Finally got it. Pretty dang enjoyable, I really like the different character classes in particular(and this might be the only game ever where I'm drawn to the big, slow guy), but it is missing a certain something when compared to EDF 2017.
I think the best way to highlight it is with how it sends enemies after you. For instance with the Hector robots, which now sprint around and look a bit more menacing, but the way the game handles them is kind of "off". 2017 had a habit of spawning them a sizable distance from you(and in larger numbers) so that you would be fighting one or two while four others are bombarding you with giant purple energy attacks from 500 yards away. The best example is probably the beach level at sunset in 2017 where a dozen or so Hector come marching in from the ocean and you have to thwart their advance. Its hard to explain, it isn't so much storytelling as, I guess, 'tone setting'. With the cutting back on the scope of things (everything is prettier but smaller) I never get the feeling of being overwhelmed or outmatched, everything is divide up into manageable chunks whereas 2017 said "Screw that! Here's an armada to deal with!"
And the slow-down inducing, screen filling explosions when you down a Hector are sadly missing, which sucks big time and should never go unmentioned.