Vidmaster's reviewLoved the new release.

Awesome work you released there and although WiH Act 1&2 set ridiculous standards, it did not disappoint. However, amongst the great story and cool stuff typical for BP, there are enough flaws to prevent this new act from rising over the previous ones. I loved it, yes, but I loved Act 1&2 even more.
1.) I think your mission design relied to much on the "innovating element". With every mission possessing its own specific rules and not a single standard combat mission, you basically gone a bit too far. I know this has story reasons and you this Act is supposed to show of different types of gameplay but the issue with special mechanics is that each time one is not executed well, it hurts the experience. When every mission relies on such mechanics, the chance of screwing up is higher. Which brings me to...
2.) The dreamscape: The story here is superb, foreshadowing stuff and characterizing people, as well as opinions, forces, lore and the world in general. I did not miss any conversation and did not want to. But the execution is flawed: The necessity to fly around is boring, once you enter a conversation you sit still again.
I liked the solar system map (ignoring the crazy texture bugs I sometimes had with it) but the rest... meeehh
My recommendation would be to replace these sequences by a "ingame menu like level". Displaying the solar system texture in the background, the user could simply be presented with the "ships" currently present in the dreamscape. The "shivan ship scaling up" sequence in the last level shows promise. Basically, take us out of the cockpit, eliminiate the flying around part.
3.) Mission complexity: Providing options is awesome but sometimes you are demanding an insane amount of spacial awareness. I took about 4 shots at the first mission, 6 at the assassination and 11 at "Her finest hour". Really liked them, mastered them, conquered them in the end. The issue with these missions that you are thrown into those. For the first two, its okay because you are not forced to act at a moments notice. "Her finest hour" crossed the border, not because it was to complex into itself but because it took to many iterations to learn its rules. A short cutscene, establishing the battlefield would have helped. Add e.g. a camera sweep to that mission (skipable!) going from Neptune to the AWACS location, the Destroyer, its escort screen, the sentries and finally the friendly ships. And, like I said, a "standard" mission in between would have helped. I think the tower-defense worked really well although it was really easy while the capship mission did not add much, its not really tactical combat.
I personally am looking forward to new large scale engagements as part of a fleet, "Collateral Damage", "Post Meridian", "Darkest Hour" and "Artisea" (or how that was called) and of course "Delenda Est" remain my favorite freespace-themed missions on HLP.
Thanks for an awesome game nonetheless. No go make an even better conclusion.
EDIT: SF-Junky's post fits...