environment that seem like they missed. The AI I mentioned before, but I've seen an enemy take cover behind a towel dispenser (no I'm not kidding) leaving his entire lower half showing, but the weirdest part was that rather than him pressing up against it (you know how guys in cover press against the cover for leverage? Or at least press against something!?) he just kinda stood there leaving half his torso in full view. I just stood there and stared as he calmly waited for me to either cap him or something, before he leaned out of cover and shot at me with three bullets. Then he popped back and stood there again. Now this seems like it's a minority or less compared to the overall enemy interactions but it was jarring and ejected me from the mood because this guy wasn't even acting human (and most of the opponents seem to act at least somewhat life like).
I've only died once, and that was because I got careless and didn't hit my Medkit for an extended period of time. The health system has been changed so that you no longer have numerical values and instead have bars. You can only carry 3 medkits total (where in FEAR you could carry 10 of the buggers), but they also added in health injectors that will restore a certain amount of health every time you walk over it. I ended up not popping much because my armor has been absorbing so much damage and the availability for said armor is just stupid (particularly for a hospital).
I would also like to note that the Yahtzee reviled Quick Time events have appeared, but not in the standard format. Instead certain enemies will attack you and if they are close enough and under the right circumstances they'll grapple you and try to bite your face (literally). The way you knock them off is by rapidly hitting the melee button (there's a fairly large margin for error thus far) and this causes you to start punching like a crazy man to knock the thing off (Only one enemy type and an Alma appearance have cause this thus far. Alma was the only one to get a chomp in because I was so freaked out by her appearance.)
That's all for now. As I get further and the gameplay develops (with differing enemies and the mech combat) I'll add more, and when I beat it I'll throw out a full review after I pick up some perspective on it (usually this means that I'll spend a day or two chewing over the experience)