History VideoGame / HostileWatersAntaeusRising

18th Jan '17 6:43:13 PM TheRoguePenguin
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* MutuallyExclusivePowerups: You can equip a unit with both a cloaking device and a shield, but the former drains the latter as long as its active, rendering the combination somewhat pointless.

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* MutuallyExclusivePowerups: You can equip a unit with both a cloaking device and a shield, but the former drains the latter as long as its active, rendering the combination somewhat pointless. The mission which introduces the Behemoth exploits this, equipping the unit with both a cloak and a shield so you have to sacrifice one for the other.
17th Jan '17 5:34:09 PM TheRoguePenguin
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Added DiffLines:

* MutuallyExclusivePowerups: You can equip a unit with both a cloaking device and a shield, but the former drains the latter as long as its active, rendering the combination somewhat pointless.
5th Dec '16 10:20:47 AM timotaka
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* MeaningfulName: A soldier named Patton whose preferred vehicle is a big tank with a big gun on it. [[UsefulNotes/GeorgeSPatton You don't say!]]

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* MeaningfulName: A soldier named Patton whose preferred vehicle is a big tank with a big gun on it. it? [[UsefulNotes/GeorgeSPatton You don't say!]]
5th Dec '16 10:19:42 AM timotaka
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Added DiffLines:

* MeaningfulName: A soldier named Patton whose preferred vehicle is a big tank with a big gun on it. [[UsefulNotes/GeorgeSPatton You don't say!]]
7th Nov '16 8:15:29 PM TheRoguePenguin
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'''1'''. This game is the apotheosis of ''awesome''. Seriously, try it.

'''2'''. It is a hybrid of real-time-turns strategy and vehicle simulator.

'''3'''. It is very, ''very'' British.

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\n'''1'''. # This game is the apotheosis of ''awesome''. Seriously, try it.

'''2'''.
it.
#
It is a hybrid of real-time-turns strategy and vehicle simulator.

'''3'''.
simulator.
#
It is very, ''very'' British.



This VideoGame provides examples of:

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This VideoGame !!''Hostile Waters'' provides examples of:



* AdaptiveAbility: [[spoiler: The Species.]] See GoneHorriblyRight below.

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* AdaptiveAbility: [[spoiler: The Species.]] See GoneHorriblyRight below.Most of their forms are adapted to deal with their conflicts with you.



* AntiAir: The AA towers. They come in a fairly weak four-barrel model, a stronger two-barrel hybrid, and a much stronger alien version. The normal type is quite weak, the hybrid type can shoot down most anything in a few shots, and the alien type is so powerful that its range exceeds any weapon you can mount to your aircraft.

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* AntiAir: The AA towers. They come in a fairly weak four-barrel model, a stronger two-barrel hybrid, and a much stronger alien version. The normal type is quite weak, the hybrid type can shoot down most anything in a few shots, and the alien type is so powerful that its even stronger with greater range exceeds than any weapon you can mount to your aircraft.



* ArcWords / TitleDrop: Several times during cutscenes. [[spoiler:"These are hostile waters" is the final line of the game, cementing the DownerEnding]].



* ArtificialAtmosphericActions: The various Soulcatcher pilots will talk to each other and you, such as mocking each other for perceived differences in skill. Thing is, these responses are very limited, so they repeat them quite often. The responses are just vague enough to make it sound coherent no matter what pattern they end up in, though, and usually pretty fun, since most are [[JerkAss jerkasses]].
** They'll also chew each other out for getting blown up -- with increasing annoyance if one of them gets blown up multiple times.
** While the pilots' conversations are usually legible, they can sometimes come across... oddly.

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* ArtificialAtmosphericActions: The various Soulcatcher pilots will talk to each other and you, such as mocking each other for perceived differences in skill. They'll also chew each other out for getting blown up -- with increasing annoyance if one of them gets blown up multiple times. Thing is, these responses are very limited, so they repeat them quite often. The responses are just vague enough to make it sound coherent no matter what pattern they end up in, though, and usually pretty fun, since most are [[JerkAss jerkasses]].
** They'll also chew each other out for getting blown up -- with increasing annoyance if one of them gets blown up multiple times.
**
jerkasses]]. While the pilots' conversations are usually legible, they can sometimes come across... oddly.



