(note: I played this a while back; only played the new version up through level 4 so I hope it's not wildly changed beyond that.)
Overall, I'd say I like the overall atmosphere of the game, but gameplay of it doesn't have the same 'mess with your expectations' feel of Medicals. I enjoy the levels which are gameplay-light and feel like an extended part of the cinematic experience (3, 4-ish, 6, 7 <- this one's great!, Final). But for the levels which do take a bit of time to get through (1, 2, 4-ish, 5) the gameplay doesn't really do anything to match the crazy feel of the game. It's just what I've seen in other games without much of a twist. If they went by quicker, I'd notice less, but either way it feels like that gameplay's in the way of the aesthetic instead of helping it.
The exception to this would be level 8, which does have some gameplay 'meat' to it and does mess with the player in a good way. I really like that level
Notes:
* I got stuck between four towers in level 1, seems like a bug.
* I know you've gotten a lot of feedback on this already, but I'll say as well that jumping puzzles with limited time to jump are just difficult for me, I get disoriented swinging the camera around and end up missing stuff. The light-up towers of this new version help a bit, as would increasing the contrast between ground and lit-tower-top, but it's still first person jumping so pretty much no matter what you do people will be bad at it.
* When I first played level 1, I think I actually made it to the top once but didn't realize that I had lit up the exit (or even that that was what I was trying to accomplish, since this is the first level where the goal is to do stuff until the exit lights up). I wasn't entirely sure I had even made it to the top, since it falls quickly and I feel quite disoriented around that point. So I didn't end up looking at the thing and just went back to try jumping again ...
* The player floats up rather slowly, so level 5 gets boring. It's also very disorienting after turning on the switch at the top, since there's no illumination showing you what you're walking on or where its edge is.
* Is there a purpose to being able to raise or lower the gun? Did you just not want it on screen at all times?
* The game kind of starts off showing it's weakest material (for my tastes, anyway), and then gets really good by level 7 or so. So it's rewarding to play through, but it doesn't pull the player in to the experience right from the start as well as it might.
* Nice ending music