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Not Recommended
0.0 hrs last two weeks / 2.5 hrs on record
Posted: 18 Aug, 2023 @ 1:36pm
Updated: 18 Aug, 2023 @ 1:37pm

Cry of Fear is a messy, poorly designed passion project with some good ideas but terrible execution.

Settings:
  • Played on Difficult
  • Launch Options (Recommended): -noforcemparms -noforcemspd -noforcemaccel
The game has mouse accel by default and you cannot disable it without the above commands in your launch options.



Pros:
  • Intriguing and terrifying enemy designs
  • Mostly consistent environment design
  • Game is jam-packed with atmosphere
  • Good scares, jumpscares are earned (mostly)
  • Game gives you time to breathe between intense sections
  • Variety of tools for combat; you have a lot of agency which isn't often seen in other horror games
  • You can sometimes run past enemies

Cons:
Note that a few of these cons might be engine limitations. Regardless, it is still part of the end product and they still chose to use the GoldSRC engine for this game.
There are a lot of cons despite my short playtime, so I will group them up.
  • Takes forever to load when booting up despite being on an SSD; crashed once while launching the game. Takes around 30 seconds.
  • Cutscenes are amateurish and poor. Lines said by the main character will sometimes not be said.
  • Cutscenes detract from the horror. Most cutscenes should've been just events happening in-game
  • Basic sound effects like footsteps, trying to switch to an empty quick slot, and the sprint start sound are poorly designed. The first two listed are way too intense and loud, and the third one has you strongly inhale and exhale every time you press shift.
  • Cannot disable mouse acceleration via options. I had to look up how to disable it
  • Melee combat is lacking in options and quickly feels obsolete
  • Gun combat feels poor
  • Guns do random amounts of damage or have extremely poor accuracy (despite being still, being within 3ft of your target, and firing slowly while crouched); I have thoroughly tested this
  • Headshots do nothing despite design on some enemies (spike arms lady) implying that there are zones that are better to hit than others
  • Cannot pick up enemy weapons
  • No way to skip cutscenes you've already seen. This can be really tedious if you're dying a lot right before a cutscene
  • Menus are incredibly amateurish and poor in general. Opening combination locks, exiting out of menus, the inventory menu, etc.
  • Cutscene ladders (this is the GoldSRC engine, just use Half-Life style ladders please it's literally the same engine)
  • Enemies can phase through objects to get to you
  • Enemies can be magic by busting open doors 6 feet in front of you but spawning 3 feet behind you
  • Suicide influencer enemies will die but often not do their dying animation/pose, so it's hard to tell if they're actually dead
  • Enemy placements can be extraordinarily bad. They put two suicide influencers into a pitch-dark room, but when they influence you, you put away your flashlight and can't see that you're trying to kill yourself
  • ADSing feels utterly useless; headshots do no extra damage despite their difficulty to hit and importance in games like these
  • It is a coin toss on whether it's better to have your knife out vs when to have your gun out. Dual-wielding is a thing, but you need your phone light 75% of the time because everything is incredibly dark. When enemies that require the pistol to fight without losing all your HP show up, you don't really have enough time to draw your pistol to fight without taking significant damage
  • First boss; every time I died to him, I had to rewatch the cutscene. He was also easier than every common enemy I fought up until that point
  • Pick-uppable items on the ground don't have a strong enough highlight
  • Voice acting for the Doctor is horrid
  • When you aim down sights with the glock and try to fire, 25% of the time it will not fire
  • Ammo in magazines being lost is only okay when you are able to a) keep the magazine you took out if it has bullets in it and b) combine bullets from to half-full magazines into one full magazine
  • One section I didn't know how to get out of because it wanted me to break an iron grate with a knife. This iron grate had the same texture and model as other iron grates I was not able to break open
  • The game does not teach you about dual wielding
  • Lot of empty hallways with no purpose. Like, not even blocked doors or fake doors or anything. Just a totally barren hallway.
  • Door opening system where each door is a new zone is lame but I understand it; but it also comes with many caveats that are not accounted for; like if I'm not prepared for an encounter I will go back in the door, get ready, then come back in.
  • Some rooms are like 4 square feet of movable space but have enemies in them that immediately attack you. You had no way of knowing, so if you went in with a knife, you had to immediately leave, and then come back with your glock out and immediately start firing

Stopped at the contruction site once you got the shotgun.

Game's just not good. I respect the passion and the heart that went into this, but it just feels totally wasted in the face of all the issues.
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