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Fear Effect 2: Retro Helix

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(Redirected fromFear Effect 2)
2001 video game
2001 video game
Fear Effect 2: Retro Helix
DeveloperKronos Digital Entertainment
PublisherEidos Interactive
DirectorStanley Liu
DesignersScott J. Compton
Tim Coolidge
ProgrammersMichael Fernie
Steve Shimizu
ArtistStanley Liu
WriterStanley Liu
ComposerDavid Rovin
PlatformPlayStation
Release
  • NA: February 21, 2001[1]
  • EU: March 23, 2001
  • JP: November 15, 2001
GenreAction-adventure
ModeSingle-player

Fear Effect 2: Retro Helix is a 2001action-adventurevideo game developed byKronos Digital Entertainment and published byEidos Interactive for thePlayStation. The game serves as a prequel toFear Effect (2000).

Plot

[edit]

Fear Effect 2: Retro Helix begins inHong Kong in the year 2048. The player delves into the colorful histories of the original cast of three mercenaries – and newcomer Rain Qin – as well as the extraordinary circumstances that brought them together. In the wake of a degenerative globalpandemic called EINDS (Environmentally Induced Nucleotides Degeneration Syndrome – pronounced "ends"), theft, murder, and terrorism have become big business.

Hana Tsu-Vachel and Rain Qin arefreelance operatives, Royce Glas is a washed-up former soldier, and Jacob "Deke" Decourt is a cutthroat assassin. Much of the game's intrigue lies in how these unlikely allies even manage to come together for one cause. From the start, each of them have their own motives, but they soon all become entangled in a sinister plot extending far beyond politics, espionage, or personal survival. The adventure takes players through a futuristic Hong Kong, the formidable walled city ofXi'an, the lost tomb of thefirst emperor ofChina, and, finally, into the mountain island of the immortals,Penglai Shan.

Gameplay

[edit]

Like the originalFear Effect, the sequel featurescel-shadedcharacter models on top ofpseudo-3D environments that use looping full-motion video to give the appearance of constantly animated background elements. Players take control of each of the four main characters (Hana, Rain, Deke and Glas) at different times throughout the game, which enables multilateral perspective on the storyline.

Retro Helix mostly relies on a third-person perspective. The controls are mapped without regard to the character's current position or direction faced. Unlike the original Fear Effect, however, Retro Helix offers players the option of a more traditional control scheme. At the player's disposal is a small arsenal of weapons, including a variety of firearms – includingpistols,shotguns, andassault rifles, specialty equipment such as a hand-heldEMPs and ataser, and one unique melee weapon for each character.

Fear Effect 2 is primarily focused on solving puzzles to progress rather than combating enemies. In spite of the heavyordnance available, enemies are few and far between, with static – as opposed to dynamic – placement. The gameplay is intended to evoke tension and suspense, rather than relying on the nonstop action formula ofstandard shooters. This format has the consequence of making the gameplay arguably less difficult, although it is offset by the relative ease at which characters can die from enemy attacks and a number of instant-death scenarios. The fear gauge present in the original game returns for Retro Helix, a variation on thehealth meter common to most action games.

Reception

[edit]
Reception
Aggregate scores
AggregatorScore
GameRankings82%[2]
Metacritic84/100[3]
Review scores
PublicationScore
AllGameStarStarStarHalf star[4]
Edge6/10[5]
Electronic Gaming Monthly8.5/10[6][a]
EP Daily7.5/10[7]
Eurogamer5/10[8]
Famitsu27/40[9]
Game Informer8.5/10[10]
GameRevolutionB[11]
GameSpot8.9/10[12]
GameZone9.5/10[13]
IGN6.9/10[14]
Next GenerationStarStarStarStarStar[15]
Official U.S. PlayStation MagazineStarStarStarStarHalf star[16]
X-PlayStarStarStarStar[17]
MaximStarStar[18]

