Cry of Fear

released on Apr 25, 2013

Cry of Fear is a single-player, horror modification for Half-Life 1 that brings you all the horrors you have always been afraid of.
This is a free total converstion of Half-Life 1, which means none of the assets from Half-Life 1 have been used in this mod or any files from other people, it is a totally unique experience. Everything is made exclusively by Team Psykskallar, the Cry of Fear developers.


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Awesome Survival horror in GldSource engine, memorable to the very end. One of the truly scary video games

Insanely good memories of playing this with friends on a sketchy Hamachi server back around 2015 or so. Really excellent and frightening game alone, really excellent and entertaining game with friends.

Cuánto importa cuándo jugamos algo, el tiempo, el lugar, el contexto, con quien lo hacemos. Probé Cry Of Fear a los 13 años, cuando el juego estaba en Beta. Todavía en esa época no estaba bien implementada la traducción a otros idiomas en el juego y como mi ingles estaba re crudo no entendía nada. Pero quise seguir jugando porque habré leído por ahí que es un juego parecido a Silent Hill. No me gustó para nada y lo desinstalé a la media hora.
Yo de chico tenía una afición especial a ese tipo de juegos. Iba a un parque recreativo y me lo imaginaba como un mapa de survival horror. Lo mismo cuando iba a visitar la casa de un familiar, con mi escuela, con mi barrio. Se me cruzaba mucho por la cabeza hacer un juego de terror con elementos familiares para mí.
El tiempo pasó, a los 17 años se me ocurrió intentar recrear Silent Hill 1 en otro motor. No hice nada.
En el punto más bajo de mi vida, un poco más recientemente, intenté empezar a tocar música y tampoco logré nada. Me sinceré conmigo mismo, yo quería hacer un juego de terror, era mi sueño de joven. Planifiqué y mapee algunos bocetos e ideas. El protagonista iba a ser alguien lesionado en silla de ruedas, y que toda la jugabilidad ronde alrededor de eso. Tampoco llegó a nada.
Hablar de estas cosas me da miedo, siento que llamo a que vuelvan a suceder.
Cry of Fear me hizo pensar mucho, tras sus cuestionables decisiones veo algo que me atrapa. Que me hace querer terminarlo. Siento que es el juego que yo habría hecho en otra vida.
Cry of Fear me hace viajar, con sus texturas realistas, con sus ambientes liminales (Puedo sentir que el diseñador recreó en el juego muchos escenarios reales), con sus referencias tan vulgares y explicitas, con esa onda de creepypasta y esa ternura de hacer un juego propio modeando Half-Life. Con las limitaciones que eso conlleva. Lo crudo y tosco que se siente todo, las hitboxes y cajas de colisión no tan pulidas, muros invisibles y pantallas de carga por doquier. Es una nobleza ¿Cómo no voy a sentir ternura al ver tanto esfuerzo y dedicación? Desde 2008 el equipo estuvo trabajando en un juego que para mí sería una idea esporádica, un venazo momentáneo que se esfuma a los pocos días. Y acá lo tenés, un juego que con todos sus fallos logra ser algo competente y que me retrae tanto a mi juventud.
Es difícil de no admirar, por cada mala decisión te pone una idea brillante. Tras el aburrido sistema de guardado te deja un inventario limitado a conciencia y que te obliga a dejar recursos importantes atrás. Tras el aburrido diseño de enemigos te deja un sistema de disparo con buen retroceso y que recargar supone perder todas las balas que quedaron en el cargador. Y así podría seguir (Aunque quiero recalcar una decisión muy hija de puta que es poner un slider de brillo falso. Me encantó esa).
Lo que me hizo tener ganas de escribirle a este juego, aparte de su estética postmoderna urbanista (que ya me llevaba un poco a esa fantasía de juego que tenía desde la juventud), fue su final. Se revela que el protagonista quedó lisiado tras un accidente y todo lo que ocurre es en realidad una historia que él mismo escribió en un libro. El final es el protagonista real, en silla de ruedas, teniendo que combatir a su "yo" del libro en una batalla desigual. Se imaginarán como me llegó eso.
Al final aunque en otro momento desinstalé el juego a la media hora, me pregunto qué hubiera pasado si lo hubiera terminado en ese momento. Seguro no me habría hecho pensar tanto, pero tal vez me habría avivado de muchas cosas, que yo no era tan original. Ni Silent Hill por lo que veo, porque las secciones tan horrendas de escapar en espacios irreales y terroríficos que tiene este juego, luego fueron usadas para Silent Hill Downpour.
Jugando esto de grande noto que cada vez cuesta más no ver las cuerdas que hilan todo, los scripts, los triggers de sonido, el respawn de enemigos. Pero es también porque crecí.
Terminar Cry of Fear me hace cerrar una etapa de mi vida, me hace ver cuanto crecí. Hace que el futuro cada vez se vea con más claridad. Me pone los pies en la tierra.

