The game rocks, end of story. Idle chatter you hear from other members of the invasion force really contribute to the mood, like in a medical ward of a starship you hear a medic say "It seems that for a short while after stroggification, the subject is aware of his actions, but helpless to stop them, a frightening situation."
Good voice acting really helps with immersion. Outdoor areas played fine on my computer and still looked good, sure the landscape is bland, but what do you expect, this is Stroggos, not the Amazon.
The enemies aren't exactly smart, but they do come in swarms. They will use some sidestepping to dodge fire, but are not even close to FEAR ai, but considering their numbers, thats a good thing.
Oh and just like Doom 3, every new enemy has an introduction sequence.
All the weapons feel solid and in SP i find myself relying on the MG alot thanks to the flashlight. So far i've only played about 1.5hrs cuz i had to go to work Crying or Very sad .
I booted up a server to try out the multiplayer and i'm pleased to announce that the game feels like q3a. Rockets and grenades go through teleporters, havent had a chance to see if nails do.
Gauntlet - sounds freaking beefy now.
MG - a useable weapon in MP Surprised
Shotgun - lower spread than q3a
Grenade launcher - not as floaty as q3a, but nowhere near Battlefield 2 M203 speeds
Nailgun - basically the PG from q3a, with that distracting blue hue removed, wallclimbing is the same as the q3a PG, except far easier
Lightning gun, just like its q3a counterpart as far as i can tell, except it looks better
Rocket launcher - q3a clone
Hyperblaster - PG with smaller projectile, almost no splash, and an insane RoF
Railgun - q3a clone
DMG - Dunno, haven't used it yet.
While messing around in MP i discovered that anything that is not hitscan goes through portals, you can use the hyperblaster to wallstrafe, not as easy as the nailgun but less painful. DMG can hold max 20 ammo, however ammo is rare, the projectile is slower than development of Duke Nukem Forever, and recharge time could also be called nap time.
Grenades fired at kickers do not obey a set path in the air everytime, it's dependant on where you fire from/at what angle.