A 
		sheriff, a stranger, and Cold Winter Farm. Three words from the 
		stranger, the only three words, and three months in the saying. An 
		insufficient answer for why he was wandering the road in the outskirts 
		of Deacon Oaks. Sheriff Truman wants – needs – more. Cold Winter Farm 
		and its stately home beckons.
		A snowstorm, a tree fall. 
		Trapped in a basement, a door is revealed. A door to a corridor. He 
		can’t go back, so Sherriff Truman goes forward. What he finds he cannot 
		have imagined.
		And so begins Corrosion, 
		a self proclaimed “dark, shocking, and fear-charged mystery horror 
		game”.
		The overview
		There was darkness. Set entirely 
		in the corridors and rooms under the estate, the colour palette is 
		washed-out and bleak, grimy greys and browns dominating. Bad things 
		happened here, dark things, things unsuited to cheery hues. 
		A shocking story, pieced 
		together as you find and read journals, computer entries, emails and 
		other documents. The devices you find hint at things you don’t yet know 
		but which clearly aren’t good. Messages smeared on walls, a morgue you 
		can’t yet enter, people who were here but no longer. What happened?
		There is fear expressed in the 
		entries of the journal writers, in the voice recordings you unlock. 
		Plucked at by a musical score, it shakes an admirable fist at the stated 
		intention. It wasn’t frightening. It was eerie, it was suggestive.
		
