Cry of Fear is a horror Half-Life mod from Team Psykskallar, the same developers who brought you Afraid Of Monsters, released on February 22nd, 2012.The mod takes place in the capital of Sweden, Stockholm, where something has gone horribly wrong. A depressed teenager named Simon gets hit by a car, and after a nightmare, he finds himself in an alleyway with no idea how he got there — and the only way out filled with abominations.Its four-player co-op campaign follows four policemen stuck in Simon's nightmare, and it has a Gaiden Game in the form of Doctor's Story, where Simon's doctor vows to destroy the source of Simon's anguish.As of September 12, 2012, it has been approved for distribution on Steam via the Steam Greenlight service. On April 25, 2013, Cry of Fear was released on Steam as a free third-party game, no longer requiring Half-Life and can be downloaded as a stand-alone game. You can find it here.
Cry of Fear demonstrates the following tropes:
An Axe to Grind: The patients of the mental hospital all attack with axes. An axe is also a secret weapon the player can unlock.
A.K.A.-47: The TMP. The weapon name isn't fake: just wrong, technically.
"The TMP is actually an MP 9. We incorrectly labelled it as such when the weapon was being modeled, and some gun-nerd got pissed off about it. So we kept it known as a TMP."
After a patch, the TMP is now called the MP9, but the magazines are still (again, technically) mislabeled.
Another semi-issue is with the assault rifle, which is called the AR-15 in the inventory screen, but the M16 when picking it or ammo for it up off the ground. Again, not fake, just inconsistent (both names refer to the same gun, the former is just less specific on what model).
Bag of Holding: As long as at least one of the six slots is free Simon can carry a stone tablet and a ladder.
Bag of Spilling: After a train ride gone wrong, you lose not only your current inventory, but your bag entirely as well, limiting you to three item slots for the rest of the game. The unlockable night-vision gas mask stays with you, however, since it's technically not part of your inventory; other unlockable items can likewise be picked back up from a hidden room right after the train crash, though given the now-limited inventory you'll likely have to leave a few of them behind at some point.
Bilingual Bonus: Almost everything written in the game world is in Swedish. Posters, products, newspapers. They are all either there to cheer someone up, or they are referring to depression and/or suicides.
Black Comedy: The joke ending. David Leatherhoff turns out to be the reason that Simon's legs are unusable... All while still looking blocky and using text with no voice to accompany him, with a slightly flanderized personality ("Sorry man. I'm fucking stoned.").
Bribing Your Way to Victory: In similar fashion to Sven Co-op, donating money to the team at their website gives you a weapon for use in-game, which is a Brügger & Thomet MP9. People who contribute maps, meanwhile, will be given a Heckler & Koch MP5.
Bittersweet Ending: One of the endings: specifically the final one. Simon doesn't commit suicide, but in his psychosis, accidentally shoots the two police officers from the other endings. Dr. Purnell gets him out of jail and his therapy is helping him snap out of his insanity and depression. Sophie still visits him regularly, but she found someone else; he knows they'll forever be separated after what he did, but he's fine with that.
Captain Ersatz: Sawrunner (not to be mistaken with the boss Sawer) brandishes a chainsaw, howls loudly when attacking, and wears a uncanny mask. He is just like Leatherface from The Texas Chainsaw Massacre, and it does not make him any less terrifying.
The Slower strongly resembles Michael Myers from the Halloween franchise.
Carry a Big Stick: A wooden branch is the emergency weapon Simon gets hold of when he enters the forest.
Chainsaw Good: More like Chainsaw BAD. Chainsaws have a lot of use in this game, but only by enemies, not the player.
Climax Boss: After chasing The Doctor for much of the game, you finally fight him in a pistol duel at the end of the second-to-last area. Being a living human armed with a gun, his combat style is distinctly different from the abominations you've been fighting for the entirety of the game. After you beat him, the sun rises and the remainder of the game has a distinctly different tone to it (although you still have monsters to fight).
Combat Pragmatist: Simon finds a dead person's arm dangling through the ceiling and holding a gun. Result? Now Simon has a gun!
Damn You, Muscle Memory: Ironsights are activated by Mouse 3, while the right mouse button does a melee attack with the gun. Try to play Killing Floor, or any other damn video game (except Left 4 Dead, which had the same issue for the same reason) after you've beaten Cry of Fear.
