
Ready or Not Dark Waters
Offshore SWAT work that rewards patience and punishes hurry. The soundscape is best in class; the teammate AI still trips over its own doorways.
GamerScout Verdict
Best for patient co-op squads who want dread over kill counts and can forgive AI teammates that need babysitting.
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Screenshots & Media
About Ready or Not Dark Waters
The store page wants you to picture a Black Hawk cutting low over black water while a stack of operators fast-ropes onto a platform at three in the morning, and that image is honest. Dark Waters moves the LSPD's problem list offshore, into natural resource sites, islands, and watercraft, with a UH-60 handling insertion and reconnaissance for the SWAT teams. Where the page gets quieter is on everything underneath the postcard. The atmosphere here is doing an enormous amount of heavy lifting, and the tactical simulation it sits on top of is still held together with door wedges and hope. If you have never played VOID's take on police work, reset your expectations away from shooters entirely. This is a first-person procedure game. You pick a loadout, you choose less-lethal or lethal, you slide a mirror under a door, you wedge that door behind you so nothing flanks the stack, and you spend most of a mission shouting at people to get on the ground rather than shooting them. Suspects surrender, or they do not, and reading that difference in half a second is the whole skill ceiling. Zip-tying a compliant suspect, calling in every body and every piece of evidence you pass, re-clearing a room you already cleared because someone moved: that is the loop. Solo, you order an AI element around with a radial menu. Online, you bring up to four friends and quickly learn which of them cannot resist opening a door early. What genuinely works is the mood, and I say that as someone who will forgive a lot for mood. Water changes the acoustics of everything. Hulls creak, gear drips, generators hum underneath your own breathing, and the sound design hands you real spatial information instead of decoration, so a footstep two compartments over is a fact rather than a feeling. The offshore setting also fixes a problem the base campaign had, which is that suburban interiors start to blur together after a while. A rig, a shoreline, and a vessel each impose a different geometry on you. Corridors force single file. Open decks expose you from above and below at the same time. The helicopter approach gives missions a cold, procedural opening beat that I like a great deal, and the pacing knows to let you sit in the dark and listen before anything happens. Where it disappoints is where this series has always disappointed, and the divided review split is not unfair. The AI is the recurring wound. Teammates hesitate at thresholds, bunch up in exactly the chokepoints these maps are full of, and occasionally acquire a suspect through half a bulkhead. Enemy behavior swings between blank passivity and instant pinpoint lethality with very little in between, which on tight boat interiors turns a legitimate tactical problem into a memorization problem. You will replay a fifteen-minute clear because one unarmed civilian wandered into a doorway at the wrong moment. Performance in the busier scenes can wobble too. And the honest structural criticism is that this is a slim slice of content asked to carry full-game weight, which is why community sentiment landed as split as it did: players who wanted more of a thing they love got it, and players who wanted the foundation repaired first did not. I still think it earns its place, with conditions. Go in with a headset, a group willing to move at the speed of its slowest member, and zero interest in a kill counter, and the offshore setting produces some of the tensest thirty-second stretches this genre offers. Go in alone hoping the AI squad will carry you, and you will spend more effort fighting your own team than the scenario. It knows what it is, it does not overstay its welcome, and it never pretends to be a story game, which I respect far more than a padded version of itself would deserve. Bring patience, bring silence, and the dark water gives something back.

Indie & narrative
Tags
System Requirements
Minimum
- Processor
- Intel Core i5-4430 / AMD FX-6300
- Graphics
- NVIDIA GeForce GTX 960 2GB / AMD Radeon R7 370 2GB
- DirectX
- Version 11
Recommended
- OS
- 64-bit Windows 10
- Processor
- AMD Ryzen 5-1600 / Intel Core i5-7600K
- Graphics
- Nvidia GTX 1060 6GB or better
- DirectX
- Version 11
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Community Discussion
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Reviews & Ratings
Game Info
- Developer
- VOID Interactive
- Publisher
- VOID Interactive
- Release Date
- Dec 10, 2024

