So, by December of that same year, a 4 MB upgrade to the game became available to Xbox Live users for free. However, unlike most crappy XBLA titles that would have either suffered bad sales due to the complaints (or been unceremoniously pulled from the site), the developer (rather heroically) decided to revisit the game and introduce some serious tweaking. Complaints about buggy controls, an inadequate storyline and ending (even though the game was advertised as the first in a series of three episodes), generally inconsistent and confusing gameplay, and other issues were raised by critics and everyday users alike. Sounded like a good idea.īut then people bought and played Hydrophobia, and the dream went sour. Even though it was a fully-realized, third-person shooter, somehow Dark Energy Digital managed to squeeze “Hydrophobia” into a package less than 2 GB in size-no small feat. If you are unaware of Dark Energy Digital’s bumpy, and very public, development of the game “Hydrophobia,” the tale goes something like this: In September 2010 the game appeared as an XBL Arcade title, touted by Microsoft as the first in a new generation of high quality shooter and adventure games that would play like full retail, store-bought games and would go far beyond the smaller-sized (and hence more easily downloadable) side-scrollers and arcade staples that dominated the online store at that point in time. Land of the Dead: Road to Fiddler's Green.
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