
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.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Portuguese - Brazil
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Call of Cthulhu: Prisoner of Ice, developed by Infogrames and published by Atari, is a mid-1990s adventure game that blends elements of Lovecraftian horror with wartime espionage and a dash of pulp action. The game casts players as Lieutenant Ryan, an American agent working with the British Navy, who finds himself drawn into a dangerous conspiracy while stationed aboard a submarine in the Antarctic. A shipment of mysterious crates, stolen from the Nazis, forms the central mystery, and as the story unfolds, it becomes clear that the cargo houses horrors beyond human comprehension. This opening establishes a strong sense of intrigue and immediately sets the stage for a blend of supernatural terror and spy-thriller suspense. The narrative reaches beyond its icy beginning, sending the player across multiple continents and into environments that range from military facilities to ancient ruins. In doing so, it connects its plot with threads established in Infogrames’ earlier Lovecraft-inspired title, Shadow of the Comet, bringing back familiar characters like John Parker while introducing new antagonists and mythological twists. This sense of continuity deepens the world and situates Prisoner of Ice as part of a larger mythos that mixes Nazi occultism, time-bending phenomena, and cosmic terror. While the ambition is admirable, the story can sometimes feel rushed or uneven, as though it tries to balance too many ideas without fully fleshing them out. From a gameplay perspective, Prisoner of Ice adheres closely to the point-and-click formula popular in its era. Players examine static screens, collect and combine inventory items, and solve puzzles to progress. Some of these puzzles carry a unique tension, as they are timed and require quick thinking to avoid failure. Fortunately, the developers implemented autosaves at the start of timed sections, preventing frustration and encouraging players to experiment without fear of losing significant progress. For the most part, puzzles are straightforward compared to other adventure titles of the period, with solutions that rarely leave players stumped for long. This design choice helps maintain momentum but can leave veterans of the genre wishing for more challenge. Visually, the game reflects both the strengths and limitations of mid-90s technology. The backgrounds are well-drawn and often atmospheric, creating moody environments that capture the tone of a supernatural thriller. However, character sprites, which rely on pre-rendered 3D models, sometimes clash with the 2D backgrounds, leading to a slightly disjointed visual style. Cutscenes, on the other hand, are more successful, employing stylized art that better conveys emotion and dramatic tension. The audio design is equally uneven: the score does a fine job of underlining suspenseful moments, but the voice acting is frequently stilted, lacking the nuance needed to elevate the narrative. One of the game’s more effective qualities is its pacing. Prisoner of Ice moves quickly from one scenario to the next, rarely allowing the player to linger for too long. This sense of urgency matches the story’s escalating stakes and helps keep players invested, even when the puzzles themselves feel simple. However, this brisk pacing comes at the cost of depth. The entire game can be completed in just a few hours, and plot developments sometimes arrive so quickly that they lack the dramatic weight they deserve. The result is a story that feels exciting in the moment but leaves lingering questions and missed opportunities for richer storytelling. Reception over the years has been mixed. Many players appreciate the game’s brisk pace, atmospheric settings, and willingness to combine Lovecraftian horror with more pulp-like Nazi conspiracies and spy antics. Others, however, find the story confusing, the puzzles underwhelming, and the technical presentation inconsistent. Compared to Shadow of the Comet, Prisoner of Ice is seen as less ambitious in its mechanics and less effective in its world-building. Still, it retains a certain nostalgic charm, especially for players who fondly remember the adventure games of the 1990s or who are drawn to adaptations of the Cthulhu Mythos. In the end, Call of Cthulhu: Prisoner of Ice is both a product of its time and an interesting experiment in genre fusion. It successfully captures some of the atmosphere and dread of Lovecraft’s work while wrapping it in a pulpy narrative of war and occult science. Its shortcomings in depth, challenge, and polish are clear, but its pace and atmosphere keep it engaging enough for fans of classic adventure games. For those interested in exploring the lineage of Lovecraftian video games or revisiting a piece of adventure game history, it remains a fascinating, if imperfect, journey into the unknown. Rating: 7/10
