F.E.A.R. 2: Project Origin Weapons Guide

Written by:  • Edited by: Michael Hartman
Updated Mar 17, 2010
• Related Guides: First-person Shooter

There are plenty of weapons to try out in the sequel to F.E.A.R. and they each have their own pros and cons. Check out this article to find out all the essential facts on the guns and explosives in the game from the standard pistol to the proximity mine.

F.E.A.R. 2: Project Origin

F.E.A.R. 2: Project Origin is a first-person shooter with a healthy dose of suspenseful horror. As usual with FPS games you get to use a variety of hardware to despatch your enemies. Developer Monolith has clearly given the weapon design some thought and every implement of doom you can choose from has different strengths and weaknesses. They all look and feel satisfying and they’re accompanied by great quality sound and visual effects.

Changes from Original Fear

There are a few changes here when compared with the original F.E.A.R. game. All of the old favourites make an appearance but they have been enhanced and there are several new faces in your arsenal. This time around you can carry up to four weapons at once and there is a larger choice of explosives. The recoil has been lessened and you now have the ability to cook grenades before throwing them. While there were plenty of cheats for F.E.A.R. so you could quickly equip yourself with whatever weaponry you wanted finding cheats for F.E.A.R. 2: Project Origin is sadly a chore.

Unarmed

As is commonly the case with horror games, you run out of ammunition in F.E.A.R. 2 frequently. It is a limited resource and, whether you are fighting through the single player or competing in an online arena, running out of ammo at the wrong time is a horrible feeling. Even if you have additional clips the time it takes to reload can easily cost you your life and sometimes the best option is to just charge your opponent and smack them with the butt of your gun. You can also pull off a variety of kicks with combinations of jump and sprint. Basic melee attacks are fairly weak so it is best to use them as a last resort.

Guns

Pistol – This is a semi-automatic with good short range stopping power. It is also puny compared to all the other big guns you can grab and useless at long range. If you really need to know the model it is a Segert ACM 46 9mm.

SMG – Your lightweight sub machine gun of choice is the Andra FD-99. A lightweight fully automatic which you can comfortably spray rooms with, just don’t try aiming accurately with it and don’t expect to take down anything heavy.

Automatic Shotgun – This is a gas operated Vollmer Ultra92. It is a self loading 12 round shotgun and as with all shotguns it will do some serious close up damage but nothing at all from range.

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