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Cold Winter
Cold Winter
from Wikipedia
Cold Winter
DeveloperSwordfish Studios
PublisherVivendi Universal Games[a]
DirectorJulian Widdows
WriterWarren Ellis
ComposerMark Willot
EngineRenderWare
PlatformPlayStation 2
Release
  • NA: May 10, 2005[1]
  • EU: June 3, 2005
GenreFirst-person shooter
ModesSingle-player, multiplayer

Cold Winter is a 2005 first-person shooter video game developed by Swordfish Studios and published by Vivendi Universal Games for the PlayStation 2. Its story was written by Warren Ellis.

Plot

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Andrew Sterling is a former British SAS soldier working for MI6, who has been captured in the People's Republic of China and jailed in Chang political prison; MI6 destroyed all files on Sterling to prevent an international incident. He is rescued the night before his execution by an old female acquaintance named Kim and a former fellow SAS soldier Daniel Parish. To repay his debt to Parish for saving his life, Andrew agrees to work for his private security agency. Sterling then travels to Egypt to eliminate the leaders of an arms dealing cartel, who possess a missile guidance system called Octopus. He completes his mission, but at the cost of Kim's life.

The antagonist is John Grey (voiced by Tom Baker), who as a young man was enlisted in the RAF to defend Britain at the height of World War II. Horrified by nuclear weapons John Grey formed a secret society, "Greywings" inspired by the heroes of the H. G. Wells novel The Shape of Things to Come. Greywings sought out and destroyed nuclear threats but ultimately came to the conclusion that the only way to abolish nuclear warfare would be to create a nuclear winter leaving the survivors afraid of nuclear warfare. Greywings planned on initiating their plan codenamed Operation: Cold Winter by providing world powers with the Octopus guidance systems.

It turns out that Grey hired Parish to liquidate the Egyptian arms ring because they stole an Octopus unit which was intended for world superpowers rather than the third world countries its thieves planned on selling it to. Grey soon after betrays his own organization to save the life of his infant granddaughter. Sterling is sent to Greywing's headquarters in the Himalayan mountains where he destroys the facility's power core and escapes in Parish's helicopter. Grey is then seen in the game's last scene on a bench in Prague where his former subordinates murder him.

Gameplay

[edit]

The game uses the Karma physics engine, allowing for interactivity with items in the game world and for ragdoll effects. Cover can also be improvised by using objects in the environment; for example, the player can flip a table to provide cover or grab a table and block a door. Additionally the game features dismemberment system similar to the one used in Soldier of Fortune. Over 30 weapons are available and player can craft gadgets and explosives from items scattered around the levels.

The game offers a multiplayer component that supports up to four players offline and eight players online; in the offline mode, human players may be substituted for CPU-controlled. There are a dozen maps and six modes, including deathmatch and king of the hill.

Reception

[edit]

The game received "average" reviews according to the review aggregation website Metacritic.[2]

It was one of the five games nominated by GameSpot for the title of Best Story of 2005, with a comment: "A poignant, well-told story penned by Warren Ellis helps make Cold Winter a more engaging experience than your average first-person shooter."[17] The website considered the game to be sonically and graphically average, but an enjoyable straightforward shooter with a decent online mode. Whilst not the best game of its type it was "definitely worth playing".[9]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Cold Winter is a 2005 first-person shooter video game developed by and published by Universal Games for the console. In the game's narrative, players assume the role of Andrew Sterling, a disavowed agent captured in and subsequently tasked with dismantling the shadowy organization Greywings, led by the enigmatic John Grey, which seeks to provoke a controlled nuclear war for global domination. The story unfolds across 13 levels spanning hyper-realistic environments, including Chinese prisons, Egyptian tombs, and an bunker known as Winterlong, blending elements of , stealth, and intense . Gameplay emphasizes tactical shooting with over 20 weapons that players can carry two of at a time, alongside innovative features like an item-crafting system for creating tools such as Molotov cocktails from environmental objects and an unlimited health regeneration mechanic activated by interactive elements. Enemy AI adapts dynamically, such as calling for reinforcements or flanking players, while the single-player campaign incorporates flashbacks and multiple storylines for added depth. The multiplayer mode supports up to 8 players online or 4 in split-screen with full voice communication, enabling cooperative and competitive modes in arenas derived from the campaign levels. Notable for its production, Cold Winter features voice acting by prominent talents including as John Grey and as Andrew Sterling, contributing to its atmospheric storytelling written by comic book creator . Upon release on May 11, 2005, in and June 3 in , the game garnered mixed critical reception, earning a score of 73 based on 41 reviews, with praise for its narrative ambition, , and ahead-of-its-time crafting but criticism for uneven controls and AI inconsistencies. Despite initial plans for an port, it remained a exclusive, and it has since developed a for its unique mechanics in the mid-2000s gaming landscape.

