About the frustation component in a survival horror game. I think that a survival horror is much more difficult than another genere. A premise in every survival horror, is that the protagonist is in a very hostile enviroment, with very weak objects/weapons/actions. So in certain mode for me a survival horror is a challenge. So it has implicit a important frustration component. This components with a appropiate ambient/sound/noise/etc helps to create/transmit fear/respect. A example of this, is the great forbidden siren.
Cold Fear was met with mixed reviews, with many critics comparing it unfavorably to Resident Evil 4.[5][6] Although critics were generally impressed with the environments and the opening scenes, they found the game too short and felt it failed to live up to its promising beginning. The game was a commercial failure; by February 2006, it had sold only 70,000 units across all three platforms in the United States.
The game begins with a Navy SEAL team deploying on a Russian whaler, the Eastern Spirit, in the Bering Strait. As the team explore the deck, they are attacked and killed by unseen beings that literally rips them apart. Seeing his team is gone, CIA Special Agent Jason Bennett, who is supervising the mission from another location, orders any other government vessel in the vicinity to investigate. His call is picked up by the US Coast Guard ship, the USCGC Ravenswood, which heads to the Eastern Spirit. The crew of the Ravenswood split into teams, but within moments of boarding, only one remains; Tom Hansen, a former U.S. Army Special Forces soldier, currently serving in the United States Coast Guard, who hears his shipmates being killed over the radio. He sets out to explore the ship and determine what is happening.
In my experience Steamtrades is useless in this case, since traders only look to offload their bundled or bought for profit games. If you're actually looking for a somewhat lesser know game you won't get any replies, it's sad that people react so aggressively about anything resembling a trade.
Finn's search for his memory of one fateful night leads him to Iceland--only to be followed by an unhinged assassin intent on stopping him--in the riveting follow-up to Steel Fear, from the New York Times bestselling writing team Webb & Mann, combat-decorated Navy SEAL Brandon Webb and award-winning author John David Mann.
Disgraced Navy SEAL Finn is on the run. A wanted man since he jumped ship from the USS Abraham Lincoln, he's sought for questioning in connection to war crimes committed in Yemen by a rogue element in his SEAL team. But his memory of that night--as well as the true fate of his mentor and only friend, Lieutenant Kennedy--is a gaping hole.
Finn learns that three members of his team have been quietly redeployed to Iceland, which is a puzzle in itself; the tiny island nation is famous for being one of the most peaceful, crime-free places on the planet.
His mission is simple: track down the three corrupt SEALs and find out what really happened that night in Yemen. But two problems stand in his way. On his first night in town a young woman mysteriously drowns--and a local detective suspects Finn's involvement. What's worse, a SEAL-turned-contract-killer with skills equal to Finn's own has been hired to make sure he never gets the answers he's looking for. And he's followed Finn all the way to the icy north.
Given that a lot of the combat in Cold Fear takes place in corridors, and given that the game maps the 'open door' button to the same button required for stomping zombie face, you quite often find yourself accidentally entering another room rather than squishing skull. More annoying still is to return into the room you've just accidentally exited to be instantly attacked by the same zombie you've just emptied your gun into, which not only wastes a load more ammo but probably a chunk of health into the bargain. Genius.
And if that wasn't retarded enough, one particular puzzle near the end of the first half of the game has you looking for the Captain's Quarter (having just found the key), but then manages to design it as a location with two entrances - only one of which your key will work in. More confused wandering later and you'll find it, but not before you've shouted at alarming decibel levels at the game designers for managing to dream up all-new ways to irritate the gamer. If you then happen to somehow fall victim to the game's prescribed save system, you'll probably wonder why you're bothering at all; it just feels designed to hold the gamer up for the sake of it.
If the story was well scripted, with great characters that were convincingly acted and somehow compelling, we'd probably forgive many of the minor issues, but everything about the whole affair is so horribly predictable and feels done to death. And beyond. Again, if the creatures weren't so generic in terms of how they look and how they behave it might be a different story. For a game that gradually becomes so combat-centric, you'd think Darkworks would have infused the whole thing with convincing unpredictability to keep you on your toes, but the truth is that you know exactly what each of the creatures are going to do. The only thing that ever holds you back is the unwieldy control system and the game's irritating tendency to inconsistently repopulate previously cleared areas. Other than that it's the kind of sub-par action that you wouldn't put up with in any other game.
