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Cold Fear

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2005 video game

2005 video game
Cold Fear
Developer(s)Darkworks
Publisher(s)Ubisoft
Director(s)Antoine Villette
Producer(s)Florian Desforges
Designer(s)Nicholas Castaing
Programmer(s)
  • Claude Levastre
  • Cedric Lecacheur
Artist(s)
  • Arnaud Barros
  • Frédéric Michel
Writer(s)
  • Guillaume Gouraud
  • Antoine Villette
Composer(s)Tom Salta
EngineRenderWare[4]
Platform(s)PlayStation 2,Xbox,Microsoft Windows
ReleasePS2[1] &Xbox[2]
  • NA: March 15, 2005
  • EU: March 30, 2005
Windows[3]
  • EU: March 30, 2005
  • NA: April 30, 2005
Genre(s)Survival horror,third-person shooter
Mode(s)Single-player

Cold Fear is a 2005survival horrorthird-person shootervideo game developed by Darkworks and published byUbisoft forPlayStation 2,Xbox andMicrosoft Windows. It was Darkworks' second game, afterAlone in the Dark: The New Nightmare in 2001. The game is centered on Tom Hansen, a member of theUnited States Coast Guard, who comes to the aid of a Russianwhaler in theBering Strait and finds a mysteriousparasite has turned the crew intozombie-like creatures. Discovering the involvement of both the Russian mafia and theCIA, Hansen sets out to ensure the parasites don't reach land.

The game was first announced atElectronic Entertainment Expo (E3) in 2004. To make the shiproll realistically, the developers had to write a completely new program (dubbed the "Darkwave editor") to allow them to control movement on both the vertical and the horizontal axes. They also used real physics to simulate the movement patterns of inanimate objects on the ship. Due to the random nature created by this, theplayer character required nine times the number of animations usually seen in third-person games. Ultimately, the game contained more than nine hundred separate animations for all characters, allowing for over five thousand possible character movements. The game's soundtrack was composed byTom Salta, withMarilyn Manson contributing a song from his 2003 albumThe Golden Age of Grotesque.

Cold Fear was met with mixed reviews, with many critics comparing it unfavorably toResident 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.

Gameplay

[edit]

Cold Fear is asurvival horrorthird-person shooter played from either athird-person fixed camera perspective or anover-the-shoulder camera, depending on the player's preferences.[7]

The main enemies in the game are Russian mercenaries and various types ofzombie-like creatures known as "Exos" (creatures infected by aparasitic organism known as an "Exocel"). Exos include "Exomutants" (mercenaries infected with Exocels), "Exoshades" (creatures which can see perfectly in the dark), "Exospectres" (which can turn transparent for brief periods of time) and "Exomasses" (a hugely strong but deformed creature created as a result of a failed experiment).[8] Most infected enemies can be knocked down with two or three shots, but unless the brain is destroyed, they will not die, and will eventually attack Hansen again. Players can destroy the brain either by shooting enemy in the head, or knocking them down and stomping on their head.[9] If an enemy gets close to Hansen, the player can perform a critical hit by pressing a combination of buttons.[6][10] All exos carry at least one exocel within them. When the exo is killed, the exocel may emerge and attack Hansen, or, if there are any other dead bodies in the area, infect and re-animate that body. Exocels are fast, but very weak and can be killed with one gunshot.[11]

Hansen holds onto a railing with his left hand to stop himself from sliding across the deck of theEastern Spirit, while aiming a gun at a nearby enemy with his right. Note also the object attached to the cable swinging freely in the environment.

The first half of the game is set on awhaler in the middle of a storm, and the conditions on thedeck affect the degree of control the player has over Hansen. As the shipsways continuously from side to side, aiming is made more difficult, although Hansen can grab onto a ledge to steady himself, if one is available.[12] In some instances, the ship can sway to such a degree that Hansen will slide towards the edge and potentially fall overboard. There are also numerous environmental hazards on the deck which react to the motion of the ship, such as swinging electrical wires and crates hooked up to ropes. If any of these items hit Hansen, he will losehealth. Waves crashing on to the ship's deck can also cause Hansen damage.[13]

The game also features a Resistance gauge, which decreases as the player performs certain actions, such as running, although running is not possible when in over-the-shoulder mode.[14] If Hansen falls off the edge of the ship, he can hang onto the side as long as he has resistance left, but if he doesn't climb back aboard quickly enough, he will fall into the ocean.[5]

