Played through FEAR and FEAR 2 over the last few days.
FEAR is a pretty good shooter with some excellent combat. Unlike most modern shooters, it's clearly been designed with the PC in mind, and as such success is based heavily on skill, mastering the weapons, and thinking tactically in combat. The AI of enemies, environment design and reliance on visual and audio cues ensures that while decent players might get through okay, on hard difficulty you must have a full grasp of the combat mechanics. Probably the last PC shooter (date-wise) I've played that features this sort of gameplay.
Meanwhile, FEAR has some excellent atmosphere that is nearly unmatched, mostly owing to its haunting, mostly ambient soundtrack. It's well paced, constantly keeping tension up by almost never telegraphing what's coming next. It's not shocking like most "scary" games, but rather induces a constant paranoia as you're never quite sure until the very end whether you're crazy, if the strange things you're seeing are real, and the plot and its details are left ambiguous enough that you can fill in the gaps as you go, never quite sure of who the characters are, what their motives are, etc. Level design does tend to get monotonous (it's all office buildings, labs and run-down alleys), but the game isn't long enough to reach the point where it truly starts to grate. There's a little bit of derp here and there in the story and characters (particularly the extremely obese and annoying server admin type guy you run into a few times), but overall it's a game that lets you figure things out for yourself and doesn't treat you like an idiot - and considering it's a horror game, this is a very good thing, as too much exposition and hand-holding would wreck much of its impact.
FEAR 2 changes all that. While it's a very technically and artistically competent game, it's interesting to observe just how much it's been changed up in the switch over to console development. The action is fast, but not tactical, challenging or particularly skill-based, likely to compensate for the decreased precision of a gamepad. The enemies you fight aren't stupid, but the design of encounters (popamole and set pieces) means that they usually funnel into areas in predictable manners, the stealthy approach isn't an option, and they die very fast ensuring you rarely see them do anything particularly intelligent, even though the AI itself is actually pretty good and probably better than the first game's. All this combines to create combat that's fun, and rather satisfying, but fluffy - you never get that sense of learning the weapons, of outsmarting enemies, of using the environment to your advantage. It's all instant gratification.
That idea of instant gratification seems to have carried into the rest of the game's design as well. While FEAR was for the most part 100% linear, it did a good job of providing multiple routes and giving you the illusion that you were navigating large, open buildings. FEAR 2 has almost none of these, and there are pretty much two types of environment - linear corridors and area-type areas. It's much more straightforwardly a shooter, rather than a horror game with shooting as a combat mechanic like the first. As far as plot goes, it explains far too much. One of the best things about the first game was how it left so much up to speculation, and it didn't need to be explained, because it was a story that appealed to the senses and emotions, not the rational mind. In FEAR 2, there are too many characters, too much exposition, and most importantly, too much plot. We get huge info dumps about the backstory, and pseduo-scientific explanations of all the phenomena seen - but because it's pseudoscience, it makes absolutely no fucking sense anyway, effectively cheapening rather than enhancing the lore (the whole "a magic trick's ruined when you show how it's done" thing). Nothing is left to the imagination, and when there is no longer anything left to imagine, there is no more horror.
Most damningly, FEAR 2 just isn't scary, or even very atmospheric - for many, many reasons. The biggest problem are all the extra NPCs who constantly chat in your ear - it's annoying, for the most part poorly written, and completely removes all suspense when you're supposed to be soaking in the atmosphere (the worst is Miguel and his constant spouting of bad one-liners). Second is the music - FEAR's soundtrack was mostly ambient, and many parts of the game featured no music at all. FEAR 2 features a largely bombastic Hollywood-type score, almost comically videogamey in places, with only a very few creepy tracks. Some might call it varied; I say it only reinforces the derpiness of the game. The last issue is that there's just no subtlety to any of it - in FEAR, we had no idea of Alma and Paxton's motives, whether they were friends or enemies, who they were, and the game was smart enough to avoid showing its hand. Same goes for the horror sequences themselves. In FEAR, you'd see strange things out of the corner of your eye, people simply standing in the distance, etc. and it constantly put you on edge, made you feel like you were being watched, toyed with. In the sequel? Endless jump "scares", overdone special effects, quick time events, and almost all of the psychedelic, creepy sequences are gone save for one or two parts of the game. Horror is all about atmosphere, tension, anticipation, not about throwing a bunch of fucking crap at the audience.
So yeah, overall, FEAR is great, mechanically very sound, a bit silly at times but overall extremely atmospheric and enjoyable - come for the scares, stay for the good shooting. FEAR 2 is probably worth a play if you like cool guns that turn enemies to goo and some impressive visual set pieces, but other than that... it's like Monolith had no idea what made the first one good to begin with, which is even more strange considering Condemned was just about as, if not even more fucked up than FEAR. Have to wonder if the publisher ended up fucking them over.