I've not played any of the mentioned games but playing F.E.A.R was brilliant. Especially at the end where you were in a corridor full of... corridors and you'd turn around and ARGH THERE'S A GODDAMN GHOST SHOOT IT SHOOT IT...
Jeez, I've never screamed so much at my monitor. Doesn't help playing at night, headphones on and lights out!
I have a soft spot a mile wide for FEAR. While it was (rightfully) panned for relying on jump-out shock tactics (like every "horror" film of the last 10 years, I would point out) but I honestly enjoyed the plot - kind of the anti-Akira I always thought.
While the jump-out bits were cheesy, the fact that it was Alma (a child) was, I found, actually fairly effective. I also love the endgame, leaving the facility, chasing Alma - good stuff.
McMoist - Never got the Resident Evil games, well not after they went 3D. The hype that went along with 4 totally passed me by (I bought it on the Cube at the time and hated it) and 5 did pretty much the same. Reading a press release by the game's designers sealed the deal for me when they announced that yes, they did deliberately hobble the control mechanism for the game (RE5 that is) because the inability to move and fire or side-side step "added tension and excitement" to the game. If you have to hamstring your player in order to "add tension" to your game, you don't deserve to be allowed to make games as far as I am concerned.