My verdict on Hydrophobia based on the hour or so I put into it (somewhere in Act 2); I have misspent three dollars are worse things. I think it's graphically impressive, in away. The water physics effects are pretty neat (which is really the only reason I wanted it), everything spews fire and water and steam. Particle effects everywhere. Shame the art direction is so blah. Really reminds me of a...Launch hardware game, I guess? It has that amateur, getting used to the hardware, lets try out all the easy bells and whistles, keep the design as simple as possible, feel to it.
It's also obviously unoptimized, if the way my card fan was working was any indication. Also inexplicably dropped frames whenever I'd stand in a water spray. Too many particle effects coming at the screen, maybe? Nothing game breaking so far.
No bugs, crashes, or glitches yet either.
Combat is the weakest thing so far. Enemy AI is crap, your special ammo is really limited, and despite every environment being littered with dozens of hazards to shoot and set off on enemy dudes, the opportunity to do so never really seems to happen organically. Maybe this changes later on when you get that glowy power they show off in all the promo art. The most frustrating thing is how close it comes to being something fun; knocking dudes into electrified water, flooding a room, setting them on fire, blowing them up, all of these are wholesome sources of entertainment, but the wonkiness of the mechanics gets in the way of these things happening or letting you feel really in control of it when it does. Maybe with some practice I'll get the hang of it.
Exploring and picking up items and documents is fun. Or at least, I'm enjoying doing it. Kate is pretty acrobatic and clambers up pipes and hangs off ledges like a pro. The most satisfying part of the game is probably when an area starts blowing up and flooding and you have to run, jump and swim to safety. For a Poseidon Adventure-esque, disaster game that doesn't actually happen that often. Something of a missed opportunity there, I think.
I'm guessing most of the mechanics in this game are there because they felt obligated to have them, rather than the result of playtesting to see if they were actually fun. A more focused, limited style of gameplay probably would have benefited the game rather than this jack of all trades, master of none style it has.
I don't feel bad about the three bucks I spent, and I think I'll keep playing just to see if it gets better or worse.