Development

Conception

Cold Winter marked the debut original project for , a Birmingham-based developer founded in September 2002 by former Rage Software staff. Development began around late 2002, positioning it as the studio's inaugural in-house intellectual property amid a portfolio that included concurrent licensed adaptations like Brian Lara International Cricket 2005. The game's conception drew inspiration from realistic thrillers and (SAS) operations, envisioning a narrative-driven that emphasized international intrigue, suspense, and a disavowed agent's gritty struggle against global threats. This approach aimed to infuse moral ambiguity into the genre, portraying the protagonist as an anti-hero navigating betrayal and ethical gray areas rather than a flawless operative, setting it apart from more fantastical spy narratives. Key to the project's creative foundation was the hiring of writer for the script, leveraging his background in crafting conspiracy-laden stories seen in works like and Planetary to develop a plot rich in shadowy intelligence manipulations and hidden agendas. Ellis collaborated closely with development director Julian Widdows on story and scripts, bringing a layered, intrigue-heavy narrative to the FPS format. Widdows' initial vision sought to integrate core shooting mechanics with advanced physics-based interactivity, powered by the Karma engine, allowing players to manipulate dynamic environments for cover, distractions, and improvised tactics. This extended to a gadget crafting system where players could combine scavenged objects—such as bottles, rags, and lighters—to create weapons, traps, and tools like Molotov cocktails, enhancing tactical depth and environmental engagement. The team decided to target the PlayStation 2 exclusively, capitalizing on Swordfish's established expertise with the platform to concentrate resources and deliver a polished experience without the complications of multi-platform development.

Production

Development of Cold Winter spanned three years, beginning in 2002 following the formation of Swordfish Studios and culminating in the game's completion in 2005. The project went gold on April 12, 2005, ahead of its May release for PlayStation 2. Swordfish Studios utilized the RenderWare engine for core rendering, pushing its capabilities to new limits on PS2 hardware to achieve detailed visuals and smooth performance. Complementing this, the Karma physics engine was integrated to enable realistic ragdoll effects, dismemberment mechanics, and environmental interactivity, such as destructible objects and dynamic interactions. These technical choices supported the integration of over 20 real-world weapons and craftable gadgets, allowing players to combine scavenged items into improvised tools like molotov cocktails and lockpicks. Emphasis was placed on improvised cover systems, where environmental objects like tables could be flipped or used to block doors, enhancing tactical gameplay amid PS2's memory and processing constraints. The team faced significant challenges optimizing for the PS2's aging hardware, particularly in rendering diverse levels set in locations including a Chinese prison, Egyptian towns, Himalayan outposts, and an Arctic bunker. This required careful and level design to maintain frame rates while delivering varied environments without compromising interactivity. Composer Mark Willott contributed the original score, drawing on orchestral elements to heighten tension during early production phases. Voice acting sessions began with notable performers, including as John Grey and as Andrew Sterling, to infuse realism into the characters' dialogues based on Warren Ellis's script.

Story

Plot summary

Cold Winter follows Andrew Sterling, a former SAS and agent, who begins the story imprisoned in a Chinese political after a goes awry. Abandoned by his agency, Sterling is rescued by a mysterious ally just before his execution, pulling him into a world of private security and international intrigue. Recruited by his old friend Daniel Parish to join a private security firm, Sterling is tasked with dismantling an Egyptian arms cartel in possession of the advanced missile guidance system. As the mission unfolds across diverse locations including rural , the Egyptian deserts, a Himalayan base, and the streets of , Sterling uncovers a deeper conspiracy known as Operation: Cold Winter. This plot, orchestrated by the antagonist John Grey and his shadow organization Greywings, aims to provoke global nuclear devastation under the guise of enforcing peace. The narrative builds to a high-stakes confrontation where Sterling must navigate betrayals and moral ambiguities to avert catastrophe. Themes of , shadow agencies, and the ethical dilemmas of covert operations permeate the story, which was written by acclaimed author .

