The Drowning | |
---|---|
Developer(s) | Scattered Entertainment |
Publisher(s) | DeNA/Mobage |
Engine | Unity |
Platform(s) | iOS |
Release |
|
Genre(s) | First-person shooter |
Mode(s) | Single-player |
The Drowning is a 2013 first-person shooter video game developed by Swedish studio Scattered Entertainment and published by DeNA/Mobage for iOS. Version 1.0 of the game soft launched in the Australasia region on April 11, 2013.[ citation needed ] A more complete version of the game (Version 1.11) was released internationally on August 3. [1] The game is available under the freemium business model. An Android release was released in 2014. [2] The game's main selling points are its uniquely adapted touchscreen-specific control scheme and "console quality" graphics. Although the graphics were generally praised by critics, the game received mixed to negative reviews, with much criticism aimed at the in-app purchase system and repetitive gameplay.
The game offers two methods of control. The first, and the one upon which the game was primarily marketed,[ citation needed ] is a system developed specifically for the game and uniquely adapted for touchscreen devices. To shoot, the player taps the screen with two fingers and the player character fires at the middle point between the two taps. [3] [4] [5] To zoom, the player pinches and expands their fingers on the screen. [5] To move, the player taps on the screen where they want to go and the character automatically moves around obstacles until he reaches the designated spot. [4] To strafe, the player swipes left or right on the screen using two fingers. [4] To look around, the player swipes in any direction with one finger, although there is also a shortcut button for instant 180 degree turns. [4] To switch weapons, the player taps on the character's weapon. A more traditional touchscreen first-person shooter setup is also available, with two virtual joysticks, one for moving, one for shooting. [6]
Each level in the game features two types of play mode; attack and defend. [4] Game progression is based upon a crafting system, which also offers upgrades for the character's weapons. [3] As the game advances, certain levels can only be played if the player has crafted the correct item. For example, to craft the car, which is necessary to get to the third section of the game, the player needs a lug nut, which is only found in "The Shore" level. However, "The Shore" can only be played after the player has crafted a weapon capable of zooming. Such a weapon can only be crafted after the player has collected necessary components, which are randomly awarded on various other levels. The items necessary to upgrade and craft new items are randomly awarded to the player at the end of each level, based upon the number of stars they have achieved. Operating on a five star scale, scoring one to three stars results in "common" items, while scoring four or five stars results in a "rare or better" item. [4] [7]
The game uses multiple currencies. Energy (in the form of "Gas cans") is necessary to play the game. Each time the player plays a level, their gas total drops by one. When there is no gas left, the player can no longer play, and can either buy more gas using Gold or must wait until their supply has automatically replenished. [3] "Black" is necessary for crafting new items and upgrading weapons, and is awarded at the end of each level. If the player does not have enough Black to craft an item necessary for advancing the story, they must play previous levels, or purchase Black using Gold. [1] "Flares" can be used at the end of each level to raise the player's score by one star. Flares can be randomly awarded during the game or purchased using Gold. "Silver" is necessary to activate "Charlotte's Bounty", which randomly awards a single prize in the form of an item, a weapon, a gas can, a flare or more silver. Silver is awarded randomly at the end of a level. "Gold" can be used to purchase any of the other currencies, and is only available using real-world money. [6]
The game is set in 2021. Ten years prior to the opening of the game, 3,000 blackbirds fell out of the sky in Beebe, Arkansas. As scientists proved at a loss to explain how or why the birds had died, similar phenomenon began to occur all over the world. People began to panic, fearing Armageddon was at hand. Several months later the "Black" came. A thick black oil washed in to coastlines, turning anyone who came into contact with it into zombie-like creatures whose goal is to drag the living down into the Black. [8]
The game begins with the unnamed protagonist on a boat, which is subsequently attacked by several oil creatures. He makes it ashore and is about to be overwhelmed by creatures, when he is saved by a woman named Charlotte. Together, they head to a nearby house where they find a note from the presumed-dead owner explaining how to turn the Black into fuel for vehicles. [9] They follow the instructions and get an old car working. Inside the car, they find another note from the man explaining he has left an old boat in a nearby fishing village. [10] They head there, and find another note in the boat. The man speculates that the origin of the Black may be an oil rig off the coast and they should get to his old speedboat on the next island. [11] In the speedboat, another note explains that the Black may be stopped if explosives are dropped down the borehole of the rig. To do so, however, they will need a helicopter, which they can find on the roof of a nearby hospital. [12] They get to the helicopter and head out towards the rig, spotting another helicopter flying away from the island. They tune in to its radio frequency and learn it is on a rescue mission but has reported no signs of life on the islands. [13] As they land on the rig, Charlotte reveals that the old man was her father. They fling the explosives into the borehole, but rather than sealing the spillage of Black, it opens the leak even more, and hundreds of oil creatures begin to scale the rig as an unmoving Charlotte watches them approach her. [14] Later that day, the narrator has returned to the old man's house. He sees a helicopter flying overhead, which drops a package containing a note. The note commends him on his attempt to seal the borehole, and promises to return and evacuate him once it has refueled. [15]
"We believe that the touch system we've created is the future of controlling FPSes on smart devices."
