I actually played it for a good while yesterday, and I don't think the reviews were honest at all.
The graphics are
amazing. Sure the test can be rigged. Inside that church the floor is intact and hence flat (just don't mention that three minutes later you're outside again!). While crawling around in a tunnel, it looks just like a tunnel (just don't mention that three minutes later you're back in the shiny-to-stained tiled walls of a lab corridor and get to see the best real-time breaking-glass simulation of your life). Duh!
But if you look at the
large portions of the game that take place
outside, among ruined human towns, on the outskirts of towns, interspersed with Chimeran machinery, this is world-beating stuff. The foliage is the best I've ever seen, it's better than Oblivion, better than Gothic, better than anything else that runs in real-time and is available now period. The amount of detail is absurd (same goes for all the rubble, cars, broken-down balconies,
stuff in the bare environments (speaking of vegetation here). The skin rendering is really convincing, too, IMO. The game has in-game cut-scenes (which reviewers tend to ignore to ramble in a more focused fashion about the 2D interludes), and this is where it's appreciated the most.
Some reviewers just didn't get the weapons. No, the alien rifle is not the same generic assault rifle, and tagging isn't just a five-minute gimmick, the reviewer just didn't get it! The human rifle is precise, instant-hit but has limited range. The alien rifle has low accuracy, and bullet speed is limited, but they come out faster and go for a
long range. You use the tag mode to turn the alien rifle into a
precise long-range weapon, beyond the human assault rifle's capabilities. See?
Every weapon makes sense. They all fill their own niche.
Story continuity: it, err, is better than you were told. In many cases the levels are rightly stitched together, you're taken out of it for a cut-scene and dropped back in,
at the same spot, just with the path backwards closed off now. I agree that the fade-out is awkward, it feels like you're being knocked out by an anesthesist or something, while your control and vision are slowly taken away. Very poor choice for a transition IMO, because people instinctively resist (no pun intended) such loss of presence. Otherwise the story is definitely par for the course.
Let me put it this way: the ball is in Bungie's court.
- enemy design and variety
- weapon design
- level design
- match-making system
- a single-player campaign that doesn't suck
- graphics