>>15613512
After you play FEAR2, FEAR3, you realise that what people say is bad about FEAR, is actually a big part of what sets it above the rest of the industry.
>there's not really any enemy variety
FEAR2 adds more enemy variety, and the result is that you appreciate the enemies less, because you have less opportunity to really get to know them, the way they interact with the environment, the way they communicate, and the way they react to the player. There is also the pure mathematical problem of more enemy designs = less work put into each one. Instead of being a generic shooting gallery, FEAR is a game with a very well defined enemy. You're fighting the replica, no replica and co, not replica and their immediate surroundings, not replicas and the friends they made on their journey, just the replica.
>The environments feel very samey too and never really become an interesting location
Again, FEAR2 adds more environments and level variety, and the result is rather than figuring out formulas, tools, systems, and patterns that they can use throughout the game with guaranteed good design, they're constantly having to think up new ideas with every level which at best creates interesting little gimmicks, and at worst, creates boring filer levels which try to make up for bad design by jamming in as much into the level as possible (creating the double issue of sucking up resources that could be otherwise used on good level design, and accentuating the lack of design by pushing more of that bad design on the player). The various school levels are good examples of this, although its a very well designed school, its a horribly designed shooter level.
TL;DR by finding a narrow scope of design which works well with the combat model and gameplay they devised (pulping smart but fun soldiers with a shotgun in an office building) FEAR was able to create a small set of *incredibly* well designed levels and encounters which is unparalleled in a modern shooter.
>Takes itself a bit seriously with its horror
I don't understand how you could possibly come to this conclusion, at no point does the game place the horror before the shooting. The horror is always used as an atmospheric backdrop to the shooting so it doesn't just feel like a shooting gallery.
>The weird thing is, there's a few types of enemies but they ultimately just use the generic humanoid soldiers for 90% of the game instead of the weird ninja guys or the mechs frequently
A big part of what made the stalkers/ninjas so good was that levels were designed around them, it would be very difficult to combine replica, and the ninjas, and not have them stepping on eachothers' toes in terms of design since the ninjas require the player to be careful and pay attention, while the replica require the player to think fast and keep mobile. It's also why they're best utilized sparingly, they work as a pace mixup.
>It's at least short so it doesn't outstay its welcome
This is ultimately the issue with the game, it's short and there's not enough of it. But the experience isn't improved by trying to add more, all you end up doing (as FEAR2 showed) is you dilute the good design.