I just beat it a few moments ago and I enjoyed it, but I don't think I'd recommend it to anyone else at its full price tag. I personally found the 10 hour-ish play time for a first playthrough a reasonable length for the concept, it's just some of the other flaws that would prevent me from wholly recommending it.
The key things I'd point out:
- Mobility, often in relation to platforming and sometimes during combat, feels inconsistent so the game rules can feel a bit frustrating as a result. For example, there are times when the game allows the player to climb onto objects slightly taller than the player character. In combat, you can climb over boxes and concrete barriers in the arena areas. However, for much of the game, what would seem climbable is non-interactive, even if it appears it leads to a hidden path or something. I also found myself unable to jump knee-high railings in some of the combat arenas, despite being able to jump over larger objects. It felt like mobility often lacked full consideration.
- Combat is exceptionally fun, and the highlight of the game overall for myself, but it lacks polish in some areas. The aiming feels a bit floaty and imprecise, and some of the abilities, particularly those that require being aimed, can feel really quite off. Many-a-time I swore I was going to hit an enemy with my time stop, only to completely whiff and watch it activate in the distant background because my aim had drifted just pixels off of my intended target, and this is with the assist on at its default setting, which I believe is actually a heavy assist option. Some combat options that are intended for close-range engagement also seem a bit off, like dodging into enemies to cause them to enter a brief stun state -- often it felt like aiming out of these deliberate moves felt really unwieldy and just plain off, even with assistance provided by a brief time slow down.
- I don't personally feel like the story is exceptionally well-written, but I find it serviceable and even occasionally quite entertaining. Much of the interesting details seem to be hidden in completely optional, text-heavy (some are REALLY text-heavy), flow-killing logs, emails, etc throughout the game. It feels very tedious to sift through a ton of those emails and logs trying to get better insight, especially since some entries can be extremely lengthy and take a minute to read through completely, and some of them can feel really quite pointless. It feels like an area of the game that needed some trimming of the fat and didn't get a ton of consideration for the player's end experience, especially when the game is constantly trying to feed the player a sense of urgency about the plot. Very weird to be told by an NPC in the background several times to move along while you're trying to meticulously comb through the workings of an email string that might offer juicy details about morally ambiguous villains and their exact motives.
- Sometimes the critical path for the story isn't communicated super well, and I missed a few collectibles that I could not backtrack to (doors will lock behind the player quite often as they progress, with no real plot justification for it). I had one instance where I literally just figured out how to get to a collectible I was struggling to find a path to, when I accidentally triggered a cutscene and couldn't go back to retrieve it. Other times, I was making an attempt to explore and just stumbled down the critical path not even knowing it was the critical path, triggered a cutscene, and couldn't backtrack. I get that this isn't new to some of these more linear action games, but man that is really something of a pet peeve of mine.