Here'z my two centz:
Graphics:
Some levels like Louisiana the lighting works, in Orick it works anytime you're seeing the light through the foliage, the houses outside when in shadow you get this bluish-grey shade that looks good, in the other levels not so much, especially SF and to some extent Chicago. In the Iceland indoor levels the lighting was pretty flat. It does not help that while Hale's flashlight can cast shadows, that a lot of shadowing was missing from the sun or overhead lights. Maybe it's the limitation of the engine due to having to push 60 players. My advice is always when you are forced to have objects lacking shadows, either make the light come from above and just shadow the characters and bake the rest or make it dark enough that yes you can notice some shadowing of the characters but it's not lit enough so the player won't assume objects in the level need to be shadowed. The gun is what the player sees all the time, so it's kind of strange going through a dark patch and the gun remains lit exactly the same way sometimes.
The character shadowing of the sentinels work very well. The environmental shadowing... what environmental shadowing?
Motorstorm 2 has pretty much shown how HUGE an impact HDR lighting and proper shadowing can have on the visuals of the game. In R2 there was never any epic mid-day sun-bleached scenes, things are still a tad soft bloomy sometimes. Technical art just feels rushed for the most part, there are some great stuff there and not so great stuff there. Textures are hit and miss sometimes, either the tech art team didn't have enough time or Insomniac Games needed a better tech art team.
In R2 some levels look pretty, some not so much. Sometimes it's better not to have an object that looks ugly and stick out. Things still look a bit too clean, for cities that have been attacked, buildings need to look broken and burnt. Moar fire plz. Bigger explosions plz.
The water physics was just janky sometimes, great transparency but the reflection just wasn't there most of the time, it's getting there but it needs work.
Audio:
The music pretty much does its job, it's great mood music, I guess it's just not something one can put on a soundtrack, it's probably just not great soundtrack music like the HALO3 soundtrack or the UNCHARTED!!!111!!!
soundtrack, it's hard to find an individual piece that I would want to listen to over and over.
Very good gore sounds when things blow up or when you score a headshot in SP.
Gameplay:
In general the SP gunplay against regular enemies is a lot of fun, they're not the smartest enemies around but they do use cover effectively, they just don't go around and flank very much on difficult, but they do rush, a lot of the time I basically just picked them off from a distance, it would be great if I had to stick and move from one cover spot to another and the enemies would keep me moving to a safer place. The bosses are pretty simple, the leviathan and goliath fights were kind of a joke, and the titans aren't really very intimidating, I would rather if they just don't use the cannon and just chase after the player trying to pound the crap out of the player with a one hit kill, smashing cars and boxes to the side. The boss fights could use more clever patterns and weakspots. The chameleon is really not a necessary enemy, it's mostly annoying, might as well cloak the regular chimeras in the later levels if you want to surprise the player. All in all it was a very fun campaign, very well paced, could use more levels where the player can try to stay low and run from cover to cover to flank the chimeras, towards the end of the game there's some of that but the game needed more. Enemy AI needs to respond to the player obviously but needs to be distracted enough by friendly AI to provide the player the opportunity to flank more. Friendly AI is actually pretty good, it's probably better that the friendly AI would distract the enemies rather than just kill them.
MP can be fun playing with friends, especially the first couple of nights when one time Aeon went something like 1-9 and I told him he was playing like Spartan and he could go hang himself but then he was such epic fail that the rope would probably break and he would just fall on his ass. Text chat is greatly missed. It's just so much more fun typing "ur mom >:|" than actually SAYING UR MOM.
Co-op is always fun, a great time sink for sure, quite a bit of cheap enemy spawns but I doubt people will care, the three classes work extremely well, once again it could use better enemy AI. Still a tad too many disconnections. The playable characters don't look too cool though.
Mechanics-wise, one-on-one is still a bit of a crap-shoot, if you're on top of someone with a carbine you'll probably win, with a marksman probably not because individual shots don't do as much damage and there is too much reloading to really keep plugging the damage. Bullseye is useless for tagging at this point due to the lack of accuracy. Ironsight accuracy and precision still needs to be higher because it still feels a bit like I'm fighting with my reticle. Still some balancing that needs to be done. Either make flanking more of a win or make it so that skill can allow a player to recover from an attack, right now it's still a bit too much in-between.
Story:
Hale's character is better, the other sentinels needed more fleshing out but weren't, especially Capeli, more chatter and banter would have been good, dressing them up to reflect their different personalities would have been good, Warner and Hawthorne just didn't have much personality.
The overall package is pretty great, I can see myself putting in a lot of time in it, just not the awesome-looking game that would blow people's minds, it needed some truly epic and memorable scenarios.
9/10
RAWR2.