WHAT in the WORLD is going on here, WHY did nobody ever tell me about it, and HOW MUCH LONGER can this absolute masterwork of utter insanity stay under the radar?!?! I want to start this review by saying that the game's ending is capped off with a ROCK MONTAGE OF SELECTED GAME CUTSCENES; WHY is there a rock montage of anything in a Call of Cthulhu game?! BUT AT THE SAME TIME WHY NOT So like, working my way backwards in "why I absolutely think everyone should play this," I realized near the end of the game that this is a full-blown sequel to Call of Cthulhu: Shadow of the Comet, and I absolutely never knew this despite having known about both games for like 15-20 years before finally getting around to playing them. Playing them in subsequent days, happily, so the shared worldbuilding totally worked to hook me and get me more invested. Continuing to the middle of the game, I suddenly realized this game is like the perfect mashup of, like, Call of Cthulhu generally, Raiders of the Lost Ark, and I dunno, the Terminator maybe. I would say the Thing but that is 100% Lovecraft influenced so it does not count. They so totally nailed the VIBES of this game despite its much shorter runlength compared to the previous title, and I cannot say enough good about this game never coming close to wearing out its welcome. Every adventure game should leave you both surprised it is over already and duly impressed by what you have just witnessed, one way or another, and yeah they did everything right in this title. Though given some of the things I read in the walkthrough it sounds like there are parts of the game that might be endlessly infuriating for people whose whole life is not gaming, as some degree of fast-twitch reflexes are needed at various times to not get killed before you have the chance to advance the story. But in my Big-Time Gamer experience I had no problem with any of them, I must say. And the first thing chronologically I noticed that made me love this game was that the 3D graphics are trapped in that amazing era where they are utterly comical no matter how hard they try, which could not possibly be less appropriate for Call of Cthulhu, but somehow that adds to the whole bonkers throw-so-much-in-a-blender-and-drink-whatever-comes-out approach the team took in designing this game. I mean the opening action sees a bunch of little blobby dudes fleeing machine gun fire while music that sounds straight out of Stunt Island plays over the top (where are my STUNT ISLAND fans???). Though I do see in the menu you can switch to MIDI music seemingly if you prefer, and generally I do love the bleepybloopies of MIDI if they are available, but the soundtrack to this game was so utterly ridiculous and sometimes inappropriate (like, again, the game ending outro) that I could not help but roll with it. ANYWAY YEAH SO BUY THESE TWO GAMES IMMEDIATELY if you have any interest in Call of Cthulhu, adventure games, and HAVING A GREAT TIME
Es admirable el intento de fusionar modelos pre-renderizados con fondos de neto corte expresionista dónde el trazo se adivina a leguas. Es interesante como Lovecraft es una piedra de toque para impulsar una historia de carácter pulp y weird (que no le hubiera molestado al autor) que toma mucho del cine de los ochenta (de Terminator a la Cosa, incluso una referencia al fantasma del paraíso). Las Malvinas y Buenos Aires como puntos obligados de una historia que no teme a referenciar a Borges y los Aymarás en un mismo párrafo -sin contar la visión europea de nuestro progreso hacia 1937- a los que se le suma un doblaje hecho en España con actores andaluces para intentar imitar el acento rioplatense, le otorgan cierto orgullo catastral que podría florecer como una anécdota feliz en un asado. La música es olvidable aunque sostiene el tono que quiere transmitir -pese a la torpeza y ligereza del guion-. Lo único que me aleja de poder recomendar este juego a precio completo es el diseño de aventura gráfica alla Sierra -altamente castigador y preciso de acción rápida en un género dónde prefiero que prime la deducción y el pensamiento sosegado- así como una resolución tan críptica y anti-intuitiva que atenta contra tomarse su tiempo para ganarlo, acudiendo a una guía paso a paso y a la proliferación de los estados de guardado -que le dan de manera espuria su tensión terrorífica-. Eso sin contar que nos deja escoger entre dos finales de la manera más obsecuente y trivial en lugar de permitirnos llegar a ellos por alguna toma de decisiones. Estas falencias de diseño no le quitan ser una curiosidad alegre de la cual me gustaría probar su precuela
Eu fiquei mais confuso que filha da puta em dia dos pais
Au début ça fait un peu peur car tu peux mourir à tout moment. Mais une fois que tu as passé les première difficultés, ça devient hyper prenant, au point de ne plus voir passé les heures de jeu et si je l'ai terminé en 7 heures c'est que ça doit pouvoir se faire en 4 ou 5 .. bref, une aventure extraordinaire comme j'en avais pas connus depuis longtemps..
Juego con "sabor" añejo, de la vieja escuela. Buen guión, recuerda a la época dorada de las aventuras gráficas y aunque no tiene muchos puzzles (casi lo más difícil es encontrar algunos mínimos detalles que necesitas para avanzar y que pasan desapercibidos en los escenarios), se hace entretenido. Buen apartado sonoro, buen doblaje y, aunque corto, disfrutable si te gustan las aventuras antiguas. Hasta tiene cinemáticas, lo cual es todo un avance para la época. El hecho de poder morir (aunque sin mayor "riesgo" gracias al autoguarddo), le da un puntito de tensión. Además, está en muchos idiomas de base, lo cual se agradece y no es tan habitual en juegos tan antiguos. Y, como siempre, perfecto Steam con la retrocompatibilidad; no he tenido que hacer nada especial para que el juego vaya perfecto en un sistema actual. Buen juego.
really bad pixel hunting, moon logic and weird plot, its like they created scenes out of a ♥♥♥♥ randomizer and went too fast forward. its still a cthulhu game so its ok, but its a huge garbage fire. i only recommend because theres so few good cthulhu point and click
This game is ♥♥♥♥♥♥. The pacing, the puzzles, the tone, the story; it's all over the place. Never in any game have I asked myself "what...?" as many times as in this game. Absolutely incomprehensible from start to finish and it's also very short at only 3.5 hours. I liked Shadow of the Comet, go and play that instead and save yourself the abject confusion that this game provokes.
aprox segundo juego que jugué en mi vida
ok
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