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« : April 23, 2009, 10:44:06 PM »

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. for Microsoft Windows, PlayStation 3 and Xbox 360. It is a sequel to F.E.A.R. First Encounter Assault Recon and was released in February 2009.
Gameplay
The F.E.A.R. 2 gameplay maintains the core elements from the original, including slo-mo combat, martial arts attacks, and enhanced A.I. The A.I. from the original F.E.A.R. was known for its exploitation of the environments, taking cover behind pillars and knocking down tables.[citation needed] The A.I. in F.E.A.R. 2 set to out-do what was achieved in the first, with even more intelligent A.I. that is far more challenging and aggressive.[citation needed] New features in the game include iron sight aiming, creating cover by pushing objects, and the ability to use mechs during vehicle segments. Project Origin features a more diverse cast of enemies, as well as more encounters with supernatural enemies.

F.E.A.R. 2 does not allow the player to manually save and features a single save slot. However, the game allows the player to replay any level from the main menu after first completing that level.
Plot
The sequel to F.E.A.R. continues the supernatural suspense story of the supernatural being, Alma, whose rage against those who wronged her cause an escalating paranormal crisis that threatens to devour and replace reality with her own.[5] Instead of playing as the Point Man, the game's protagonist is Michael Becket, a Delta Force operator [6] whose squad is sent in to take Genevieve Aristide into protective custody approximately thirty minutes before the ending of F.E.A.R.

The game opens with Becket experiencing a hallucination involving a ruined city, where he sees Alma walking along. As he recovers, Becket's squad arrives at the penthouse complex where Aristide lives, only to find it under assault by a team from ATC Security's black ops, dispatched by Armacham Technology Corporation's Board of Directors. After saving Aristide, Becket uncovers hints of a project known as "Harbinger," which involves himself and several of his teammates. Aristide claims that Becket and his team are the only way to stop Alma, but before she can elaborate, the F.E.A.R. Point Man detonates the Origin Facility's reactor. Becket is knocked unconscious in the explosion.

When he recovers, Becket finds himself and the rest of his squad in a hospital deep underground, being operated on by a team of doctors under the direction of Aristide. The hospital comes under attack by ATC clean-up crews led by Colonel Vanek, and Becket must fight his way out. While escaping, Becket receives communications over his radio from a man who calls himself "Snake Fist." After escaping the hospital and confronting the commander of the ATC forces, Becket fights his way to the surface, where he encounters the reactivated Replica troops. As he moves to the surface, Becket is repeatedly assaulted in hand-to-hand combat by Alma, who (according to Snake Fist) is trying to "absorb" Becket, drawn by the psychic signal he now emits after being psychically altered in an "attunement chamber" that Aristide tricked him into entering.

After reaching the surface, Becket regroups with what is left of his team, many of whom have been systematically killed by Alma. Now consisting only of Becket, his superior Lieutenant Stokes, Sergeant Morales, and Sergeant Keegan, the squad moves to nearby Wade Elementary, a school now controlled by ATC Security, where Snake Fist and Aristide are hiding. Becket discovers that the basement of the school is another ATC research facility, for a project known as "Paragon." Here, Becket discovers that Project Harbinger was an attempt to create more psychic commanders similar to Paxton Fettel, a major antagonist from the original game, and that Becket and Keegan were the most promising subjects.

In the basement facility, Becket kills Colonel Vanek and finds Snake Fist. Snake Fist reveals himself as Terry Halford, a researcher for ATC, and explains that the only way to defeat Alma is to travel to an Armacham facility inside a nuclear reactor on nearby Still Island, which houses a device that can amplify psychic power. With this device, Becket can possibly defeat Alma with his own psychic abilities. As Becket and Halford prepare to head back to the surface, Halford is decapitated by a Replica assassin.

En route to Still Island, Becket's squad is ambushed by Replica troops, and Sergeant Keegan wanders off in a daze. Becket follows and tries to recover Keegan, but is instead delayed by Replica forces. After fighting off both the enemy soldiers and more of Alma's assaults, he eventually reunites with the remainder of the squad underneath Still Island and heads for the ATC facility. Becket enters the psychic amplifier, and as Stokes prepares to power up the machine, she is shot by Genevieve Aristide. Aristide explains that instead of destroying Alma, she plans to seal Becket and Alma inside the device together, so Aristide can use Alma as leverage against ATC.

Alma attacks again, and Aristide seals Becket and Alma together. Alma approaches Becket, and he is sent into another hallucination, where he fights off apparitions of a maddened Sergeant Keegan. While trying to reactivate the amplifier, Becket sees images of Alma sexually assaulting his body in the real world. Finally, after reactivating the last switch, Becket escapes the hallucination to find himself sealed inside the device. The device opens, and Becket sees Alma standing in the midst of a blasted landscape. Alma is now pregnant with Becket's child, and the game ends as she walks up to Becket and places his hand onto her pregnant belly, and the voice of a child can distinctly be heard.
Development
The sequel remains in the original's existing universe, retaining the original storyline and characters, although it does not recognize Extraction Point or Perseus Mandate.[7] Monolith Productions enlisted a new publisher for the game, since they were purchased by Warner Brothers Interactive Entertainment in 2004 while development of F.E.A.R. was under way, after which Vivendi Universal was dropped as publisher.[8] F.E.A.R. 2 was released on February 10, 2009 in North America and Europe.[9]

The game was shown for the first time at the 2007 E3 Expo with an Xbox 360 demo. The demo footage showcased the game's revamped engine, and reveals glimpses of the plot, starting with a cutscene of Michael undergoing surgery overseen by Genevieve, with unexplained complications, later revealed to be linked with Alma.[10]

In an interview with John Mulkey, the lead designer for F.E.A.R. 2, he describes the game as being "a more open environment" further noting that "a destroyed city opens up an incredible amount of opportunities." Also, Mulkey mentions that the enemies will be much more varied than in the previous game.[6]

Another notable event happened on December 22, 2008 when thirty five Project Origin screenshots where released. One of them featured a man wearing a "Shogo 2" t-shirt. This caused an uproar of fan and industry speculation about a potential sequel to the old Shogo game being in production (even though other Shogo easter eggs had appeared in other games including the original F.E.A.R.). [11]

[12]
Name Your Fear
Monolith Productions announced a contest called "Name Your Fear" on June 4, 2007 to find a new name for the sequel.[13] Contestants had until June 22 to submit a name, after which three finalists would be chosen with fans being able to choose their favorite. The three finalists will have their likeness featured in the upcoming game.[13] A special website was created for this contest.

On August 3, 2007, voting was opened to the public for the three naming finalists, which were Dead Echo, Project Origin and Dark Signal. Voting closed on August 10, 2007. On September 6, 2007 the winner was announced as Project Origin. On the games official website the reasons for Project Origin being chosen were explained:

Project Origin is a strong fan and developer favorite. We received over 400 submissions containing Origin in the name. The second submission of the contest was Project Origin, so we have had the name rattling around in our heads right from the beginning Project Origin is a natural fit for the title of the sequel because it is the Armacham program from which all of the trouble in the game world originates. The architect of Project Origin, Harlan Wade, used his daughter in a horrific experiment which turned her into the monster that we see in the first game. ..... In the sequel, the repercussions of Project Origin are only beginning to unravel.

Later announced on September 8, 2008, Monolith Productions and Warner Bros. Interactive revealed that they had purchased the F.E.A.R. name from Activision Blizzard. The moniker Project Origin remains, though used as a subtitle.[2]
Release
On October 31, 2008 Monolith and Warner Bros. released an exclusive digital comic on GameTrailers.[14] The comic takes place after the helicopter crash at the ending of F.E.A.R. Jin is shown alive but Point-man and Holiday are absent, and some bloody footprints lead away from the crash. Jin sees that Bremmer is still alive only to watch his flesh melt off. Jin looks out the window to stare the younger form of Alma smiling and her eyes glowing red.

On January 22, 2009 a playable demo was released to the public for Microsoft Windows, PlayStation 3 and Xbox 360. Like the original F.E.A.R demo, this one was made using segments merged from several different levels. It starts off after an apparent helicopter crash and entails the player mostly navigating their way through an elementary school. The demo includes several Replica soldiers, Bullet Time and the traditional scare-tactics from Alma, alongside new features such as movable cover and a more intelligent HUD. Equipment changes shown include working red dot sights on the SMG and assault rifle, a neodymium glass solid-state laser and a self-repairing powered armor.

There are two released retail versions of the game, the most notable difference is the extra included. The regular retail version contains only the game, while a limited edition, includes F.E.A.R 2, the original F.E.A.R, exclusive artwork and downloadable skins all encased in a tin retail box.[15] The game is also available for purchase on the Steam Network. People that pre - ordered the game at Gamestop were able to receive an exclusive book that detailed the entire history in the F.E.A.R. storyline.
Reception
F.E.A.R. 2 has received an aggregate score of 79% from online aggregator Metacritic based on 40 reviews - indicating "generally favorable reviews"[16]. The Australian version of Official Xbox Magazine gave the game 8/10 citing excellent atmosphere and scares, visually engaging gameplay and that the weapons are fun to use. Drawbacks, however, included lack of innovation and the text-driven story, along with many other unresolved problems on PC. GamePro magazine rated the game with a 4/5, praising the slo-mo effect and gameplay, but criticized the opponent A.I., level designs, and the game ending on a flat note.[17] Resolution Magazine praised the game's polish, and described it as enjoyable, despite its lack of creativity.[18]

