I really liked this game for one reason: the emphasis on the Horror aspect and the excellent atmosphere of the Outpost. I thoroughly enjoyed the sounds of my boots on metal, and the broken down machinery of Haven. It gave the game a very moody, honestly terrifying and heart-pounding feel, combined with that music.
The horror, however, quickly falls flat with the Owl People. Look, I understand that they're supposed to be a terrifying, "KILL IT WITH FIRE!" abomination that serve as the games primary problem, but they're just not scary. The growls and screeches are too generic, and the way they can cheaply gangrape me to death, without so much as an attack animation, just an unfair speed and hit-detection, makes them less scary, more annoying. Thinking on a scale of Ctulhu and the Cockroach, these guys are cockroaches.
That said, even though the enemies themselves are more annoying than terrifying (and if I might say, that end boss was laughably stupid), exploration and the logs make up for them. I enjoyed reading through the logs, and seeing the writing on the walls and the floor. I creeped myself out when I discovered the scroll down feature with the cryptic game tagline. Excellent way to creep out an inquisitive player, my good man.
On the subject of exploration, I would have loved more dead ends and optional zones with interesting temporary equipment and additional logs. The way the game is so compact and claustrophobic makes sense in context, and invites a feeling of dread that you cannot run away from these guys, but the place is just too interesting to explore, the logs so unnerving, and the dark corners too mystifying not to go into. The lack of real estate disappointed me.
The combat was also, for lack of better terms, piss poor. I felt that the system could have used a better, more tactical feel than just "Backpedal and Pump" till dead. It makes sense for these aliens to just clusterfuck me to death as I said earlier, but it is simply not enjoyable gameplay wise.
I have an issue with my tools of extermination, too. The menu was intuitive, a great way to check up on my weapons, but the lack of hotkeys brought me out of the action way too many times and the way they chew ammo is realistic, but unfortunately, not very fun.
The Haven Outpost Supply Network deserves special mention. I enjoyed the futurisitc interface and the hospital-like cleanliness compared to the decrepit state of Haven itself. The menus were a bit problematic with the close buttons, and I felt it way too easy to purchase a weapon by accident. You'd think a supply network for cash-strapped miners would have an "Are you sure?" prompt...
The story was minimal, but the dialogue and the hacking sequence with my Spotter was excellent. I would have enjoyed more dialogue and lines between I and my partner, and especially my spotter. Bits of lore or cryptic warnings would have been nice to read in between looking for the objective at the moment.
The story mode, unfortunately, feels like a slapped on feature. I noticed that the advanced weapons, unless one were very patient and skilled, would not be purchasable on my story mode budget, and I'm a stingy explorer who finds every spare credit I can get my hands on. It seems like the entire game was just supposed to be an Arena game, instead of a Survival Horror, especially since buying new weapons has no other purpose other than carrying more ammo, since all the weapons essentially do the same job and don't have many differences or specialized uses like a weapon againts armored enemies or more unique strains of bug.
So, in closing, excellent atmosphere. I would love to see a point and click game with such an atmosphere, because once you pull out the guns in Haven, all sense of Horror and Survival is lost to basic Arena strategy and grinding.