The design and the polish of the title hide that the underlying game mechanics work poorly. The free-running is great, and while you are in the flow, connecting running and jumping, it is a lot of fun. But then it happens: you fail to time the running and jumping and you die: reload, try again, run, jump, crunch. Reload, run, jump, crunch. Over and over, again and again. Because the game has to narrow down the path you have to follow, you can get boxed into a corner in which you literally have to retry the same short sequence of events over and over again until you are tired of it. The sheer repetition kills the fun, and since you are not allowed to try alternative approaches to the problem, you either have to get lucky during the 37th attempt to clear that pesky jump, or you will find that you just stopped caring.
The game focuses on free-running. You usually do not get a chance to think about what you are going to do next, and whenever that happens, trouble starts: combat is often inevitable, and the brief tutorial prepares you poorly for evading the guys who are shooting at you, or for dealing with them in close quarter combat. You cannot always run, you cannot always evade trouble, and you stand only a poor chance to disarm your opponents.
The pieces that make up this game (story, control scheme, level design, combat) almost fit together, and they almost all work. There is potential for a great game here, but this is not it.