Unfortunately AitD is another example of developers spending too much time trying to make a game cinema-like whilst leaving a bucketful of glitches and not staying focused on providing a good gameplay experience. If this game did not suffer from the laundry-list of faults, it would have been a pretty linear but highly enjoyable experience with very limited replay value. Instead it's a chore laced with brilliance.
The couple of driving events feature some amazing visuals but are littered with camera bugs and shoddy construction - it's incredibly easy to get caught on something you can't see, particuarly miniscule differences in height on roads which have cracked, which the car gets hung up on. It's obvious that massive resources were poured into these sections, which makes it all the more unforgiveable that you'll play them once for the achievement and then skip them from that point onward.
The player character moves sluggishly when running or walking, movement can be a chore at times, particularly when trying to manipulate large objects. The vaunted jacket inventory system is clunky, inventory space is limited and becomes even more so when the game insists that you keep plot or puzzle specific items. More than halfway through the game I had to choose between bandages (necessary to staunch heavy bleeding, without which you bleed-out) and batteries for the torch (some areas literally need the torch in order to progress) in order to keep a macguffin which had a plot-only use. The controls in general are unpolished.
Much has been made of the 'combine anything' aspect when it comes to items, but all this boils down to is creating light, flame or explosions with a very limited range of items on offer. The fire physics in-game are very impressive, but again they don't compensate for the game being a chore to play.
Late on in the adventure a quest is launched at you, the game goes from linear to fairly open-plan, but there aren't any aspects of the game which make use of this - you've nothing to gain by swanning about, it's an obstacle to overcome as quickly as possible so you can do something hopefully more interesting.
I've avoided comparing the game to RE4 (or anything else) during play and until now, but one thing RE4 has over AitD is the shop system. There is nothing like it in AitD, which renders exploration pointless beyond restocking a few flammables. Enemies don't drop anything either. So, whenever you do venture off the beaten path in the large main hub, the only thing you can do is expend resources dealing with the enemies that show up. By the time you've dealt with them, any advantage in gaining new items has been drastically reduced or you've ended up with less than you started out with. There's no hidden stocks of different weapons/customizations or RPG-lite stat system either - anything to elevate the game above "whack this, walk some, whack this".
Saying all that, it was a good experience for awhile, but at that point late in the game I hit the "go do this to progress" time-waster and sighed at the thought of trogging through more enemies to gain nothing more than the ability to move forward in the game. At that point I traded it in. It's difficult to get enthusiastic about a game which ultimately succeeds in forcing you away before you've finished a single play-through.
You will find many elements of AitD which impress and entertain you, but be aware that there won't be a lot of replay value regardless of whether or not the game's flaws bother you.