Prisoner of Ice

Prisoner of Ice

released on Dec 31, 1995

Prisoner of Ice

released on Dec 31, 1995

Amid an atmosphere of suspense and intrigue you'll launch your voyage in the icy cold wastelands of the Antarctic aboard a Royal Navy submarine - the H.M.S. Victoria. As an American agent of the Office of Naval Intelligence, your mission is to thwart a Nazi plot and recover top secret cargo. Horrific creatures capable of shifting the balance of world power must be conquered. World War II looms ahead and your every move could change the course of history. As you journey to the seemingly placid surroundings of a Greek courtyard or the secret gardens of Tihuanica, beware - things are not as they seem. This supernatural action adventure is sure to pique your obsession with horror and espionage.


Also in series

Call of Cthulhu
Call of Cthulhu
Call of Cthulhu: The Wasted Land
Call of Cthulhu: The Wasted Land
Elder Sign: Omens
Elder Sign: Omens
Call of Cthulhu: Dark Corners of the Earth
Call of Cthulhu: Dark Corners of the Earth
Call of Cthulhu: Shadow of the Comet
Call of Cthulhu: Shadow of the Comet

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An exercise in frustration. One of those games where you have to hover over every pixel on the screen to find items, and then click everything with that item to figure out what to do. It is impossible to understand what the game wants you to do without some sort of clairvoyant abilities. Sometimes you talk to a person and it yields no results, so you don't try it again, but turns out the second time you talk to them it does. This kinda logic makes you get stuck on every little plot development until you've exhausted all the possibilities. It's the needle in a haystack game design.

And, as a Lovecraftian horror game, it has no atmosphere, mystique or suspense. The tone is more befitting an action movie than a work of cosmic horror. And they show you aliens in the very beginning, thus destroying the horror element. It's like this game was directed by Stuart Gordon, although even he managed to retain SOME horror in his movies.

Algo que me sorprendió en su momento jugando este juego hace años y que lo sigue haciendo hoy mientras veo un gameplay es lo bien que casa el estilo de aventura gráfica con Lovecraft. La quietud inexpresiva de los personajes colabora con la falta de elección que tienen muchas veces los personajes lovecraftianos. La única agencia de los personajes en estos juegos es conversacional, reflejando el único nivel en el que sus personajes pueden moverse libremente: el especulativo (el único requerido para llevar a sus personajes a la locura). Cuando llega una cinemática en este juego y el plano se mantiene en el mismo ángulo general con sus personajes reaccionando a lo que vemos, es una sensación mucho más parecida a la angustia original de los cuentos que la que podría lograrse manejando directamente al personaje o en el cine con un plano idéntico pero sin estar nosotros a los mandos. Súmale a eso la ambientación perfecta de este juego, que por desgracia no tiene Shadow of the comet, y tienes una de mis 2 o 3 adaptaciones favoritas de Lovecraft fuera del papel.