Hydrophobia (video game)

Hydrophobia is an Episodic Xbox Live Arcade Exclusive title made by Dark Energy Digital. Set Twenty Minutes in The Future, it follows the story of Kate Wilson, a young woman who lives and works as an engineer on a massive ship called Queen of the World, which acts as a floating city. During the celebration for the ship's 10-year anniversary, a group of terrorists called the Malthusians attack the ship, taking control of the ship's engines and killing the workers. The attack also has the side-effect of flooding many of the compartments in the ship.

Kate (with the help of Scoot via radio) must make it off A-deck alive while fighting off the armed terrorists and saving her workmates.

Touted as an example of "episodic gaming" ($12 for three levels with great graphics plus the Challenge Rooms), Hydrophobia is actually an experiment in taking Wreaking Havok Up to Eleven. The theme is water--water flowing, flooding and drowning. Your initial weapon is a "sonic pistol"--a stun gun granted surprising properties in the flooding environments of the ship's lower decks. It has infinite ammo, and will stun mooks for several seconds, knock small objects around and shatter glass. However, it also has a Charged Attack that causes an impressive, albeit small explosion. These make headshots lethal--but fired into water, it will send loose objects--including mooks-- flying. Lethal ammo is available, but is actually unnecessary, as every environment has No OSHA Compliance and thereby things that will kill mooks if fired upon.

The game was hyped massively before release, being touted as having production values of a full-priced commercially released game. The critics (metaphorically) crucified it upon release. In response, the developers released a patch (known as Hydrophobia Pure) that fixed most of the issues (except the voice acting, which understandably you can't simply "tweak" like gameplay issues), and dropped the price by 400 MS points.

In another response, the developers released Hydrophobia Prophecy, a remake of the game, on Steam and the PlayStation Network. It took Hydrophobia Pure and improved it even further in just about every area: visuals, level design, narrative, gameplay, audio, etc. (a full list can be found here).

The story is expanded on, as is Kate's "waterbending'--the Malthusians attacked the Queen of the World in order to seize Nanomachines intended to purify water on a massive scale(which would produce enough resources to make their philosophy obsolete), intending to turn them into a Depopulation Bomb. Kate interrupts them in the act, resulting in a Freak Lab Accident that eventually allows her to manipulate water with a gesture.

According to the game's creator, Pete Jones, Blade Interactive already has plans for a sequel. It will take place in the eastern United States--specifically, in a "drowned Boston", because "New York has had more of its fair share of fictional and real disasters over time."

Game contains examples of the following tropes;

