Hydrophobia dev defends game
"Raises the XBLA bar," DED insists.
Hydrophobia developer Dark Energy Digital has urged gamers to play its water-based third-person action game with an open mind and not like a Gears of War clone.
The Manchester-based studio launched an impassioned defence of its timed Xbox 360 exclusive after stinging criticism from some reviewers.
Hydrophobia, out now from XBLA for 1200 Microsoft Points, managed a 4/10 in today's Eurogamer review.
A snippet: "The result is a game that feels like it needs more playtesting. Part of that is cultural; we are no longer used to being stumped in action games (and make no mistake, this is a third-person action game, devoid of any of the resource management systems necessary for true survival horror), searching the beams and walls for a way out of the room into the next rush of adrenaline.
"But in truth, Hydrophobia is simply poorly signposted, and the rules of its environments are too blurred and inconsistent. Sometimes doors are locked for no better reason than needing a cut-scene to play out first; some pipes that can be exploded in one area to raise the water level will be impervious to the same attacks in the next area, an inconsistency that causes you to doubt yourself and the developers every time you get stuck. Am I baffled by design or by bug?"
"We deliberately didn't take any of the clichés of existing games," managing director Pete Jones told Eurogamer.
"We set out not to produce a third-person shooter. When you're talking about the spread of some of the reviews, some people tried to shoehorn it into the way they perceive a third-person shooter to react.
"This is not a third-person shooter. It's a survival adventure, and the player is using the environment as the prime weapon. That's what they're using to kill the enemy and to get through the game.
"We threw away the rulebook."
Jones added: "Sometimes it is a bit difficult when something new is produced. I think the American president was Johnson who said at the turn of the last century, 'Electricity? It'll never catch on.'
"You introduce something new and immediately people don't always get it. They try to look at it through the lens of their own preconceptions of other games."
While Jones admitted to "an adjustment phase" and "a bit of a disconnect" when gamers first pick up the pad, he said Hydrophobia was as good as XBLA standard-bearers Shadow Complex and Lara Croft and the Guardian of Light.
"No one would ever say you've produced something that's perfect. We're absolutely aware of that. However it is a completely different experience and it's a real blast."
Creative director Deborah Jones weighed in with her own plea.
"We love the product," she said. "Yes, like anything new there are different elements and mechanics. But it's a stunning game. It's an XBLA download game for ten quid.
"Our game is up there without a shadow of a doubt with [Shadow Complex and Lara Croft]. There's no doubt about it. Honestly, try to produce that game on any other engine. It's not possible. It's a gig file size. It's got incredible effects. There are some amazing gameplay mechanics that have never been done in a game before."
Hydrophobia, which was built using DED's own HydroEngine, has been in development for three and a half years – a period of time Pete described as a "marathon".
"Producing a game of this scale has been a bit like giving birth to an elephant through the eye of your penis. As such I'm feeling a little bit sore at this moment in time.
"It hurts when we pee."
Looking to the future, DED revealed plans to turn Hydrophobia into a trilogy. The second instalment is due at a later date, but PC and PlayStation 3 versions of the first game are expected.
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Comments (67) Latest comment 2 years ago
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Did he really say that at the end?
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"It hurts when we pee."
This man owes me some tea; i've just spluttered mine all over my screen.
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But it has nothing to do with the issues in the review
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On development time?
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Perhaps they are worried looking at the criticisms because it is too late now to go back and fix the other parts before release.
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Ace Ventura managed to crawl out of a rhinos arse, big whoop!
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@darleysam Fair enough, but most people have a pretty good idea of when they delivered a turd, and this game certainly plays like one.
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There's a mental image i didn't need
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Sure, ambition is great. But the level of delusion on show here is more than a little sad.
