IGN Review: 7.6/10
http://ps3.ign.com/articles/106/1063592p2.html
As expected, they panned the 256 player focus. The claim/belief is: Without 256 player, the game feels like any other shooter. Personally, I think the gunplay is solid, better than U2, R2, and KZ2 (but lesser than RFOM because of a lack of weapons, and because I'm a beginner).
I think the bet in MAG is its reliance/faith on player organization. Too early to tell how we will evolve. Currently recruiting friends from GAF.
The article raised that there is no emotional investment in the 3 factions. So fighting in MAG is meaningless. I agree to a certain extent. However, as I play the game, I find myself trying to establish my own style/route/approach. The opposing team will always have someone who counter my route/style (e.g., We want the same damn thing). A few of us ended up locking horns for the rest of the game. The battle was fierce since neither side was willing to give way (It's a strategic sniping point, not even mission objective). It's like we hold silent grudge against each other and were hell-bent on destroying the other side; no teabagging though.
The maps have a few subtle but key locations (e.g., choke points, vantage points, supply depots, ...). I didn't notice them in the beta since I didn't take the battles seriously. But in the actual game, I would sweep them constantly before I go to the objectives. At this early stage, there are blind spots that people forgot to defend (or didn't know they should defend). Once discovered, they can change the flow of the game as the enemies adjust their tactics on the fly.
So I personally saw some subtle and deeper interaction. I think I "get" the game a little. The interesting exercise here is to see whether players will cooperate after they get used to the maps. It's like waiting to see whether LBP creators will make interesting levels.
I agree with this point though:
God is in the detail, but MAG seems so caught up in herding 256 cats that there's no room for much more. Such utilitarianism means there's no sense of achievement or celebration from even the most improbable kill, and given how much acutely-frustrated time any MAG player will spend staring at a respawn screen, it's openly crazy to not let them do anything on it. That would be a fine chance to examine other players in detail, getting a good look at the various player models and salivating over weapon locks that are yet to come, or to rewatch the circumstances of your demise. None of that. It's a purely functional waiting room, and nothing else.
I think they should give us a strategic overview of the current battle while we wait to spawn. Unlike the beta, I die less. Will see if the 256 player game changes my K/D ratio when I unlock it.