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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This the enhanced edition?
Want to play, but ugh, got to install Crysis...8GB or so for a mod or two I want to play...such a pain.
Yeah the current (final) release is Part 1 Director's Cut bundled with Part 2 Enhanced Edition.
Hiya. I'm having issues with getting this thing running. I did everything the instructions said, renamed the target path to -mod newport2 etc, but when I try to get in through the console by typing map part1 it says command not recognized or something like that. I reaaaaly want to play this, so could I get some help? Thanks.
Quick follow up, I got it working.
The readme didn't say anything about typing con_restricted 0 into the console, and that was required to get the mod working. I had to find that info off site. So, if anyone's having troubles, that's what you gotta do. A bit annoying that that wasn't in the readme.
I played this mod through in one go, and reviewed it as an "8" heres why.
The install instructions were incomplete, so that was a bit annoying. The mod itself, however, once it works, is great. story's excellently written, well designed levels, except for the fact that it was easy to wander out of rendered zones, etc.
I found the game to be genuinely scary at times, HOWEVER, there were parts that ticked me off, in particular the slow walking cut scenes, (Why???) and the unskippable french lady books. (WHYYYYYY??) Minor complaints though.
I'd love to see more stuff like this, but please...don't grab the controls away from the character every five seconds, that's NOT good design philosophy.
Great job though.
con_restricted 0 is the very first command in the autoexec the mod is forced to run, as it does for me and so far everyone else! Hmm. Extremely strange as to why it doesn't work for you. I will look into this issue and see if I can fix any fault in the mods file structure. Thanks for the honest review though--it was quite good.
I'm stuck at part 2. All that is happening is some thing is banging in the house and I have this gas tank but nothing to shoot it with or do.
Help?
You missed the campsite, with the journal explaining the creature and the Colt 45 you need to use to detonate the gas tank. :)
Backtrack and it's there, there's a path of lanterns leading to it subtly.
PM me and I'll help you out, its not that difficult to get the ball rolling once an install quirk is out of the way.
Hello C-ZOM I'd just like to say that this looks fantastic but your mod README is incomplete in it's install instructions- I did as asked in the readme but it didn't work ,now I read above something about "con_restricted 0" ; when do you put this into the console? in what order with "map part1"? why is it not included in your instructions? all the other mods I've tried just run from the mod menu in game...
I'm a huge fan of lovecraftian atmospheres, have been for many years now so this looks perfect for me in style but I'm pretty much computerspeak illiterate.
Could you tell me what I'm to do, you know, like 1,2,3.
I'd greatly appreciate the help in this as I was really looking foreward to trying this out.I'm certain others are stuck too.
Big Thanks -ZTK