Characters

Andrew Sterling serves as the protagonist of Cold Winter, portrayed as a disavowed former SAS and operative skilled in stealth, , and close-quarters combat. Captured while attempting an in , Sterling endures weeks of in a political prison before being abandoned by his agency, marking a pivotal failure in his career that fuels his drive for redemption throughout the narrative. Rescued under mysterious circumstances, he is recruited by an old contact for a private security firm, leading him to infiltrate global arms networks and confront escalating threats, with his arc centering on rebuilding trust amid betrayals and making personal sacrifices to avert catastrophe. Daniel , Sterling's employer and a former colleague, heads a covert private that provides critical mission intelligence and resources. Known for his dour Scottish demeanor and manipulative tactics, Parish arranges Sterling's extraction from the Chinese prison but harbors hidden agendas that gradually erode the protagonist's trust, revealed through layered dialogue in cutscenes. His contributions drive the story's momentum by assigning high-stakes operations against arms dealers, though his ulterior motives tie into larger conspiracies, culminating in tense confrontations that highlight themes of loyalty and deception. John Grey acts as the primary antagonist, a former RAF pilot who evolves into the ideological leader of the terrorist organization Greywings, orchestrating Operation: Cold Winter to provoke a controlled global nuclear conflict. Initially forming Greywings after to curb , Grey's worldview shifts to embrace a "reset" of society through orchestrated devastation, believing it inevitable and preferable to unchecked escalation. His backstory of disillusionment with world powers propels the narrative's central conflict, as Sterling dismantles Grey's plans across international locales, with Grey's monologues in cutscenes underscoring his extremist philosophy and forcing Sterling to question institutional failures. Supporting characters enrich the narrative's depth, including Kim, the enigmatic female agent who physically rescues Sterling from his Chinese captors and aids his initial escape, later requiring protection in joint operations that reveal her as a skilled operative with ties to the firm. Cartel leaders such as Mahmoud Al Fariq, an Egyptian arms dealer, serve as mid-level antagonists whose dealings with Greywings provide key intel and combat encounters, their distinct personalities—enhanced through —adding tension to sequences and alliance-building moments. These figures contribute to Sterling's arc of eroding trust and sacrifices, as alliances fracture and personal losses mount amid the globe-spanning conspiracy, briefly referencing events like the destruction of a Himalayan base without delving into specifics.

Gameplay

Single-player campaign

The single-player campaign of Cold Winter consists of 13 levels set across eight distinct environments, spanning globe-trotting locales such as a Chinese prison, , , rural , Egyptian tombs, and an bunker known as Winterlong, which provide varied backdrops from dank urban prisons to exotic outdoor areas. These levels blend first-person shooting mechanics with stealth elements, such as creeping to avoid detection, and puzzle-solving tasks like locating keycards or manipulating environmental objects to progress. The campaign emphasizes tactical decision-making, with missions designed to encourage multiple routes and solutions, typically completable in 8 to 12 hours on standard difficulty. Combat revolves around a selection of over 30 realistic firearms, including pistols, machine guns, sniper rifles, and explosives, with players limited to carrying two weapons at a time for strategic choices. The game's enables dismemberment effects and animations, where enemy bodies react dynamically to gunfire and explosions, adding visceral feedback to engagements. A gadget crafting system allows players to scavenge items like fuel cans, bottles, and cloth from the environment to improvise tools, such as Molotov cocktails for distractions, lockpicks for stealth entry, or motion-sensing bombs functioning as tripwires, promoting resourceful over direct confrontation. The health system features an unlimited supply of morphine, administered by the player via a wrist injection mechanism that requires crouching and approximately seven seconds out of combat to use, providing incremental healing and heightening tension during firefights. Cover mechanics leverage dynamic environmental interactions, such as flipping desks or hiding behind crates and barrels, enabling players to use the surroundings for protection while enemies employ evasive tactics. Cinematic cutscenes, narrated with strong voice acting, intersperse levels to advance the narrative, while multiple difficulty settings scale enemy AI intelligence and aggression, fostering deeper tactical play on higher modes like Elite.