—Ben Cousins [16]
The game was developed by Scattered Entertainment, led by Battlefield producer Ben Cousins. [17] With the aim of appealing to "hardcore players," the developers designed the control scheme specifically for use on touch-sensitive devices. [17] According to Cousins, "We were unsatisfied with the FPSes on mobile devices, and I think from our research, I think a lot of the potential audience who are really interested in the genre have a phone or a tablet, and they're not satisfied with what they've got out there. [We've developed] a control system which is designed for touchscreens that you can play with just one hand, with just two fingers in fact on one hand, and one that really fluidly fits in with the way that we hold these devices and the usage patterns of these devices. So we're really proud that we've created a control system which kind of unlocks the potential of this genre on the platform." [16] In January 2013, Game Informer 's Matt Miller said the game was "one of the more ambitious mobile titles we've seen. I'm excited to see if the team can match its impressive visuals and narrative depth with equally enthralling gameplay." [18]
Some of the story elements in the game's prologue were based on a real incident which occurred in Arkansas in 2011, "when thousands of black birds fell from the sky." [19]
Aggregator | Score |
---|---|
Metacritic | 55/100 [20] |
Publication | Score |
---|---|
Destructoid | 5/10 [3] |
Eurogamer | 4/10 [4] |
GamesMaster | 52% [21] |
Gamezebo | [7] |
Hyper | 6/10 [22] |
MacLife | [23] |
Pocket Gamer | [6] |
VentureBeat | 50/100 [24] |
VideoGamer.com | 5/10 [25] |
Digital Spy | [26] |
National Post | 5/10 [27] |
The Drowning received "mixed" reviews according to the review aggregation website Metacritic. [20]
Gamezebo 's Joe Jasko was one of the few critics to give the game a positive review, praising the arena-based nature of the gameplay and the control scheme. Although he was critical of the energy system, writing, "the whole inclusion of this energy system just seems a bit archaic to the game's otherwise pretty fair and generous freemium model," he concluded positively with: "While other mobile FPS games might still be drowning in a sea of shoddy touchscreen controls, The Drowning offers just enough moments of ingenuity and potential insights to these traditional issues that gamers will always be able to keep coming up for refreshing breaths of air." [7]
148Apps' Carter Dotson's criticisms pertained to the integration of the IAP system into the gameplay, saying: "the actual game at the heart of The Drowning is largely a shallow free-to-play machine. The missions, involving both arena-based attack segments and defence missions a la CoD Zombies , are all about two minutes in length. They're friendly for pick-up-and-play gameplay, but are mostly just empty calories. The game is also always concerned with pressuring the player into obtaining more randomly-obtained items for crafting, trying to sell more MobaCoins to spend on gas cans to keep playing, and flares to get rarer items from levels where the maximum reward level is usually incredibly difficult to obtain. It's not really possible to actually enjoy The Drowning for what it is." [5]
Slide to Play's Tyler Feasel criticized the arena-based gameplay, and argued that a standard campaign mode would have been preferable. He was especially critical of the energy system, saying: "To wait 30 minutes to "earn" a few minutes of gameplay is deflating and leaves the experience with a sour taste." He concluded that "The Drowning doesn't feature a solid story or nuanced gameplay, but its solid arcade-shooting mixed with a nice amount of unlocks helps deliver a positive gameplay experience. Unfortunately this fun is crippled by an unbalanced timer system that limits game time in favor of an in-app purchase." [1] MacLife 's Chris Pereira said: "While certainly enjoyable at times, The Drowning's free-to-play implementation hampers the game to an inexcusable degree." [23] Chris Carter of Destructoid was critical of the control system, writing, "the overly-simplistic layout does not work." However, his strongest criticisms were in relation to the IAP system, writing, "in the hands of another developer, The Drowning would have been something special. Without the energy mechanic and constant drip-fed weapon and item parts, I could easily see myself destroying an entire afternoon blasting apart zombies." [3] Eurogamer 's