Compare Fear Effect Sedna prices across 50+ stores and find the best deal. Developed by Sushee. Published by Square Enix. Released on 3/6/2018. Available on PC, Xbox. Genres: Action, Strategy. Metacritic score: 42/100.

A Kickstarter-revived cult sequel with genuinely clever puzzles buried under broken AI, clunky combat, and a tactical system that almost nobody ever needed to use.

My spreadsheet instincts kicked in immediately when I heard "isometric tactical action" attached to a Fear Effect revival. On paper, coordinating up to five mercenaries across stealth corridors and enemy sightlines sounds like a decision-rich playground. In practice, the tactical pause feature sits there like a well-designed button that nobody pressed at the press conference and nobody presses during actual play either. The freeze-time command system, which lets you plot movement paths and assign attack orders before unpausing, is rendered almost entirely pointless by a combat loop that rewards button-mashing over planning. That gap between promise and execution is the defining experience of Fear Effect Sedna. The game is built around three pillars: stealth, firefights, and puzzles. Of those three, only the puzzles reliably deliver. Clues are scattered through each level, solutions require actual environmental reading, and the few that stump you feel fair rather than arbitrary once the answer clicks. The stealth sections have the bones of something functional, with enemy vision cones you track from the isometric camera, but the friendly AI tears those sections apart before they can breathe. Uncontrolled teammates ignore cover, walk into sight lines, and generally behave like they are actively competing to alert every guard in the building. The Fear Effect mechanic itself, a heart-rate system that raises your damage output while also raising the damage you receive as tension climbs, is a genuinely interesting risk dial. It just never gets the tightly tuned combat it deserves to matter. The gunfights are where Sedna earns most of its negative critical consensus, a 42 on Metacritic being one of the more generous summaries in a review pool that skews considerably harsher. Lock-on targeting will prioritize enemies behind cover over ones standing in the open. Enemy AI runs directly at your active character and never disengages, which makes cover mechanics functionally decorative. Each of the five playable characters carries unique secondary weapons with limited ammunition, including a bouncing-bullet pistol and a taser, but the interesting wrinkles are swallowed by the surrounding chaos. There is a sixth character who joins late with abilities that should have been the most original things in the game; instead, the AI cannot execute them reliably. What Sedna genuinely has going for it is atmosphere and visual craft. The cel-shaded cutscene art is crisp and stylized, the Inuit mythology backdrop gives the story a fresher supernatural angle than the original games' Chinese folklore, and the synth-heavy score sets a gritty neo-noir tone that the gameplay never quite earns. The story follows mercenaries Hana, Rain, Glas, and Deke after a museum heist spirals into something considerably darker, and the supernatural turns are legitimately engaging on paper. The voice acting, however, is widely agreed to be a significant liability, with performances described across the critical spectrum as flat or outright laughable, undermining the cutscenes the art team clearly worked hard on. For strategy players approaching this as a tactics game, the honest verdict is that the tactical layer is an illusion. There is no build planning, no meaningful ability synergy to solve encounters with, no AI worth outthinking. The closest thing to a decision system is the Fear meter, and even that is largely passive. Puzzle enthusiasts with a tolerance for rough combat and a passing interest in the Fear Effect lore will find isolated moments worth their time. Everyone else will hit the AI problems within the first hour and make their call from there. Sedna is a game that clearly wanted to be something interesting and ran out of time, budget, or both before the systems could be made to talk to each other. Diego, Scout Team

Fear Effect Sedna
ActionStrategy

Fear Effect Sedna

Mar 6, 2018SusheeSquare Enix
GamerScout Says

A Kickstarter-revived cult sequel with genuinely clever puzzles buried under broken AI, clunky combat, and a tactical system that almost nobody ever needed to use.