* BodyHorror: The Species' reproductive habits. [[http://www.youtube.com/watch?v=6K9uoZPldNI To wit]]: [[spoiler:[[TraumaticCSection caesarian by hooked tentacles]]]].

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* BodyHorror: The Species' reproductive habits. [[http://www.youtube.com/watch?v=6K9uoZPldNI To wit]]: [[spoiler:[[TraumaticCSection caesarian caesarean by hooked tentacles]]]].



* CrosshairAware: Inexplicably used by a boss (of sorts). There's no real purpose to it. The attack tracks perfectly and is next to impossible to dodge unless you use cover to block the shot.

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* CrosshairAware: Inexplicably used by a boss (of sorts). There's no real purpose to it. The You only have one unit, and the attack tracks perfectly and is next to impossible to dodge unless you use cover to block the shot.



* DownerEnding: A pretty hard-hitting one. [[spoiler:In the final mission, after much (and I mean ''much'') effort, your ship, converted into a makeshift nuke, destroys a structure designed to launch genetically engineered alien creatures into space. ItMakesSenseInContext. Anyway, in the credits, you and your crew go down with the ship. The ship's nanotech creation engine hits the ocean floor with the alien launch platform, which promptly beings to assimilate it. As if this weren't bad enough, TheStinger shows that two of the Species' Culture Stones managed to get into space anyway. Congrats, humanity's last weapon was sacrificed for little more than spare time (which the humans won't use because they think they've won), and if those monsters decide they want to come back home, the human race is '''fucked'''.]]
** YMMV, though. The ending can be viewed as rather hopeful... [[spoiler:Yeah, there's the "bright and awful spark of creation" in the ocean abyss, but the "aliens" were running scared. Yeah, 2 culture seeds got away, but why would they return? They can live practically anywhere. That last scene simply showed that genocide had been averted]].
*** Plus very little is mentioned on what exactly happened to Cruiser 04. For all we know, all it needed to get ready for the next war could have been just a new receiver with which it reads the re-awakening signal (although one can argue that getting the device to Cruiser 04 might be a different matter altogether).

to:

* DownerEnding: A pretty hard-hitting one. [[spoiler:In the final mission, after much (and I mean ''much'') effort, your ship, converted into a makeshift nuke, destroys a structure designed to launch genetically engineered alien creatures the Species into space. ItMakesSenseInContext. Anyway, in In the credits, you and your crew go down with the ship. The ship's nanotech creation engine hits the ocean floor with the alien launch platform, which promptly beings to assimilate it. As if this weren't bad enough, TheStinger shows that two of the Species' Culture Stones managed to get into space anyway. Congrats, humanity's last weapon was sacrificed for little more than spare time (which the humans won't use because they think they've won), and if those monsters decide they want to come back home, the human race is '''fucked'''.]]
** YMMV, though. The ending can be viewed as rather hopeful... [[spoiler:Yeah,
screwed. However, there's the "bright and awful spark of creation" in the ocean abyss, but the "aliens" were running scared. Yeah, 2 culture seeds got away, but why would they return? They can live practically anywhere. That last scene simply showed that genocide had been averted]].
*** Plus very little is mentioned on what exactly happened to
a chance someone could get Cruiser 04. For all we know, all it needed to get ready for the next war 04 working again if they could have been just a new manage to repair its receiver with which it reads the re-awakening signal array (although one can argue that getting the device to Cruiser 04 might be a different matter altogether).]]



* HostileTerraforming: The [[spoiler:Species]] embark on a great "un-terraforming" project of Earth itself, starting with Greenland. Given that they are, in part, living universal constructors, it becomes of vital importance to stop them.



* InvisibilityCloak: The cloaking device, usually used on Pumas. It renders your unit invisible to visual detection, but you can't fire (or do anything other than move for support units) while it's active. Since only the Puma is invisible to radar, this makes it much less effective on other units. If their radar outposts have all been taken out, though...