Fear Effect 2: Retro Helix received "favorable" reviews according to thereview aggregation websiteMetacritic.[3] Jeff Lundrigan ofNextGen said of the game, "Everyone who's mature enough to appreciate it and [who] owns a PlayStation should buy this. You will not be disappointed. Now, sequel please!"[15] (Ironically, the sequel was later cancelled, as described in the following section.) In Japan, where the game was ported for release under the nameHelix: Fear Effect (ヘリックス フィアエフェクト,Herikkusu Fia Efekuto) on November 15, 2001,Famitsu gave it a score of 27 out of 40.[9] Michael "Major Mike" Weigand ofGamePro said, "Although it's marred by minor flaws,Retro Helix receives high marks for its engrossing story and brilliant technical aspects. The new gaming year gets off to a flying start withFear Effect 2, a must-have title that will keep gamers glued to their seats for days."[19][b]

The game sold 10,000-15,000 projected units in its first month in the U.S, according to theNPD TRSTS Videogame Service.[20]

The game was nominated for the "Best PlayStation Game" award atGameSpot's Best and Worst of 2001 Awards, which went toTony Hawk's Pro Skater 3.[21]

Cancelled sequel

[edit]

An unreleased third game entitledFear Effect Inferno was originally announced for thePlayStation 2 as a sequel to the first gameFear Effect withKronos Digital Entertainment developing it andEidos Interactive publishing it at the time. The first trailer was released duringE3 2002. The trailer depicted some of the only known footage of the game.

While story details have been scarce,IGN editors promised that "the fusion [of] Asian myth and freaky modern themes" would be prominent like the previous two titles.[22] Through the few demonstration clips that Kronos released during the game's development, fans have pieced together a portion of the game's plot.

Fear Effect Inferno is based on the best ending the player could achieve in the first gameFear Effect. Therefore, the demons set forth by Jin have been killed, Glas' arm has been "reattached," and Deke's body and soul have been restored. According to the videos,Fear Effect Inferno's story chronicled Hana's capture by a group of demons disguised as human doctors and nurses.[23] Hana is placed in an asylum where tests are performed on her.[22] During this time, she has several hallucinations, which range from Hana's completion of ancient tasks to her friends, including Hana herself, getting slaughtered by beasts. As she completed more challenges, Hana gained power from these ancient beings, allowing her to escape the grasp of the asylum's demons and experiments. Meanwhile, Deke is working from the inside, possibly as a "patient," killing any and all individuals that get in his way while searching for Hana. By the end of the journey, the four bounty hunters would once again face the fires of Hell, and fight the remaining demons[23] Besides the demons themselves, their previously-human experiments, henchmen with sunglasses, and a woman that vaguely resembles Wee Ming, no "main enemy" was ever highlighted. However,Fear Effect Inferno promised more characterization during the course of the adventure.

Many drastic changes to the characters were expected to take place during the events ofFear Effect Inferno. As the trailers and demonstration clips explained, Glas and Rain would begin a sexual relationship. At the same time, Hana and Glas would develop closer bonds, which would have created a love triangle for the three bounty hunters. The fates of the characters themselves are unknown; it was never revealed if any of the deaths witnessed by Hana or the player would be permanent.

Only a few screenshots exist that hint at the gameplay style ofInferno. Based on these images, it was concluded that the gameplay would have been nearly identical to the previous two games. However, a new weapon system would have allowed players to map a firearm to the "X" (Cross) button and another to the "O" (Circle) button on theDualShock 2 controller.[23] This would have allowed numerous weapon combinations. In addition, updated diving moves could be executed to quickly evade enemy fire. The environment itself would have allowed players to hide from hazards, such as bullets, and function as a way to avoid detection. It was rumored that players could control certain actions during scripted in-game fight scenes, requiring the player to execute timed button combinations to fight certain opponents.Inferno would have introduced the separation of the "Health" and "Fear" Meters.[23] However, it is not known how the "Fear" Meter would have affected gameplay since it functioned as both in the previous two titles.

