Cry of Fear

Cry of Fear

coaghoul May 22, 2016 @ 10:05am
Hard difficulty
I feel like there's something i don't understand, is hard mode supposed to be THAT hard? Or are there any tricks or unlocks that you're supposed to use to beat it, like for the nightmare?

So far it seems like there's huge gap between normal and hard. Normal feels too easy, i haven't die once (just beat the first boss with almost full hp), there're tons of ammo - and on hard mode you need to dance around every single enemy, most of the time walking around with 20% hp.
Last edited by coaghoul; May 22, 2016 @ 10:05am
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Showing 1-11 of 11 comments
BeavisOfArabia May 22, 2016 @ 10:10am 
for nightmare you need to get the camera and axe, which are both unlockables.
coaghoul May 22, 2016 @ 10:16am 
Yeah, i know, but i'm aslking about difficulty before nightmare. Don't really remember its name, i supposed it's Hard.
Mr. World May 23, 2016 @ 7:11pm 
It's called 'difficult' and I kinda agree with you. On paper it's not supposed to be that hard. Syringe gives you a little less health, enemies have a little more hp. for example: in normal michael meyers' go down after two headshots, in difficult they need three headshots to die. It sounds normal for a hard mode, i mean that's expected. But still feels not right.

Like you said you need to dance around every single enemy but there're two problems: A big portion of the game is mazes/corridors and enemies are flashing fast. And since this is a fps game you're gonna stuck everywhere. That's inconvenient.
Last edited by Mr. World; May 23, 2016 @ 7:20pm
coaghoul May 23, 2016 @ 7:29pm 
Yeah, i agree. At this moment i kinda gave up and stick with Normal. I wanted some challenge, but this is a bit too much. The fun thing is that game's getting less scary for me on Difficult mode, my focus totally shifts from setting and atmosphere to battling those pesky crippled MJ Foxes.

Every new enemy in new surrounding is like mini-boss, or some puzzle you need to solve. Sure, given enough time you'll have working tactics, but at this moment you'll lose all interest.
Mr. World May 24, 2016 @ 2:00am 
I'm also sticking with the normal difficulty, the game is more enjoyable on normal because of a lot of bad design choices.
before you start: sk_cof_weapon_melee 1000, and sk_cof_punch 1000
helps you with the cannonfodder and a tip for hard and nightmare, you must be quick and get the camera of death before you do nightmare... you'll need it.
Originally posted by Valtiel:
I'm also sticking with the normal difficulty, the game is more enjoyable on normal because of a lot of bad design choices.
what bad design? this was originally a HL1 mod, and it was ruMpel, Minuit, Berzerk and DragonNOR, along with a few others who originally worked on the mod. plus most of the budget was from community donations and the map design was based on real areas (in Stockholm, Sweden.) plus ruMpel animated it in such a way that they were as close as they can to they would in real life. Almost all the music was composed and performed by ruMpel, and this was a very impressive mod and the best horror game ever made.
Mr. World May 29, 2016 @ 3:42pm 
Originally posted by Homicidal Santa:
Originally posted by Valtiel:
I'm also sticking with the normal difficulty, the game is more enjoyable on normal because of a lot of bad design choices.
what bad design? this was originally a HL1 mod, and it was ruMpel, Minuit, Berzerk and DragonNOR, along with a few others who originally worked on the mod. plus most of the budget was from community donations and the map design was based on real areas (in Stockholm, Sweden.) plus ruMpel animated it in such a way that they were as close as they can to they would in real life. Almost all the music was composed and performed by ruMpel, and this was a very impressive mod and the best horror game ever made.

I was not talking about the game's art design. Music, locations, textures, themes are all fine. I really like those because it's like 80% of the ideas from classic Silent Hill which is my favorite horror series(the first three games) and 20% of old Resident Evil, another old school survival horror series that I'm very fond of.

I was questioning the gameplay design. for example losing bullets when reloading. Inventory screen doesn't pause the game, enemy behaviour environment relation etc. The old survival horror games' challenge never came from inconvience.

Bunker Junker May 30, 2016 @ 11:10pm 
" for example losing bullets when reloading." Just like real life, Cry of fear is trying to be a bit more "realistic". "Inventory screen doesn't pause the game" When you go grab something in your pack, enemies or whatever doesn't pause now do they? (Not trying to sound like a jerk). That's why I like Cry of fear, it's trying to challenge you at survival situations.
coaghoul Jun 1, 2016 @ 11:32am 
So far i'm fine their design choices, but what's bugging me is their lack of attention to geometry of the maps, which makes you struggle not only with the enemies, but with environment too lol.

For example, it is a very common practice since Quake 2 (and probably Quake 1) to cover every right angle of walls on the path of player with invisible brush, that allows you to move smoothly without getting stuck on every corner.

Valve used this, ID used this, but not those guys. This is so simple.
Last edited by coaghoul; Jun 1, 2016 @ 11:35am
Mr. World Jun 1, 2016 @ 12:27pm 
Originally posted by Aeternum Vale:
" for example losing bullets when reloading." Just like real life, Cry of fear is trying to be a bit more "realistic".

Just like real life? You don't behave the same in a video game and real life. In a video game I put my hand in a ♥♥♥♥♥♥♥♥♥♥ toilet to see if there's a bullet or a code or I break walls to see if there's a roast in there. Since every video game creates its own reality we try to follow mechanics that shapes that reality and they have to make sense in some way or another in the contex.

But let's just assume that's not the case. Try it in your your way, 'realism'.

Would you throw out your half loaded magazines in a situation even one bullet could save your life.
Or would you just change that half loaded magazine with a full one and still have that half loaded magazine without wasting anything in a dire survival situation.

Also you can cary more than 3 items, in real life :) your pants probably have 4 pockets.

Originally posted by Aeternum Vale:
When you go grab something in your pack, enemies or whatever doesn't pause now do they?

No they don't pause, buy why I pause then? Because of the inventory screen, right? Yes, and that's the actual problem.

The old survival horror games needed to have inventory screens because it's ridiculous to have Huds on these games. So we check everything in inventory screens. But this game already has all the information I need on the Hud: my bullet, my health, my stamina, everything on screen. That's why many action games, including half-life have quick inventories. But in this mod, what is the purpose of Inventory screen withtout its vital functions? just a throwback to old horror games, just for cosmetics?

If you don't want to pause your game you use quick inventory, not the inventory screen!

Originally posted by Aeternum Vale:
Not trying to sound like a jerk

No, you're not a jerk, you just don't have enough experience with survival horror and game design, that's all.
Last edited by Mr. World; Jun 1, 2016 @ 12:31pm
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Date Posted: May 22, 2016 @ 10:05am
Posts: 11