![]() There's no reason why Kate should be able to climb huge, complex structures. Often, however, that style of mobility doesn't make sense in the context of a game. Up From the Depths Since the Uncharted and Assassin's Creed games have popularized the parkour-style climbing sequences, a ton of third person games give it a shot. By sacrificing some of her mobility to express how terrified she is during water sections would have been a great way to build tension and return the game to its horror beginnings. ![]() There's no sense of her being even remotely scared by the surging of streams around her, no feeling of being trapped by the ever-encroaching flood around her. She dives right into deep water with no hesitation, wades through the liquid with ease, and even gladly uses it to take care of enemies in a variety of ways. Frankly, Kate has a lot to be afraid of.īut then, Hydrophobia's mechanics don't match Kate's supposed fear of H2O. I mean, drowning is a pretty darn scary way to go, what with the being unable to really move, breath, or even see to any great extent. I love the idea of a horror game based around how straight up terrifying water can be. Protagonist Kate Wilson dreams of a decaying, drowned man floating up towards her, implying her issues with water. Interestingly enough, the first moments of the game did nothing to change my perception. %Gallery-103404% Oh, the Horror Maybe I'm just being thrown off by the game's name, but before playing I figured that Hydrophobia would be a horror game. In some cases, the design decisions made in some sections undermine some of the game's good ideas, which only led to disappointing critical reception. ![]() ![]() Hydrophobia doesn't execute any of its selected genres well enough to warrant the middling amount of time a player will spend to learn each. Opening with a dream about drowning, Hydrophobia transitions from a platforming section drawing heavily from the Uncharted series, into a physics puzzler, before finally settling into a cover-based shooter. What's frustrating is the clear potential each idea had, and the huge divide between what its characters are ostensibly feeling and the gameplay itself.Įxemplifying this lack of commitment is the amount of times Hydrophobia shifts between genres in the first act alone. The Dark Energy Digital-developed game attempts to do too many things at once, but never succeeds at any of them. Hydrophobia has all the makings of a great game, but where it fails is commitment. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |