I replayed this recently, and I have to say that my impression of it was significantly more negative than when I played it at release. I think I called it a 7.5 earlier in this thread, but I would amend that to a 4 after the second playthrough. As I've said earlier in the thread the game has a lot going for it for me: Nice art and atmosphere, very high production values for a modern PnC, and I quite like the setting (and urban fantasy in general), but the game has, as wiser Codexers before me have noted, two major problems: Puzzle Design and Writing.
The Puzzle Design I knew going in for a second playthrough was very basic, but I came into it this time after having just replayed DotT, and the gap between the two was so stark that it basically made me realize that Unavowed just fundamentally doesn't have any gameplay. Ostensibly the two share similarities: Both use the UI of classic PnC (DoTT being in the Lucasarts vein, Unavowed using the more simplified late Sierra UI), both feature multiple controllable characters, and both tout themselves as having a large degree of non-linearity (which is... kind of a total lie in Unavowed's case), but whereas DotT has actual puzzles that require thought and experimentation, Unavowed plays like a Visual Novel with almost no C&C wrapped in a PnC UI. Edit: There was actually one puzzle that I thought was decent (finding the battery from the hula doll) at first. It had been lightly foreshadowed by Vicky before I needed to find it, and while I thought the solution was fairly obvious, it was a step up from the previous puzzles. Then Vicky immediately told me I should go get the battery from the hula doll. I facepalmed.
The other problem is with the writing, and I'm not sure why this wasn't more glaring to me on my initial playthrough. Most of the game is actually fairly decently scripted. I liked Elliot and Mandana fine. Downtown and Chinatown are decent. Sure, there's some cringey stuff here and there (Vicky, the sex scene), but whatever, I could forgive that if the rest of the game was solid. The big problem here is the twist. It's fucking awful. It doesn't make any sense, and it actively makes the game dumber than it would be if it didn't exist. It turns the villain into a cartoonishly evil mustache twirler while simultaneously turning their plan into an overly-complicated nonsensical "I'm going to make an evil place by doing evil things because I'm evil and I like evil and I want a place where I can do evil and be evil." Most Bond villains have more coherent thought-through plans. It's so fucking dumb, and I don't understand how even people playing the game solely for its narrative can derive satisfaction from it. The twist just reeks of someone of unexceptional talent thinking they're far more clever than they are and deciding they're going to make grandiose insights about the nature of mankind. I repeat: the game would more narratively satisfying if the twist just didn't happen and the story played out the same as for the first half of the game. Blech.