You could say that it would be boring to constantly chase the same old multiplayer game, with the same types of maps, same types of killstreaks giving out the same rewards at 3, 5, and 7 kills, with the challenges, persistent stats, and levelling you've seen time and time again. You could also say that, if you were some kind of suit-wearing business numbers man, it would be supremely foolish for a developer without an industry-leading budget to even attempt competing for territory in the absolute harshest of online arenas.
F.E.A.R. 3 doesn't bother to pitch its own variants on Team Deathmatch, Capture the Flag and Domination, then, but instead dishes up a higgledy-piggledy quartet of existing game types remixed into fairly original new combinations. The game also fancies itself as an intimate experience, knocking the player count down to four compared to the double-digits you come across in genre heavyweights such as Call of Duty and Battlefield.
Headlining F.E.A.R. 3's multiplayer is F**cking Run, and not just because it has a swear word in the title. Though it does, which means thirteen year olds everywhere will be delighted.
The idea is to, well, f-word'ing run, as fast as your little legs can carry you, away from an all-absorbing wall of grey death. Brave players will try and run backwards so they can make out the faces of the grey cloud as it consumes everything in its wake, but as long as they're still moving forwards they should be okay.
Along the way are rest stations, obstacles, and masses of enemies you can dispatch for a tidy sum of bonus points. F**king Run is very much all or nothing - while downed allies can be revived, if the wall touches any one of you it's game over for the entire squad.
The idea, of course, is to foster a sense of friendship between the four of you - it's just you against the massive wall of angry dead souls, after all - though there's a very real chance you'll occasionally end up cussing your mate Dave for being utterly useless.
Maps have eight stages to clear, and it doesn't look like you'll just be able to breeze through: after a couple of play-throughs on forest-themed map Mother's Dark Nature we hadn't even seen past the third stage.
Weapons are your standard mix of assault rifles, sub-machine guns, and red dot sights, and you squeeze off rounds in the exact pattern of small bursts that you've probably perfected over the last decade. If you're feeling bored or crazy then you can challenge yourself with a shotgun or pistol, but the feeling will soon subside and it'll be back to the ever-reliable red dot sight.
To the credit of F.E.A.R. 3's arsenal, however, it's not like there's anything particularly wrong with the way the guns handle. If anything they're too comfortable and familiar, and you'll probably get a bit ahead of yourself and jump into the first few encounters forgetting you can't conveniently and immediately respawn.