[F.E.A.R. 2: Project Origin][Part 2] F.E.A.R. the Sunny D dimension...

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How do you follow up a cult classic about paranatural entities, grounded future tech, harsh lighting for tone with AI that while not actually amazing, was built in hand with the level design and sound design to impressive effect? Well you remove the F.E.A.R. team, make all the tech super sci-fi nonsense, add in new annoying enemies, make all the harsh lighting go away with bloom and post processing effects, remove the tactical combat options and to top it off make sure all the scares and spookems are comically over the top and in your face.

Modern gaming has arrived to F.E.A.R. Can you see why this one didn't become a cult classic like the original?

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