An aspect of Metroid Prime I really liked was the ability to use information to solve gameplay conflicts, like using scanner information in a battle , knowing the composition of a wall to use the appropriate force to break it, or looking through research logs to get a better idea of the opponents you faced. This was a way of rewarding players who engaged with the information of the world and an immersion tactic which complemented the former well. it was good design because it strengthened core game design and themes.
I see a little bit of this in the mission briefing (they were told they would face mechs, so the player chose an energy-based loadout to more effectively neutralize enemies. Even if it's not as organic as Prime's approach, I think it still retains some of that observant player reward.
Unfortunately, that's really the only thing I liked about seeing the gameplay. It was, to my eyes, a mediocre shooter in the guise of metroid, which is a shame. There was little challenge posed to the team throughout the experience, and despite the variety of objectives they are all standard and uninspired. I was under the impression that the person giving you intel was just shepherding you through the rooms like a tour guide rather than letting players problem-solve, which is far more engaging.
Unless I see improvement, I wouldn't remotely consider a purchase.