Alma from F.E.A.R
I just finished playing F.E.A.R: First Encounter Assault Recon and I must say it was a great experience, especially because I am a big fan of FPS games. I know this is quite an old game now, but my computer isn’t very new either. If you haven’t - go play the game…
Anyway, there are some cool things that a GM can learn from this game.

1. Fight is fun.
That’s right. Killing every one enemy inn the game is incredible. Dynamic, effective and enjoyable, that’s how the combat looks like in F.E.A.R. and that’s how it should look like in your game. I was happy when I saw another enemy behind a corner. Check Fight Club series for more info on GMing fights.

2. Story counts.

A semi-horror story told in the game is great. It is deep abstruse and mysterious and you are not sure what it is all about until the final part. And you really want to know the ending.

3. How the story is told.
You collect information as you advance in the game, from notes, phone massages and notebooks. The small clues are enough to tell all the story. Additionally, there are some phantoms which are talkative as well.

4. The most scary is what is inside your head.
F.E.A.R is not a typical horror game, there are only some elements of horror (although swimming in blood is quite a remarkable experience). The best thing about the horror elements are that you only see them for a moment and then they disappear. You see a small girl walking behind your back, you turn around - and she’s not there any more. It is much scarier than seeing a f***ing big monster charging at you. Adding such elements to a RPG is a great idea for sure (but not for crunch-maniacs probably).

5. Finish with a bang.

The game finishes spectacularly. I want say more, I don’t like spoilers myself, but it is important to prepare a great ending for your campaign/adventure. Endings are usually the most remarkable part.