What is most astonishing about F.E.A.R. 2: Project Origin is not its poster-child of horror: that Gothic-looking nine-year-old child look is about as familiar to anyone who has seen any of Hollywood's reinterpretations of certain Japanese Horror flicks. Nor is it astonishing that F.E.A.R. 2 fails, like so many sequels recently, to convey any narrative points of significance. Nor is it astonishing that the prominently-advertised mech segments feel as out-of-place as any player of the original F.E.A.R. would have imagined them to feel. No, what is astonishing about F.E.A.R. 2 is how little of what made F.E.A.R. such an engaging and refreshing first-person shooter is present.
One of the commonly-echoed complaints about the original F.E.A.R. was the "bland" or "repetitive" level design that filled the game's superb single-player campaign. As heavy into the supernatural as the game's narrative got, the gameplay always remained grounded in, more or less, a commonly-understood vision of reality. As such, a large chunk of the game took place in abandoned or decrepit buildings, office buildings, warehouses, garages, corporate atriums, and other such staples of modern life in any large city. Other than the decrepit buildings, though, the environments in F.E.A.R. were all highly representative of everyone's commonly-understood idea of an office, a warehouse, a garage, and so on. The prime example of this are the office levels which make up a decent portion of F.E.A.R.'s campaign: there are a number of cubicles and office floors which are in clean, tidy order when a player enters them. Some of the cubicle phones have messages on them for the former occupant of the cube and, through these, a portion of the game's narrative is told.
What made these areas interesting is not that their surface appeal is intriguing, they're offices after all. These environments are intriguing due to how these offices were put to use when enemies came flooding in though doors, windows, and ceilings. Suddenly cubicles became cover. Glass was shattering from every window or glass panel, sparks were flying from broken computers and monitors, and giant holes filled the walls (example). It was an arena of chaos that was once an everyday environment.