You wake up in a dark alley, not knowing anything. What has happened anyway? You struggle after the truth and answers. Answers you want to know in the darkness and fear, which makes your heartbeat race like violent blows against your head. Where do "they" come from? What has happened? Are you just turning insane? The time is up; you can't stay there reading your smses forever. It's time to head out and find the answers. Cry of Fear is a singleplayer modification of Half-Life 1 which brings you the horror you've always been afraid of. It's a total conversion of Half-Life 1, which means it uses NO Half-Life 1 content or other peoples' files. It's all made exclusively by the developers. It also uses new gaming styles that you will rarely find in Half-Life mods, such as advanced cutscenes and other stuff that will be revealed at a later date.
This game is so far one of the best horror I've seen. Plus, it's a HALF LIFE MOD which was made in 1998.
I almost thought it was Half Life 2 though.. The scares and the others like made me jelly for days son.
I feel that the first scare was kinda scarier than the rest.
Once you get past the pretty Half Life 1 engine graphics and the hype, this is a pretty poor game. This game isn't really scary, all it is is just jump scares. Combat is really clunky too, weapons sound powerful but in reality don't really pack a punch. Jumping is major issue too, during the train scene is where it really shows it's flaws. Also, character development is pretty bad and is worst than Doom (which has no character development). Most of the actions that characters do makes no sense what so ever, and when a certain love interest dies, I can't help but say "Oh well". The Story is another thing that drags it down, it's too emo and makes absolutely no sense. I had a bad feeling about the story and characters when in one of the development logs, the lead developer put a gun to his head. This game suffers from the lack of actual survival horror, poor combat and jumping mechanics, horrible characters and character development, a non nonsensical story. The only reason why it's so popular is because people are sheep who can't speak for themselves, and don't realize that this is a sub par game. I respect the work and effort the developers put into this, but this game does not deserve the praise it gets.
- health/ammo systems
- dual weapons
- limited inventory is overall nice but... see cons
- textures, enemies, weapons are new and some new interactions are made possible, always appreciated
- ambience is overall nice, except it's not frightening at all (I've never played a game that is actually frightening anyway so no problem here)
- open choices? nope (most linear game ever)
- backtracking is BAD (and on this point, back to the limited inventory, having to leave your weapons in order to be able to pick extremely light -but mandatory- items that could just fit in your pocket and having to backtrack (again) in order to pick your weapon back is BAD. I mean, BAD)
- originality? nope
- characters/story? boring...
- saving "checkpoints" are BAD
- playability? well:
-- a vent opens at 1cm above the ground. you have to jump to get in
-- infighting is awfully awful... being 2cm from your enemy won't always make you hit. being 2m away won't always make your enemy fail.
- dropping some items make them disappear while they should not, either 10s after you dropped them (they just fall inside the ground) or like 20mn after you dropped them, after killing 20 enemies and finishing your backtracking
- the current 9.3 note makes me want to rate the game 1/10 just to make hype addict fanboys cry
With exception for the weird bugs and crashes, the co-op seriously lacks some game design.
While I do have a great understanding for the limitations in the map design, and also the lesser detail on some of the objects, there still could have been used some better textures on objects, such as oven, chair , etc.
The transitions between levels could result in client crash or connection loss.
Monsters could walk straight though several objects, or walls.
Some maps were bugged or loaded incorrect events. In the building in the forest, where the doors would flip open and close, it would load Simon's health bar and play some music to that occasion. If that map was reloaded, ex due to death, it would not load.
Some monsters has the weirdest death scream.
Anyway, as for the game design.
It puzzles me that the aid for the team is so different from the various maps. Ex in the city you would have easy access to guns (because everyone in Sweden has guns.. who ever has that American idea). At the lake there are significant aid to the challenge ahead.
But in the forest it all of sudden changes, it becomes a running game, as that is just the best solution. While not just being under instant attack, if you died, you are given a branch (just a branch for some of the maps).