Dan Whitehead was even more critical. He called the control system "a clumsy and unnatural way to play an FPS." He was also heavily critical of the IAP system's integration into the core gameplay, saying: "This is a game that cannot wait to start asking you to pay, and has at least four interlocked currencies designed to make you feel like you should. To assume that sort of aggressive monetisation isn't a factor in the game's obstructive, uphill design, which ekes out progress to non-paying players painfully slowly, is to be willfully blind to how this sort of thing works." He concluded that The Drowning "is a transaction machine first, a headline-grabbing control scheme second and an actual game a distant third." [4] Pocket Gamer 's Peter Willington was equally critical, writing, "First-person shooters today are far more complex than The Drowning ever attempts to be. [...] Playing The Drowning is like travelling back in time to the Quake era - walk about a level and shoot everything until you win." He called the game "a failed experiment," writing: "The game ultimately fails at reinventing first-person shooter controls [...] fails at opening up the first-person shooter to the freemium model [...] fails at being a decent first-person shooter [...] It suffers from a paucity of enemy types, locations that barely change the way you play, minimal peripheral awareness, and some of the most rote shooting available on a touchscreen device." [6]
On September 23, 2014 Deadline Hollywood reported that Radar Pictures had hired Olympus Has Fallen writers Creighton Rothenberger and Katrin Benedikt to adapt the game into a movie. [28]
Titan Quest is a 2006 action role-playing game developed by Iron Lore Entertainment and published by THQ for Windows, first physically and then in 2007 through Steam. A mobile port was developed by DotEmu and published in 2016, and versions for PlayStation 4, Xbox One and Nintendo Switch were released in 2018. All these versions were published by THQ Nordic. The story follows a player-created protagonist as they navigate Ancient Greece, Egypt and China on a quest to defeat the Titans after they escape from their ancient prison. The gameplay is similar to the Diablo series, with player navigation being handled with a mouse-driven tile-based interface, and gameplay revolving around role-playing mechanics and real-time combat. Four expansions have been created for the game; Titan Quest: Immortal Throne in 2007, and three others between 2017 and 2021.
Bionicle Heroes is a 2006 video game published by Eidos Interactive and TT Games Publishing and based on Lego's Bionicle line of constructible action figures. The game was released in November 2006 on PlayStation 2, Xbox 360, GameCube, Microsoft Windows, Game Boy Advance, and Nintendo DS; a Nintendo Wii version was later released in April 2007. The home console and PC versions were developed by Traveller's Tales, while Amaze Entertainment developed the handheld versions. A version of the game for mobile phones, developed by Universomo, was also released. The home console and PC versions of the game are third-person shooters, while the Game Boy Advance version is a run 'n' gun shoot 'em up and the Nintendo DS version is a first-person shooter. The story of Bionicle Heroes, where the player seeks to liberate the island of Voya Nui and its inhabitants from the villainous Piraka, is not canon to the official Bionicle story.
Diablo III is a 2012 hack-and-slash action role-playing game developed and published by Blizzard Entertainment as the third installment in the Diablo franchise. It was released for Microsoft Windows and OS X in May 2012, PlayStation 3 and Xbox 360 in September 2013, PlayStation 4 and Xbox One in August 2014, and Nintendo Switch in November 2018. Set 20 years after the events of Diablo II, players control one of seven character classes – Barbarian, Crusader, Demon Hunter, Monk, Necromancer, Witch Doctor, or Wizard – and are tasked with defeating Diablo.
Modern Combat 2: Black Pegasus is a 2010 first-person shooter developed and published by Gameloft for iOS, Android, Xperia Play and BlackBerry PlayBook devices as part of the Modern Combat series. It is a sequel to 2009's Modern Combat: Sandstorm, and features new environments, updated graphics and more robust multiplayer. A sequel was released in 2011, titled Modern Combat 3: Fallen Nation. This was followed by 2012's Modern Combat 4: Zero Hour and 2014's Modern Combat 5: Blackout.
