The long, long middle section of the game wore thin on me and it has taken too long to start making use of the tear concepts to more significant effect. All the effort put into every small detail, yet it falls back on the same godawful tropes of "okay, we need to do this, but oops, that's blocked, so we need to talk to him, oops, he's not there, so we need to go seek out this and that and whatever else oh and oh and oh and...." until eventually you get to what you were supposed to be doing 8 hours later. There's no reason scenario design needs to be this contrived.
The combat's getting very bullet spongy now in 1999 mode, to the point where I use vigors on basically every enemy. Since HP pools are so large and resources scarce, you fall back on what actually works efficiently and discard everything else, so that narrows out the gameplay quite a bit. Initiate with vigors, finish off with guns, etc.
At the current area I'm in, I felt like I was dumpster diving for a solid hour with a couple fights in between. This is not fun whatsoever and should not be incentivized so significantly.
The presentation's fantastic, but that's enough to carry 5 hours or so, as the military hallway shooters know. Everyone's saying the first couple hours and last couple hours are the highlights, so I'll press on until the end, but I've soured on it a bit so far.