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

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F.E.A.R. 2: Project Origin (2009)

F.E.A.R. 2: Project Origin is a horror first-person shooter video game, developed by Monolith Productions and published by Warner Bros. The player assumes the role of Michael Beckett, a Delta Force member with superhuman reflexes and abilities. The game introduces numerous new features not seen in F.E.A.R., like the ability to aim down the sights, toggle rate of fire and create cover by interacting with the environment.

Due to Monolith losing the rights to the F.E.A.R. trademark to Vivendi when they were bought out by Time Warner in 2004, the game was initially not going to use the name, instead named by the result of a fan poll of the names "Project Origin," "Dark Signal" or "Dead Echo." However, poor reviews and sales of Vivendi's F.E.A.R. expansion packs Extraction Point and Perseus Mandate led to Vivendi selling the rights back to Monolith in September 2008, and the game being released with its final title. The game was released on February 10, 2009 for the PC, Xbox 360 and PlayStation 3 platforms.

The following weapons appear in the game F.E.A.R. 2: Project Origin:

Contents


Handguns

Seegert ACM46

Standard-issue sidearm for every force in the game that has one. From the looks of it, it's obviously based on the 9mm version of the Heckler & Koch USP. This gun fires 9mm ammunition and has a magazine capacity of 18 rounds. It has an accessory mount system with underbarrel, side and upper mount points, but since the only thing ever mounted on them is a second front iron sight, the point of this addition is debatable; the inventory screen shows a non-existent laser sight on the lower mount point.

Heckler & Koch USP - 9x19mm
The ACM46 in F.E.A.R. 2: Project Origin.
Beckett holds the ACM46 pistol as he admires FPS-land's most popular magazine.
The slide locks back when the reload key is pressed. When Beckett inserts a new magazine, the slide releases automatically. Then he pulls it again, just to make sure a bullet is chambered. Presumably, this means the Seegert actually has a 19-round magazine with the first round totally invisible, in order to avoid embarrassing the user when he ejects it onto the floor unfired.
Aiming down both sets of ironsights.

Rakow AT-14

The Rakow AT-14 pistol seen in the first F.E.A.R. is used briefly by Genevieve Aristide when threatening Snake Fist and later near the climax of the game. Like the ACM46, it is based off the H&K USP. It is not usable by the player.

Heckler & Koch USP - .40 S&W
The AT-14 as seen in the first F.E.A.R.
The AT-14 can be seen in Genevieve's hand.
The AT-14 can be seen in Genevieve's hand. Part of the image is pixelated to avoid plot spoilers.

Shotguns

SHO Series-3

An 8-round, 10-gauge combat shotgun that resembles a heavily modified Remington 870 with some elements of the Benelli M4 Super 90 (namely the stock). While it provides dominance in tighter quarters, it loses it effectiveness at ranges past several meters.

Remington 870 New Police tactical Model with Magpul CTR telescoping stock - 12 gauge
Benelli M4 Super 90 - 12 gauge
The model of the SHO Series-3 shotgun.
Beckett holds the shotgun.
Beckett fires the shotgun while in slow-mo.
Aiming down the sights of the shotgun. An interesting point is that, when fired while aiming down the sights, the animation for pumping the shotgun after firing a shell is skipped. Precisely why this is the case is unknown, since the firing delay between shells is still present.
Reloading the SHO Series-3. Note the AR-15 series-like ejection port and casing-deflector.

Vollmer Ultra92

A substantial upgrade to the SHO Series-3 Combat Shotgun in terms of overall firepower, the Vollmer Ultra92 is carried by Replica Heavy Soldiers, and is Richard Vanek's weapon of choice. Even though it is said to be an automatic shotgun, it fires in semi-auto mode only. The Ultra92 is based on several weapons, most notably Heckler & Koch's CAWS. Holds 12 rounds in the SP, 10 only in the multiplayer part.

Heckler & Koch CAWS - 12 gauge
Model of the Ultra92 shotgun.
Reloading the auto shogun.
12 Gauge, meet bad guy.
Holding Vanek's own auto shotgun on him.

Automatic Weapons

Andra FD-99

This is the primary submachine gun in F.E.A.R. 2, and one of the player's two starting weapons. It seems to be based on the FN P90, albeit with the magazine housing's front where the back of the real weapon's magazine is, and the grip shifted back accordingly. According to the mirrored writing on the right-hand side of the front section, it fires a fictional 5.7x25mm round. It fires in full-auto and 3-round burst modes in the SP campaign, but in multiplayer it has an additional semi-auto mode too. It's fitted with a reflex sight based on the EOTech sight and a side-mounted flashlight with a fictional "Lightbringer" brand logo on the side; something of a joke, as this is a literal translation of the name "Lucifer." The game claims it has a folding stock; everyone you meet seems to have forgotten to bring that particular part along. Judging by the world model it's possible this is meant to be a sliding stock integrated into the butt-pad, although that's only speculation.

FN P90TR - 5.7x28mm
The FD-99 compared with the previous game's SMG.
Beckett holds the FD-99.
Shooting with the SMG at a pair of Replica Assasins.
Shooting while aiming down the red dot sight of the weapon. Typically for a videogame P90, it ejects in any direction but the right one (down), here hurling brass up and to the right. At least it's not to the left.
Beckett reloads the FD-99. The reload is also typical of many videogame P90 knock-offs in that it shows little understanding of how the magazine is supposed to fit into the weapon; hinged carry handle / sight mounts have even made their way onto actual P90s in some games.
1st Lieutenant Stokes and Sgt. Keegan with FD-99 submachine guns in the APC.

