| Title: |
Hydrophobia |
| Date: |
05.30.2007 |
| Platform: |
PlayStation 3, Xbox 360 |
| Genre: |
Survival Adventure |
| Developer: |
Blade Interactive |
| Publisher: |
TBA |
With the recent announcement of Hydrophobia, we decided to get to the bottom of the mystery and find out what the game is all about. For that, we spoke with Pete Jones of Blade Interactive about Hydrophobia and why gamers should keep a close watch on this title.
This is Part 2 of a two part interview. Here is Part 1
With the water technology taking center stage, how are you dealing with the possibility of having the "wow" factor wear off? Will we see other types of puzzles that don't deal with water?
You keep asking me leading questions. We have constructed the game in three acts – much like a movie, and we’ve spent a great deal of time researching exactly how to structure that. Superimposed over this we have a number of technological wow factors; we give the player the water from the first few minutes of the game, and then up the ante at key moments coinciding with turning points in the story. What we’ve said so far about the water isn’t the half of it, but I can't give away what else is to come.
Incidentally the acts of the story are in turn divided into episodes each of which
has a different accent, stories within the story. Indeed each episode, like sequences in a movie, is structured into acts and turning points which build into the overall story.
Tell us about a moment in Hydrophobia where the team was impressed by
what the HydroEngine was capable of.
I think the big thing about the HydroEngine that never fails to impress is the emergent behaviour. Little eddies, the way complex objects with different centres of gravity and buoyancy behave, we set it running and you never get the same result twice. Often something we could not have foreseen will occur and we have to then absorb that possibility into the design.
Other than the Malthusians and environmental dangers, what other enemies
will the player face?
Much of the battle for Kate is psychological, overcoming her fears and facing her inner demons – and this is handled really beautifully. Many of the events of the game double as metaphors for Kate’s inner struggle, and the boundaries between the two will become blurred at some points. Also, as I mentioned earlier, there is a lot of top secret research happening onboard the ship, and something sinister which escapes from Nanocell evolves to become a major threat – and it’s an absolutely kick ass enemy.
How will interactions be with non-enemy NPCs? Will they work with you
in solving problems or in combat?
There are various levels of interaction. Kate builds relationships with different NPCs during the game, some work directly with Kate to solve puzzles; some are survivors or key characters who are in contact with Kate remotely providing a mentoring role. We have designed a very dynamic conversation system which takes into account the continuing threat of the water. Kate and other NPCs aren’t gunna stand around chatting as the water rises past their waist, so players may have a limited amount of time to gain what information they can from other NPCs, and results will vary depending on the choices they make.
How much interaction does the player have with the environment (other
than with the water)? Example: smashing windows, moving debris, etc.
Total - this is a completely dynamic environment. We have developed a climbing system for example, which doesn’t restrict the player - anything can be climbed on and this seamlessly extends into the grabbing mechanic which players need to use to fight against flowing water.
Anything that looks like it can be smashed will smash, and if you don't do it the water is quite capable of doing it for you. Every object has material properties built in, as well as a centre of gravity and buoyancy (which can vary as things become waterlogged). No game environment has been this dynamic before, and the water really brings this level of interaction to life because it is such a powerful catalyst in itself.

Let's talk a bit about Kate Wilson and her skills and abilities. What skills and abilities will she have? Give us an example of how it works in the game.
Kate is a multidimensional character. She is very much the reluctant hero. She is caught behind enemy lines, with only her brains to help her. Kate uses her engineering skills to her advantage; she can hack into systems, harvest components and combine them to create devices to aid her. The enemy AI is very advanced, Malthusians can keep track of changes in the environment, they remember, they exchange information and they have unique motivation and reactions. Kate therefore has to truly outwit the enemy, one technique she will use a lot is the ‘trail of breadcrumbs’. Leave wet footprints, open a door that the Malthusian remembers as being closed, take off a vent cover and lure them into a watery trap. Hack into the door controls, open doors remotely and use the water to your advantage. That’s just the beginning of the story when it comes to Kate’s abilities.
Will Kate be able to use weapons of any kind? How about the ability to
carry items and have an inventory?
Kate will be able to carry items, and combine various items in her inventory. Weapons are available, but Kate is no real match for the Malthusians in face to face combat, at least not at first. Kate does gain significant firepower later in the game, but not at all in the traditional sense.
Hydrophobia is billed as a survival adventure game, but it looks like so
much more. Can Hydrophobia be pinned into a single genre or does it
spans across several?
We say Hydrophobia is a survival adventure but in truth there is absolutely nothing like it.
We assume Hydrophobia is coming to the Xbox 360. We will see it on the
PlayStation 3 or PC? Is there a timeframe for release?
You will see it on PS3 and X360.
We'll stray a bit off-topic now, what's one game title (past or present)
that you would have loved to have designed?
Everybody wants to design their own game, that’s what we’re all here for, but Zelda is a great example of a game which creates a unique world and really draws you into it.
When you think about talented developers, who comes to mind and why?
Apart from us of course, well it’s very hard to make a judgement on other developers from the outside, but if we’re choosing I think Bungie make a good impression.
Is there anything else you would like to add?
You don't want me to say more surely!
This concludes our interview with Pete Jones and the world of Hydrophobia.
Interview By: Alex Hammond