Cut the Rope is a franchise of physics-based puzzle video games developed by entertainment company ZeptoLab for several platforms and devices. It consists of the original game Cut the Rope (2010) published by Chillingo, Cut the Rope: Holiday Gift (2010), Cut the Rope: Experiments (2011), Cut the Rope: Time Travel (2013), Cut the Rope 2, My Om Nom, Cut the Rope: Magic (2015), Cut the Rope Remastered (2021), Cut the Rope Daily (2023), and Cut the Rope 3 (2023).
Tom Clancy's Rainbow Six: Shadow Vanguard is a 2011 first-person shooter video game developed and published by Gameloft for iOS, Xperia Play and Android devices. The game is a remake of the original Tom Clancy's Rainbow Six video game.
Modern Combat 3: Fallen Nation is a 2011 first-person shooter developed and published by Gameloft Montreal for iOS, Android, Bada 2.0 and BlackBerry PlayBook devices. It is the third game in the Modern Combat series, and is a sequel to 2009's Modern Combat: Sandstorm and 2010's Modern Combat 2: Black Pegasus. The fourth part of the series, Modern Combat 4: Zero Hour, was released in 2012, and the fifth, Modern Combat 5: Blackout, in 2014. The game is set in 2028 where North Korea, Russia and Pakistan join forces to invade the United States of America, thus causing a global war.
Brothers in Arms 2: Global Front is a 2010 World War II-era first-person shooter video game for iOS and Android, developed and published by Gameloft. It was released on the App Store on February 22, 2010. and is part of the Brothers in Arms series.
Dead Space (also referred to as Dead Space: Sabotage or Dead Space (mobile)) is a 2011 survival horror mobile game developed by Australian company IronMonkey Studios and published by Electronic Arts for iOS and Android-compatible devices. A spin-off within the Dead Space series, the game is set after the events of original Dead Space and prior to the events of Dead Space 2 and shows how the Necromorph outbreak began and spread through the Titan Sprawl. Gameplay features protagonist Vandal navigating through chapter-based environments, fighting Necromorphs.
NimbleBit, LLC is an American developer and publisher of iOS and Android mobile apps. It was co-founded by brothers David and Ian Marsh. Their titles include Pocket Frogs, Tiny Tower, Pocket Planes and Disco Zoo.
Jetpack Joyride is a side-scrolling endless runner action video game created by Halfbrick Studios. It was released for iOS devices on the App Store on September 1, 2011 and has been ported to other systems. It was released online as a Flash version on May 11, 2012; on Android on September 28; on PlayStation Portable on November 20 in North America and November 21 in Europe; on BlackBerry PlayBook on December 13, 2012; on PlayStation 3 and PlayStation Vita on December 21 in Europe and December 31 in North America; on BlackBerry 10 on March 6, 2013; and on Windows Phone 8 and Windows 8 on June 5. It was also released on PlayStation 4 on April 26, 2016. A mobile version using the keypad was released in 2021 for KaiOS devices.
Pocket Planes is a business simulation video game developed by NimbleBit for iOS. It was initially released on 14 June 2012. In October 2012, the game became available on the Mac App Store. An Android version, ported and published by Mobage, was released on 22 September 2012. The game was removed on 24 September 2015 from the Google Play Store, however was re-released 17 March 2022. The game is still available on iOS App Store in selected regions. An update to the iOS version is also planned and will see the game available again in all countries.
Lego The Lord of the Rings is a Lego-themed action-adventure video game developed by Traveller's Tales, that was released on Nintendo 3DS, Nintendo DS, PlayStation Vita, Microsoft Windows, Wii, PlayStation 3, and Xbox 360. The OS X version of the game, published by Feral Interactive, was released on 21 February 2013.
Modern Combat 4: Zero Hour is a 2012 first-person shooter developed and published by Gameloft Montreal for mobile phones, iOS, Android, Windows Phone 8, BlackBerry 10 and BlackBerry PlayBook. It is the fourth game in the Modern Combat series, and is a sequel to 2009's Modern Combat: Sandstorm, 2010's Modern Combat 2: Black Pegasus and 2011's Modern Combat 3: Fallen Nation. A sequel was released in 2014, Modern Combat 5: Blackout.
