| Cover Art |
 |
| Credits |
Platform: PS2
Also available on: PC, XBox
Publisher: Ubisoft
Players: 1
Year: 2005
OFLC Rating: MA15+ |
You know how they tell you never to judge a book
by its cover? It's a good little phrase that
one, I bet whoever came up with it was right proud
of themselves. Problem is books (and most other
things that little metaphor applies to) are considerably
different to video games. Actually, you should probably
turf that whole idea when looking at video games,
because it's usually a fifty-fifty split. Cold Fear was one of those games
I looked at a number of times before playing, and
in spite of a pretty standard cover, I kept thinking
"No, I'll reserve judgement on this
one." In retrospect, that cover was screaming
at me rather loudly exactly what it was…
If
you want a general outline of the plot, check
out my review of Resident
Evil, add a dash of the numerous
alien parasite games about and set it all on a
Russian frigate.
You play as Coast Guard Officer Tom Hansen who's
found himself aboard a ship full of murderously
paranoid Russian soldiers and parasitic nasties
called Exocels that have effectively wiped off
the rest of your team. It's basically up
to you to find out how all this happened in the
first place and stop it from reaching the rest
of the world. Standard Resident Evil shenanigans follow.
Now, back to what I was saying earlier. When
I looked at the cover for this one, a couple of
things immediately came to mind. The first was
the boat setting, which I thought was an interesting
premise, one that I hadn't really come across
before. The second was that it all looked very
similar to what had been before it, and there
was nothing that was really setting it apart from
the other titles on the shelf. So there was that
initial grab, but the rest left me disinterested.
It all looked very familiar, but not as enticing
as other genre classics it was striving to sit
with. And that was exactly what it was like.
The initial stages of the game see you exploring
the upper decks of the Russian vessel in the midst
of an oceanic maelstrom. Heavy winds and torrents
of rain lash the boat and massive waves slam it
from side to side in a visually and technically
impressive opener. You have to be careful running
around as your resistance to the motions of the
boat and strong winds wanes the more you run and
huge waves slam onto the deck and must be avoided
lest you wish to see Tom overboard. After getting
used to the controls around here, you must venture
into the lower decks, and here the thrust of the
game begins, as does it's dive into the
very much charted waters of clichéd genre
conventions. Things begin normal enough and progressively
escalate into another zombie-cum-space-mutant
tale of genetic engineering gone wrong (as though
anyone was expecting otherwise).
The thing about these games is that they're
fairly flexible with the audiences. You may be
like me and getting a little bored of it all,
you may be indifferent, or you may be a fan of
these sorts of games and really dig it, so if
you can get into the story then it's probably
not going to bother you as much as it did me.
What really lets this one down in my mind is the
way it plays. As I said, at first it looked great,
but it becomes shallow fast. The similarities
to the Resident Evil games are all too obvious.
Even the switching from third person to the over
the shoulder combat perspective, it's like
jumping from the conventions of one RE game to
the latest. Resident Evil 4 changed
the camera angle because the old ones were become
old hat and stagnant. What makes any other title
think that it can do it better (other than Silent
Hill) than the series that not only truly
revolutionised the cinematic camera angles, but
also did away with them because they realised
that it was getting old?
The game looks and plays as though it really wasn't
polished before its release. There area a number
of graphical and gameplay bugs that really shouldn't
occur in games nowadays. A number of times various
textures would disappear from characters, leaving
solid chunks of black in place of a rendered face.
I haven't seen that happen since the early
days of the PC's 3Dfx cards. Gore anomalies
also occurred, having just thought I'd painted
the walls with Russian brain, I discover that
there seems to some sort of non-physical glass
wall holding the blood spray in the air (On the
side, it's kinda funny, Russians must have
extreme allergic reactions to bullets, as just
about everyone I shot at ended up with his head
exploding). Killing zombies in certain areas also
becomes a problem, as you may down them without
hassle, but moving in for the death blow becomes
impossible as the head you intend to crush has
become one with the walls or somehow obscured
by the elevation of the ground. Once you get inside
the ship, it all becomes a bit ordinary to look
at, and rooms and corridors become confusingly
similar
The controls were also a big detractor for me.
I'm not sure how they worked these ones
out. It feels like Resident Evil,
but they seem to have changed the buttons around
just to make it a bit different. As such, buttons
that are universally action trigger buttons in
this particular genre have been moved to another
button, as have various other ones. It makes the
controls feel awkward and unnatural. Kind of like
when Nintendo games change the jump button from
A over to B. It's always been A and always
felt right as A, so hitting B to jump feels awkward.
It's the same principle here. The controls
also feel very sluggish, as though there's
no instantaneous response between pressing forwards
and the character actually moving forwards, and
because of this, turning around and avoiding harm,
particularly in shoot out situations, becomes
frustrating.
You can always rely on sound to be the best thing
in any game under the horror genre. Here, Cold
Fear excels, the only real downside being
the protagonists desire to sound harder than Solid
Snake and Wolverine combined. The Russian vocals
all sound pretty authentic and ambient sound is
fairly unique to the game with only a couple of
standard sound effects being recognisable from
other games. The score, while not exactly as memorable
as that found in the other genre heavies, flows
seamlessly, reacting appropriately to particular
situational events such as approaching entrances
to unexplored areas, entering corridor shoot outs
with Russians and discovering evidence of foul
play aboard the ship. Marilyn Manson fans will
(possibly) dig the fact that there's a new
song included in the game.
I'll say it one more time, the cover told
me everything I was in for the first time I looked
at it. My suggestion with this one is that you
go down to your video store and take a look, if
you like what you see on the cover, then you'll
probably dig the game the whole way through (and
at a RRP of about $25-30, it's not going
to destroy your funds). If you think it looks
fairly standard, it's still probably worth
the rent just to give it a try. It's one
of those ones where, if you're not fussy
about the horror movies you watch, you'll
probably get a few kicks from it, but honestly,
when steps are being made in so many directions
regarding effective horror gaming, games like Cold Fear feel old and tired. |