Maneater. It was decent, but what I see is more of a foundation, a proof of concept, for a better game if they were to make a sequel. I'd compare it to the original Assassin's Creed in that regard: it had interesting ideas, but there were severe flaws in its execution.
What you've got is a shark, and it's all presented like some trashy Shark Week show. Goofy but still clearly rooted in real life, in that your shark is doing some very over-the-top stuff, but it's still just a shark. I actually wish it leaned much heavier into goofiness, had story missions with absurd plots and more wild scenery. You start off as a little baby in the bayou, progress through a heavily polluted lake with industrial ruins in it, then go into an urban ocean environment, and then just kind of out into the ocean. There's 11 regions in total, but the pacing is not balanced; it feels, at least, like the freshwater sections drag on a very long time relative to the rest of it. Or perhaps they just make more of an impression.
Gameplay is simplistic. I think all of the fundamentals are fine, but it needed tweaking for boat combat. You get your health back by eating monsters, you can thrash around (which feels extremely good, it's a hold-trigger-and-wiggle-joystick thing) to stun them and do bleeding damage, you can tailwhip them to stun but it only actually stuns them sometimes, you can tailwhip things like you're a baseball bat, you can breach out of the water and use that to get on land or onto the decks of ships. Fighting other sea animals is mostly just a dodge-fest, but it works, and the way it scales up is wonderful. It's one of those things where there seems to be a mix of region scaling and level scaling, and it feels very natural as part of that "from little fish to big fish" fantasy. Early on an alligator is brutal to fight, extremely dangerous and imposing. By the end that alligator can be bitchslapped out of your way, but a sperm whale feels the same way. Very nice progression. With boats, however, there's so much gunfire spam that it isn't all that fun and it feels like all I can do is just spam attacks and ultimates and then break off for a while. Much worse, actually, if you're in an area with little depth, since you can break off the fight but not just dive to heal (eat fish) and come back. I wish they would have just slowed it down. Have the gunfire, spears and such be more distinct attacks with different ways to deal with them. It throws dynamite at you that you can knock back, but I never once did it successfully.
What do you get story-wise? Not much. There isn't much it can do. Jerry the Narrator is boring and a nuisance, I hated him by the end. Always saying the same lines or 50 different variations on the same idea. Mostly you'll have quests to Kill 50 Sea Bears or whaPtever and its usually framed as controlling animal overpopulation or getting revenge on the humans for something. You've got boss fights against human characters, which sounds cool, but they're all unceremoniously introduced with the same cutscene and all die with no fanfare. They're not unique, there's no boss fight gimmick. It's the exact same shit as every other boat. Pretty sucky to be honest. The animal boss fights are the animal, but higher leveled. Pretty simple. Truth be told, the main quest is all there is to do, but it's kind of shit too, and the ending was fucking awful. Just a lazy one-stage boss fight that ends abruptly.
The game world is okay. At first I was dismayed at how small it turned out to be, but I was greedy and ignorant. It's exactly as long as it needs to be, as it even can be with a premise like it has. You've got various biomes among it all. The more interesting parts are front-loaded (bayou, lake, city area that has tons of islands with ponds in them where you have to hop between bodies of water), but the deep sea does have its stuff. Coral reefs and what not. There's an area that's themed around whale shows (like theaters that can be accessed through underwater tunnels). It could have used some more deep sea content, like a deep trench (wouldn't look realistic, would be compressed like really old games, but imagine a Marianas-like area), stuff to do around the oil rig, battle sites, sunken ships like a carrier large enough to explore, lakes and rivers that aren't polluted. I think there is room for a sequel.
Overall, interesting experience. Was reasonably fun. Pretty mindless. Pretty unique, which is the important thing. It's good to see people making off-the-wall stuff like this without it just being indie trash or Goat Simulator tier (nothing against that game, but it ushered in a bunch of awful imitators).
Edit: In my ramble I forgot to bitch about the progression. It sucks. I had this impression, from the starting body type being Tiger Shark, that there would be a really fun thing with being able to Frankenstein a shark abomination out of several real species. Like being able to equip a hammerhead head, for example. But that doesn't happen. There's three sets corresponding to the three basic things you do (kill people, kill boss animals, find locations that are sometimes amusing and are sometimes dumbass pop culture jokes), and they're all goofy fantasy world. I WANTED TO BE A HAMMERHEAD DAMN IT.
The economy doesn't work great either. Four types of resource, some logic to what animals drop what, use them to upgrade. But it isn't like you ever really have a need, motivation, any thought at all about farming a specific type of animal (like turtles for minerals).
The wanted system was fucking awful. It would spawn boats right on me and then they never stop coming. I think there was a missed opportunity to have a bit of stealth. If your fin is visible, people should be freaking out and reporting your location if you're already wanted. If you pick people off then you should get less heat. Heat should die down slowly on its own, kill a patrol and it takes time for more to come, but wandering boats and subs and scuba teams with snipers and ambushes and stuff roam about that region for a while.
Basically, one aspect I liked the most was feeling like a living submarine when I'd cruise on the surface of the water, do dives, constantly spam the fuck out of the sonar button (which actually felt really good, usually I hate Eagle Vision ripoffs but it felt natural in this case to be regularly pulsing it). And so yeah, imagine something that feels like you're a "silent hunter," you know? But that also requires a reason to tangle with people. I think they should have had, instead of random animals being loaded with mutagens, mutagens should have been like the main fuel of leveling up and only really found in people (have a throwaway joke line about corn syrup and contraceptives) and in certain danger spots with fucked up mutated monster animals.
Like I said, it's a good proof of concept. If they bother to make a sequel they could probably make something way better.