So I gave this a go and finished the first episode. I'm not as impressed as most Codexers have been. To me this is a game that's still in Early Access, still needs time in the oven before it should be released.
I was mostly interested with what it does differently to the other Build games - and free movement between the levels is a clear improvement. If you're low on health or ammo, or just want to go look around, you can now just turn and head back at any point... at least, that's the theory. There are two problems with this: This feature is best suited to a game with Metroidvania elements (which Ion Fury does not have) and is highly dependant upon the level design. The biggest pro is that level transition is seamless and everything is linked together organically and coherently. Even the kill/secret counts add up as you reach new levels. The only con it needs is that if any level, at any point introduces a Point of No Return, the whole concept is ruined. Guess what Ion Fury does early on, without announcement? As a result the whole thing is pointless. Might as well have a smashable sign at the end and skip the whole thing.
Another problem with the level design is not the design of it as much as the direction of it. Most of the maps feel like they belong in one of the Thief games. That means that they're above-average quality, but they're made for the wrong kind of game. Ion Fury is an action game, a shooter. Thief is neither. People playing a shooter (even old geezers like myself playing retro shooters) aren't gonna waste much time pondering over the architecture to admire its details or possible travel paths. Sadly that's exactly what needs to be done to make any real progress in the game and find those secrets. Because as has been stated, ignoring the secrets leads to ammo shortages, while looking for them leads to an overabundance. During the first two levels there are 12 secrets in total. I found 2 by the time I reached the end, and decided to look around for some more. 20 minutes of that raised it up to 6, but at one point I spotted a potential path of travel involving way too much precision-platforming on the vertical axis. I thought "if this leads to a secret, I'm gonna be very disappointed with this game." It does. Jumping from one monopixel-wide platform to the next might be cool in a platformer or such, but Ion Fury is not that kind of game, and should be ashamed for even trying... no matter how cool that particular secret turned out to be. Another secret was obvious to spot, but involved timing the Use command just right to hit an arrow traveling back and forth. I couldn't get it right because it turns out I wasn't hitting the right part of the thing... because there was nothing to tell me what exactly I was supposed to be aiming at. Overly-complicated secrets are off-putting in games such as this, so why fill the game with them?
(To prove my point, I give this little challenge to the Taffers reading this: Fire up DromEd and make a Thief FM based on the first two levels of Ion Fury (read: Everything up to the drop-off down the drain). You'll soon realize that the level design is much more fitting to a stealth game with exploration aspects than an action shooter.)
The above paragraph would be moot if Ion Fury wasn't trying to bill itself as an action game, and one way it does so (that defies Build engine mechanics) is that it doesn't have an item inventory. Sure, there are a few pickups that you can hang on to unto later, but so far it's only a level radar and single-use medkits. The other Buiild games had various percentage-based items that allowed for neat shenanigans, especially when traversing the level. Jetpacks, jumping boots and weapon powerups, these could be used when the player desired and weren't single-use. Ion Fury does away with all that by having some powerups activate immediately upon pickup and only last for 30 seconds, thereby clearly placing the game's emphasis on action and not on player initiative, not on rewarding the player with options in dealing with enemies for spending time looking for secrets and items. One of those items are jumping boots, and Basic Game Design dictates that if you put a useful item like that somewhere, it must be used nearby. Fortunately I had just spotted a hard-to-reach location close by, but this just felt so forced and uninspired.
Some of this might be forgettable if the action was good. Once again Ion Fury finds a way to disappoint. As has been mentioned, the enemy has no AI whatsoever and they all feel bland and similar. When those little spider things appeared I was actually delighted because they finally bring some variety into the enemy roster... but sadly it doesn't go much farther than that. The worst part is that they're not even dangerous. The only one that poses any threat is the red-hued variant of the base enemy, because if you're up against a wall when his projectiles hit it, you're roadkill. Otherwise the enemies are just target practice. And as has been harped on many times, the weapons are crap. SMGs that eat bullets faster than a minigun, a revolver clearly overcompensating for something, a shotgun that can't make up its mind whether to drop a close-up baddie or or just push it back a bit, and a grenade launcher whose grenades don't seem interested in connecting with their targets, but instead decide they want to travel the world and see the sights before inevitably exploding somewhere. One might think to blame me for having poor aim, but all I needed was a minute to compensate for the crossbow's paltry idea of "aiming" along the vertical axis, but the grenade launcher just does not want to kill anyone. Also, if we're supposed to reload all of these weapons it's only common courtesy to give us a readout on how much ammo is currently in the gun!
With all of this said, I'm not going to refund the game or something like that. I have fabulous optimism that the devs will update the game to address at least some of these problems, so I'm gonna hold out for that. Currently it's not worth $20.