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* InvisibilityCloak: The cloaking device, usually used on Pumas. It renders your unit invisible to visual detection, but you can't fire (or do anything other than move for support units) while it's active. It also conflicts with energy shields, causing them to drain. Since only the Puma is invisible to radar, this makes it much less effective on other units. If their radar outposts have all been taken out, though...



* {{Terraform}} / HostileTerraforming: The [[spoiler:Species]] embark on a great "un-terraforming" project of Earth itself, starting with Greenland. Given that they are, in part, living universal constructors, it becomes of vital importance to stop them.

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* {{Terraform}} / HostileTerraforming: The [[spoiler:Species]] embark on a great "un-terraforming" project TitleDrop: Several times during cutscenes. [[spoiler:"These are hostile waters" is the final line of Earth itself, starting with Greenland. Given that they are, in part, living universal constructors, it becomes of vital importance to stop them.the game, cementing the DownerEnding]].
14th Aug '16 6:12:56 PM TheRoguePenguin
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Added DiffLines:

* CrapsaccharineWorld: The utopian world has all-reaching StateSec observing and even commanding all known dissenters through plants, all the mentioned place names are sterile and only infer geographic locations, not old nation states. It has been only 20 years since the last war to end all wars, yet the numbers of still-capable military personnel have been ensured by unknown means to be countable with two hands. On the plus side, there's no disease or poverty and people are functionally immortal.


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* HellIsThatNoise: The hellish chitter-whirr-animal noise the Species units and buildings constantly emit. On the other hand it makes them very easy to detect, even if they aren't appearing on your radar.
1st Jun '15 7:59:08 PM poi99
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->"''Twenty years ago this was the scene of the last war on Earth. This Pacific island is where the future was built. Where the old guard, the fossilized establishment was brought down. Twenty years have been spent building a new Earth. A world of plenty, and peace. But the old guard never went away. The remaining monsters of the 20th century, the [[PresidentEvil death-lovers]], the [[CorruptCorporateExecutive power brokers]], the old men who lived on theft and hate, have formed a [[OmniscientCouncilOfVagueness Cabal]], with the intent to break the world apart. With new machinery, unimagined by the outside world, they have incorporated the island into a newly grown chicane of similar islands, the Earth literally forced by machines to throw islands up into an artificial design. The Cabal control their operations from the shielded island in the center of the chicane. Operations for war against a world that's given war up. It's up to the new society of two thousand and thirty two to relearn war. To revive the last of the Adaptive Cruisers. Give it the ability to lend battle vehicles autonomous controls by bonding their systems with the chip-contained minds of dead soldiers; and to send them all into the chicane to fight their way through to Island Zero... and the nightmare, waiting there to be set loose upon the planet. These are [[TitleDrop Hostile Waters]]...''"
-->--'''Narrator ([[HeyItsThatVoice Tom Baker]])'''

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->"''Twenty years ago this was the scene of the last war on Earth. This Pacific island is where the future was built. Where the old guard, the fossilized establishment was brought down. Twenty years have been spent building a new Earth. A world of plenty, and peace. But the old guard never went away. The remaining monsters of the 20th century, the [[PresidentEvil death-lovers]], death-lovers, the [[CorruptCorporateExecutive power brokers]], brokers, the old men who lived on theft and hate, have formed a [[OmniscientCouncilOfVagueness Cabal]], Cabal, with the intent to break the world apart. With new machinery, unimagined by the outside world, they have incorporated the island into a newly grown chicane of similar islands, the Earth literally forced by machines to throw islands up into an artificial design. The Cabal control their operations from the shielded island in the center of the chicane. Operations for war against a world that's given war up. It's up to the new society of two thousand and thirty two to relearn war. To revive the last of the Adaptive Cruisers. Give it the ability to lend battle vehicles autonomous controls by bonding their systems with the chip-contained minds of dead soldiers; and to send them all into the chicane to fight their way through to Island Zero... and the nightmare, waiting there to be set loose upon the planet. These are [[TitleDrop Hostile Waters]]...Waters...''"
-->--'''Narrator ([[HeyItsThatVoice Tom Baker]])'''
(Tom Baker)'''
10th May '15 1:27:03 PM TheFifthHorseman
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* ArcWords / TitleDrop: Several times during cutscenes. [[spoiler:"These are hostile waters" is the final line of the game, cementing the DownerEnding]].



