The Worry of Newport - Final
Nov 24, 2011 Full Version 18 commentsThe Worry of Newport Final. Both editions patched to their maximum threshold, complete with a new custom UI, loading screens, loading animations, cutscenes...

The Worry of Newport is a two part horror/mystery mod for Crysis built around immersion and story telling, rather than combat or action. Both parts span a story arc that concerns a nameless protagonist awakening in the ocean outside of the island of Newport, a fictional colony in the Atlantic. Upon exploring the port nearby and uncovering a little bit of the backstory, it is on his (and your, the players) shoulders to presue the truths behind the dark secrets on the island. Sacrifices, ancient rites, deities of long past within the ocean, and surviving the very creatures that doomed the island are all on the player's plate. Finding out who Edgar Gray is and what has he done is the leading mystery, as well as your own past and truths to face. Just what was the Worry of Newport?
Worry of Newport is a playable horror/mystery story with no combat, a few puzzles, but mostly exploring, reading, and listening and observing through some truly detailed and atmospheric setpieces. I need to stress that this is still a unique take on gaming and is more of a playable conventional story rather than a horror "game". There is no stealth, no monsters, no combat.
Interaction is not limited however. Exploration and book reading is key, and the devil is in the details. There are scenes to "survive", a puzzle here and there, and some engaging moments. It is not limited to walking in a straight line listening.
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7 comments by C-zom on Feb 13th, 2013
I didn't expect myself to be posting here again so soon, but -- hello everyone, C-zom here to bring you bilateral news of pure excellence. Though, I should begin by stipulating that, indeed, the Developer Commentary was cancelled officially and will not return due to poor reception and low view counts. What was begged of us practically by the community for almost a year straight landed to ice cold reception, and there won't be another crack at it. Now, onto the important bits:
What is first and foremost is the discussion of a hotfix patch upcoming for The Worry of Newport, to be released by March 1st or earlier (guaranteed this time, no if's ends or buts.) Hotfix-#1 will address the following issues,
The Worry of Newport is going to get a AAA prequel at long last. I will be writing it once again, I am unsure if Jason Daysh will return to direct our cutscenes, but I hope to secure the original cast and crew entirely. Preliminary talks have not gone into motion. Rather, I've secured the confidence in Cryengine3 to begin private build development and conceptual solidification. I have also begun the screenplay and storyboard.
The prequel is designed to deal with the explorations of Aoife Hall in Europe, the Middle East, and eventually to Newport itself, before culminating in a visitation to an ancient city housing a cosmic horror -- Tygras. Fans of The Worry of Newport will be familiar with this all by playing it and reading the journals and logs. The context, and hook, of the game is a first person adventure (I stress adventure) in Lovecraftian Mystery, whereupon she delves deep into a profound mystery surrounding that city, as well as the whereabouts and identity of a cosmic horror named Hadad. She meets Edgar Gray at a focal point of the story and each character is dedicated to leap-frog patterned chapters in the game.
It is going to ramp down on the dreadful, horror, and misanthropic atmosphere of the first and present itself as an actual spanning adventure with quests, npc's, and the like. But it won't be without it's Lovecraftian influences or horrifying atmosphere, of course. Promising a full suite of characters, locations, DX11 graphics, and custom assets and top grade voice acting and composing, it should be the prequel Newport deserves. Expect a Moddb page to be opened up shortly after Summer begins. Tell the living, tell the dead; The Worry of Newport's long awaited "successor" has begun development.
The Worry of Newport Final. Both editions patched to their maximum threshold, complete with a new custom UI, loading screens, loading animations, cutscenes...
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Due to the lack of interest or viewership, despite much promotion on our parts, we will be cancelling the developer commentary and doubling efforts on Triptych.
hows that patch for newport comin along
The gears are still moving on it. We legitimately need to fix the book reading system, overlapping narrations in Part 2, and bring some things up to date from the Triptych engine. But retooling the guts of a programming language takes time. :)
no prob was just , you know checkin in on how things are goin , since you was talkin bout a december 11th release , anyhow cant wait , keep it up
Entry #1 in the developer playthrough series has uploaded, with a news post readying for authorization.
We're working on a hotfix patch to make the book reading a bit more "weighted" and hard to screw up (Using the Triptych Engine) and hotfixing other minor control or path finding complaints.
so wheres that hotfix patch , still waiting
Porting over the Triptych engine to the Newport book reading system is actually shockingly difficult. This hotfix patch might turn into a regular patch by the time we're done with it. To be honest, we expect it to be done by December 10th
cant wait and keep it up guys your work is freakin epic! , btw its 11th Dec :)
I'm having this same problem. All of my settings are on very-high with 8xQ anti-aliasing. I'm using the command via the shortcut because Crysis' mod loader won't work for me either. It detects WoN is there, but when I hit load it just restarts normal Crysis again.