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End of the day its a clunky game regardless of the sheet of lumpy polygon water flooding towards you. You cant keep shoving " its a new take its never been done before" on people when its fundamentally a 3rd person action adventure game that just doesn't work that well
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Still, if a game doesn't play well, it doesn't play well and you can't expect people to buy it. I personally hate action-adventures with dubious paths. Replaying Uncharted, I'm sometimes frustrated at the uncertain scenery and not knowing if a ledge is one I can hang onto or not, or the idiotic way Drake will take cover in an open doorway instead of rolling through it as I intended. I'm not content to wrestle with game controls or confused gameplay elements, and it sounds like Hydrophobia has exactly these problems. This is probably another developer going under.
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"Deborah Jones is the creative director of Dark Energy Digital, the developer of Hydrophobia"
They do seem to have a lot of creative directors, all of them called Jones. Maybe they're a Clone Army, and we're all going to be killed.
Also, how long before they start claiming that Eurogamer couldn't have played the full game ...
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Twas a joke, I fully understand that having spent so much time on the game they would be proud of it. However it does seem a case of that when your working on something for so long you forget to take a step back and look at the big picture.
If they had actually playtested it with people outside of their own studio (who were probably to busy sitting round the conference table giving each other high fives) they could have solved many of the niggling problems.
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lmao. What?? The hell lol
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.....sorry!
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/runs away
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About a game which main feature if realistic water, I can't decide if this is irony or a rare insight.
Still, I understand what these guys went through and they have every right in the world to be passionate about what they made and accomplished.
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"It hurts when we pee."
And the award for Most Tortured Analogy goes to...
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seriously, they couldn't convince us in the promotional phase, what are the odds now when people actually play it?
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They seem to be whole journey away from acceptance.
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'Its such a radically new concept in design that we didn't expect your little brains to get it'
No, I think you'll find it YOUR job to MAKE us get it! Good design isn't always about doing things totally different!
I think someone mentioned on here about developers being in their own little bubble wrapped world, and thats a perfect way to describe whats happened here. They haven't looked around to see how other people approach games design, because they've been too caught up in their own bull, far too inward looking.
As for being as good as Shadow Complex and Tomb Raider... Erm.... no, I'm afraid not.
Take these two games for example, neither do anything particulary new, but neither of them are any the worse for it, infact they are better for it. Mainly due to the fact that they are instantly 'familiar' in the way that they play, leaving you to get on with just enjoying the game.
Hydrophobia, smells quite a bit of a developer who have been far too close to their project for far too long, which has caused an out pouring of emotion when its been given low review scores. Sometimes you've got to be harsh with your own project, and take a step back from time to time. Sometimes, just sometimes, your way is not always the right way or the only way!
I think someone else said it on here, but a bad game is a bad game, regardless of whether its £10 or £40, enough said really.
And come on, spouting off to various websites with comments like these is like signing your own death warrant for you and your game, they should know better than this.
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There's two reasons for doing this.
1. You understand the rules, appreciate them and work areound them bend them.
2. They're too complicated to follow so rather than understand how or why they've evolved you simply ignore them.
Assuming they just don't apply because you're gifted just ignores this distinction.
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Which is why all developers should always charge as much as they possibly can, wring the maximum amount of revenue from the suckers and fanboys before word gets out. Amirite?
You want cheaper games, expect some compromises.Deal with it.
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There are ways to handle criticism, and then, there are ways to...EightHours sums it up well.
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It may be a technical 'transparency' reason, which is fair enough, but I was expecting more from it.
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You're hit the nail on the head when you say it's about how to handle criticism. That's the crux of the matter here - the devs are rubbishing perfectly valid opinions, and doing so in a way that doesn't come across as even slightly reasonable. You should only believe your own hype when you deliver on it.
All that comes across is that the devs are in denial about what's wrong with the game, and this is totally counter-productive. They should learn from reasonable criticism, not dismiss it out of hand, as all that's likely to happen is that they'll make the same mistakes in future projects. Not all publicity is good publicity.
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I'll give the trial a go before I make my mind up, but from my previous experience with their games I don't have high hopes. At least they can licence the tech so that other devs can use the illusion of a good water effect to boost their games visuals.
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"I can't begrudge them for being upset if they've taken all this time and effort making it, only to see it kicked around on release."