 * Action Girl: Kate.
 * A Friend in Need: Scoot insists on staying to help Kate at the risk of his own life, despite Kate repeatedly insisting that Scoot go and save himself.
 * Arc Words: Save the World - Kill Yourself
 * Ascended Extra: Mila Krass. She was promoted from a minor character who was only mentioned a few times in the original to the Big Bad and appears in cutscenes in Prophecy.
 * Apocalyptic Log: Pretty much all of the "Documents" you can find lying around are some flavor of Log.
 * Berserk Button: Of a sort. The final boss needs line of sight confirmation to begin firing its main weapons. Hide for long enough, and it will just pitch grenades everywhere, thus ensuring that if it could not see you before, it probably will when the grenades blast you out from behind whatever pillar you were using as cover.
 * Cliff Hanger: In the Prophecy remake.
 * Cosmic Deadline: The game has No Ending? It doesn't have a middle either. They started work and ran out of money.
 * Hydrophobia Prophecy gave the game a beginning, a middle and an end, although the end still suffers from thus trope a bit and is topped off with a Cliff Hanger.
 * Crapsack World: Due to overpopulation, which has exhausted most of the planet's resources.
 * Deadpan Snarker: Scoot.
 * Drowning Pit: The entire game.
 * Eleventh Hour Superpower: You don't get control over water until near the end of the game, enough time to drown about 10 or so mooks on your way to the boss.
 * Face Revealing Turn: When Kate attempts to speak to Officer Yates, who is sitting in a computer chair, he doesn't answer. She turns the chair... and jumps back, shrieking, as his scorched corpse tumbles to the floor.
 * Get On With It Already: Even the demo suffers from this. All right, I'm gonna play a game with a brand-new gameplay dynamic, and blow people up and drown them and set them on fire! Yeah! LET'S DO THIS! ...Wait, what's with all this exposition crap? Why am I ledge-hopping and playing hacking mini-games? Why does the gameplay consist of walking from cutscene to cutscene? Where's the water? Where's my sonic pistol? Why won't that annoying quasi-Scottish guy just shut up for two seconds? Where's the game?!
 * The developers made a new demo in response to the overwhelming negativity.
 * Grey Goo: A variant. The Malthusians want to repurpose salt water purification nanites so that they purify any water. That includes the water in humans. This would rather quickly put an end to the overpopulation problem, and a few of their goons show off the effects when a canister breaks on them.
 * Guide Dang It: The Deep Breath medal. Get the hidden collectible in the middle of the flooded elevator shaft without coming back up for air. Sounds simple, right? Except in order to trigger it, you actually have to go past the shaft, trigger the cutscene that gives you the gun, then go back for it, essentially ignoring the entire purpose of the medal (you're presumably supposed to swim from the locked elevator to the collectible then to the top of the shaft in one breath, which is doable but a lot harder).
 * The Hack is Coming from Inside the Ship
 * Hazardous Water: Uh, you think?
 * Becomes Murder Water in the Challenge Room when Kate is controlling it.
 * Hollywood Hacking: Just match up the frequencies and you're in.
 * Informed Flaw: Kate's afraid of water, but swims like a pro.
 * Left Hanging: Most if not all the plot points raised by the storyline, thanks to the game's rather abrupt No Ending.
 * Making a Splash: Kate's hydrokinetic abilities allow her to call up towers of water. These towers in turn can suck up objects and toss them, suck up mooks and drown them (or toss them), or disrupt the water around them to knock over mooks indirectly.
 * Mercy Kill: There's a medal for heatshotting a soldier being electrocuted (before they die, obviously).
 * Misanthrope Supreme: The Big Bad is a terrorist organization that believes the one and only solution to problems caused by overpopulation is mass extermination of human life. Their slogan is Save the Planet, Kill Yourself.
 * No Ending: Literally. The original game ends abruptly as Kate is going to save Scoot and runs into the Superintendent, who is packing heat and ready to help. Suddenly, a wave of water no higher than most you've already seen rushes onto the scene, and Kate and the Superintendent dive out of the way: you're expecting maybe a final stage where you must swim in pure water trying to find Scoot, but nope, sudden unexpected end credits. No closure for the plot, no information about what happens next, no clue for continuation just a very unexpectedly abrupt end despite the tons of questions the game has already raised.
 * Hydrophobia Prophecy averts this. Kate never meets the Superintendent, and instead chases down the leader of the cult attacking the ship. There's a lot more content but then... The game ends with.
 * Ooh, Me Accent's Slipping: Kate is all over the place. There's Scottish, English, Irish, American Southern, and American with no accent in the space of a few minutes.
 * Scoot suffers from this at times, and very badly at that. Is it really that hard to find people with genuine accents?
 * Theory: Every character except Mila is some flavor of Canadian.
 * Funnily enough the actress playing Kate is Irish.
 * Regenerating Health
 * Room Full of Crazy: Check out the walls in various rooms through the MAVI. The Arc Words - 'Save the World, Kill Yourself' - are everywhere.
 * Shoot the Money: Notice how the trailer likes to show off the water physics?
 * Shout Out: When turning off the gas in Act 2, Scoot hums the 'puzzle solved' theme from The Legend of Zelda.
 * He quotes Die Hard when Kate uses an air vent.
 * Sticky Bomb: Comes in two varieties. Both varieties are shot from your pistol and detonate after 10 seconds or a manual trigger. Gel Rounds explode and set the its surroundings on fire while Energy Rounds emits electricity.
 * Stun Guns: The LP 4 Sonic Pistol. That said...
 * Swiss Army Gun: What kind of gun the LP 4 is depends on what ammo you load into it. Semi-automatic ammo makes it into your standard FPS pistol, rapid-fire ammo makes it a submachine gun, explosive gel ammo makes it into a Sticky Bomb launcher, and energy ammo makes it a Sticky Bomb launcher that kills things with lighting.
 * Too Dumb to Live: Kate hears a ticking noise. Now, the ship has just been overtaken by terrorists who have already blown the shit out of things, including an elevator that Kate had been riding in at the time. So what does Kate do when she hears the ticking? She walks toward it. (SPOILER: It's a bomb!)
 * Unexpected Gameplay Change: Act 3. You've completely adapted to and come to enjoy underwater gunfights - and now you've got a high and dry mall full of psychos versus your shitty stun pistol. Better have saved some lethal ammo.
 * And again in Act 3, once hydrokinesis is unlocked. Suddenly, the cover-based shooting you've been doing pales in comparison to water-based mook-throwing.
 * Video Game Cruelty Potential: Let's see... Set people on fire, electrocute them, attach explosives to them, damage a wall behind them so they're crushed by a metal panel that is in turn being pushed forward by thousands of gallons of water, stun them while they're underwater so they drown, or just plain shoot them. And this doesn't cover what you can do with hydrokinesis.
 * Videogame Caring Potential: There's a medal for putting your enemy out of his misery if he's being electrocuted.
 * Voice With an Internet Connection: Scoot.
 * What Happened to The Mouse: Can be applied to many things thanks to the oft-mentioned Cliffhanger.
 * Why Did It Have to Be Water?: Kate suffers from hydrophobia.
 * A funny case of Did Not Do the Research if you are into that kind of thing: hydrophobia is actually a symptom of rabies where people refuse to drink since swallowing hurts too much. Fear of water is called aquaphobia.
 * "Hydro" is a cooler prefix than "aqua".
 * Wrench Wench: Kate.
 * Wrench Wench: Kate.