Eurogamer, however, awarded the game 5/10. While agreeing that it was a rock solid shooter, it claimed the lasting impression is "one of a woeful lack of inspiration." Among its criticisms were poor story development, uninspired level design, and poor execution in the developers' attempt to vary gameplay with the addition of mech armour.[19]

Several reviews such as Gamer 2.0[20] have criticized the console versions' visuals claiming that, unlike the games' predecessor, F.E.A.R. 2's graphics are not benchmark setting. Issues with lighting and textures were addressed, and argued that while the game attempts to immerse the player in a wider variety of settings, these settings "still suffer from linearity."[21]

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« #1 : April 24, 2009, 09:53:21 AM »

โอ้ My God  เว็บบอร์ด คุยกับครู นะครับ

ไม่ใช่ เว็บรับแปลPassage 555+เยอะซะ

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kuroei
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« #2 : May 05, 2009, 09:36:00 PM »

้ho god ใครมันจะแปลไหวเนี่ย
(ไปเล่นเองแล้วกันอาจรู้เรื่อง)
 

? ? ??,
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« #3 : May 05, 2009, 09:44:00 PM »

โอ้ว
-*-
 

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« #4 : May 05, 2009, 09:48:58 PM »

เหอะๆ ยาวได้อีก
 
Ja-Ja (Sailom) ^^
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« #5 : May 05, 2009, 09:50:35 PM »

Oh! My God
ทำไมเยอะจังคะ คิดว่าคำสองคำ

ยังไงก็ God Bless You นะคะ (สายลม)
 
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« #6 : May 05, 2009, 09:56:12 PM »

คือว่าเท่าที่อ่านผ่านๆ
มันก็ไม่ได้อะไรหวือหวามาก
ใช้ความพยายามหน่อยก็พออ่านรู้เรื่องแล้วล่ะ

Mat the force be with you. --- ขอพลังจงอยู่กับเจ้า
 

"เกียรติภูมิจุฬาฯ คือ เกียรติแห่งการรับใช้ประชาชน"

เหนือตนเอง คือ เพื่อน
เหนือเพื่อน  คือ คณะ
เหนือคณะ   คือ จุฬาฯ
เหนือจุฬาฯ คือ ประเทศชาติ

...จักจรรโลงซึ่งเกียรติ
เทิดทูนซึ่งคุณค่า
วิศวกรรมของข้า
ประกาศก้องทั่วหล้า
สุดฟากฟ้าแผ่นดินสวรรค์...
Ja-Ja (Sailom) ^^
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« #7 : May 05, 2009, 10:10:30 PM »

พูดถึงที่มาของ shooter video game หรือเปล่าคะ

คน ๆ เเรกที่สร้างมัน ไม่ทราบนะคะ เห็นเเล้วก็ขี้เกียจเเปลเลย พูดจริง ๆ ค่ะ

ให้อ่านผ่าน ๆ คงได้ เเต่นั่งเเปลคงไม่ไหว รอคุณครูสุดสวยจ้า (สายลม)
 
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หน้าตาดี


« #8 : May 06, 2009, 12:07:16 AM »

แปลๆมาก่อนแล้วให้มาดูอ่ะ ได้เจ้า

มาให้แปลอย่างนี้

เสียหลัก!!! อะ
 

="P
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อด คือพ่อ ทนคือแม่ อดทนเพื่อพ่อแม่และครูสวย


« #9 : May 06, 2009, 09:59:34 AM »

โห
 

บางครั้งหนูเคยถามตัวเองว่า หนูเกิดมาเพื่ออะไรสับสนมานาน บางครั้งหมดอาลัยตายอยากกับชีวิต
แต่ครูก็ทำให้หนูรู้ว่ามีคนที่รักหนูคือพ่อแม่   ท่านเป็นห่วงหนูเสมอค่ะ ทำให้หนูอยากมีชีวิตที่จะอยู่ต่อไป
&(%$%#$)(*&^%$^&*(* [ME]
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« #10 : May 06, 2009, 10:43:25 AM »

ให้Googleแปลดีมั้ยคะ แต่ก็ต้องอ่านดีๆนะ GGแปลงงๆน่ะ...

ครูเองถึงอยากแปล แต่มันก็เยอะไม่ใช่เล่นเลยนะคะ


สำคัญมากมั้ยคะ??^^~
 

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