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But Blade Interactive’s latest project - Hydrophobia - aims high. Recruiting talent who’ve worked on Splinter Cell and Fable 2, a genuine astrophysicist, people from the movie biz and letting loose the imagination of a team limited to making baize look brilliant in high-definition, it’s rare to come across such genuine excitement in a development team.








And while Hydrophobia is a blend of the old and the new, what’s new is groundbreaking. A thousand page document fleshes out the backstory of a game influenced from every water-based Hollywood movie from The Poseidon Adventure to Titanic. You’re in control of Kate, an engineer on a massive super ship sailing with the understated handle, Queen of the World. Loosely based on an ill-fated real world project called the Freedom Ship, the Queen of the World is a gargantuan floating city, a ten-deck behemoth with Skyscrapers, shops, casinos, restaurants, golf-courses and even beaches, designed as a haven for the super rich. Since she never sails in territorial waters, it’s an attractive place for wealthy individuals to dodge taxes, and companies to dodge laws.
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But while its unique setting and survival-action-puzzle-fear approach instantly sets it apart from the blockbuster shooters that dominate on 360, it’s the water itself that is truly revolutionary here. Previously water, like fire, has been a cosmetic benchmark, mere eye candy. Titles like Bioshock and Dark Sector are now beginning to apply some real-world properties to their H20, like the ability to conduct electricity, but Hydrophobia makes all that look primitive. Here water works like water. It is water - a truly 3D liquid, which reacts dynamically to its environment. It flows from source, it bubbles, it gets surfaces wet, it has a current and it’s persistent. These properties make the water an intrinsic game mechanic; something we’ve never seen before, and in motion looks stunning.
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Since Kate’s a female engineer with a massive terrorist problem on her hands, you won’t just have to survive the water (a feat in itself) but learn to control it. Got an enemy guarding the way? Why not remotely open a door, unleashing a forceful wave that brushes them away. You could also use the water to disguise a mine. But our favorite, which demonstrates the options for combining objects you’ll come across, is this: stuffing a rubber duck full of plastic explosives, you can place it on the water. Set it in the right place, and it’ll be taken downstream by the current, hopefully towards an enemy. Catch his eye and he’ll approach it. And the rubber duck will blow his face off.








So the water can be your friend, but it’s also your enemy, or more specifically, Kate’s. Whenever she’s in real danger her phobia kicks in and the screen will start to blur in monochrome, and operating her will become more difficult and it may even move to first-person mode. By making her safe, and by using judgment to intelligently dispose of enemies and solve puzzles, you’ll keep her calm and you in control.
And as if her fear, a sinking ship, water throwing objects violently through the boat and a ton of ideologically-driven, ruthless mercenaries weren’t enough to contend with, something also goes wrong with Nano Cell’s nanobots. Once they’re released into the watery environment, they begin to group together, become sentient, smarter and dangerous.
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http://www.gamesradar.com/gb/xbox360...50311276378051
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