Well, you have a designated button for jaw movements which makes the shark bite, so need I say more? The player will bite and bite, and bite their way through tunnel barriers, through human flesh, through innocent sea life, through boats and umbrellas and anything the developers thought of. So what do you actually do in this game, you ask. That is what we call the denial and reward system in level design.
And the best part about it, is that if the player notices an interesting location from far away, from a different region, towering above in the distance, they will most likely be able to get to it later on. A great achievement in world building if you ask me. No matter how preposterous the object or location, it all still feels like it belongs underwater or, above the water, as earth and water are both important in this game. Ranging from the insane - a sunken ship, a radioactive bunker, a graveyard of mafia corpses, to more subtle, realistic things such as caves, sunken boats, statues and even a lot of pop-culture references like the IT clown, Pennywise. Under that shining water line, the sandy ground and the depths of the sea feel busy, packed with a ton of things that feel natural at the same time. As you can see in the pictures above, the floating debris, the tall, towering plants, the lights in the distance, all lead the player towards areas to explore, new things to collect and creatures to feast upon. The world has been built with care and attention to detail, not the same as you would find in a AAA game, but enough to make it look good and feel like an amazing underwater experience.