The game does not feature an inventory, and neither health packs nor ammo can be stockpiled. Health packs are used immediately upon collection, and no more ammo can be collected than the capacity of the specific weapon. Players can find ammo and health packs distributed throughout the game at certain predetermined locations and also by looting the bodies of fallen enemies.[15]

Plot

[edit]

The game begins with aNavy SEAL team deploying on a Russianwhaler, theEastern Spirit, in theBering Strait. As the team explore thedeck, 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 theUS Coast Guard ship, theUSCGC Ravenswood, which heads to theEastern Spirit. The crew of theRavenswood split into teams, but within moments of boarding, only one remains; Tom Hansen, a formerU.S. Army Special Forces soldier, currently serving in theUnited States Coast Guard, who hears his shipmates being killed over the radio. He sets out to explore the ship and determine what is happening.

As soon as he enters the interior of theSpirit, however, he is attacked by two frightened Russians, who he is forced to kill. As he continues to explore, he encounters a multitude of panicking Russians, all of whom attack him. He also finds several horrifically mutilated bodies, including that of theRavenswood's captain, Lt. Lansing. Hansen soon learns of a creature known as an "exocel", which was accidentally discovered by the crew of a Russianoil rig, theStar of Sakhalin, owned by Colonel Dmitriy Yusupov, a member of the Russian mafia, and staffed by Major Yuri Anischenko and his team of mercenaries.[16] Yusupov came to realize the exocels wereparasitic organisms, which used other living organisms ashosts, and as such, he brought Dr. Viktor Kamsky to theSakhalin to begin experimenting with infecting various species with exocelserum. These experiments led to the discovery that exocels could re-animate recently deceased humans, and the creation of anantidote to counter infection.[17] Hansen heads to the radio room to request help, but instead he is answered by Bennett, who tells him that Yusupov is on board and must be captured for questioning. Bennett tells Hansen that if he finds Yusupov, the CIA will get him off the ship.

Hansen locates Yusupov, who tells him that Anna Kamsky, Viktor's daughter, is onboard and must be saved. Yusupov had brought her toSakhalin to blackmail Viktor into turning the exocels into biological weapons. Eventually, Viktor and his colleague, Dr. Pavel Bakharev, began to experiment on live human infection, and theEastern Spirit was on its way from theSakhalin to collect the next batch of human specimens supplied by the Mafia when the exocel outbreak occurred.[18] An exocel then bursts out of Yusupov's chest, killing him. Hansen finds Anna, who tells them they must go to the radio room and contact her father. They contact the rig, but Bakharev tells Anna that Kamsky is missing and pleads with her not to return. She says no, telling Bakharev she will see him soon. They turn the ship back towards theSakhalin but because the seas are so rough, they are unable to dock with the platform. As such, they head to thecrow's nest and jump from the ship when it collides with the rig. Hansen makes the jump, but Anna falls into the sea.

Hansen is infected by an exocel and soon finds Bakharev, who gives him the antidote tells him that to disable the radio jammer around the rig so he can contact Bennett, he will need Anischenko to get him past aretinal scanner. Bakharev is then dragged into an air duct and killed. Hansen learns that Kamsky and Bakharev were under orders to make the exocels as dangerous as possible, which they had succeeded in doing, but without any way to control the resulting creatures.[19] Hansen finds and kills Anischenko and his men in a gun fight, removing Anischenko's eye and using it to deactivate the radio jammer. Once back in touch with Bennett, Hansen is told he must find Kamsky's laptop and transmit the exocel research. Meanwhile, Anna is rescued from the sea by a large creature and left in a lab, where she is infected by an exocel. Seeing this take place on a security monitor, Hansen races to the lab to give Anna the antidote on the way, he is infected a second time.