Graphically,Inferno would have resembled the previous two titles with a "next-gen facelift." Using the PlayStation 2's graphical capabilities, pre-rendered scenes, which would have shown the characters talking and performing more animation-intensive actions, would have been rendered at a higher resolution. Like the previous two games, the background environments would have been short, pre-rendered animations, using a technique utilized by some portions ofFinal Fantasy X. The polygonal characters would have been rendered using a cel-shaded method similar to the ones used in the previous twoFear Effect titles for the PlayStation. Other gimmicks, such as Hana frequently changing clothes, would have been prominent in the game, as well; in the existing clips alone, Hana dons no fewer than 4 different outfits.

The game's status changed rapidly towards the end of 2002 and was finally cancelled in 2003. However, between the announcement and the cancellation, information was scarce.

News of the cancellation did not come to fans until 2004, years after the game's initial announcement and quiet absence.[24] Even Sandy Abe, theCFO of Kronos at the time, hinted that Eidos might give the series a second chance under a new developer, such asCrystal Dynamics, but this was only true for theTomb Raider franchise.[25] However Abe later stated in an email, "Unfortunately Fear Effect probably will not get picked up."[25]

Reports varied as to the status of the game between 2002 and 2003. While an early report byGameSpot in May 2003 described the game as simply "on hold",[26]IGN broke the news during their "Missing in Action" series of articles that the game had been cancelled.[24] According toIGN's report, the game "was the first of Eidos' victims to its more stringent quality assurance program."[24] Due to the game's delayed progress, it was either given more development time or cancelled. Unfortunately, only the development staff knew of the game's status following this condemnation but according to the fans the content was big and still enough to publish. According toIGN, "at some point in late 2002 or early 2003, Kronos did indeed shop it to various publishers. Nobody, however, bit."[24]

Revival

[edit]

On February 17, 2015,Square Enix announced that it would allow developers to create games based on some of their old Eidos IPs via the Square Enix Collective project, including theFear Effect IP.[27]

On April 7, 2016, a new entry in the series titledFear Effect Sedna was announced.

Notes

[edit]
  1. ^Two critics ofElectronic Gaming Monthly gave the game each a score of 9/10, and the other gave it 7.5/10.
  2. ^GamePro gave the game two 5/5 scores for graphics and sound, 4/5 for control, and 4.5/5 for fun factor.