That is the nature of working in a creative business. If people can't take that sort of flak they should a) avoid reading reviews, or b) find another line of employment.
I'm not saying a bad review doesn't smart, of course it does.
And if the critisisms are unusual or based on misinformation, then veeeery occasionally a diplomatic "unfortunately we didn't make XYZ clear enough, and this may have affected your enjoyment of Bunny Bouncers 2.0. So we'd like a second chance at explaining things so that hopefully you can get the best out of it" communication might be ok (though notice the tone is still one of accepting the blame).
What you don't do is turn around to reviewers, several of them, who have all been pretty consistent in their thoughts, and tell them they are wrong.
You see, we aren't in the business of "setting out" to give new and unique gaming experiences, we are in the business of delivering those experiences. Whatever great and noble plans you start out with, if a consistent number of your target audience (and target audience is very important, of course) aren't impressed, you have to be prepared to hold up your hands and say "we got that one wrong".
Unless DED are suggesting that the mainstream gaming populace isn't the target audience for this title, but I doubt that somehow (its not exactly niche is it).
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This absolutely kills games for me. I really don't like handholding but it should be clear when you are trying to do something that is not supposed to work. Something which made the recent XBLA game Limbo so great. If you try something and it still does not work on your second try then it's obvious that it's not supposed to work - and never will. It's difficult to teach a player these rules but if you ease him into them and the player gets the rules set by the environment only then can you really start to play around with level design.
Even the best game mechanics only work if the player has not to doubt himself all the time if he is doing it right. Sadly this is not the first game to fail because of that but the point is that no graphics engine, no nothing will ever make up for that.
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EDIT: And "raises the bar" is far too much praise for their own product. Shadow Complex is still the king of XBLA by some distance.
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Didn't that Peter Jones character have a hand in Rise of the Robots?
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The world is not ready. Not whilst Gears of War still tops the charts. They wouldn't get what I was trying to achieve.
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Of course compromises have to be made when a game is budget priced. There is however one thing that can never be compromised, a game has to be FUN. People accept simpler mechanics, less content or less than stellar graphics in a budget title, but they will never accept a game that is not fun to play.
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*makes a mental note not to work for anyone with the surname of Jones*
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I can't help but to dislike devs that try to hype their own product in face of - apparently well deserved - negative press, and then completely overstep the mark.
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Edit: It seems someone just beat me to it. Ha! Seriously though Im sure both of those games atleast broke even so why more devs havent tried something in the same league as them I dont know(maybe they have and its just those two devs are exceptional at Live Arcade games?).
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"If they had actually playtested it with people outside of their own studio (who were probably to busy sitting round the conference table giving each other high fives) they could have solved many of the niggling problems. "
Conference room high-fiving or slapping each other on the back was kind of what I was thinking too.
Sounds as if Dark Energy Digital was probably headed by a husband-and-wife company (maybe -
Unfortunately, their eggs broke...
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Thanks for that, David Brent.
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Ratings-wise, they must genuinely have thought they had the next Trials HD or Braid on their hands and were sitting back confidently awaiting the straight 9's and perhaps the odd 10/10. Based on their response it seems doubtful whether even a hundred focus groups would've deterred them from their own beleaguered design choices.
Also, I'm no Alan Sugar but I'd have thought that laying into the journalists that have the potential to make or break your games is a one way ticket to the dole queue. When Undertow (conveniently another watery game) got mediocre reviews, did Chair kick up a fuss? No. They kept their doubtless frustrations to themselves, sucked it up and produced Shadow Complex; one of the best games on Live.
A final thought for DED then: You should learn from your mistakes, not defend them.
Edit: grammar because its late!
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Rule No. 1 - Don't make shitty games.
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What are these people smoking?
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Oh right well that makes all the difference then. nob end.
""Producing a game of this scale has been a bit like giving birth to an elephant through the eye of your penis. As such I'm feeling a little bit sore at this moment in time.
"It hurts when we pee."
Ummmm....did they really ACTUALLY say that? I've re read it a few times and the words are still there in that sequence......O_0