Cold City is a lean, keen game about monster hunting in the ruins of postwar Berlin. The players are American, German and Russian agents motivated as much by their mutual distrust of each other than by the actual task at hand. It’s a fun premise, and the game system itself includes a robust trust mechanic to model those complex interpersonal relationships.
To me, Cold City seemed like a great one-off game, something that couldn’t really support campaign play. And although that hypothesis is still untested (I own the game but haven’t yet played it) the mythos got a little richer this summer with the release of Hot War.
Billed as the spiritual sequel to Cold City, Hot War imagines London 1960s as a tense, apocalyptic powderkeg of a city, strewn with scheming politicians, twisted science, demonic creatures and a healthy dose of paranoia. The review is on RPG.net; I don’t know much more, but I’m thoroughly interested in trying out this game.