"Flashback 2" is a loaded, and also somewhat inaccurate title. Make no mistake, the original Flashback is maybe one of the most polished games of all time. If the title gives you the impression that you will get that level of polish, then you are setting yourself up for disappointment. On the flipside, putting this game in context can yield a different experience. Firstly, this isn't Flashback 2, that was actually Fade to Black, a well... unplayable game. Then there was the Flashback remake a few years ago, which was pretty clunky. If we compare this game to those past two entries, its clearly the most solid. We also have to accept a simple truth. In this day and age, games like this are not given the budget (aka time) to achieve extreme polish, polish that is made all the more tricky when you are working in an experimental medium. I enjoy the risk-taking with the 2.5D approach. It results in a few instances of getting stuck or off camera, but its clearly a step forward when put in context of other games that have tried this. Shadow Complex for example would have you jumping over an entire house rather than go around it just to restrict your movement. I've heard some complaints about the firing system, kinda just seems like a twin stick shooter to me, so I didn't really object to it all. The major frustration is the localization. It's bad. If you ever played the Saturn version of Flashback then you might've seen this coming. I think we do get a bit spoiled by very good localizations (or just playing games made in the US). You might want to consider switching voice to French with English subtitles or just muting the voices altogether.
I was delighted to discover that this isn't realRiven, which is to say, its not a replacement of the original. If you are feeling nostalgic for that experience, particularly some of the FMV performances like John Keston as Ghen, you can still play the original (it works great in ScummVM). That said, if you want a new experience in this world, you are in for a real treat. You won't get far before you notice some differences that will compel you to have a new playthrough. And this doesn't just amount to puzzle scrambling, there is a real sense that some careful consideration was put in to match and enhance the original art direction. Its a gift to get more of the Richard Vander Wende aesthetic. So far I've been playing this in VR. For those of you in the same boat, I would clarify that the OpenXR hook does support a Rift S just fine. VR developers should really analyze how well Riven translates to this format. In the original, looking around (and up), and peering through lenses and windows was key. This experience in VR, when you can lean in and turn your angle, is truly excellent. Its a masterclass in the immersive value of good world & level design.