The parkour could perhaps use a bit of auto-aiming to it, but if you hold R1 instead of tapping, Crane fairly readily grabs on to whatever you jumped at. Its rare (though it does happen) that you need a specific ledge target to grab anyways. The parkour also gets smoother with successive upgrades (I'm guessing the reviewer didn't get that far in level, since he also doesn't mention the batman esque grappling hook of similar level unlock).
Biter grabs are way too common it seems, and have an odd interrupt priority on your own attacks. Though you can pick up the Grapple ability and then it simply translates into the zombie getting facepalmed aside like a small child would attacking you.
The dropkick is visually cool, but near-suicidal against multiple enemies (unless they're in a convenient row), which might be part of the issue with getting grabbed. Satisfying to land, but falling prone for a second can be lethal in hordes/night conditions.
"It makes little to no sense when your "special-ops guy who just parachuted alone into a zombie-infested city" character is too winded to fight back against the undead monster in your face, and it definitely breaks down the character and the narrative when it happens."
Your character (who's background is never specified, although some sort of professional apparently, there's no reason to think he knows anything about melee combat) also gets infected with a virus that induces seizures and is bedridden for 3 straight days immediately after parachuting into a zombie-infested city, and finds himself fighting enemies who don't tire and are psychologically nightmarish. His stamina limits seem reasonable to me (and again they get ever less limiting with level, before the final level eliminates the bar completely). Stamina also recharges near-instantly when you aren't swinging. Its a learning curve (kind of Souls-esque) swinging in and getting out without getting beaten up, but not insurmountable. Special attacks (like spamming dropkicks instead of the stamina-free regular kick) also use it up fast.
The other main note is turn melee auto-aim off. It seems counter intuitive, but it drastically helps with your character targeting the wrong part of the zombie, or air swiping horizontally over a downed zombies head.
The story is generic tripe that could've been (and probably was, I'm not familiar enough) any CoD-esque game. or action B-movie.
Co-op exploration is fun, and unlike Far Cry 4, it actually lets you in on missions, which can have some fun dynamics. (Co-op can also allow for fast travel, sort of, since you can teleport to whoevers initiating a quest checkpoint or rest period).
"Be The Zombie" mode, besides being an inconsistently free DLC, suffers from a fair number of problems. Too many people trying to connect often makes it hard to find a game slot open, and if you're the invade, you can find yourself locked in perpetual battle as people keep joining and the battles stop the night-time. On the zombie side, the radar-tracking makes you far too easy to track, and a single human (particularly with a glitch, but even fighting fair) can easily deplete your energy in seconds, reducing you to weak melee compared to their weapons, and a slow plodding walk. Multiple humans are basically a guaranteed loss if at all competent/reasonably levelled.