Multiplayer

Cold Winter's multiplayer component supports up to four players in offline split-screen mode and eight players in online matches via the PlayStation 2's network adapter. The mode emphasizes arena-style competition, diverging from the single-player campaign's linear progression by incorporating respawn systems in most game types to sustain prolonged engagements. The multiplayer offers six distinct modes: deathmatch for free-for-all combat, team deathmatch (also referred to as headmatch) for squad-based eliminations, where players vie to control a central objective, (styled as flag tag) involving base assaults and flag retrievals, (under domination rules) focused on capturing and holding multiple points, and last man standing for survival-based elimination without respawns. These modes allow for customization, including adjustable weapon loadouts, damage multipliers, and toggles, enabling players to tailor matches for balance and variety. Twelve maps provide diverse battlegrounds, all but one repurposed from single-player campaign locations such as Egyptian ruins and Prague streets, with layouts modified for multiplayer balance to ensure fair sightlines, cover options, and flow. Ranging from compact arenas to expansive outdoor areas, the maps support all modes and incorporate interactive elements like destructible environments, enhancing tactical depth. Weapon and gadget systems carry over from the single-player experience, granting access to over 30 realistic firearms and tools, but multiplayer introduces where defeated players re-enter with default loadouts after a brief delay, alongside scattered power-ups for temporary boosts like health regeneration or ammunition replenishment. Players can select from 30 character skins and apply handicaps for uneven skill levels, promoting accessibility in both casual and competitive play. Online play leverages infrastructure for matchmaking, allowing quick lobby creation and joins, with support for headset voice communication and clan functionalities through persistent profiles, though constrained by the PS2's limited bandwidth and lack of dedicated servers at launch. These features facilitated community-driven tournaments despite the era's hardware limitations.

Audio

Soundtrack

The soundtrack for Cold Winter was composed by Mark Willot, an Emmy-winning , and features 27 original tracks spanning approximately 66 minutes. The score consists entirely of original compositions with no licensed incorporated. The employs an atmospheric style that enhances the game's thriller tone, blending ambient tension-building elements with action-oriented cues to support gameplay sequences without overwhelming the experience. Specific tracks are tailored to key locations and events, such as the eerie "Fight in the Prison Courtyard" for Chinese prison sequences, intense " Attack" motifs during aerial escapes, and brooding "" themes for colder, introspective moments. Reviewers noted the score's quality as "great" and effective in driving narrative and combat tension, though its implementation suffered from compression issues that made it sound muffled in-game. The full original score was released commercially in 2006 through Universal Music Production Library and is available on digital platforms including Apple Music and Spotify, with excerpts also featured in game trailers.

Voice acting and sound design

The voice acting in Cold Winter features a professional cast of established British actors, including Nathaniel Parker as the protagonist Andrew Sterling, Tom Baker as John Grey, Colin McFarlane as the antagonist Mahmoud Al Fariq, and Kristy Wu as ally Kim. Reviewers praised the performances for their realistic British accents, dry humor, and emotional depth, with Baker's menacing narration and authentic Scottish inflections from supporting characters like Danny adding gravitas to the espionage narrative. The dialogue, written by comic book author , is delivered through cinematic cutscenes and in-game radio communications, emphasizing terse, gritty exchanges that enhance the story's tension without clichés. These spoken elements integrate seamlessly with the game's first-person perspective, providing contextual updates during missions and contributing to immersive character interactions. Sound design complements the audio landscape with detailed auditory feedback for weapons, such as sharp reports and impactful strikes, alongside environmental cues like echoing footsteps, blasts, and enemy groans that heighten realism. The implementation leverages the for dynamic interactions, where effects and object collisions produce varied, responsive noises that amplify destruction sequences. Despite some compression artifacts on the PS2 hardware, these elements were noted for their intensity, with gunfire described as loud and powerful. Facial animations and lip-syncing, constrained by PS2 limitations, align with character models in cutscenes to support delivery, though they appear rudimentary by modern standards. Overall reception highlighted the voice work's strength in elevating the plot's maturity, with critics commending how the cast's authenticity and sound effects' detail compensated for technical datedness, fostering a gritty atmosphere.