He makes it to her in time and administers the antidote before the infection can take hold, before losing consciouness and is saved by Anna in return. Bennett then contacts him and Hansen makes him promise that if he gives Bennett the research, Bennett will save Anna. He soon discovers that Kamsky infected himself with a strain of exocelDNA, and now wishes to do the same to Anna and eventually the rest of the world as he believes the exocel holds the key to the next step of human evolution and his employers are too shortsighted to see it.[20] Hansen finds Kamsky's laptop and transmits the antidote data to Bennett, but nothing else as he does not want the CIA to weaponize the exocel. As a furious Bennett berates Hansen, he and Anna agree to blow up the rig usingC4. As Hansen plants the charges, he learns Kamsky had gone completely insane; after infecting himself with exocel serum, he released the imprisoned exos on the rig and planted a group of exocels on theEastern Spirit. He then went into hiding to await his metamorphosis.[21] When Hansen has planted all of the charges, he heads to theheliport to meet Anna. Before they can take off however, they are attacked by a mutated Kamsky; the same creature who rescued Anna from the sea. Kamsky is desperate for Anna to remain with him on the rig, but Hansen is able to fight him off and kill him. He and Anna then escape in a helicopter as the rig explodes below them.

Development

[edit]

Cold Fear was first announced atE3 in 2004 when the title was included on a list of upcoming games. According toSony, the game was set to be published byNamco.[22] On October 6, however,Ubisoft announced they would be publishing the Darkworks developed game in March 2005 forPlayStation 2,Xbox andPC.[23] The game would be Ubisoft's first horror game, and Darkworks' second game, afterAlone in the Dark: The New Nightmare in 2001.[24] A playable demo version was released in December.[25][26]

To make theEastern Spiritroll realistically in the storm, the developers had to write a completely new program. They found that making the ship move was easy, but getting it to respond to storm conditions was much more complex. As such, they created a complete roll editor, called the Darkwave editor, which allowed them to control the pitch (when the ship moves on the horizontal axis) and the roll (when it moves on the vertical axis) separately. The combination of moving the ship on both axes allowed the developers to create realistic ship movements.[13] This in turn allowed them to time the exact movement of the ship to coincide with what was happening in the game without having to use acutscene. However, creating such a realistic movement system led to camera problems. According to programmer, Claude Levastre, early in development, "the camera was constantly going through the walls because of the roll movement. So we had to develop an inertia-control system for the camera, just as if a cameraman is using asteadicam behind the hero".[13] Another change brought about by the ship's motion was that initially, the movement patterns of inanimate objects on the ship were scripted, but this was later replaced with real physics.[27]

"Cold Fear is a visually spectacular, action horror game. It blends some of what you'd expect from the genre with a unique camera system and a world that pitches and rolls with the waves. The result is a game which is set to change the genre".

Criterion Software; makers ofRenderWare[28]

The ship's constant movement also impacted character animation. Once the ship's movement reached a certain angle, Hansen and any other characters on deck start to slide, and have to compensate in whatever direction was necessary relative to their position. According to Levastre, this meant Hansen required nine times the animations usually seen in third-person games (center, front, back, left, right and four intermediary positions). Ultimately, Hansen had two hundred and fifty separate animations, and most of thenon-player characters had one hundred and fifty.[13] According to Antonin Delboy, lead animator on the game, "all the technical decisions were taken in favor of animation, both in terms of quality and quantity, which is very rare on this kind of project".[29] Basic animation was produced with3D Studio Max software.Inverse kinematics were then used to create the nine directional animations, with the engine calculating the level of character compensation depending on the angle of the ship. Each character movement is composed of basic animation and compensation animation, and Delboy says that in total, the game contains more than nine hundred animations, allowing for over five thousand possible movements.[29] Levastre stated that "the interaction between the storm and the characters that are on the deck sometimes creates some really breathtaking moments. And on top of that, we managed to offer some really intense action sequences featuring far more enemies than in most horror games".[13]

Music

[edit]

Marilyn Manson contributed to a song to the game; "Use Your Fist and Not Your Mouth", from his 2003 albumThe Golden Age of Grotesque.[30][31]

Thesoundtrack was composed byTom Salta.[32] Salta had been hired in November 2004, with his first finished track submitted on November 16. The completed score was handed in on December 23. According to Salta, he had to compose over twenty different individual pieces as well as music for nine cutscenes.[33]

Reception

[edit]
Reception
Aggregate score
AggregatorScore
PCPS2Xbox
Metacritic66/100[34]68/100[35]71/100[36]
Review scores
PublicationScore
PCPS2Xbox
Eurogamer5/10[37]
GameRevolutionB−[15]B−[15]
GameSpot6.9/10[11]7.2/10[24]
GameSpy[38][9]
IGN7.2/10[39]7.6/10[10]
Official U.S. PlayStation Magazine[41]
Official Xbox Magazine (US)8.1/10[42]
PC Gamer (US)81%[40]