References

[edit]
  1. ^GameSpot staff (February 20, 2001)."Fear Effect 2: Retro Helix ship date set".GameSpot.Fandom.Archived from the original on April 10, 2001. RetrievedDecember 16, 2023.
  2. ^"Fear Effect 2: Retro Helix for PlayStation".GameRankings.CBS Interactive. Archived fromthe original on 8 September 2015. Retrieved4 February 2024.
  3. ^ab"Fear Effect 2: Retro Helix".Metacritic. Fandom.Archived from the original on December 8, 2023. RetrievedDecember 8, 2023.
  4. ^Thompson, Jon."Fear Effect 2: Retro Helix - Review".AllGame.All Media Network. Archived fromthe original on November 15, 2014. RetrievedDecember 8, 2023.
  5. ^Edge staff (March 2001)."Fear Effect 2: Retro Helix"(PDF).Edge. No. 95.Future Publishing. p. 91.Archived(PDF) from the original on November 27, 2023. RetrievedDecember 8, 2023.
  6. ^MacDonald, Mark; Johnston, Chris; Zuniga, Todd (April 2001)."Fear Effect 2: Retro Helix"(PDF).Electronic Gaming Monthly. No. 141.Ziff Davis. p. 104.Archived from the original on April 18, 2001. RetrievedDecember 8, 2023.
  7. ^Hudak, Chris (March 23, 2001)."Fear Effect 2: Retro Helix".The Electric Playground. Greedy Productions Ltd. Archived fromthe original on September 8, 2002. RetrievedDecember 8, 2023.
  8. ^Bramwell, Tom (March 27, 2001)."Fear Effect 2: Retro Helix".Eurogamer.Gamer Network.Archived from the original on April 13, 2001. RetrievedDecember 8, 2023.
  9. ^ab"ヘリックス フィアエフェクト".Famitsu (in Japanese).Enterbrain.Archived from the original on December 8, 2023. RetrievedDecember 8, 2023.
  10. ^Reppen, Erik (March 2001)."Fear Effect 2 Retro Helix".Game Informer. No. 95.FuncoLand. Archived fromthe original on November 28, 2003. RetrievedDecember 8, 2023.
  11. ^Joe (March 1, 2001)."Fear Effect 2: Retro Helix Review".GameRevolution.CraveOnline.Archived from the original on October 2, 2015. RetrievedDecember 8, 2023.
  12. ^Provo, Frank (February 20, 2001)."Fear Effect 2: Retro Helix Review".GameSpot. Fandom.Archived from the original on February 23, 2001. RetrievedDecember 8, 2023.
  13. ^Lafferty, Michael (March 20, 2001)."Fear Effect 2: Retro Helix Review".GameZone. Archived fromthe original on March 31, 2008. RetrievedDecember 8, 2023.
  14. ^Smith, David (February 21, 2001)."Fear Effect 2: Retro Helix Review".IGN. Ziff Davis.Archived from the original on April 30, 2023. RetrievedDecember 8, 2023.
  15. ^abLundrigan, Jeff (May 2001)."Fear Effect 2: Retro Helix".NextGen. No. 77.Imagine Media. pp. 74–75. RetrievedDecember 8, 2023.
  16. ^Zuniga, Todd (April 2001)."Fear Effect 2: Retro Helix".Official U.S. PlayStation Magazine. No. 43. Ziff Davis. pp. 100–1.Archived from the original on April 18, 2001. RetrievedDecember 8, 2023.
  17. ^Rubenstein, Glenn (March 7, 2001)."Fear Effect 2: Retro Helix (PS) review".Extended Play.TechTV. Archived fromthe original on April 17, 2001. RetrievedDecember 8, 2023.
  18. ^Steinberg, Scott (February 20, 2001)."Fear Effect 2: Retro Helix".Maxim. MaximNet, Inc. Archived fromthe original on June 26, 2001. RetrievedDecember 8, 2023.
  19. ^Weigand, Michael "Major Mike" (March 2001)."Fear Effect 2: Retro Helix"(PDF).GamePro. No. 150.IDG. p. 84.Archived(PDF) from the original on November 14, 2023. RetrievedDecember 8, 2023.
  20. ^Gaudiosi, John (March 19, 2001)."Eidos builds on Fear".Video Business. Archived fromthe original on April 7, 2001. RetrievedOctober 30, 2025.
  21. ^GameSpot staff (February 23, 2002)."The Best and Worst of 2001 (Best PlayStation Game)".GameSpot.CNET. Archived fromthe original on August 4, 2002. RetrievedDecember 8, 2023.
  22. ^abIGN staff (May 23, 2002)."E3 2002: Fear Effect Inferno".IGN. Ziff Davis.Archived from the original on December 28, 2022. RetrievedDecember 8, 2023.
  23. ^abcdRomero, Josh (September 9, 2006)."Fear Effect Inferno".Video Games Blogger.Archived from the original on March 3, 2016. RetrievedDecember 8, 2023.
  24. ^abcdPerry, Douglass C. (February 6, 2004)."Missing in Action: The Lost Games of the PlayStation 2, Part I".IGN. Ziff Davis.Archived from the original on October 8, 2023. RetrievedDecember 8, 2023.
  25. ^abPollack, Steve (August 3, 2003)."Fear Effect Inferno".Steve Pollack. Archived fromthe original on December 27, 2003. RetrievedAugust 30, 2007.
  26. ^Calvert, Justin (May 21, 2003)."Fear Effect: Inferno on hold".GameSpot. Fandom.Archived from the original on September 29, 2007. RetrievedDecember 8, 2023.
  27. ^"First Eidos IPs made available via Square Enix Collective".Square Enix Collective.Square Enix. February 17, 2015. Archived fromthe original on February 18, 2015. RetrievedFebruary 17, 2015.

External links

[edit]
Fear Effect series
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