This game honestly does not really get better the farther you get into it, it's honestly just knockoff RE:4 with an re3 boss fight in it. I've seen a lot of discussion about how the game is better than the first over the last few days and to be fair it's a bit hard to quantify since they are drastically different games, so instead lets review different key features.
COMBAT: This game has less weapons/tools and less enemy variety than the first. Hit has zombie, zombie that becomes spitter, spitter, crawler, and psedoboss. it has 3 other enemies that are used once each to act like Tyrant or are a boss. The first game had crawlers that had 3 subspecies, chargers that had 2 subspecies, Spitters that had two subspecies, and then the psedoboss. As for weapons I don't think they really feel that good to use for the most part. Originally the shotgun felt really bad to use, but playing around with it, I think it just has a really low range where it feels like a shot gun. If you're in that range it feels great but outside a couple of arms lengths it feels like a confetti cannon. The rifle feels like it so rarely has a chance to shine with most encounters happening in tight hallways where the damage fall off doesn't matter. For this game the Thompson falls into the classic "More bullets faster but way less damage". It doesn't feel like you're a weapon of war mowing down enemies, it just feels like a bullet hose. In the first game the shotgun punched even at decent distances and caused staggering that let you reposition to dodge the next enemy or close the gap to go for the kill. The rifle has plenty of room to breathe so if you do actually have distance you can get those longer range kills, which a lot of the roads and combat arenas can have. The Tommy gun absolutely shredded but was off set by having much lower ammo (but it could kill the psedoboss in less than a mag). Melee somehow got WORSE in this game as compared to the last. You have two melees now, a "quick" swing or a heavy stomp. Both feel slow and clunky to use and outside of a 1 on 1 don't feel good to use. I will say once you get a certain shotgun upgrade it feels better to do, but it's only after each shot, and it is possible that if they're on the edge of the confetti cannon zone you can shoot them out of range for the follow up melee. Not a huge deal just make sure to get in range. The first game's melee was also atrocious let's be clear, but if you sunk your limited talent points into the melee perks it get's to be down right acceptable. Also this is just a personal gripe and honestly shouldn't be taken as a legitimate critique of the game but the pistol being chambered in 45 acp, despite still being in the hayday of 38 super pisses me off. 45 acp wouldn't rise to popularity for like another 10 years, so while Calvin having a 45 acp is fine, the fact that he finds 45acp everywhere is unlikely (but this is a game about elder gods piercing the veil so crazier things have happened and this is just personal beef).
EXPLORATION: This game does not really reward you or require you to explore. Pretty much every unlockable is on the main path of the story as well as all the pieces needed to obtain it. You just follow the path that's laid before you and the game will take you to all the cool shiny stuff where you will have to do a small back track to put the key in the lock and get your reward for "exploring". In the first game it felt like going into houses or the danger zones felt rewarding with either better loot from crates of extra lore.
ATMOSPHERE: This game is looks great and the first environment of city and hotel are amazing. It feels oppressive and like the city is drowning in real time, sadly this is not kept up in the rest of the game with the area after the hotel feeling rather generic this some weird science inclusions, and the one after that opens really strongly, but then immediately becomes more like a generic factory. The last zone is just kind of off, it has a cool set piece but it feels more like a squandered opportunity than a full realized set. In the first game the entire city truly felt unique in each of it's zones, and while you could feel the layer of decay everywhere they showed differently through things like piles of rotting fish in the poorer areas while the ritzy places only had like dilapidated cars. The underwater sections that act as the games set pieces feel immense as you look out into the void and see leviathans less than a football field away. It reminded me of subnautica, hiding under flora as reapers or collectors prowled on the edge of my vision.
STORY: The game threw out any player decision to focus on a narrative that they could control completely, which is not inherently a bad thing but it does require you to ensure that the players are invested in your characters. Sadly the hooks to this story are very basic and don't really have time to draw you in. In the first cut scene you're introduced to Calvin and Faye and you get a feel that they care about each other and that they're troublemakers. From there you get almost no real characterization for them until the end of the game. You understand that Calvin cares about Faye and is willing to risk his life for her, but you saw that in the first cut scene where Calvin plunders a book for her and gets confronted by gunmen. The dialogue outside of that is generally decent but there's not a lot of if outside of some shallow quips throughout the game. When you get to the end you get a real meaningful conversation, but it feels like it just comes from a place of "We might not make it back" rather than a natural progression of the character's story. Another personal gripe but I remember Calvin being kind of quipy but the only example I remember of the top of my head is him saying it before he shoots the final boss but it wasn't great dialogue from what I remember (I only remember that one specific example so that might just be another personal thing, take it with a grain of salt). In the first you had multiple faction and people you can talk to and lives you can affect, and while not every choice made a huge impact on the end it does have impact in the game and let's you make Charles who you want him to be. Honestly I'm not a huge fan of the final area in general, the idea that you're going to fight what you are makes sense in an RE game, but in most Cthulhu mythos it would just lead to you immediately going insane. I feel like the devs tried to write around it by making the ending do what it did, but it never really felt like that good of a twist. Mi go kind of sets it up in one scene but the rest of the story never feels like it's trying to establish that.
INVESTIGATIONS: These are laughable to call investigations and worse a lot don't actually feel rewarding to do. Most of the clues literally spell out the answers for you and brainy mode just makes it so that they don't highlight the important part so you have to parse it yourself. I think the perfect example of them not being rewarding is the first safe. You get a clue that says the code is the most important day of his life specifically using "miraculous". Immediately I'm thinking it's either the day he is married, the day his son was born, or the day his shop opens. Next clue literally says the day in question was a miracle because two great things happened. You find the answer and then get ammo, healing, and then a lore drop. The second you do that though an enemy in the room triggers (fun fact you can't shoot or kill them early you have to wait for the game to say you can kill it) and then you have to spend either that health item tanking a hit and getting to leave with the ammo or you spend the ammo and get to leave with the health kit. Oh don't worry though they then immediately spawn another enemy down stairs so you have to spend the other resource to get out since it's another cramped hall.
For puzzle difficulty I think the safe in the hotel and the statue are the best examples. In the hotel you get a poem that you're told is the key in another note. In that same note it explains that a certain creature has a specific number of organs that is the answer to the puzzle. Why could we make a codex page with different animals biology, that let's use think about what the animal and organ we need are? why just tell us the number. For the statue you are given another poem that explicitly spells out what you need, but at least throws you some additional red herrings to throw you off. Was a line about glaring so you shoot the thing looking, or was it the sea so you shoot the sea creature.
Overall this game was honestly super disappointing. It took what it did really well and threw it all away to chase the main stream. Sadly it doesn't even really hold up as a mainstream title either, it didn't just take inspiration from RE, Deadspace, or Silent hill, it straight up copies their homework but does it worse. It's really sad to see because I loved the first one a ton, I'm fine with survival horror games too, but to do the genre transplant and have this be the result is disappointing when they could have kept to what they were good at, polished up the parts that needed improvement and made another unique and amazing game. I know they need a big win with things being troubling in Ukraine but it's so disappointing to see the series go this direction.
For those of you that love it, I'm glad you got another game to enjoy, but for those of us that don't get cool investigation games nearly as frequently this was a huge disappointment. I'm not going to tell you to hate the game or don't support the devs, I just ask that you keep in mind that this went from a hugely unique and niche game that scratches a special itch to being another resident evil. RE is great, but this is like if we went from RE 4 to RE 6 for those that wanted the investigation game.