Hysteria Project 2

Hysteria Project 2 is a 2011 FMV survival horror adventure game developed and published by French studio BulkyPix for iOS and first released on the App Store on January 27, 2011.

As with the first game, Hysteria Project 2 is played from a first-person perspective and composed entirely of full motion video scenes as the unnamed protagonist attempts to flee a man wielding an axe.

The gameplay is more varied than in the original game, and involves tapping on the touchscreen during context sensitive moments, and solving various types of puzzle or hidden object-type minigames.

Puzzle solving is also more prevalent than in the original game, and tends to be combined with tapping on the touchscreen to perform context sensitive actions.

Another example is found when the player is trapped in a room flooding with poisonous gas, and must manipulate a control panel to escape.

He uses the device to contact the doctor, who reveals herself to be Professor Lisa Spencer, a scientist who was working with nanotechnology in an effort to determine how a human subject would cope with having nanomachines injected into them.

Looking around the room, he sees a screen showing a video monitor of what appears to be a prison cell holding the smoke monster from the first game.

A poison gas is then released into the room, but the player escapes down a hallway filled with lethal lasers, and flees into the basement of the building.

At first, they make him feel incredible, heightening his senses and giving him limitless energy, but he then starts to experience side effects; migraines, blurred vision, black-outs, insomnia, growths on his skin.

He found it improved on the original (which he had scored 1 out of 4), lauding the expanded gameplay, more expansive location and longer storyline.

However, as with other reviewers, he was critical of the frequency of death scenes; "Although Hysteria Project 2 is more fun to play than the original, it's still a very brief and unsatisfying game.

He praised the atmosphere, but found the frequency of deaths interrupted the gameplay and disrupted the storytelling; "Consistency is what this game is lacking; sometimes the puzzles are straightforward, sometimes they are unreasonable.

An interactive FMV scene in the game. The player must get from behind the wall to the door on the right without being seen. Swiping to the left moves the player further behind the wall, swiping to the right makes the player peer around the corner.