Hostile Waters: Antaeus Rising
Description official descriptions
The year is 2032. The world is at peace, after having banished war in the final battle long ago. All weapons have been destroyed to ensure peace. However, in the Pacific, a cabal of former magnates--ex-leaders, ex-tycoons, ex-military, and more--have joined together and occupied 20 islands and are building new war machines. There is no way to fight them, except this one last remaining "Adaptive Cruiser", the Antaeus. Lost in the final battle with all hands, this was one of the ultimate weapons. Complete with nano-factories that can build air/ground/naval units out of resources and energy, its crew's memory engrams have been stored on "soulcatcher" chips. Reactivation signal has been sent. Soon Antaeus will rise from the bottom, and you'll be in command. Good luck, and good hunting.
Hostile Waters: Antaeus Rising is a 3D real-time strategy game with several new twists. You will need to harvest resources, as you can only build new units by harvesting existing resources/energy. You then "crew" these units with these "soulcatcher" profiles you have stored. You have limited profiles (you can't "copy" them) available you are limited in the number of units you can deploy at once, so you will need to defend your cruiser as well as attack the enemy, obtain resources, and other missions.
The game is mission-based. Destroy enemy radar to prevent them from knowing where you are. Deploy harvester units to salvage enemy remains and structures. You can even capture enemy units for study. You can issue pretty complicated orders by using a set of visual icons. Multiple islands have multiple objectives for you to complete. The game is played in a 3D "behind-unit" perspective with a 3D map similar to Activision's Battlezone.
Spellings
- Враждебные воды: Территория смерти - Russian spelling
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Credits (Windows version)
110 People (46 developers, 64 thanks) · View all
Lead Programmer, Graphics and AI Engines | |
Environmental and Physics Engines Programmer | |
Game, Movie Effects and Effects Engine Programmer | |
Front-end, Interface and Editing Tools Programmer | |
Additional Programming | |
Sound Effects Programming | |
Voice Engine Programming | |
Front End and Pack Art | |
Lead Artist, Modelling and Textures | |
Modelling and Textures | |
Cinematics | |
Project Management | |
Project Lead | |
Development Director | |
Sound Programming, Music and SFX | |
Movie Scripts and Character Profiles | |
Character Scripts, Commentary Database, Casting and Direction | |
Original Concept | |
Level Creation | |
Level Creation and Scripting | |
[ full credits ] |
Reviews
Critics
Average score: 77% (based on 26 ratings)
Players
Average score: 3.7 out of 5 (based on 21 ratings with 4 reviews)
The Good
Eye popping graphics and attention to detail that, even today (08/2003) still look fantastic. Day-night cycles and lighting effects especially.
Also, it sports a well-written plot revealed by inventive cutscenes.
Extremely playable - the process of skipping from buiding to planning to fighting is painless and seamless.
The Bad
No level designer. No multiplayer mode (an unforgivable omission that sinks any replay value).
The Bottom Line
An excellent game that suffers from 'play-it-once-itis'. The game design, AI, and controls all ooze professionalism and polish.
Unfortunately, much like 'Max Payne', it suffers from a lack of replayability largely due to a lack of a 'skirmish' or multiplayer mode.
Windows · by Bruce Edwards (2) · 2003
Great atmosphere. I personally rate it at 82%
The Good
Been an old fan of Blake 7, and having Avon and Soolin in it was the major attraction for me. Hearing Tom Baker again to was a treat.
The game play is pretty good. Getting a hang of controlling units is tricky at first, and not for morons who can't handle it. It's innovative. A good plot and Paul Darrow does a great job of putting it across.
The other characters add inspiration to the feel of the game with their little quotations. eg, Koralev, Mother Russia would be proud. Borden. I love demolition.
Graphics are original and ok for me. Great maps and models. Great cut scenes and cinematics. The idea of giving units orders and been able to take control yourself at any time is a great idea. Plenty of objectives in levels, and at least one other way to go about it. More games should have this in mind.
The Bad
I have'nt been clever enough to give orders outside the war room which it says can be done.
The manual is not much help.
I would have liked it if you could have had some control over Antaeus itself in the levels.
Strategy at times could have been better. All you have to do to win is knock out the enemies resource production. The alien units could have been a little more imaginative, because there just spidery looking things and big grubs.
Even with Glynis Barber giving you a good rap in the end, it's a pity you have to die, leaving not much room for a sequel, for your crew anyway.
The Bottom Line
Definitely not for beginner gamers, as the controls can be hard for some, though I had no problem. Not for those who don't like sci fi. Not a bad blend of strategy and first person action.
Windows · by Ken jJones (2) · 2004
The Good
The truth? I can't think of much things I loved about the game. There were some good ideas, but they weren't implemented well - like having the option to be in your command center and see the map, and then actually being outside. The idea is nice - but they should have made it more useful.
The Bad
The graphics - the game was released last year, but we saw other games with much more impressive 3D engines.
The controls - don't they want us to play the game...? It took me a lot of time to understand how to navigate outside in the battle, and the manual certainly didn't help.
Also, the gameplay isn't unique or something. They're just trying to hide the boring gameplay in the new 3D map, which wasn't implemented much yet then.
The Bottom Line
Not a good game at all! It isn't really interesting, old graphics, and almost impossible controls.
Windows · by Ben Bogin (38) · 2002
Trivia
Multiplayer
The game was originally developed with multiplayer in mind, but in the end it turned out to be more of a single-player experience. Still, even in 2008 the development team is regularly asked about a mysterious patch that would enable multiplayer in the game. In an article on his site on 8th October 2008 Julian Widdows wrote that for three months the patch was being worked on, but never released. During the years some programmers of the team have tried to get it working in their spare time, but Widdows says since it never came together completely and ownership is a grey area, the patch is best considered a mystery box, left unopened.
Related Sites +
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Making Of: Hostile Waters
Rock, Paper, Shotgun's Kieron Gillen interviews Project Manager Julian Widdows about Hostile Waters (Dec 2007).
Identifiers +
- MobyGames ID: 4925
- Steam App: 267980
- GOG.com: hostile_waters_antaeus_rising
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Contributors to this Entry
Game added by editor just so.
Additional contributors: Terok Nor, Kasey Chang, Sciere, Klaster_1, Zeikman, Patrick Bregger.
Game added August 31st, 2001. Last modified August 27th, 2023.