Cold Fear received "mixed or average reviews" on all three platforms; thePlayStation 2 version holds an aggregate score of 68 out of 100 onMetacritic, based on thirty-nine reviews,[35] theXbox version 71 out of 100, based on forty-one reviews,[36] and the PC version 66 out of 100, based on thirteen reviews.[34]

Eurogamer's Kristan Reed was unimpressed with the game, calling it "a bit half-baked". He praised the opening of the game, arguing that, like Hansen himself, the player feels a strong sense of disorientation as they get used to being on the ship in the middle of a storm. However, he felt the strong opening soon gives way toclichés. He was highly critical of the absence of a map, arguing that because the environments all look similar, getting lost is a regular occurrence.[37]GameSpot's Carrie Gouskos scored thePlayStation 2 version 6.9 out of 10 and theXbox version 7.2 out of 10. She argued: "Atmospherically,Cold Fear is derivative and predictable, which is a shame considering that it is, at times, an enjoyable action game". Although she praised the outdoor scenes on the boat, she felt there were not enough of them, with too many "generic indoor locations". She was also highly critical of the lack of a map and theautosave feature, feeling the save points were unevenly distributed.[11][24]

GameSpy's Will Tuttle scored thePlayStation 2 version 3 out of 5 and theXbox version 3.5 out of 5. He praised the setting, atmosphere and over-the-shoulder camera, but was critical of the lack of a map. He called the game as a solid little thriller.[38][9]Game Revolution's JP Hurh gave the game a B−. He too criticized the length of the game, the lack of a map and the autosave feature, which he found too random. He praised thegraphics and sound, but concluded: "With so much attention paid to the environments, Darkworks almost made a great game. Unfortunately, it's only half a great game [...] The ending as well as many portions along the way feel rushed".[15]IGN's Ed Lewis scored thePlayStation 2 version 7.2 out of 10[39] and theXbox version 7.6 out of 10. He praised the over-the-shoulder camera and the setting, but also criticized the lack of a map.[10]

Sales

[edit]

The game was met with extremely poor sales figures. By February 2006, it had sold only 70,000 units across all three platforms in the US.[43]

Film adaptation

[edit]

In April 2006,Variety reported that Avatar Films andSekretagent Productions had co-purchased the rights for a feature film adaptation of the game.[43] However, there have since been no further developments, with the project presumably cancelled.

See also

[edit]
Portals:

References

[edit]
  1. ^"Cold Fear (PlayStation 2)".GameSpy. RetrievedNovember 13, 2013.
  2. ^"Cold Fear (Xbox)".GameSpy. RetrievedNovember 13, 2013.
  3. ^"Cold Fear (PC)".GameSpy. RetrievedNovember 13, 2013.
  4. ^"Darkworks Studio To Present Cold Fear At The 2005 Game Developers Conference In San Francisco". Games Industry Biz. March 8, 2005. RetrievedNovember 13, 2013.
  5. ^abCalvert, Justin (March 8, 2005)."Cold Fear Preview".GameSpot.Archived from the original on March 13, 2014. RetrievedNovember 18, 2013.
  6. ^abClayman, David (March 10, 2005)."We Get Our Warm Hands on Cold Fear".IGN. RetrievedNovember 18, 2013.
  7. ^"Gameplay Controls".Cold Fear PlayStation 2 Instruction Manual.Ubisoft. 2005. p. 3.Archived from the original on April 16, 2023. RetrievedFebruary 22, 2016.
  8. ^"Enemies".Cold Fear PlayStation 2 Instruction Manual.Ubisoft. 2005. p. 5.Archived from the original on April 16, 2023. RetrievedFebruary 22, 2016.
  9. ^abcTuttle, Will (March 22, 2005)."Cold Fear Review (Xbox)".GameSpy.Archived from the original on April 17, 2023. RetrievedNovember 13, 2013.
  10. ^abcLewis, Ed (March 17, 2005)."Cold Fear Review (Xbox)".IGN. RetrievedNovember 13, 2013.
  11. ^abcGouskos, Carrie (March 25, 2005)."Cold Fear Review (PS2)".GameSpot.Archived from the original on April 17, 2023. RetrievedNovember 13, 2013.
  12. ^"Advanced Moves".Cold Fear PlayStation 2 Instruction Manual.Ubisoft. 2005. p. 10.Archived from the original on April 16, 2023. RetrievedFebruary 22, 2016.
  13. ^abcdeLevastre, Claude (December 21, 2004)."Cold Fear Development Diary #1: Building Cold Fear".GameSpot.Archived from the original on April 17, 2023. RetrievedNovember 17, 2013.
  14. ^"Playing the Game".Cold Fear PlayStation 2 Instruction Manual.Ubisoft. 2005. p. 8.Archived from the original on April 16, 2023. RetrievedFebruary 22, 2016.
  15. ^abcdHurh, JP (March 25, 2005)."Cold Fear Review".Game Revolution.Archived from the original on March 3, 2016. RetrievedNovember 13, 2013.
  16. ^Darkworks.Cold Fear.Ubisoft.Yusupov's Diary: Our first encounters with the creatures we now call the exocels came roughly two months after drilling commenced on theStar of Sakhalin platform [...] For the first 25 days, drilling was successful, as expected. And then, even though oursonars confirmed the presence of a hugeoil reserve, the pressure started to drop...Suddenly the drill brought up several exocels that Anischenko and his men had great difficulty in overcoming. Two days later, we noticed more specimens crawling up the platform's columns. I immediately gave Anischenko orders to capture some of them. That's when I saw my first contamination.
  17. ^Darkworks.Cold Fear.Ubisoft.Kamsky's Diary: We have deliberately infected and observed over 300 subjects, includingdogs,apes,orcas and human beings. Those subjects have been placed under permanentbiometric surveillance anddissected to accurately chart the growth of the exocel organism and help us learn how to control the process. The time it takes an infected individual tomutate depends on two factors: how long it takes the exocel to get atendril into the victim'sbrain, and the infected body's natural resistance [...] Any individual infected by an exocel should be given the antidote as quickly as possible. If no antidote is available, the host's brain must be destroyed, and I mean destroyed, to prevent the subject from becoming an active, and potentially contaminating host. Indeed, the exocel seems to be able to re-animate a brain that has been clinically dead for several days.
  18. ^Darkworks.Cold Fear.Ubisoft.Yusupov's Diary: I often wondered what really convinced Kamsky to work for me: the well-being of his beloved daughter, or the first poor-quality shots of the exocel I showed him [...] When I added that his daughter was already on her way to join him on theStar of Sakhalin, that was the end of it! He immediately agreed to stay on the platform and supervise the installation and research. As I had expected, Kamsky quickly assured me that the exocel had military potential, but he feared it was uncontrollable [...] I hope that, unlike the last consignment, the "specimens" will be ready and in good condition. Kamsky has been insistent about this.
  19. ^Darkworks.Cold Fear.Ubisoft.Yusupov's Letter: The first phase of the operation has been partially successful. Dr. Kamsky and his associates have succeeded in producing powerful, efficacious and dangerous beings that can only be considered monsters. The injection of a partial antidote prior to forced contamination has given excellent results. Many of these things die quickly, but we have managed to produce creatures that are impervious to bullets, immeasurably stronger than our finest soldiers, and even partly invisible. The possibilities are endless. Sadly, we have not yet perfected a process by which these monsters can be controlled. This is now our key priority.
