
Instead, you just have to search every room, top to bottom until you find what you need. Worse yet, some puzzles are so illogical that you don't have any idea what that object you need is supposed to be. This also greatly spoils the game's sense of urgency: in real life, is that hideous monster really going to wait patiently for you to find the single object that would kill it? Uhh, I don't think so. I couldn't count the number of times that I was stuck for several hours, slowing running my mouse across the screen, looking for that one-by-one pixel object I might have missed earlier. Often you will need to go back to previously explored screens to find new objects, which mysteriously appear only after a certain event occurs (the infamous, tiny pin is a case in point). The worst offender is the extreme linearity that severely hampers the game: the game is chock full of generic responses such as "you can't do that," even for actions that do make sense. It is simply unfortunate that the designer could not pull off the gameplay to match the game's outstanding H.P.

Before you know it, the Captain is eaten alive by the mysterious cargo, leaving you to deal with all sorts of horrific creatures.

Victoria on a rescue mission in the Antarctic. Ryan, an American agent stationed aboard the submarine H.M.S. Then things took a turn for the worse.Ĭreated by I-Motion (Infogrames' short-lived label), Prisoner of Ice is the sequel of sorts to Shadow of The Comet that unfortunately doesn't live up to its predecessor despite sporting better graphics and a more expansive plot. The fire races to the hold, thawing one of the crates. One explodes too close to the hull and starts a fire in the electrical systems on board. It launches depth charges all around the submarine. It looked as though the submarine was going to make it home for supper. Operation Polaris was going smoothly the mysterious crates were safely stored under freezing temperatures in the hold.
