|Now that's a dedicated enemy....|
The other thing to bear in mind is that it's easy to gain sympathy for the poor human fools stuck on the whaling vessel and this just won't work if you want to use them as an easier target for the early combats. Players will go to great extremes to avoid being the bad guy if they don't want to be one, so if you want shoot outs between both sides of the vessel to be automatic rather than occasional you're really going to have to avoid any notes or love letters that might make the players seek another option.
It's also a good idea to either accept that the players will drag any friendly survivors along with them, include a "safe room" that can be defended, or kill those survivors before the players get the chance to feel too attached. While there's always room to kill a survivor later on, players tend to look for foul play when favoured characters are killed so cinematical, "A monster charges across and tears his head off" may lead to cries of: "Shouldn't we roll Initiative?"
While it's tempting to say that if the players were getting into the mood of the thing, they wouldn't argue when you kill off an NPC, the truth is that if you've done your job well and really made a character sympathetic the players will care about their death and will therefore most likely want a shot to save them. If the situation is iron tight but coincidental, like a sudden electrical surge in the waterways, the players might not react with indignation but may well assume that you only did that because you were sick of running the NPC. Still, you should know your players and how they're likely to react to this.
Which might be true.
Anyway, a campaign based around Cold Fear, or including elements of it, should appeal to Tacticians as the obstacles require a bit of forethought to cope with. They'll also add to the immersion factor, funnily enough, as if you have a party of players they're likely to be military trained and therefore should be thinking tactically in how they go about things.
Action Heroes who are purists about being able to simply run and gun will be disappointed as you need to worry about bullets and be a bit cautious because the enemies are tough and obstacles can zap you into behaving more cautiously than they would like. Of course, Action Heroes who enjoy horror, tactics, and are okay with moments of vulnerability could potentially enjoy this more than most as increased risks make the successes all that sweeter.
Explorers will poke and prod around places that they probably shouldn't and this gives you a good chance to liberally spread around scare moments and clues. They're the ones who will help the players actually go around the decks rather than bee lining straight for the most logical point and then refusing to move. They tend to be easily habituated to their current circumstances as well as intensely curious about what they haven't seen yet. Use them as your lure.
Investigators also tend to be thorough as they try to collect clues like scratches on the wall, written documentation, and other such hints. They're also probably the first to notice the bodies twitching as they tend to be more keen on poking corpses to see what they can find out. Take advantage of this but be aware that they may solve your plot long before you intended them to do so. Throwing a few sub-plots involving hidden romances between the crew that can be picked out of clues can also give them a bit more to solve.
Communicators generally miss out in a lot of Game Translations because videogames don't do politics, generally, and very few even do social situations where fancy footwork might cause a better outcome (like the social 'combat' in Deus Ex). There's not much here for them either so they might start poking their fellow compatriots or even acting suspiciously just to get their jollies. Preempt this with the odd NPC encounter - perhaps talking through locked doors or in other areas - where it's vital that they convince the NPC of something. Ensure that this isn't resolved with a single dice roll although having to trek to another room to get them something would be in keeping with the themes of this game.
If you want to check out the trailer, you can find it here. If you want to read up on the TV Tropes you can find them here.