After being hit by a car, 19-year old loner Simon Henriksson wakes up in an alley with no memory of how he got there. After receiving a worried text from his mother, he makes his way across a dark city populated with twisted monsters in order to get home.
I thoroughly enjoyed this game for its aspirations and attempts to fuse elements from Resident Evil and Silent Hill into a first-person experience. However, it's important to acknowledge its shortcomings, as they are quite significant.
Let's start with the positive aspects. The game unmistakably draws inspiration from Silent Hill, successfully delivering a terrifying atmosphere even though players are armed and capable of defending themselves. The well-crafted chase sequences and effective jump scares contribute to the game's unsettling ambiance. The monster design is commendable, as is the outstanding soundtrack. The storytelling, although cryptic, is engrossing, leaving players eager to unravel more about the plot. The game's level design mirrors the Silent Hill aesthetic, and the Nightmare sections are particularly noteworthy for their exceptional visual design. The monsters, which appear to represent the protagonist's traumas, are a fascinating touch.
However, alongside these merits, there are glaring issues that need addressing. The game's biggest downfall is its attempt to deter players from progressing. Certain sections of the game are so discouraging and user-unfriendly that players might feel compelled to quit in frustration, not due to fear, but due to the game's design flaws. Admittedly, there are notable moments that shine, such as Sophie's cutscene and boss battle, the initial apartment encounter, and the park sequence.
One of the primary concerns is the flawed and nonsensical inventory management system. It appears to exist solely for the purpose of creating an artificial sense of challenge, causing players to drop weapons temporarily only to retrieve them later for essential story-related items. Regrettably, this mechanic fails to evoke the survival feeling present in the Resident Evil series.
Another significant issue is the excessive backtracking mechanic. It's puzzling to consider who thought it was a good idea. To progress, you're required to retrieve two fuses. One is located near the train station you visited earlier, necessitating a complete run-through of the entire town. The other fuse is obtained from the apartment you were in during the game's initial stages. To add to the frustration, you have to access a window on a bus, which lacks any clear indication of its passability, and this section is so glitched that it seems nearly impossible to proceed.
The game's platforming mechanics, stemming from the Source engine, are notably flawed. While anticipating the need for crouch jumping, the bus section introduces even more challenges. In fact, I had to resort to Googling how to execute the required jump. Later in the game, you reach a wooded area where you must retrieve an item from the ground, all while evading an enemy with a one-hit kill chainsaw. Afterward, you need to locate and unlock a door using that item, all while being pursued by the chainsaw-wielding menace in darkness. This sequence is bewilderingly disorienting.
Furthermore, the shotgun you acquire within the Asylum, though a valuable addition, becomes frustrating to use due to the excessively dark environment. Attempting to wield the shotgun results in poor visibility – you're essentially shooting blindly into the air, often leading to an untimely demise.
In conclusion, the game presents an excellent horror experience with many commendable features. However, it falters significantly due to its poor user-friendly design, leading many players to abandon it. My initial rating of 10/10 gradually diminished to a 7/10 due to these issues.
It's worth highlighting, though, that considering the game's status as an indie title, its achievements are undeniably impressive.
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I played this game years ago when the Half Life 1 modding community was actually still kind of alive. What the devs did with the Gold Source engine here is nothing short of blackmagic. The character models look awkward and PS1 era, but the environments are genuinely impressive from a design and lighting standpoint.
Cry of Fear is altogether a very nostalgic title for me; it suffers some balancing issues and is crushingly difficult at times, but it is actually a very solid survival horror experience and at the time this came out those were sorely lacking in the marketplace.
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yeah the games fine but the enemies took me out of it really bad when they just got obnoxiously repetitive to deal with towards the latter half of the game.
Also in the best possible way this feels like an urbex simulator