F.E.A.R. Extraction Point hands-on
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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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