  20. ^Darkworks.Cold Fear.Ubisoft.Letter from Kamsky to Anna: The power within me is greater than what I imagined in my wildest dreams. Still, I have the impression that mymetamorphosis is not yet complete. My arms are continuing to develop. Soon, whoever approaches me will have to suffer the consequences of my furious anger. Anna, at last I have found what I've been looking for: an appointment with immortality. Come with me Anna, it's the most beautiful of all Kingdoms. I have built it for you...Anna, my dear daughter...I feel so strong...I must destroy the antidote...I don't want to go back to where I came from.
  21. ^Darkworks.Cold Fear.Ubisoft.Pages from Bakharev's diary: November 16: Yusupov left today aboard the whaling ship. He claimed he was going with Lubenski to make sure they get some good specimens for the lab. I think he just wants to get away from Viktor. At first, Yusupov had to use Anna as a hostage to get Viktor to work for him. But now, Kamsky is more enthusiastic about it than Yusupov. It is a strange reversal of roles. Anna also went along, of course. I find myself fearing for her safety. But perhaps she is safer with Colonel Dmitri Yusupov than she is here. December 4: Viktor has vanished! His notebooks are missing, as is his laptop. The samples of serum and antidote we were working on? Gone too! Perhaps he has gone mad and thrown himself into the sea, unable to bear the things he has done. Personally, I don't think so. I am convinced he has decided to experiment upon himself, and that he is hiding somewhere, awaiting metamorphosis. He often said that his ultimate objective was to arrest the "exocel" process. He said it would be a tremendous feat to harness the creature's power, mutations and subsequent changes of personality. If I ever set eyes on him again, I do not think I will recognize him. Hopefully, all this is a bad dream. God help us all if he has succeeded.
  22. ^Dunham, Jeremy (April 24, 2004)."Pre-E3 2004: Sony Slips E3 Lineup".IGN. RetrievedNovember 15, 2013.
  23. ^Kohler, Chris (October 6, 2004)."Ubisoft announces Cold Fear".GameSpot.Archived from the original on March 11, 2014. RetrievedNovember 15, 2013.
  24. ^abcGouskos, Carrie (March 25, 2005)."Cold Fear Review (Xbox)".GameSpot.Archived from the original on April 17, 2023. RetrievedNovember 13, 2013.
  25. ^Lewis, Ed (December 2, 2004)."Cold Fear: Hands-On".IGN. RetrievedNovember 16, 2013.
  26. ^Shoemaker, Brad (December 2, 2004)."Cold Fear Hands-On".GameSpot.Archived from the original on April 17, 2023. RetrievedNovember 16, 2013.
  27. ^Barros, Arnaud (December 21, 2004)."Cold Fear Development Diary #1: Designing Cold Fear".GameSpot.Archived from the original on April 17, 2023. RetrievedNovember 17, 2013.
  28. ^Dunham, Jeremy (March 9, 2005)."GDC 2005: Cold Fear Out in the Open".IGN. RetrievedNovember 18, 2013.
  29. ^abDelboy, Antonin (December 21, 2004)."Cold Fear Development Diary #1: Animating Cold Fear".GameSpot.Archived from the original on April 17, 2023. RetrievedNovember 17, 2013.
  30. ^"Marilyn Manson Feels Cold Fear".IGN. February 3, 2005. RetrievedNovember 17, 2013.
  31. ^Surette, Tim (February 3, 2005)."Cold Fear chills the Web".GameSpot. RetrievedNovember 17, 2013.
  32. ^"Tom Salta and Cold Fear".IGN. February 22, 2005. RetrievedNovember 17, 2013.
  33. ^D., Spence (March 24, 2005)."Tom Salta Gripped By Cold Fear".IGN. RetrievedNovember 18, 2013.
  34. ^ab"Cold Fear (PC)".Metacritic.Archived from the original on March 29, 2025. RetrievedNovember 13, 2013.
  35. ^ab"Cold Fear (PlayStation 2)".Metacritic. RetrievedNovember 13, 2013.
  36. ^ab"Cold Fear (Xbox)".Metacritic. RetrievedNovember 13, 2013.
  37. ^abReed, Kristan (May 4, 2005)."Cold Fear Review (Xbox)".Eurogamer.Archived from the original on September 26, 2021. RetrievedNovember 13, 2013.
  38. ^abTuttle, Will (March 22, 2005)."Cold Fear Review (PS2)".GameSpy.Archived from the original on April 17, 2023. RetrievedApril 19, 2015.
  39. ^ab"Cold Fear (PlayStation 2)".IGN. RetrievedApril 24, 2015.
  40. ^"Cold Fear Review (PC)".PC Gamer: 68. August 2005.
  41. ^"Cold Fear Review (PS2)".Official U.S. PlayStation Magazine. May 2005. p. 94.
  42. ^"Cold Fear Review (Xbox)".Official Xbox Magazine. May 2005. p. 83.
  43. ^abThorsen, Tor (April 10, 2006)."Cold Fear movie heating up".GameSpot.Archived from the original on April 17, 2023. RetrievedNovember 19, 2013.

External links

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