F.E.A.R. 2: Project Origin
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:
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Several M134 Miniguns are seen mounted on ATC helicopters.