Deliberately Monochrome: When Simon appears in co-op all colors of the gameworld shift to black, grey and white. In order to turn it normal, the players must defeat him.
Driven to Suicide: Suicide's a reoccurring theme. News papers tell of a higher depression rate, uplifting messages on the walls, and a lot encouraging suicides too. Some of Simon's demons commit suicide if they've taken too much damage, one specific kind does so if Simon gets close enough to them, and another will attempt to psychically force Simon to commit suicide if he's holding a gun. A certain NPC also commits suicide during the game.
The game itself is Simon attempting to stave it off - nearly all the endings end with his suicide. Who he takes with him in death (or life) depends on the ending.
Drop the Hammer: A sledgehammer, which can be used to tear down brick walls and is very effective against enemies. Many enemies use ordinary hammers as weapons as well.
Dual Wielding: An actual gameplay mechanic - the player can combine a light source, most melee weapons, and any pistol with each other. Reloading cannot be done one-handed, however.
Dummied Out: A Smith & Wesson M76 can be found in the game files. There's also an inventory icon for a "Taurus" (unrelated to the usable revolver) that was to be used in place of the Glock, probably meant to be the Taurus PT92, as well as files referring to an AK-47.
Earn Your Happy Ending: Unlocking the best ending requires facing and defeating the game's That One Boss despite having an escape route, and trusting the apparent Big Bad and giving him the gun, with which he cuts your health bar down further than if you kept it from him.
Easter Egg: The Let's player PewDiePie was given a version of the mod, in which Stephano and Ruben could be found in a hard to reach room in the subway station of episode 5.
Completing the game and gaining access to Chapter 1's Padlock room, will let you get a package you can mail to Simon's home. The package contains pills, which were a plot-point in Afraid Of Monsters, and gains you access to the secret 5th ending. The room itself also contains a creepy painting that appeared in Afraid Of Monsters.
Eldritch Abomination: The Book. The only truly supernatural entity in the entire game (everything else exists only in Simon's disturbed mind), it's apparently influencing Simon before even being written and if the co-op campaign and Doctor's Story are anything to go by, can pull others into Simon's nightmares.
Emo Teen: Simon. He's got very good reasons! The self-cutting he does is plot relevant...
Foreboding Architecture: On your way to find the key to a padlocked door in chapter 1, you pass through a set of alleyways that positively scream "enemies will be here". Sure enough, once you get the code and are on your way back through that same alleyway...
Foreshadowing: A LOT of the game has Simon using - or losing - his legs.
A letter talks about the book tormenting Simon before the story talks about it for real - but it's in Latin.
Some enemies don't have legs or don't use them.
Gaiden Game: Doctor's Story, where Anti-Villain Dr. Purnell enters Simon's nightmare, equipped only with a night-vision-enabled gas mask and his trusty revolver. It's rather similar to the 4th Survivor in that there's a heavy focus on evading enemies, as supplies and health are extremely limited.
Give Me Your Inventory Item: In a later part of the game, the Doctor wants a gun from Simon in exchange for a key. He gives you the key, but shoots you in the shoulder, permanently cutting your health bar. By how much depends on whether you give him the gun or not, since said gun is slightly more powerful than the one he already has.
Good All Along: Dr. Purnell is actually Simon's mental representation of The Shrink, who is just a normal doctor in real life who wants to help Simon out.
Hellevator: In the beginning the pedophile rendered the apartments elevator unusable for everyone without a access code. The children had to bear it and take the stairs, where he would wait and pull them into his apartment. When Simon finally finds the code and take the elevator, it goes down. Deep in the earth it stops, forcing Simon to take the stairs even deeper.
Let's Get Dangerous: The Doctor's Story. Simon's psychologist is trying to help him to get better through therapy using a variety of means, ultimately getting him to write the book in which Simon concentrates all his personal demons. Seeing this has backfired in a huge way he pulls out the nontraditional approach of donning a gas-mask, grabbing a revolver, and slogging his way through Simon's diseased mind in an attempt to destroy the source of the problem personally.
What determines the ending you get depends on what you do during certain events in the game. If you skip Carcass by jumping into the window, Simon kills Sophie in the ending. If you refuse to give The Doctor the gun, Simon kills Doctor Purnell in the ending. Both overlap, and only if you do neither does Simon resist killing himself. If you play the game again after getting the latter ending, and you find the Weird package and drop it in the mail box, you get the joke ending.
