Hydrophobia Prophecy (PC) Walkthrough Part 3 Ending With Commentary
Hydrophobia Prophecy (PC) Walkthrough Part 3 Ending With Commentary
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Hydrophobia is a survival-adventure video game developed and published by Dark Energy Digital for Microsoft Windows, the PlayStation 3 and by Microsoft Studios for Xbox Live Arcade. The game was released for Xbox Live Arcade on September 29, 2010,[2] as part of Xbox Live's 'Games Feast' promotion, marking the first of three episodes. The PC version was released on May 9, 2011.[3] The PlayStation 3 version was released on November 1, 2011 in North America and November 2, 2011 in Europe.
The game's engine, HydroEngine, provides realistic fluid dynamics technology for flowing water, allowing it to interact with the surroundings. The levels in the game were designed using InfiniteWorlds; a game creation system which uses bespoke procedural technology to significantly reduce file sizes, decreasing the overall file size of the game.
Hydrophobia was met with a mixed reception, with an aggregate score of 59/100 on Metacritic and 61.43% at GameRankings. Reviews have been polarized, ranging from a 20% approval to 90%. Reviewers generally praised the game's dynamic water system, but felt the game was too short and repetitive. The developers released a title update on December 21, 2010 addressing the complaints from feedback and reviews.Gameplay involves the player being able to interact with the environment, and the realistic water dynamics. Rob Hewson (game designer at Blade Interactive) stated that "player versus environment is certainly a large part of the experience, the wonderful thing about water is that it is constantly affecting every area of the environment, so you get incredible amounts of emergent behaviour. The player constantly has to adapt to the environment and react quickly because doors, walls and windows are going to cave in differently each time according to the distribution of water."[4]
Players can visit previous locations that have been submerged and are able to interact with them in various ways. Hewson stated that players are able to "fight through an area one time and there might be a foot of water flowing around and affecting the environment, another person might play through the same area and blow out walls or windows causing a great deal of water to flow into the scene, meaning perhaps the gameplay switches to floating cover. Another player might shoot fuel barrels which let even more water into the scene but also spawn floating fuel fires which are carried around with the flow and find they need to resort to underwater action