!!!SPOILERS FOR F.E.A.R!!!
A new F.E.A.R. reboot that works like this.
You're still playing as one of the elite members of the small-operations, paranormal-focused First Encounter Assault Reconnaissance unit. Your target is once again Paxton Fettel, the son of Alma Wade, daughter of Harlan Wade, one of the richardheads in charge of Armacham Technology Corporation, alongside Genevieve Aristide. Paxton once again has an entire battalion of armed clones (the "Replicas"), and ATC has its own private military force trying to "contain the situation".
The differences start with some minor gameplay changes; your Reflex/Slowmo abilites are tied to your suit, the same as your flashlight battery. If the suit is damaged, you lose or hinder those abilites, which means the game becomes slightly slower paced and more methodical (while I do love F.E.A.R.'s combat, it's not suited to a horror game and in many cases is far too hilarious/fun over scary). This also means that if the player's suit were to be taken away for any reason, it adds more challenge to the game. Your health is more like Fallout; each limb can only take certain amounts of damage before they're completely forgeted, and thus you need to find regular first-aid kits and painkillers (thankfully, ATC does have decent medical practices). I'd also introduce F.E.A.R. 2's sprinting system which allows you to do air-kicks as well as the regular ground and floor kicks, but unless you hit the right body part (either the head to knock 'em unconscious or a leg to quickly knock them down), the attack will likely fail.
A similar arsenal of dual-wielding pistols, a railgun, a lazer gun, a sniper rifle etc are there, but ammo is more scarce. The whole point of the gameplay is to be far more intense than in the current games, since you're no longer a super-warrior. The weapons are more of tactical options, but the best way to win the game is to find the path of least resistance and carefully but quickly navigate it.
The story starts in a similar way to the first game; Paxton Fettel has his second synchronicity event with his mother Alma (this time, Alma is thawed out from her containment cell once every few years under order of Aristide since she wants more clone commanders and believes Paxton is basically a tosser), and spends the next few hours laying waste to ATC, trying to figure out how to release his mother. He still has his ability to relive memories by eating people. In all the chaos (ATC try to blow her containment cell up and fail miserably), Alma's containment cell is damaged, but not destroyed, she regains partial consciousness and starts helping Fettel out.
Instead of being 100% linear, you take point through the open streets of the Auburn District. Paxton Fettel is locked up inside ATC, and since everybody who worked at the company has either been killed or is currently trying to kill you in order to keep the situation contained or worse, you need to spend a fair chunk of the game finding a way inside. Basically, you have to go to various points of Auburn (the Hospital, School, Warehouse etc) that ATC controlled in order to determine:
A) What Project: Origin, Project: Harbinger and several other projects that are constantly mentioned are
B) Where the weakest point of ATC's defences are, so you can penetrate the building
C) Why ATC is acting loving insane
The longer the player takes, the more chaos that occurs; if the player is quick, they'll fight barely any soldiers since most of the combat is still being done inside ATC HQ and the locations they control. The longer things bore on, the more civilians get involved and slaughtered. Until the player makes it to ATC HQ, the only special encounters they have are controlled by Fettel; he'll blow people up, cause lights to flicker, and even make himself appear in a vain attempt to dissuade you from continuing. When you finally break in ATC HQ, Alma joins in on the fun.
When you do get to ATC HQ, the place is really forgeted up, but if you did you research (the information you get from ATC controlled buildings is static; you can head to ATC as soon as you get the entrance point info, but if you go to the other locations you get even more valuable info that can come to good use), you can eventually find both Fettel and take him out, and Alma's Vault and decide whether to release her or destroy her. Finally, you have to blow ATC sky-loving-high. The final act of the game is then about getting the loving out of Auburn intact, since F.E.A.R. has pretty much been all-but-wiped out.
I'm thinking there should be some twist on who you are, but this time not being the brother of Paxton would be great. I'd also like a continuation of all the voice messages in the ATC HQ, with various high and low level employees bitching about each other behind all their backs, as well as directly telling them to shove it on various orders, and throwing their power around. ATC is supposed to be presented as this super company with incredible technologies who are actually extremely incompetent as far as management goes, but manage to succeed because their grunt force is large and semi-decent.
Last feature to talk about; F.E.A.R. is this time made up of about 12 people who you can assign orders to. Either they can be a part of your squad (and you can use an ingame menu to assign them priorities and/or tell them how to advance through a combat zone with a map you draw a battle plan on), or you can send them out to deal with other problems or go to the other ATC controlled buildings on your behalf. This is a huge gamble, and there's a low chance it'll actually work. Obviously, they all die by the end, but if they don't die during the firefights and if you are lucky/unlucky enough to be around them, you might encounter either Paxton Fettel or Alma directly massacring them as a message to you.
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It's pretty stuff, but it's nearly 11PM and I wanted to just write, so I shot for the moon.