*** SPOILER ALERT ***
The final paragraph contains a few hints about R2's story, avoid reading it if you don't want to ruin the surprise of the actual game.
Ok. I'm sorry, but this review is simply not accurate.
R2 is a very fine shooter. It's not a puzzle game, it's not an RPG, it's not a platformer, and it should be judged by the standards of its genre. One of the biggest problems of the shooter is (1) mission creep - the addition of extra padding, overpowered vehicles, and escort missions which waste the player's time, (2) execrably bad voice-acting and dialogue (Gears, I'm looking at you), and (3) imperialism. Yes, imperialism - more on this in a bit. R2 avoids all three problems with commendable dexterity.
Now, you can argue with the game mechanics - I would have liked more weapons, but that's just me. But R2 is NOT a generic collection of cliches. The action is nonstop, the pacing is superb, there isn't a single wasted line or padded mission in the game, and the team coop is just outrageous, stupendous fun. And the story is quite subtle: R2 resists, pun intended, the stereotypes of its own genre. Almost every single other shooter ever made has one story: Brave Heroic Marble-Jawed Space Marines blow up evil, swarming, vaguely East Asian lizard aliens bent on whatever it is that vaguely East Asian lizard aliens do for a living. Usually on foreign worlds humanity just happened to colonize, because we humans are just soooooo good at taking care of planets, right?
But R2 takes all the neocolonial stereotypes of a century of American Empire and turns them on their head. Basically, its an alternate world where aliens do to the US what the US Empire did to the planet in the 1950s - neocolonize it. The sense of planetary doom, the subtle cues about race and gender, and most of all, the backstory, where it turns out human beings have unleashed the worst violence against themselves - these are a refreshing change for the shooter genre.
*** SPOILER PARAGRAPH ***
You have been warned!
*** SPOILER PARAGRAPH ***
Think of the second-to-last level, set in Louisiana. The action takes place in old plantation house. Think about it: plantations, symbols of three hundred years of colonialism and slavery, systems whose after-shocks we are still wrestling with. And then the throwaway line about how humanity is reduced to a few million survivors - a reference to the demographic catastrophe of colonialism, where 15-30 million indigenous Americans perished, mostly due to European-introduced disease. Insomniac deserves huge props for creating a game willing and able to speak directly to our sad, violent history as a species, in ways other game companies can't or won't.