* TitleDrop: Several times during cutscenes. [[spoiler:"These are hostile waters" is the final line of the game, cementing the DownerEnding]].
28th Jan '15 7:47:08 PM TheRoguePenguin
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** The Behemoth Heavy Tank has double the equipment slots of any other unit and firepower to match, but is extremely expensive to outfit and you can only use it in the last three missions. In the first, by the time you've managed to secure and integrate it, you shouldn't need it. In the second, they serve as an effect scavenge/repair duo while you take out the primary targets with a Puma (which is an InstantWinCondition). Finally, the last mission is timed, has a river running between the various enemy outposts, and filled with AA, so you can't use the tanks anyway.

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** The Behemoth Heavy Tank has double the equipment slots of any other unit and firepower to match, but is extremely expensive to outfit and you can only use it in the last three missions. In the first, by the time you've managed to secure and integrate it, you shouldn't need it. In the second, they serve as an effect effective scavenge/repair duo while duo, but the enemy is so dug in that you can't use them for a siege, instead relying on a Puma to take out the primary targets with a Puma (which is an InstantWinCondition). Finally, the last mission is timed, has a river running between the various enemy outposts, and is filled with AA, so you can't use the tanks anyway.



* CriticalExistenceFailure
* CrosshairAware: Inexplicably used by a boss (of sorts). For no good reason, since the attack cannot be dodged without putting the environment in between, either.

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* CriticalExistenceFailure
CriticalExistenceFailure: Units will smoke if badly damaged, but run fine until that last hit point.
* CrosshairAware: Inexplicably used by a boss (of sorts). For There's no good reason, since the real purpose to it. The attack cannot be dodged without putting tracks perfectly and is next to impossible to dodge unless you use cover to block the environment in between, either.shot.
28th Jan '15 11:42:19 AM TheRoguePenguin
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** The Behemoth Heavy Tank has double the equipment slots of any other unit and firepower to match, but is extremely expensive to outfit and you can only use it in the last three missions. In the first, by the time you've managed to secure and integrate it, you shouldn't need it. In the second, they serve as an effect scavenge/repair duo while you take out the primary targets with a Puma (which is an InstantWinCondition). Finally, the last mission is timed, has a river running between the various enemy outposts, and filled with AA, so you can't use the tanks anyway.



* BoringButPractical:
** The Longbow missile launcher isn't as flashy or powerful as some of your other weapons, but it targets ground and air at decent range with enough of a magazine to put the hurt on almost anything.
** Hovercraft have fewer equipment slots than tanks and aren't as free-range as helicopters, but they aren't stopped by water or AA, which are the respective detriment of the previous two. The Shark hovertank is invaluable for the final mission.



* DiminishingReturnsForBalance: Multiple copies of the same enhancement (reload speed, armor, shields) provide progressively less of a boost. This is a moot point early in the game, since you can only fit one or two of each, but the high-end vehicles can load a ton of enhancements.

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* DiminishingReturnsForBalance: Multiple copies of the same enhancement (reload speed, armor, shields) provide progressively less of a boost. This is a moot point early in the game, since you can only fit a few on any one or two of each, vehicle, but the high-end vehicles two tank chassis can load a ton nearly twice the enhancements of enhancements.other vehicles.



** The Vulture in the final mission is the fastest and most lightly armored plane in the game, and you can't even mount any armor or shields to it.

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** The Vulture in the final mission is the fastest and most lightly armored plane in the game, and you can't even mount any armor or shields to it.it. This is because it can move fast enough to outrun AA shots, though Species flyers can keep pace.
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