Wow, you guys got riled up by a Eurogaymer review? So much for independent critical Codex thought that laughs at popamole media. I guess I should have left some other impressions after all
In fact, I have some justified doubts that this reviewer has NOT finished the (ridiculously short) game before penning this review.
Anyways!
First off, Roguey is a dirty liar (as if that wasn't obvious). The game has an easy/normal/hard/very hard difficulty setting. Finished my first playthrough on normal, only briefly played and started a hard one, but I already noticed differences - on normal NOBODY uses grenades, on hard I got mortared by the first street punk I met. So that's that. No idea how it changes later during the course of the game.
But still, on normal difficulty, the game felt pretty easy to me, too easy even. I died only a whole grand total of 3 times during the entire playthrough, and two of these times were not even in "actual" combat, but in cyberspace. It's also really BLEH-kind of easy for most of the early game, but fortunately picks up a bit when you finally start doing "full-time" runs with full parties of runners that you recruit. This is mostly around the middle of the game.
The low difficulty, however, is the product of one very, VERY bad thing. It's not the design of the set piece shootouts because some of the later ones are actually pretty damn gripping and cool, but from the fact that this game has no resource management whatsoever. Having one mage guy with heal means you'll probably never use medkits. Ammo never runs out. No special ammo to manage. You hardly ever use grenades. No reason to bother with stat-boost drugs. Some of the runs (especially the final one) WOULD actually be pretty damn hard IF you had to manage your supplies, ammo and medkits especially. But as it is now, the only things you gotta manage are shaman fetishes and rigger droid repair kits (cuz you cant heal them with magix).
The karma thing, I'll need to test it with my second playthrough to see how different it is to play an asshole, but the way this eurogamer review says it blows it out of proportion. Doing "goody-two-shoes" activities like returning a hobo's blanket from an alleyway 5 steps away from him (literally) happens ONCE EVERY BLUE MOON. Most of the karma you get for doing actual missions and shit that you'd get anyway even if you showed everyone the middle finger. The amount of skill points you'd miss on by ignoring these "good guy" things is negligible.
The game is pretty linear, yeah, which is unfortunate. BUT! it does allow for some side stuff and flexibility. The combat setpieces have many funky things for most classes, which adds a little to the tacticool/replayability layer. Rigger drones can flank shit from air ducts, shamen can summon spirits out of environmental links, mages get boosted by ley lines. Most of the talky-kind of runs supply different ways of tackling problems, one of the undercover missions has actually quite a few options that you have to actively dig for. You've obviously got the skill checks and shit as well. The missions are generally neatly varied and strike a good balance between raiding and going undercover.
Also, where the game definitely excells is portraying the "punk". The world is darkmaturegritty, people use all kinds of slang, it's dog-eat-dog, druggies, hobos, strippers and cyber-augmented doods on every step. Writing generally is also very good, except for the plethora of typoes.
Oh and the musix. Them musix. It's like a mix of Crusader: No Regret, System Shock 2 and Blake Stone. The game is worth playing for the music alone.
There are obviously some more things that I'll be writing about in solid detail, and I still have to go through my second playthrough to see different shit, but my bottom line for this game is this: It's only good while could have been truly great. It's generally rather 'limited' or 'shallow' in most areas, and all of them could have been expanded really easily, but I suspect Harebrained simply had to focus on just putting out a focused and "full" game with the limited funds they had. And that they managed to do. Despite the shortcomings, I had massive fun playing this game, and I was only left with a hunger for MOAR.