The joke ending has Simon "following the red" again; at the end, it's revealed that the car that hit Simon in the intro was driven by none other than David Leatherhoff, who is stoned off his gourd. Simon is very understandably upset.
Musical Spoiler: When calm music starts playing, you can relax. However, if this is suddenly playing, start running.
One of the unlockables is a bullpup assault rifle with Bottomless Magazines, much like the "gm_general" from Afraid of Monsters; the game even reuses the same infinity-symbol HUD icon from AoM to represent the infinite ammo.
Notice This: Every item that can be picked up glows red when the player is near.
Nothing Is Scarier: Once again the prologue, early parts of the forest, and the Long dark hallway beneath the roped off apartment. Quite tense walking through there with your phone out as you hear the voices discussing the condition of a therapy patient. Always waiting for something to start chasing you, but nothing scary actually happens. At least until you open the door at the end.
Also of note is a completely dark area in Chapter 2; Soon after entering, you hear a door slam. This is soon followed by the roar of a chainsaw, repeated several times. Towards the end of the area, a more subdued version of the Sawrunner's theme starts to play. Unsettling (especially if you already know about the Sawrunner), but nothing attacks you in this area.
Off with His Head!: The Doctor is seen decapitating a man with a saw. Earlier, a killing is seen recorded on a tape in which the murderer used a pair of gardening shears.
One Bullet Clips: Averted; reloading is handled mostly-realistically. When you reload a pistol, you lose any bullets still left in the magazine. If you reload compulsively without realizing this, you can quickly render the game unwinnable by wasting all your ammo. The shotgun, in contrast, is realistically topped off one shell at a time.
The exceptions to this are the revolver and hunting rifle. As both are manually loaded, they should be loaded in a similar way as the shotgun, but will rather instead make you waste any remaining bullets if you reload early. You don't get to keep a bullet in the chamber if you reload early, either.
Police Are Useless: Played straight in the main game. In the bad endings, the cops arrive too late to stop Simon's murder(s) and suicide, and in the best ending, they get gunned down. Averted in the co-op campaign and survival mode.
Puzzle Boss: Mace. There is water on the floor, so one must activate all the electric switches in the room to shock him until he dies.
Retraux: David Leatherhoff still talks in text and looks exactly as he did in Afraid of Monsters.
Revolvers Are Just Better: Played with. Dr. Purnell uses one in Doctor's Story, and it's plenty powerful and accurate, but it fires and reloads slowly and has very little ammo. The accuracy also hinders it, ironically — some enemies move too fast and won't be hit if you take too long aiming.
Dr. Purnell actually doesn't feel this way about it, and late in the game asks you to retrieve a different gun (the P345) to replace his revolver.
Room Full of Crazy: In the pedophile's apartment, there is a room with photos of his various victims all over the walls.
Run or Die: Sawrunner is the dangerous madman Simon must flee from during a chase sequence, and one swipe of his chainsaw kills you instantly. Killing Sawrunner is possible, but it requires wasting all ammo and cherry tapping with melee whacks. It is not worth running around without ammunition, and he'll just come back again.
All endings but the "good" one: Simon, in his wrath, kills either his girlfriend, his doctor, or both, and then himself.
Unlockable Content: Several items such as Purnell's Gasmask, David's Axe, the camera from the intro and outfits, are all available to collect after at least one playthough.
Unreliable Narrator: The near-entirety of the game centers around and takes place within Simon's book as a personification of himself, making you wonder what inspired the events inside or otherwise aside from the obvious causes, like his insanity and being able to walk in it. Whatever caused them is never explained, instead left open to interpretation by those who play. This is probably intentional.
Unusable Enemy Equipment: The enemies attack Simon with hammers, knifes, scissors, chainsaws, a mace and axes: all of which cannot be gained during gameplay. Of all of them, only the axe is available during a second playthrough.
The glocks that the only enemies with guns use however...
Wake-Up Call Boss: The first boss, Sawer. His attacks are all one-hit kills, so it's a good idea to practice your dodging skills.
White Mask of Doom: Some of the more insane enemies wear paper masks, resembling those once worn by Plague Doctors in real life during the bubonic plague. The somewhat less insane Doctor encountered wears a gasmask, which is more gray.