When I first heard of Sprawl Zero, I originally thought, "it's a follow up to that one game that wasn't really that great? Hope this time it's better". It was also interesting just how much it was going to borrow from the early to mid 00s FPS games. Games like FEAR, Halo, Dead to Rights and arguably even games like Psi Ops the Mindgate Conspiracy but most likely Half Life 2's Gravity Gun. There's also games like Project Snowblind and Ghost in the Shell 2: Innocence for it's visual inspiration.
As a whole, I'd say for the most part, it lived up to my expectations of being better than the first Sprawl.One major difference and a really big improvement is that weapon feedback feels MUCH better this time. Guns actually have a sense of weight and punch to them unlike the first game. Tearing into an enemy with the various weapons feels good to do now. Where the original game's weapons feels like you are firing BB gun rounds into enemies.
Another one is while the first game was FEAR meets Titanfall. Here it feels like a homage to the 00s and also the hitscan shooters of the late 90s. There's traditional cutscenes here and there but also telling a story with no cuts like in Half Life. There's also a leader npc giving you a rundown on the mission objectives something you'd find in an early Medal of Honor game.
The narrative is kind of just there but it does give you more context to what's going by comparison to the first game.
Actual combat of Sprawl Zero is a ballet of using melee, slo mo, grabbing a weapon that can't reload then throwing the gun or lifting environmental objects, and then picking up another weapon or getting health back from the damage you lost from the hitscanners.
There's some cool ideas Sprawl Zero has to it's own like being able to hold bullets or rockets and send them right back at the enemy. You can also do the aforemention throw an empty gun at an enemy and it feels super satisfying to do. It can feel reminiscent of Superhot.
It creates for a very fast and frentic combat system that's very satisfying and fun in the moment. You can also kill an enemy leader and cause nearby enemies' comms to malfuction similar to killing an elite in Halo. Speaking of Halo, there is a very obvious homage to the Gravity Hammer from the 3rd game. It arguably feels better here than it did in that game since the enemies gib a lot more when the attack connects.
Enemies also give health pick ups upon death which is a system I prefer vastly over regen health since it keeps you on the move rather than have you wait and be vunerable. One aspect of 00s FPS design I'm glad it stayed away from.
You even helicoptors being regular enemy types as opposed to be bosses. I did wish you had another way to damage them other than using the magnetic reflection ability.
This might as well transition me to issues. While I do like that enemies give health upon death, I did wish you got one health stim to fallback on since you could be at critical and want to run to the pick up but you might be dead by the time you reach it. The guns are hitscan so you can't just dodge out of the way. The enemy counts also starts to get really high and overwhelming so it would be nice to have one fallback healing item.
The burst fire pistol feels awful and weak to use due to how long it takes to get a kill, not a good weapon to ever have in a game where there's no reloading and all guns are a single clip.
Like Halo there's black bars that pop up when loading a new part of the level and while in Halo, it never gets in the way, here there are parts of the game where you are getting shot at while the black bars are around.
There are some awful levels here and there like Eden where you have to get past a sniper's alley, fight them in a single choke point and fight helicoptors twice with no health items or checkpoints. The final boss is also really bad since you have to do an enemy wave just to fight him and battling him can level your health bar and start a restart. There can be some really annoying firefights here and there but the checkpoint system can allievate much potential frustration.
Overall, Sprawl Zero turned out to be an enjoyable follow up to a game I was very lukewarm on and it's highly worth checking out. Wasn't expecting to enjoy it this much.