Took my sweet time and enjoyed the campaign in solo mode this morning. Paying attention to detail and exploring every step, I squeezed 1hr20 out of it. On my second play through I attempted to run through just to see how short it can be. Without the many shortcuts of co-op (shared inventory means triggering events from afar, huge time saver) I breezed through in the 20's range. So yes, it's very short. Combined with Desperate Escape, I still don't see it surpassing Seperate Ways in terms of length. Granted Seperate Ways can be done in the 30's, but that's with the extra weapons. I'm just throwing this out there for those who are wondering though, because the length doesn't negatively affect the experience or replayability at all.
First things first, the atmosphere of the estate is great. It does indeed bring back a classic vibe. The files add a bit to the story and the pacing of the first segment is purely Biohazard. The creepy effects, mind games and even cheap scares all formulate a brief segment of what we've desired for so long. The puzzles are lacking in terms of difficulty or challenge, though the spike trap created a sense of panic and required open mindedness. Not knowing where to go was a first and I can see this working well in co-op, mainly first play throughs. A few (varied) enemies would have been nice, though the teases were fitting for the estate. Perhaps the biggest shocker was the keeper popping out from around the corner on the second play through. The placement and sheer randomness of it was a perfect shocker.
The cells and outside courtyard were well done segments, stylized well. The keeper is a fun enemy to fight. Tricking him into backshots and mock grabs is a blast and there are quite a few ways to handle him. With the right strategy he can be a blast to knife. Keepers also have the ability to punish mistakes with fast deaths, so it keeps players on their toes. Baiting grabs can be dangerous if a partner is in the wrong position, so certain strategies require decent placement of the AI or two like minded individuals.
The underground seems interesting upon arrival, though turns into a monotonous borefest soon after. Squashing a keeper is fun the first time, though after the initial event, it gets rediculously uncreative. I would bet money that this area was added only to create lengthier DLC. Going from the courtyard to the estate's upper library would have retained the flow of the chapter without any hiccups. The fall to a lower level is acceptable and didn't kill the pacing itself, though the lack of creativity in this area did. They could have done so much more with the seperation factor. In co-op or even single player it can have it's moments, but is certainly the spot on this otherwise complete package.
The final battle could have used some more build up (cut scene of Wesker entering the estate please?), though it was on par with the other Wesker battles through out Biohazard 5.
Overall I'd say the DLC delivered, especially for the price. Mercenaries Reunion is great, as are the bonus characters. As far as LIN, it did what it set out to do. The different enemy placement, scares, emblems and even camera angles give it a great amount of replayability. Though I don't expect as much from DE, it's nice to know more is on the way shortly.