Shadowgun is a 2011 third-person shooter video game developed and published by Madfinger Games for iOS, BlackBerry PlayBook and Android. The game was followed by successful sequels Shadowgun: DeadZone (2012) and Shadowgun Legends (2018). The company is also preparing Shadowgun War Games focused on team based PvP gameplay and esports. In 2013, the game was ported to Ouya and BlackBerry 10, and was also released as a pre-installed app on PlayJam's GameStick for anyone who supported the GameStick Kickstarter campaign.
ARC Squadron is a 2012 space combat video game developed and published by Psyonix Studios for iOS. It was released on the App Store on 1 November 2012. Like Psyonix's previous game, Supersonic Acrobatic Rocket-Powered Battle-Cars, ARC Squadron runs on Unreal Engine 3. On 17 October 2013, ARC Squadron: Redux was released on iOS and Android, featuring improved graphics and performance as well as gameplay tweaks.
The Idolmaster Cinderella Girls is a Japanese free-to-play simulation video game co-developed by Cygames and Bandai Namco Studios for the Mobage social network platform for mobile phones. It was first released on November 28, 2011, for feature phones, and compatibility was extended to iOS and Android devices on December 16, 2011. The game is based on The Idolmaster franchise, and features a cast of new idol characters. In September 2015, a music video game developed by Cygames titled The Idolmaster Cinderella Girls: Starlight Stage was released on the Google Play Store and Apple Store in Japan. The original game ended service on March 30, 2023, and was succeeded by its spinoff game and adaptations.
Danganronpa: Unlimited Battle is an action video game in the Danganronpa series, developed and published by Spike Chunsoft. It was released in Japan for iOS and Android platforms in early 2015, and ceased operations later that year. The gameplay involved using the touchscreen to shoot the characters from the player's team, as with billiards, towards enemies in a confined arena-like area. The game is free to play, and features in-game currency purchased through microtransactions, used to gain access to new content or get advantages in gameplay.
Crash of the Titans is a 2007 platform video game developed by Amaze Entertainment and published by Vivendi Games for the Nintendo DS. It is an installment in the Crash Bandicoot series and an alternate version of the console-based title of the same name developed by Radical Entertainment.
Blacktail is a 2022 first-person shooter developed by Polish studio The Parasight and published by Focus Entertainment. It was released for Windows, PlayStation 5, and Xbox Series X/S on December 15, 2022. In the game, players take control of a girl named Yaga, as she attempts to hunt down memories of her past that have come to life as spirits. The game received generally positive reviews on release.
Narrator: It hit coastlines all over the world before anyone could react. The rescue workers changed first, swallowed by the Black. We didn't understand what they became. We still don't. All we know is they want us down there with them in the oil. The Drowned. Only a few of us survived. We scavenge what we can for now and wait for something new to arrive.
Old Man: If you're reading this, I must be dead. Sorry about that. Now, in the basement, there's a still, which'll turn the black stuff into something that can power vehicles.
Old Man: "As you explore, you're gonna come to find out this is just one island in a series. I hid an undamaged boat in the fishing village. You should find it if you've gotten this far."
Old Man: Soon enough you'll see the rig. I think that's the source of the Black. Makes me angry, thinking we did this to ourselves. Anyway, if you're up for it and want to travel for more gear, my old speedboat is on the next island.
Old Man: "I've been trying for years to get some explosives down the borehole of that oil platform. I think, I don't know, but I think it could stop the Black leaking out. Problem is, you'll need a helicopter to get there, and some powerful explosives. Good news is there's a chopper on the hospital roof on the next island."
Narrator: As I gained altitude I saw something; another helicopter in the distance travelling along the mainland coast, to the north. I turned on the radio to pick up their chatter: 'This is Strike Alpha 3. We're headed back to Vancouver Island Base. No sign of survivors, no friendlies, only drowned. Coming home, over and out.'
Narrator: I triggered the timer and chucked the explosive down the borehole. I don't know what I expected. An end maybe. For things to get better I guess. I didn't get an end though. Far from it.
Narrator: That afternoon I saw the helicopter again flying over the house. It dropped me a package with a note. I'd be lying if I said I wasn't curious: 'We saw your work on the rig. A reasonable if predictable attempt at a sabotage operation. We are bingo fuel now, but be prepared for an evacuation at fourteen hundred on the first of February. Canadian interim government.'