The performance also leaves a lot to be desired. This is a stylised low poly game with low res textures and 2D enemies and objects, yet it sometimes runs like ass. Many dead or knocked out mooks were able to tank my framerate once or twice. They're bloody sprites and you don't even have dynamic lighting or any other discernable bells and whistles, the hell are you doing game?
Hm, I'm still refusing to replace my 7 years old GTX 1050ti, never ran into that. Not even when I aggro'd the entire streets, they followed me, threw a molotov party recent and all I had to fight back was birdie. Stable 60fps, where I locked the framerate/Vsync'd (rest is a Zen 2 Ryzen 3, so nothing remarkable either). Also haven't updated my driver in a couple weeks. If there were any
major drops in later levels, I didn't much notice them. Then again, as you say, those are 2d gooners. There shouldn't be any.
Lighting/Sneaking systems are a good point. It still works. Well enough that I'd already finished the first two chapters on a ghosting run. Won't work for the third, obviously... I'd still also like it if light switches would be actually part of the system deal, rather than randomly placed to interact with them. Sometimes you can do that, sometimes you cannot. The same goes for fuse boxes -- the one in the barber shop in chapter one even makes the lights go out, which I'd only discovered on a subsequent run. Whilst others are just setpiece dressing.
Biggest criticism remains difficulty. -10 on direct pistol hits/fists is far too tame, plus hand to hand goons are too passive. Snipers are ok though. As soon as they're involved, you have to watch out some. Ditto tommy gun guys if they're lined up for heavy crossfire. Fortunately, they've announced there's gonna be more options.
Little things I enjoy is that the world building is oft surprisingly wholesale. As a simple example, if you listen to the radio, you're introduced to the shark problems long before you actually get to see your first shark in actual action. They also seem to have taken a look at Dishonored 2, where you could equally tell from the sky boxes /background during any mission where you are relative to key locations of the city. In Dishonored 2, it was the bay and your ship. In this one, it's the Big City Hall, which mostly is always looming large. But takes a far smaller space in Chapter 4, when you're out of town and do the infiltration mission at night. Also, I have a feeling that Mittens, the missing Kittie case, is gonna pop up again in some form. (There's also at least one reminder later on). Touches like that make this feel like a world, rather than an awesome obstacle course full of goonies, sharks, and a guy taking the shit of his life for five minutes+.