
Kate Wilson is a system engineer on the Queen of the World, a massive ship city which sails the world of the future. During a large celebration, the ship is attacked by terrorists. The Neo-Malthuseans, named after 18th century philosopher Thomas Malthus whose treatise on population first formulated ideas about infinite growth being unsustainable, believe that his theories are indeed correct and the only way to save the world is to kill yourself, with a little nudge from themselves, obviously. Kate gets trapped in an elevator, and as she escapes gets entangled in the larger plot, becoming involved in rescuing not only herself, but all on the ship.
Being based on a sinking ship, and obviously from the title, the game is all about water. Hydrophobia has an amazing water physics engine. Objects in the water bob realistically. When waves are created as new volumes of water are added to existing volumes, anything in the water reacts violently with it. Barrels floating on top are pulled under, and hapless terrorists are knocked off their feet. Shooting a crack of water to weaken the wall, and watching the water barge its way into a room is amazing. But often the game feels like a tech demo of that engine rather than a full game.
The game has real problems with control and navigation. Having played the demo before the “Pure” download I can see where problems were addressed with the patch, but I still think a lot of work was needed on these aspects of the game. The controls feel loose, especially when Kate is completely under water. As there is a breath meter so there’s always a sense of urgency and fear of drowning, but often it feels Kate doesn’t respond to movements fast enough. She’ll catch on geometry and butt into invisible walls. And Kate can get caught by water in areas she can’t get out of. I was caught under a set of stairs which were placed above a shipping container. Although I was in no danger of drowning, I was stuck and had to restart the level.
Navigation has improved greatly with the Pure patch, however it’s still a little confusing. Objectives will be shown through walls, and the urgency of finding a way around the wall to the object with the threat of drowning can cause some consternation. I get that in some parts this is actually exactly the feel the developer was going for, but in others it’s clear it’s just poor level and interface design that causes you to unwarrantedly drown.
In trying to escape, Kate ascertains the terrorist attack was well planned. As she explores, there are various items to pick up, documents to find, and encoded messages to discover. I’ve liked this way of telling stories in other games, but there is such a large amount of collectables that you can miss if you don’t explore thoroughly, and feeling of urgency and the constant threat of drowning seems counter-intuitive to the exploring aspect of the game. And I was a little disappointed none of these had any real application in the game, either. You find anxiety pills, for example, which give a sense of things not being completely right on board the ship, but you can’t use them to help you face the anxiety of being a mere engineer in a full on terrorist attack.
Another aspect of the game which needs work is combat. Kate gets a really low powered gun, and that’s fine as far as the story goes. She’s not a gung-ho space marine, she’s just an engineer. I get that. But why can’t she pick up enemy weapons? You have to charge up your weapon to fire, and it takes numerous hits to take down enemies. But that’s not even the main issue.
Kate’s main form of combat isn’t gung ho run and gun, but stealth takedowns using the environment – shooting barrels, shooting walls to allow water to flood rooms, and shooting electrical wires to fry enemies. However, the cover system doesn’t always work. You’ll hold the button to go to cover, and often end up going to the wrong place. This is especially annoying as if you go into cover on the wrong side of a hallway because the game can’t tell you want to go there, the guard sees you and you’re screwed.
Furthermore, combat underwater is simply annoying. There’s one section which is completely underwater and you’ve got to get to the objective to be able to breathe again. There are enemies who shoot at you from somewhere – but it’s not clear where from as there is a lot of debris which blocks your view, and you’re trying to find the way out before drowning. Again, the sense of urgency and fear here is fantastic, but the poor level design and poor combat conspire to make you fail again and again.
Graphic wise the game isn’t going to blow you out of the water, but it’s not terrible. The way Kate reacts to the world around her by covering her head as she runs under a gushing leak for example is pretty cool. The environments and enemies look a little too samey, though. It would have been nice to have seen a little more colour, defining different areas of the ship you’re in. Not everything has to be blue, brown and grey.
Conclusion
Hydrophobia Pure is a decent enough game for a downloadable title, but as mentioned feels more like a tech demo for water physics than a fully thought out game. You can see what the developers were aiming for, but it misses the mark in many places. The Pure patch has improved a lot of things, but not enough for the game to shine. However, given the way the developers released the patch, and the promise shown in the game engine, a sequel could be amazing.
Pros:
Excellent water physics and effects
Great main character animations
Lots of pick ups which create a backstory for the game
Interesting potential
Cons
The potential isn’t realised here
Controls that feel loose and awkward
Bad cover combat
Awkward level design and navigation system leads to frustration
68/100