Let's get the good out of the way - the art is very nice, both the environments and the cutscenes. The core diving-restaurant servicegame loop is also pretty well done, although not for long.

Not content with being competent, Dave the Diver decides to try and stand out by shoving ever more management systems for the player to keep track of, cluttering your options interface and pestering you with notifications. It sprinkles the storyline every mechanic it can think of from other genres for a guest spot. Expect rhythm sections, stealth sections, rail shooter bits, temple-run style obstacle avoiders and more. This wouldn't feel half as egregious if it didn't explicitly describe almost all of these as "new content", making it feel like a conscious checklist to keep the dopamine flowing.

The pacing is atrocious. It loves to pull you out of the water before allowing you to progress, possibly as a way of dealing with the fact that the core diving is frictionless. I suspect this might be why it has otherwise inexplicable mild procedural generation as well.

This is the kind of game that could have just been content with looking pretty and saying nothing, but along with everything else it shoves in it decided it needed a completely pointless "environmental activists are hypocrites" subplot. The Sea Shepherd parody could have been cut entirely, with no consequences on the story. Mewling about how small fishing operations aren't the problem seems like an ill fit for a game about mass hunting vulnerable shark species to turn into sushi that gets thrown in the bin because a diner didn't like the speed of their service.

Reviewed on Feb 10, 2024


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