It's old school in the worst way. You spend most of the game trying to find the one way to exploit a scenario, finding the path of least resistance. Most games these days, a scenario is created around the player characters capabilities, but here, they'll pull shit like drop you in an open field with a tank, which you have zero capability to handle. Only through trial and error do you realize that you need to run away from the tank and find the one area in the map where you can hide behind some pipes and still aim at the gunner.
I don't think Hideo really understood how to make a game back then. Things might be different later on though, I'm sure I'll find out.