Patten PK470

The Patten PK470 seems to be an attempt at a futurized piston-driven M4A1-type assault rifle, inevitably with aspects of the Heckler & Koch XM8 thrown in, along with an exposed gas piston tube above the barrel like a Heckler & Koch G36. It fires in semi or full-auto and holds 30 rounds. Early versions showed two variants; the first with rail-attached iron sights (PK470), the second with an ACOG (PK570A). Early versions also bore a grooved STANAG magazine. In the final game the version with the iron-sights has been removed in favor of the scoped version taking up its name, and the magazine is plastic and has a raised checker pattern similar to Bulgarian Waffle pattern magazines. The iron-sighted version is still used as its icon in the arsenal-selection menu, and plastic soldiers in a multiplayer map based on a backyard sandbox can be seen carrying that version of the weapon. When reloading, Beckett will slap the bolt-release on the left side of the rifle like AR-15 based rifles, though the animation seems to show Becket hitting somewhere around the side of the carry handle or scope; it's possible the animators at Monolith didn't understand what part of the gun was supposed to be struck.

H&K XM8 - 5.56x45mm
Colt M4A1 - 5.56x45mm
The model of the PK470 AR.
Early version of F.E.A.R. 2's Assault Rifle compared to the previous F.E.A.R.'s AR.
Becket holds the PK470 as he witnesses Monolith borrowing a setpiece from the otherwise non-canon Vivendi expansions.
Patten PK470 during a reload.
Becket fires the PK470. Note the four-point star muzzle flash bears absolutely no relation to the shape of the flash hider.
First Sergeant Cedric "Top" Griffin with his PK470 assault rifle.
Aiming down the scope of the rifle.
The famous "bolt-slap".

Kohler and Boch IDW-15

A frequently forgotten weapon, due to it being available for use exclusively in multiplayer, is the only usable weapon to return from the first game: A ported "Baksha ASP Rifle", renamed the "Kohler and Boch IDW-15 Semi-Auto Rifle", which despite the name now can be fired in both semi-auto and burst mode. Other than the addition of a new fire mode, it differs from the ASP only in its reduced capacity of 12 rounds. Like its predecessor, it is based heavily on the IMI Tavor TAR-21 assault rifle.

IMI Tavor TAR-21 - 5.56x45mm. Similar to the one in-game, this one is fitted with a Red dot sight, while the one in-game has a 3x scope
The IDW-15 in game.
Holding the IDW-15.
Loading the rifle.
The scope of the IDW-15.

Sniper Rifle

RAAB KM50

Has the barrel of an AI AS50 and the body of an AI AW50 with a heavily altered stock. This bolt-action sniper weapon is a beast. Equipped with a 10X magnifying scope and a 6-round (4 in MP) magazine of .50 BMG bullets.

Interestingly, Monolith seem to have acquired most of their firearm knowledge from playing Black; the RAAB KM50 is depicted in game as a bolt-action rifle but described in the intel menu as semi-automatic (presumably caused by looking at Black's straight-pull bolt-action WA2000 and looking up that it was a semi-auto, without knowing that semi-auto implies a weapon isn't manually operated), and the reload animation tilts across the screen while the new magazine is inserted, mimicking Black's idle position for the sniper rifle.

Accuracy International AS50 - .50 BMG
Accuracy International AW50 - .50 BMG
Model of the KM50 sniper rifle.
Beckett holds the KM50. The laser sight visible is from an enemy sniper; as per videogame tradition, snipers in FEAR 2 conspire to make themselves as easy to find as possible.
Beckett reloads the rifle. When reloading from empty, the player's character does not operate the bolt, which would make the gun unable to fire in real life.
Beckett operates the bolt after firing. Continuing from the above, this happens after every shot - even the one that empties the magazine, where it would make more sense to replace the mag and then cycle.
View through the scope of the weapon.

Pulse Weapon

Armacham Type-12

This energy weapon is based on the FN F2000 rifle with mounted FN EGLM grenade launcher, though in role it couldn't be more different. A BFG-like weapon firing enormous energy balls, the rear magazine doesn't appear to do anything; instead, the EGLM tube opens, hinged at the front, for new power cells to be inserted. Functionally the weapon works like the BFG 10K from Quake 2, firing a large ball which sends out damaging "traces" to nearby targets as it moves. Unlike the BFG 10k, however, the shot will eventually dissipate on its own after a set distance if it does not collide with a wall or other solid object, rather than continuing indefinitely until that happens.

FN F2000 - 5.56x45mm
Type-12 Pulse Weapon in F.E.A.R. 2.
Halford presents Becket with the Type-12 pulse weapon.
He's soon showing off his new toy to the Replica.
Reloading animation of the pulse weapon.

Mounted

Browning M2HB

SFOD-D (Delta Force) APC's have chopped Browning M2HB machine guns mounted on the top. Beckett gets to use the machine gun when their APC ends up in the subway while heading to the Amplifier, and later when they arrive to Still Island. The machine gun has unlimited ammo and appears to fire some kind of explosive bullets at a very slow rate.

Browning M2 Heavy Barrel - .50 BMG
A chopped and slightly modified Browning M2 machine gun mounted on an Armored Personnel Carrier.
Beckett fires the modified Browning MG when the SFOD-D's APC falls into the subway after a Replica ambush. The gun lacks the rear sight. Maybe it has the same manufacturer as the Ultra92...
The turret can overheat pretty easily.

M134 Minigun

Several M134 Miniguns are seen mounted on ATC helicopters.

Dillon Aero M134 Minigun with flash suppressor - 7.62x51mm
M134 Minigun mounted on an Armacham helo.



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