they announced it had been pushed back to April. In relation to the additional content in the two ports, and why it differed from system to system, producer Rob Loftus explained, "we wanted everybody to feel like they got something special. But at the same time, we didn't want to put more content in one version and have the other version suffer for it." Monolith themselves were unhappy with the ports, specifically the difference in quality from the original, especially on the PlayStation 3. In December 2008, Project Origins lead artist, Dave Matthews, told CVG that for the sequel, "we're handling all three versions, we've changed our development structure to develop all three SKUs simultaneously and there's no lead platform." The following month, he reiterated, "the two ports were done outside of Monolith and from a Monolith perspective we feel they didn't do everything that they could of achieved." Reception The initial PC release received "generally favorable reviews", and holds a score of 88 out of 100 on Metacritic, based on 57 reviews. IGNs Tom McNamara scored it 9.2 out of 10, praising the atmosphere and weapon variety. Although he was critical of the repetitive environments and cliched plot, he called the game "one of the best shooters this year", finding it to be the best first-person shooter since Half-Life 2 (2004). GameSpots Jason Ocampo scored it 9.1 out of 10, arguing that it "elevates the genre to a whole new level of intensity." He especially praised the combat mechanics ("some of the greatest gunplay available"), the implementation of slow-motion, and the AI ("the smartest, most aggressive, most tactically oriented AI opponents that we've ever encountered"). His criticisms focused on a lack of enemy variety, repetitive environments, and a weak plot. Eurogamers Tom Bramwell scored the game 9 out of 10. He too praised the implementation of slow-motion (which he found superior to the Max Payne series) and the combat mechanics (which he found superior to both Half-Life 2 and Doom 3). He also praised the AI, especially at higher difficulties. Although he was critical of the environments and weak plot, he concluded that the game felt "fresh and compelling." Game Informers Adam Biessener also scored it 9 out of 10. He too was critical of the plot and level design, but he argued that the gameplay was so good as to make up for these problems. He especially praised