		The black shambling shape once 
		glimpsed notwithstanding.
		The chase sets hearts beating. 
		Get caught and it's death. Press relentlessly and stoically on, and it’s 
		a fiery vanquishment.
		The end is sudden. But you know 
		it all, so what more is there? 
		The underview
		Corrosion: Cold Winter 
		Waiting is an admirable effort. First 
		person point and click, in an old world “slide show” graphical style, 
		with some other old world ways that are generally rather good. Like get 
		a pencil and write things down. Draw a few things, and nut things out. 
		Explore, learn some things, go back, try something else, pull your hair, 
		get the pencil out again, a-ha!
		There are inventory items as 
		well, quite a few in fact, used in some “creative” ways. You say tomato, 
		I say tomato, so make up your own mind.
		One of the first pencil puzzles 
		is in my view one of the best, and it takes some doing. I also liked the 
		bookcase, simple when you know how. Inventory items can be combined, and 
		many are used as their makers intended. Some inventory conundrums are 
		elaborate, and a little gearwheel icon will let you know you have to do 
		something here. In those places it can pay to think laterally. A pick of 
		them would be removing a vent cover.
		I mentioned a chase and possible 
		death, but don’t let it worry you. There are some earlier sequences in 
		the game where the game takes over, possesses you perhaps. In those 
		sequences you can only go one direction from every screen, so you are 
		“propelled” from one place to the intended destination. In the chase it 
		is helpful to remember that. 
		If you do die, and this is the 
		only place it occurs, the game lets you try again. The game also won’t 
		let you start the sequence until you have learned what you need to learn 
		to “win” once you get to its end. Or at least, until you should have 
		learned, if you were paying attention.
		I did think Corrosion was 
		a bit samey at times – find a key card and journal, open another 
		corridor or room, find another key card and journal, open another area, 
		move on. And there were one or two occasions when there was absolutely 
		no reason why you would go back and try a door that was previously 
		locked other than being at a loss as to what to do next. I might have 
		missed the clue, and there is a sense that there might be something or 
		someone else here (so they might have opened the door) but I do find 
		this type of “puzzle” a bit lazy. There has to be a reason to do 
		something, otherwise it's just aimless wandering.
		There are a couple of puzzle 
		quirks, where watching the little animation prevents it from completing. 
		So if you start something happening, go away and look at something else, 
		then check back in. And don’t fret if the inventory ribbon disappears 
		briefly when combining items, as it does come back. 
		It's reasonably linear, in that 
		you can’t access many of the necessary places until you find the 
		appropriate information or items, but there is a fair amount you can do 
		and explore very early on. As well, things you learn or find in one 
		place aren’t used where you find them, and you have to make the 
		connections, so there is a sense of openness rather than one of being 
		propelled in a single direction.
		“Fear-charged” is probably an 
		apt description. Psychological horror might be another. Things don’t go 
		"boo", and I have already said it wasn’t frightening, in the scary sense 
		of the word. But there is fear in the game, as an emotion expressed in a 
		variety of ways. Many of the doors you find are marked “to the unknown” 
		or something similar, and we all know of the fear in that place. People 
		who were here before you were clearly fearful, and some frightening 
		things went on. This understanding builds, and by the time you get to 
		the chase, all the little parts – the music, the setting, the sounds – 
		may well have come together to produce a tension waiting to be relieved. 
		Or run away from.
		Navigating throughout the 
		corridors and rooms can be a little confusing. The sameness of the 
		environment and the slide show graphic style can add to the confusion, 
		so draw the map you find early on (you can’t take it with you). When you 
		stand in front of a door, a little pop-up script may indicate where the 
		door leads, assisting with the navigation. Some “unknown” rooms will 
		eventually be known, but some important rooms aren’t marked on the map, 
		so going over old ground is necessary. So too is backtracking and 
		revisiting certain rooms to access things like computer terminals, so 
		you do build up a familiarity with how to get around.
		There did appear to be a couple 
		of short maze type sequences, but it might have just been me losing my 
		bearings. They were sorted out quickly in any event. 
		Hotspots are generous, and icons 
		will tell you what can be done there – a magnifying glass suggests a 
		closer look, a hand means you can take something, and the gears mean "do 
		something in this spot". Your default cursor will indicate the direction 
		you can move or turn from each location; forward, left or right, and 
		occasionally turn around. Each screen is a different “slide”, showing 
		the particular first person view you currently have. It is important to 
		“look” in every direction, as some things are only visible or accessible 
		from certain views.
		Inventory items appear in a 
		ribbon at the bottom of the screen when the cursor is moved there, 
		outside the game window, which I always like. Right click to examine 
		more closely, left click to use in some way. Hit the "escape” button on 
		the keyboard to bring up the menu, which enables you to save, load and 
		quit, or view the credits. 
		There is no background movement 
		in any of the scenes that I could recall, although there are some 
		animations when you use items or engage in certain actions (e.g., 
		turning on a tap). Ambient sound is limited but perfectly adequate – 
		there might be doors opening and closing, or the keyboard clatter when 
		you access a computer, but you don’t hear yourself walking around – and 
		a continuous and appropriately discordant musical score ensures it isn’t 
		a silent experience. 
		The plot is fanciful and 
		twisted, in a Lovecraft kind of way. You need to discover it for 
		yourself, so enough said. Much of it will be read, and as mentioned 
		there are some audio logs.
		Corrosion: Cold Winter 
		Waiting isn’t an easy game, so it ended up 
		being a good length, and it kept me engaged and wanting to play some 
		more. It suited a lot of my preferences, and what didn’t appeal was 
		outweighed by what did. 
		B
		
		
		I played on:
		
		
		OS: Windows 7
		
		
		Processor: AMD Phenom 9500 Quad Core CPU 2.2 GHz
		
		
		Ram: 4.00GB DDR2 400MHz
		
		
		Gx card: ATI Radeon HD 3850 512Mb
		
		 
		
		Note: 
		
		The GameBoomers review of "Corrosion: Cold Winter Waiting" was written 
		for the original 2012 version rather than the 2016 "Enhanced" version 
		that is currently available on Steam. The "Enhanced" version has been 
		converted to 16:9 widescreen (1280x720) from the original 4:3 full 
		screen (1024x768). Other changes include larger in-game text and a new 
		inventory.
		
		The enhanced game can be 
		purchased as a download from the
		
		Corrosion: Cold Winter Waiting website.
		
		 
		
      
      
      GameBoomers Review Guidelines
      
		April 2012 (April 2016 edited)
        
          
            
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