I have some counterpoints to some of the Authors opinion. Namely:
"They are real, fleshed-out people with all the layers of emotion and hidden motivations of any normal human being. Instead of super-human space marines, they are (in no particular order) a rap singer, an office worker, a security consultant and a former athlete. Each has a detailed and informative personal story, but none are in any way remarkable as characters in the way of traditional videogame clichés. Rather they are more like the tragic heroes of literature, each having wrestled with personal (if mundane) demons before finding themselves thrust into the role of savior and protector"
That could´ve been the intention of the developers but the thing that carries through into the product is a textbook example of cliché game characters. I agree with the Author that the basics idea- have a protagonist that isnt a space marine, a real person with a backstory and personal demons. But thanks to poor execution that does not come across in the game. That is my subjective opinion.
Also the "rescue the girl NPC" thing, that the Author judged to be a conscius design choise is more a mark of the games chore questing formula. Good have been done good but I don´t think they pulled it off.
Though there is fun to be had in the game, and it had the "stuff" to be a good horror game. Imagine the indoor areas where you explore, the atmoshere as you walked in the abandoned corridors in the 1-person perspective. Those moments had alot of potential.