Release

Dates and platforms

Cold Winter was released for the PlayStation 2 on May 11, 2005, in and on June 3, 2005, in , with no release occurring in . Published by Universal Games, the title was exclusive to the console and has not been ported to other platforms, including personal computers or later-generation consoles. The game shipped as a physical DVD-ROM release, including a printed instruction manual, though the PlayStation 2's media format precluded the availability of day-one patches or updates. Following its launch, official support for the game's online multiplayer mode ended on May 31, 2014, with the shutdown of multiplayer services. Cold Winter earned an ESRB rating of Mature 17+ owing to depictions of blood and gore, intense violence, and strong language, alongside a rating of 18.

Marketing and promotion

Cold Winter was published under the label, a subsidiary of Universal Games. The game debuted at the Electronic Entertainment Expo (E3) in 2004, where a pre-show event featured hands-on demonstrations highlighting its plot involving a British operative tracking a terrorist and advanced physics interactions, such as destructible environments and realistic . Promotional efforts included a playable demo distributed on the Official PlayStation Magazine Demo Disc Volume 91, allowing potential players to experience early levels. Pre-order incentives at major retailers offered a bonus DVD containing an exclusive interactive hint guide, footage, and developer interviews to build anticipation ahead of the May 2005 launch.

Reception

Critical reception

received generally positive but mixed critical reception upon its 2005 release, earning an aggregate score of 73/100 on based on 41 reviews. Critics praised the game's narrative depth, crediting writer for a poignant and engaging script that elevated the single-player campaign beyond typical FPS storytelling. highlighted the solid shooting mechanics, noting that while not groundbreaking, the core provided a reliable experience on the PS2. The voice acting, particularly Tom Baker's narration, was frequently commended for its quality and immersion, adding authenticity to the espionage thriller elements. Innovative features like the Karma physics engine and interactive gadgets were standout aspects, making combat feel dynamic and fresh through realistic ragdoll effects and environmental interactions. awarded it a 7.5/10, emphasizing the story as a key strength amid competent single-player action. Multiplayer modes were appreciated for their variety, including offline split-screen options with customizable maps and 30 weapons, offering solid replayability despite the era's online limitations. The game earned a nomination for 's Best Story of , recognized alongside titles like Indigo Prophecy for its well-crafted plot. However, reviewers criticized repetitive mission structures, where gameplay often devolved into straightforward shooting galleries with limited variety. Technical shortcomings, including dated PS2 visuals with inconsistent textures and occasional dips, were common complaints, preventing it from competing with more polished contemporaries. noted uneven difficulty, with normal mode feeling too forgiving and higher settings exposing AI inconsistencies, rating it 7/10 overall as a competent but unremarkable FPS. In 2005, Cold Winter was often viewed as an underrated FPS for its narrative ambition and physics innovations amid a crowded genre. Modern retrospectives, such as 2022 YouTube analyses, have reinforced this, labeling it a "hidden gem" for its gore, story, and offline multiplayer depth on aging hardware.

Commercial performance

Cold Winter achieved gold status in April 2005, indicating that manufacturing was complete ahead of its May release, though exact sales figures were never publicly disclosed by publisher Vivendi Universal Games. Estimates from industry tracking site VGChartz place worldwide sales at approximately 0.11 million units, with 0.04 million in , 0.01 million in , 0.06 million in , and minimal figures elsewhere, reflecting modest commercial success during the saturated PS2 market. The game's launch coincided with high-profile competitors like God of War, contributing to its limited visibility on sales charts. As of November 2025, Cold Winter has seen no re-releases, ports to modern platforms, or remasters, confining its availability to second-hand physical copies on sites like and emulation via tools such as PCSX2. Online multiplayer functionality ceased following the server shutdown in 2013, which affected numerous PS2 titles and diminished the game's long-term replayability. Despite its commercial underperformance, Cold Winter has garnered a niche cultural footprint as an obscure PS2 title, occasionally highlighted in retrospectives on underrated or forgotten games from the era. Small fan communities persist, primarily focused on emulation preservation and sharing footage, rather than active development or large-scale revival efforts.

References

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