I've never been able to get into the
F.E.A.R. franchise's story. I played through both the first and second installments, and while I appreciated them for their gameplay strengths, the storytelling always let me down.
F.E.A.R. 3 didn't change any of that for me, though the setup is intriguing. This concluding chapter features two protagonists, both of whom were major players in the first game. The first is Point Man, the silent protagonist of the first game. He's been captured by Armacham, the sinister technology corporation responsible for the psychic terror known as Alma Wade. The other major player is kind of a surprise: it's Paxton Fettel, Point Man's biological brother. Why is this a surprise? Well,
F.E.A.R. ended with Point Man putting a bullet between Pax's eyes. Apparently, someone with as strong a psychic presence as Paxton's can live on as a somewhat corporeal ghost. His motivations are unknown, but he and his brother form an uneasy partnership and strike out to find their mother, Alma, who is now about to give birth.
I'm going to get this out of the way: F.E.A.R. 3 is not scary. As a horror game, it fails, and miserably at that. Gone are the days when games could get away with playing tricks on your perception of the world around you. Furthermore, cheap jump scares just don't cut it anymore. What's worse is that many of the scares aren't ever explained. For example, as the game progresses, new enemies show up that aren't exactly human. Why and how? We never find out, but hey, monsters are fun, right?
Now that we've got that out of the way, let's go into what does work in F.E.A.R. 3: the gunplay. Enemies think on their feet and are generally well aware of their surroundings and predicaments. However, Point Man and Fettel are the progeny of a walking freakshow, and are more than capable of crushing anyone (and anything) that Armacham throws their way. And let's not forget: this game was built from the ground up to support two-player co-op over Xbox Live.
F.E.A.R. 3's multiplayer is surprisingly uncompetitive. The modes offered are interesting and fit well within the fiction, but only one of them features objectives that the gaming populace has come to expect from modern first-person shooters. Contractions is the standard cooperative wave-based game that puts you and your friends in a fight for survival. Soul King puts up to four ghosts against each other. The objective is to possess a soldier, rack up the kills, and acquire the souls left behind. Soul Survivor encourages the F.E.A.R. squad to survive and escape the map while the ghosts do their best to take them out. Finally, F**cking Run! is pretty much what it sounds like. Everyone involved must run for their lives as the Wall of Death approaches from the rear. If one player dies, it's the end of the game. It's the antithesis of dog-eat-dog tactics, and it works quite well.