Overall, it isn't a horrible game. The physics are a bit wacky at times (such as the camera angle when you are parachuting in, spin around enough and you can make yourself sick), and I agree with everyone's opinion about the black market system. I think they could have placed a few of the black market dealers around the map... you know, maybe four of them scattered across the map somewhere that you could walk in to or up to and buy more than one thing at a time. The drops make some sense in the context of needing a weapon/vehicle in a pinch, but not if you are gearing up for a siege. The respawn is another unfortunate typo on this as the death scene is a bit dragged out, but I think they did that so if you were killed in the middle of an intense firefight, you get a few moments to calm down and rethink your strategy before diving back in to the fray. Then again, the 2-20 KM drive/flight/walk/carsurf back to your previous location proves often to be enough to get over the frustration of being killed. I did find some of the colonels a bit tougher than they should have been unless you were driving a tank! Short of having the rocket launcher, unless you are a trained sniper who can get repeat head shots in your sleep, you're going to have trouble with those guys.
The grappling hook was a nice feature (I haven't said hook shot since Zelda 3), and it was fun tethering enemies together, to vehicles and to the ground during chases. I never did under the pinata kills though...
Really, I think this game was a finer example of what Bionic Commando SHOULD have been. While this played more like Saint's Row/Red Faction, it is clear that devs can't find a comfortable spot between sandbox and scripting just yet, but they are getting close. I'd agree with the 3 out of 5 on this. A lot of fun, but the supplied motivation and story just aren't quite up to keeping you on the path to finishing the game without screwing around on your own to have fun.