One of my biggest gripes with first-person shooters is characters rarely seem like part of the environment. Think about it, how many times have you climbed a ladder with your gun drawn in front of you? Better yet, how many times have you shot an enemy just to see them fall to the ground in a well-animated, but unnatural death animation? Both make sense from a gameplay perspective (sort of), but as we try to push videogames forward, these details need to disappear. Bound in Blood isn't the first to address the issue, but it does a great job of making you feel like you're part of the experience.
All environmental interactions come with an appropriate and natural-looking reaction. When behind cover, your character draws his gun back rather than keeping it pointed forward.The animation is accompanied by a really cool "rack focus" effect, blurring out the foreground while drawing a clean focus on your target. These smaller details extend to the death animations as well. Enemies still go down with a ragdoll effect, but weighted to look like a real person falling down (or rather, the way we expect someone to go down).
Dialogue and voice acting are funny things. There's the right mix of drama and camp in performances, but the dialogue shifts wildly between bad and okay. Ray isn't as bitter as in the first game, but sounds like the kid on the playground that talks tough to sound like a bad ass, but backs down the minute anyone shows backbone and Thomas sometimes comes off as a bad Southern stereotype (though not nearly as bad as the General chasing them).