>>14027987
As another anon put it in the last thread, it's essentially a left 4 dead clone with a WH40k skin, except you do not swap weapons mid-level at all. If you don't like 40k a lot, you will probably not enjoy it over L4D.
The storm bolter and force sword/power fist is your starting configuration, and I have stuck to that so far because the use of both continues to be practical and satisfying, and the force sword vs power fist gives a huge cooldown to the psy-powers which really come in handy, especially when you're in a particularly cramped hallway, because your bolt rounds cannot pass through your allies' armor. I will leave Assault/Plasma Cannon, Heavy Flamer, Thunder hammer, and lightning claws for another play-through, so I can't comment on those. There is a parry function I imagine would be more relevant with a melee weapon playthrough, but can't comment on that because I haven't used them. I have only unlocked one additional psy-power, so can't comment much on those, but the 3 I have now (a close range blow-back, a narrow lightly enemy-seeking force lightning attack, and a long-range flame attack) are used regularly, so I would say that making them relevant to gameplay as a compensation for other things (no bullet pass-through) is successful from a design perspective.
But, overall, the gameplay is repetitive. There are no QTEs, there are no backflips, the level design is grid-like and utilitarian between the wide-open awesome "Engineriums", chapels, etc. because that is how Space Hulk the game actually is, and that is how ships of the Imperium would actually be, so make of that what you will - it is the polar opposite of the open-world game. I'm rambling a bit, so I'm going to end it on that note.