You can see that Darkworks had a great basic idea but never really got to run with it beyond the game's opening scenes. After the novelty of the atmospheric opening rain-lashed storm scene wears off what are you left with? Half-destroyed cabins in the dark, cold rooms with strung up corpses, generic corridors with the same consistently reappearing zombies and Exocels springing up to annoy the hell out of you? The predator-style creature that appears in the second half might be deadly and scary, but then becomes so awkward to fight you may as well just run away. The further we got into Cold Fear the less we cared, and that's a sad reflection on a game we were initially impressed with for its atmospheric attention to detail.
The Good
Well, it can't be said that this game has good things, it's so average... Maybe the only contribution to the world of videogames is the kind of see storm simulation it contains. Yes, I mean it, is rather curious and you can play some minutes to enjoy it.
Out of that, the game has nothing more highlight. Actually, I remember why I started playing it. You know Resident Evil 4?, I kind of like its 2nd person style for killing hordes of creatures, and Cold Fear has it too. So, if you are a PC only user like me, and you like this, you can play Cold Fear instead of RH4. This is, of course, a very silly reason to play Cold Fear.
The Bad
Nothing to do in a weekend, and, inexplicably, you only have one game to play, Cold Fear. In that situation you can play it, but you should learn to do more things with your life than playing videogames.
If you still have some doubts about how this game could be, the key word is "average", is so average that hurts. Enemies are random genetic altered creatures, the localizations are what you can expect from a ship and a petroleum extracting platform with a secret genetic lab in it, the weapons are the usual weapons (some have a red laser and some have a lantern) and the puzzles to solve are, you know, average. This is the "deja vu" game for survival horror game lovers. the most entertaining thing you can do with this game is play with your friends to predict thing from this game, like puzzles, guns, monster appearance and situations, then play in the easiest difficulty mode and every time someone guess something right sum a point. The first one who gets 100 points wins.
The Bottom Line
"How would you describe this game to others?" AVERAGE, XD. You know, when an entertainment industry gets enough big, the companies begin developing products of lower quality just because people will still buy them. This products are totally worthless and usually copies of other more popular products, but with less costs. If 1000 people buy Resident Evil 4, you can expect 5 people to buy Cold Fear just by saying "it's a survival horror, like Resident Evil 4", that's the only reason for this game to exist.
Cold Fear does some really interesting things. Not only must you battle your enemies but your environment becomes an enemy itself. The ocean churns and crashes violently into the side of the tanker rocking it precariously and sometimes knocking Tom off his feet. When you see the ship begin to tilt it is smart to grab onto a railing and watch your enemies slide down the deck and off the side of the ship. Occasionally jets of water force their way onto the deck and can damage you as well.
Tom himself is a mystery. His past is alluded to, but never elaborated on. He apparently had a girlfriend that he may or may not have had a hand in killing but she is only mentioned once, not before and never again. If you're going to bring up small incidental plot points then put some effort into elaborated on them. If not, don't bring them up at all.
The horror elements in this game are weak. While the environments and the enemies look pretty good with glowing eyes and a cool motion blur emphasizing their inhuman qualities the game just fails to be scary. There are a few reasons for this. To begin with Darkworks seemed to have missed some really basic synching issues. Audio fails to synch up properly with certain situations and the ugly, jerking camera transitions to the badly paced "horror" sequences just come off as weak. Tom's general lack of emotion and dumb lines only emphasize the farcical nature of the horror elements of Cold Fear.
My first time through this game I finished in around 5-6 hours, which for a Survival Horror game is a cardinal sin. If your first play through takes less time than a repeated play through of a game you are familiar with then there is something wrong. There is no incentive to replay this game, no New Game+ option and only the reward of some very boring concept art to reward your suffering from sitting through the inane story and terribly forced Russian accents.
The Bottom Line
Cold Fear is a weak Survival Horror game. If approached solely as an action game, there is some merit to it. If you want some mindless gore with a lightweight story then you are in for a good 5-6 hours of play. Looking good though doesn't make up for the insipid story, deplorably emotionless voice acting, awkward combat, badly designed item system, longevity issues and a big middle finger at the end of the game in the form of a Marilyn Manson song.