In F.E.A.R. 2 you could see modern shooter trends seeping into the gameplay, but F.E.A.R. 3 has fully made the conversion to Call of Duty. Gone are the armor and health pickups, instead replaced with cover based shooting and regenerating health. No longer do you scour corners of the maps for health and slow-mo upgrades, instead they're handed to you for just playing the game.

Enemies are as brain dead as a brick. To test their intelligence I closed a door to see if they'd open it but no, they just clipped their arms through the wall, desperate to get to me. This is not the evolution to the series I think WB hoped it would have been, and it just made me kind of sad playing it.

BUT, it did have my favorite gun from the first 2 games in it, albeit it only appeared in one area in the second to last chapter, and honestly the story went in an interesting and somewhat logical direction from the ending of 2. The second half of the game also started to have environments that actually made me feel like I was back in the same world as the previous games; dark city streets with corporate towers looming over you, dark underground tunnels with derailed trains. I won't go as far as to say the game got "better" as it went on, but it did get more bearable, especially with how many mech segments there are, a very welcome return from F.E.A.R. 2.

Still, I gotta agree with the fan consensus, this was the lowest point of the series, and is an unfortunate end to what started out as a very good tactical shooter, but quickly over 6 years devolved into being just another generic military shooter of the 7th generation. Truly tragic.

Reviewed on Feb 03, 2024


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