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Screenshots & Media

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About Fear Effect Sedna

My spreadsheet instincts kicked in immediately when I heard "isometric tactical action" attached to a Fear Effect revival. On paper, coordinating up to five mercenaries across stealth corridors and enemy sightlines sounds like a decision-rich playground. In practice, the tactical pause feature sits there like a well-designed button that nobody pressed at the press conference and nobody presses during actual play either. The freeze-time command system, which lets you plot movement paths and assign attack orders before unpausing, is rendered almost entirely pointless by a combat loop that rewards button-mashing over planning. That gap between promise and execution is the defining experience of Fear Effect Sedna. The game is built around three pillars: stealth, firefights, and puzzles. Of those three, only the puzzles reliably deliver. Clues are scattered through each level, solutions require actual environmental reading, and the few that stump you feel fair rather than arbitrary once the answer clicks. The stealth sections have the bones of something functional, with enemy vision cones you track from the isometric camera, but the friendly AI tears those sections apart before they can breathe. Uncontrolled teammates ignore cover, walk into sight lines, and generally behave like they are actively competing to alert every guard in the building. The Fear Effect mechanic itself, a heart-rate system that raises your damage output while also raising the damage you receive as tension climbs, is a genuinely interesting risk dial. It just never gets the tightly tuned combat it deserves to matter. The gunfights are where Sedna earns most of its negative critical consensus, a 42 on Metacritic being one of the more generous summaries in a review pool that skews considerably harsher. Lock-on targeting will prioritize enemies behind cover over ones standing in the open. Enemy AI runs directly at your active character and never disengages, which makes cover mechanics functionally decorative. Each of the five playable characters carries unique secondary weapons with limited ammunition, including a bouncing-bullet pistol and a taser, but the interesting wrinkles are swallowed by the surrounding chaos. There is a sixth character who joins late with abilities that should have been the most original things in the game; instead, the AI cannot execute them reliably. What Sedna genuinely has going for it is atmosphere and visual craft. The cel-shaded cutscene art is crisp and stylized, the Inuit mythology backdrop gives the story a fresher supernatural angle than the original games' Chinese folklore, and the synth-heavy score sets a gritty neo-noir tone that the gameplay never quite earns. The story follows mercenaries Hana, Rain, Glas, and Deke after a museum heist spirals into something considerably darker, and the supernatural turns are legitimately engaging on paper. The voice acting, however, is widely agreed to be a significant liability, with performances described across the critical spectrum as flat or outright laughable, undermining the cutscenes the art team clearly worked hard on. For strategy players approaching this as a tactics game, the honest verdict is that the tactical layer is an illusion. There is no build planning, no meaningful ability synergy to solve encounters with, no AI worth outthinking. The closest thing to a decision system is the Fear meter, and even that is largely passive. Puzzle enthusiasts with a tolerance for rough combat and a passing interest in the Fear Effect lore will find isolated moments worth their time. Everyone else will hit the AI problems within the first hour and make their call from there. Sedna is a game that clearly wanted to be something interesting and ran out of time, budget, or both before the systems could be made to talk to each other. Diego, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaIsometricReal-Time with PauseMulti-Character ControlFear MechanicEnvironmental PuzzlesCult SequelStealth-ActionInuit Mythology

Steam Deck & Linux

Steam Deck PlayableProtonDB Platinum

Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 5 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7 (64-bit only)
Memory
3 GB RAM
DirectX
Version 9.0c
Storage
16 GB available space
Graphics
NVIDIA GeForce GT 630, 1GB or AMD Equivalent
Processor
Intel Pentium G4400, 3.30 GHz or AMD Equivalent

Recommended

OS
Windows 10 (64-bit only)
Memory
4 GB RAM
DirectX
Version 9.0c
Storage
16 GB available space
Graphics
NVIDIA GeForce GTX 750 Ti, 2 GB or AMD Equivalent
Processor
Intel Core i3-7300, 4.0 GHz or AMD Equivalent

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Reviews & Ratings

Metacritic
42

Game Info

Developer
Sushee
Publisher
Square Enix
Release Date
Mar 6, 2018

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What platforms is Fear Effect Sedna available on?

Fear Effect Sedna is available on PC, Xbox.

When was Fear Effect Sedna released?

Fear Effect Sedna was released on 6 March 2018.

Who developed Fear Effect Sedna?

Fear Effect Sedna was developed by Sushee and published by Square Enix.

Is Fear Effect Sedna worth buying?

Fear Effect Sedna holds a Metacritic score of 42/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.