And then all of sudden we are back to a house, Rambo's house, shotguns, m16, powerful pistols, only the C4 is missing. While the giants can go though the walls like they were the size of a human, a single person has enough ammo to kill the entire forest.
Next up a sawman boss, where the rest of my team lost connection for some reason, you simply get stuck with a glock, a shotgun and saw-maniac.
As the intro (which takes years to play) state the mission, the story just doesn't follow the progression of all the corners which are filled with monsters (seriously, its not scary, DOOM did a better job on that part). After a while running around and checking doors, but with no initiative to follow, it gets boring
Cry of Fear is a good, fun game but is nowhere near extraordinary.
- CREATIVELY DESIGNED MONSTERS. I liked the lady/ies who make Simon want to shoot himself.
- INTERESTING BOSS FIGHTS. Different strategies, man.
- NICE VISUALS/AMBIANCE. The boat ride was memorable.
- FITTING MUSICAL SCORE.
- CHALLENGING GAMEPLAY.
- LEVEL/MAP DESIGN (or at least most weren't terrible)
- TOO MANY MONSTERS. At some parts that the game stopped being fun and just became a chore.
- THE INVENTORY SYSTEM. It did not add a sense of "being helpless" or "powerless". Instead, it made the whole game a hassle, particularly when it came to keys. I would drop my pistol because my inventory is filled with a whopping three items, pick up the key, run and unlock the door that's 5 minutes away, spend another 5 minutes running back to my pistol to pick it up, and another 5 running back to the door just so I could be properly equipped for the next area. This type of inventory doesn't add anything to the game except a new pain in the ***.
-THE STORY/PLOT. The story had so much going on that it all just felt cobbled together. It tried too hard to force emotion onto the player that it came out like a joke. For example, here's Simon going about his business, killing monsters, discovering truths,OHBYTHEWAY THERE'S THIS GIRL NAMED SOPHIE WHO HE USED TO LIKE BUT SHE KILLED HERESLF AWWWW ISN'T THAT SADDDDDD, forget about Sophie- onto more monster killing whoopwhoop. But then the story never even revisits that seemingly "important" part of the plot. It was just there to be there.
-THE CHARACTERS + SYMBOLISM. I didn't care one bit about Simon or what his "monsters" represented because his whole development was just so flat.
-THE GAME IS TOO LONG. It just dragged on and felt too long for its own good.
-TOO MUCH BACKTRACKING.
All in all, Cry of Fear was a solid, good game. There was a lot wrong with it and I probably won't be playing it again, but it was fun.
I first played the game solo... It is so creepy, so frightening that it can't be described unless you try it yourself. Cheap screamers but also a very polished atmosphere both await the player at every corner of the streets.
Then I played coop... And it is way way less scary when you have the moral support of your teammates. Still, it is a lot of fun when finishing off giant creepy monsters with nothing but a tree branch because of the scarce ammo.
Play it. If you're too chicken, play coop, but just play it.
Cry of Fear certainly lives up to the hype, and is a very special mod. It feels like a game, being close to 20 hours long I'd say. It's like a first-person Silent Hill in terms of gameplay, and at times, similar atmosphere too.
It's a very interesting journey through the twisted, distorted mind of a mentally unstable, suicidal individual. I'm a fan of horror titles like this, having played through the Mistake series and Grey, but Cry of Fear is on a whole different level. Amazing mod, it deserves most of the praise.
Some things that need tweaking are the chase sequences, in which a chainsaw wielding berserk rapidly pursues you down narrow, tight corridors. The enemy is many times faster than you, and for some reason you can only sprint for a few steps before getting exhausted. They're unbalanced and just annoying as a result, and player stamina is worse than a dead person.
There's a bit of platforming in Cry of Fear, and most of it is terrible. A lot of this can be attributed to level design, such as jumping through a construction set that has tiny metal poles everywhere obstructing your path, or terrible timed platforming sections in a horribly designed level.
Another annoyance can be found on every gun; iron sights zoom in way too much, like using a scope.