Completed. Loved it.
Some thoughts: writing was superb, plot was great and moved to a conclusion I found both surprising and satisfying. The major characters' backstories were very well written and it had some plot beats that really made me feel something and have stayed with me (for a start, I could name half a dozen characters off the top of my head -- how many games can you say that about?) Danielle Sho and Abigail Foy were highlights for me.
Mechanically, it's all very Bioshock with a touch of other modern-day System-Shock-me-dos like Dishonored and Deus Ex: lots of ways to build your character's arsenal, and lots of ways to make that arsenal and the environment work together to bring the pain. You can sneak and you can fight sneaky and you can charge in and you can solve puzzles in multiple ways.
Possibly the most impressive thing, though, is the architecture. Most of the game takes place on (and occasionally outside) a massive space station, and it's just a lovely piece of game design: a really spatially coherent place. As I type this, I can imagine all the various sections of the station, and I could tell you how to go from one to the other: that to get from the shuttle bay to my office, you go along the corridor, turn left, up two flights of stairs, door on the right. Details abound: hidden maintenance shafts to bypass obstacles, shattered remains of people where they made a last stand and died where they stood, whiteboards with cryptic hints about secret research (and, impressively, never reuses textures: each department has unique scrawls related to the work it does.) When you do an EVA outside, you can actually relate the exterior of the station with the interior, you can see where the arboretum is and look at the outside of the cargo bay's massive doors. Plus it's all covered in a lovely sheen of '40s Art Deco design (a nod to Rapture, I am sure.) It's bloody marvellous.
One minor ding: load times on PS4 are fucking painful (like, up to a minute) when you change areas. For most of the game, you do these one at a time, and it takes several hours to clear one if you play like me (slowly, cautiously, picking everything clean.) Each area is small, but it's dense and packed with things to do, so it takes a while. That spreads the load times out. But the late game suddenly starts throwing you missions that involve traipsing all over the place and by this point you know the station really well so you can get through a section very quickly so it gets really irritating.
Some advice if you're gonna play this (criminally overlooked) game (and you should if you like this sort of thing):
- I almost stopped playing because the combat was quite hard at first. In the end, I dropped it to easy and blasted through, and had fun the whole way. You could always increase the difficulty again later on when you're more powerful. It doesn't change the structure of the game, it's just a debuff to your damage and a buff to enemy damage.
- You're not going to earn enough XP to see every ability in one playthrough, but you can do most of them so you don't need to agonise too much over your decisions. I suspect you'll be more powerful if you specialise your powers to one playstyle, but I was playing on easy so I could afford to be a jack-of-all-trades and try lots of approaches. I liked this.
- An entire second skill tree will open up a couple of hours in, so you're not seeing even half the toybox until then. If you're wondering why I'm so full of praise the game's openness but haven't gotten there yet, that's probably why.
- There's a lot of rock-paper-scissors with various enemies and various weapons and abilities you have. For example, I realised far too late that the stungun is enormously powerful against the annoying hostile flying robots. Experimenting and paying attention to find these weaknesses is very useful.
- Be careful about spoilers on the internet. It's not a story you want to know much about.
- Some of the most interesting writing happens in subplots, and in particular smallish quest lines can be closed down if you don't help people when you get the chance. So maybe do that.
- Similarly, know that the game has a hidden morality system that tracks your decisions at various points and it influences the ending you see, although there are also multiple explicit endings you can select. Being "good" gives you the most options and a hard-to-get trophy, although it's not always simple to figure out what good is...
- There's more ending after the credits. So stick around.
- Edit to add -- the mimic ability has a slightly unobvious use in that it lets you get into areas via small gaps. Well worth taking early.