lonely
nerve tendon sever:;;; off from any totalizing silent hill framework, or James Sunderland's town acting as a egregore development base to stage his inner trauma ~society reflecting individual~
((the ghostly misty visage of Japanese Maine in a projection outward theres nothing wrong with ME - Harry, inward theres nothing wrong with ANYTHING - James, outward theres everything wrong with EVERYTHING - Heather, inward theres everything wrong with ME : ) - Henry
==this establishes their colours;;;
1 is binary black and white 2 is sunken bluegreen 3 is vibrant redorange and 4 is occultmisty greenbrown
cry of fears grey enwraps a real life location ~ stockholm ~ into a vivid psychological basis with reality as the only nervous system allowed to function even as the egregore bleeds and twitches and glitches
mockingly funneling everything down to a psychological function to try and ignore the soft wail in the well
the cry of fear is the disquiet of nothing
sitting in your room alone with tomes and texts pored over by those with mouths and h()les as you stare in the relflection and wade grey disassociation in the guise of your own fault -you are USELESS ~you cannot THINK ~its only YOU
I~Form RE:peat
'
the greater is the skybox and the skybox barely attempts to hide, she just stretches her leg long enough out of reach and to glimpse
your dull grey mind softens into a miserable pace and your reactions beige into a clumsy dyspraxia puzzle
there is nobo-
there is nopony else and you are alone
imposter syndrome for the scarier you
i have no mouth and cannot cry

THIS GAME ITS GREAT, U SHOULD REALLY PLAY IT.

This review contains spoilers

Considering this game is free, there is next to no reason for you to not go and play the first hour of it, see what you think. That’s what I did on my first run of the game, and I decided that I didn’t like it. I never uninstalled it or anything like that, but the mechanics of the game were just too inconvenient for me and the idea of survival horror was pretty new to my tiny brain as well. Played it until the end of the first area, and quit. Thank god I went back and fixed my mistake, because it provided me with some truly beautiful and disturbing moments that stick with me to this day.
Before getting to my favourite aspect of this game, I wanna talk about some of the other great things it does. There are constantly top-tier horror moments in CoF, the college, forest, asylum, just consistently peak horror segments that are petrifying every time and keep the player on their toes for the rest of the game. I like the weapons, they aren’t anything spectacular, nor all that unique but the addition of more than one melee weapon is something I really appreciate and is an idea that many other horror series (cough resident evil cough) refuse to incorporate. The art direction is surprisingly amazing for a game with graphics like they are, and the designs of the creatures are usually pretty grim, quite Resident Evil-esque, so, again, not especially unique but nonetheless very disgusting and Team Psykskallar definitely understood what they were going for in that respect.
Despite all this, the most impactful aspect of Cry of Fear, in my opinion, is ironically the sections when there is no horror. Two or three specific set pieces that are all just indescribably beautiful for so many reasons, but I will try to communicate why I find these moments so genius.
- cityscape over a lake -
Firstly, there is one area in the game, quite early on, either just before or just after being chased down by a chainsaw wielding maniac, where you are left with your own thoughts, walking next to a lake, with a cityscape in the background, this is so brilliant, simply for the reason that the game decides to give you a break and put a nice little city in the background, there is not much symbolism or clever artistic choice going on for this one, it’s just a demonstration of the love that went into the creation of this game and the knowledge of how to make the player enjoy and remember the experience for longer.
- fully lit school -
What makes this section so exceptional is that it is, once again, just simply a break from the nightmare. This section also intelligently capitalises off of the audience’s vulnerability and susceptibility to a surprise ambush, however, for a game that is so great at scaring the player, it manages to put them back at ease impressively well, and it makes the player want to explore this serene school a lot more. (atleast before it gets filled with monsters again after the lights turn off)
- paddle through the lake -
This is my very favourite moment in the entire game, and one of my favourite moments in any game ever, which is impressive for a small indie half-life mod released 10 years ago. It is simply a minute or so of gameplay where the main character gets inside a rowboat and paddles across a small stretch of water. This section itself isn’t so great on its own, but it is what becomes before and after that, and how this boat ride leaves the player to ponder their journey. Just prior to the lake, is a mental asylum: a very frightening section that concludes with a gun duel between you and the doctor, who you have been following for most of the game. This showdown has a sense of finality to it, which is emphasised by the few moments afterwards in which you walk outside to meet… daylight. For the first time in the entire game the sun is out and the once anxiety-inducing trees are now perfectly lit, and the path ahead is clear. The little walk out of the asylum along with the boat ride produces a cathartic feeling in me every time, an “it’s finally over” feeling. This emotion is so difficult to describe, but I’m confident anyone would understand it if they have gotten to this point. The part afterwards is great too, it’s the final area, so there are obviously enemies and scares, but it is done in a fashion that helps to maintain that powerful emotion throughout its entirety, and it doesn’t ruin the moment before to any capacity.
I wrote this review without touching on the story once, which is really depressing and has some great themes, plus the way it is done makes it so that it unravels throughout the game, until all the symbolism and meaning is dropped onto you at the end, changing future playthroughs and making the player realise new things they wouldn’t before.
In the end, Cry of Fear is a really fantastic game. There are some op collectible weapons you can get from beating the game, which in my opinion kind of ruins that feeling i described earlier, but otherwise, pretty much no nitpicks to make other than maybe minor pacing issues.
Just play it lol. 9.5/10