F.E.A.R. Extraction Point hands-on
Features
By Mark Millar
published Say hello to our not-so-little friend
Alma, the demon child from the first game, has crashed your escaping helicopter. You have no option but to flee, through streets, sewers and subways.
Your cloned trooper and walking robo-men foes have been joined by poltergeists: nearly invisible ghosts that leap out, scratch at your face, and scatter the furniture.
They're almost impossible to keep track of - unless, again, you activate the slow-mo and watch for movement in the room. Jumpy warriors will find themselves emptying clips into innocent tins of paint or creaking floorboards.
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