two things i LOVE about this game:
The Stealth.
as a lot of people know, I'm a MGS fan. Specifically I'm a fan of that style of stealth. I love large rooms with enemies who follow scripted patrol routes and also have specific viewing cones. I love the puzzle of figuring out the way around the enemies to complete/explore. I love the moments where you're hiding behind a box or a wall and an enemy is about to complete his patrol routine right at the edge of the intersection and you KNOW he's going to stop there and not see you, yet you're still nervous as fuck. I love that wait as he continues his routine and you then get to move to the next spot. Not a lot of games can replicate this because they attempt to be "to realistic" about it. Splinter Cell is an example. Now I really like Splinter Cell but I never felt the stealth in those games were as fun. They focus more on light/dark than hiding behind things.
This game is able to do stealth the way I like it. The enemy patrol patterns are well plotted and the areas you're moving around are varied enough where sometimes you in a huge multi-tiered room or you're in a narrow corridor. This game brings back those tense moments from MGS1,2, and 3.
Throw in the augs and you got some serious shit. Cloak harkens back to having the optic camo in MGS1. Seeing through walls though is my favorite and most used aug. I use to get a read at the layout and enemy position and I really feel like I can plot out my path thanks to it.
The "Interrogations"
You know the "shock" and "awe" people had over LA Noire's interrogations? The "interrogations" in this game do that for me. It's probably all the feedback i'm getting from my augs (IG: personality type, personality traits, etc) but these are far more fun and I feel like I'm actually listening to what is being said as apposed to just looking at their face for an obvious tick. Listening to the words and picking my response based on them to me is far better than looking at uncanny valley faced for a canned eye-roll or smirk or whatever. Plus, being able to actually know what my avatar is going to say helps instead of just generic choices with no indication what the response is going to be.
During my replay I actually stopped and listened to what Zeke was saying and used his personality information to save Josie. I felt like I accomplished something and it was very satisfying. The satisfaction level is definitely higher than when I was able to stumble my way through LA Noire's version.
to go on a (very) brief tangent: All those years, all that money for the face tech. All those resources to get the interrogations right and you get 1up'd by a game where the aspect isn't even it's primary component. GG Team Bondi. No wonder you're about to go under.
So yeah. Those to aspects are things i LOVE about the game