Great question Zenith!
Unfortunately, you answered your own question at the very end of your post. It's definitely too early to tell. Ted Price showed us a pretty in depth presentation on what Fuse was going to offer. All the levels do not look like the one Insomniac just finished demoing. I think it was just the most polished. The other levels were a little more vibrant. However, there was still a gritty tone to them.
As I said in my original post, this is one of the few games that doesn't sell itself through videos. This is a game that sells itself from actually being at the helm of the controls. This has one of the best cooperative mechanics I've ever had the pleasure of playing. It's very reminiscent to Resistance 2's cooperative component. Obviously though, it's been scaled back. Each Operative brings their own unique style to the experience which is REALLY awesome!
From your question Zenith, I think you're going to want to play as Naya. She is so awesome. She has the stealth component you're craving. There were definitely setups that catered to the play style you're wishing for. However, it's going to depend on the A.I./the people you're playing with if you can pull off the approaches.
For example...
We got to play the demo they showed in the Fuse trailer/Gametrailers episode. When you start up the demo, you're on the island undetected. At least this is what the demo leads you to believe. The player controlling Naya can go around the environment cloaked and brutally stealth kill enemies. The animations are awesome! She'll pull out her commando knife and make short work of them. The others have up close melee combat as well that enables you to take enemies out silently.
This though is not the focus of the game. Insomniac loves blowing **** up in the coolest fashion. They create weapons of destruction that provide the player with awesome visual feedback. But again, I feel some of the set ups they've created can easily be designed to cater to stealth game play.
After dispatching all the opponents outside of the compound, there are two paths players can take. You can either choose to enter the facility by blasting through a wall, or, take an underground drainage tunnel into the compound. When we played, we liked to divide up the team and attack the compound from all angles.
Players controlling Dalton & Jacob blasted through the wall, while Naya and Izy(who I was controlling) used the drainage tunnel to get inside the facility. All players waited to be on the same page. We launched our attack simultaneously! The players on the outside blew up the wall, causing all of the A.I. soldiers to come running towards the explosion. Naya went stealth and climbed up the ladder and managed to get up on a cat walk for a great vantage point. I hid behind some crates and whipped out my shatter gun.
The enemies were all distracted by the explosion, their backs were to us. I crystalized the enemies and Naya took them out with her warp-rifle. Through the smoke Dalton came through with his shield and Jacob behind blasting everyone with his arc shot. It was a sight to be hold! We cleared the entire room so quickly and effectively, it caused a stupid grin to form on my face.
That's one of the beautiful things about this game. The mechanics feed off each other. You can try and play lone wolf but when you all work together, you're more efficient. Dalton's shield is awesome to get behind. Shoot some bullets from the shatter gun and crystalize enemies and then have Jacob melt them with the arc shot.
Another cool design set up, one you got to witness in the GT episode, was this...
After clearing the room, we were delving deeper into the facility. The place was heavily guarded. Turrets were blocking our paths from advancing further. Naya could go stealth and be undetected by the turrets. However, there were two control panels that needed to simultaneously be activated. With the help of Izy, myself, I managed to use the shatter gun to crystalize/incapacitate the turrets for a few moments. This enabled the player controlling Dalton to sneak into the control panel and successfully flip the switch.
The game also offers many unintentional set ups that you'll be revisiting with friends through memories. This is something Insomniac really wants to encourage. They want you and your friends to jump on and play the game. Then, maybe the next day, you'll reminisce about your experience. I know we all were and we only had like a ten minute demo to play!
My favorite being...
Izy is essentially the medic of the group. While everyone can help each other be healed, she is the most effective at it. Kind of like Resistance 2's Medic class. Well Izy is equipped with these awesome heal grenades/beacons she is able to throw. Insomniac designed these so that players wouldn't be confined to having to be next to a player and revive them as the medic.
If a player is down, lets say half way across the map and you have impeccable accuracy, you can throw the beacon and have it land next to the player to help revive them.
Unfortunately, I'm not the hero in my story.
I totally forgot that that was Izy's secondary. Instead, this is what occurred...
One of my team mates were down. I had no way of getting to them. We were pinned down by heavy fire. It felt like the whole damn base was coming after us. Dalton made a funny crack about it. We were dangerously close to failing the mission because Jacob was on the verge of death. It was pretty harrowing. I wanted to charge for my down team mate but knew I would essentially be in the same predicament.
That's when Naya came to save the day. The player controlling her quickly activated their camouflage and slipped into the heat of battle. They made their way around the soldiers and crouched, in the middle of the chaos, to help our downed teammate. Bullets whizzed past them. Explosions went off. Seeing Naya pull that off undetected was so freakin' awesome!
It's a shame the game is getting the response it currently has been. Just so everyone knows, this is not the work of EA. EA was supportive of the project from the get go. This was just a natural progression Insomniac decided to do. Story is something they really want to focus on. They want to make this compelling narrative and, from our presentation, I'm very intrigued to play and learn more! I can't go into specifics there...but I can assure you, I honestly feel had they kept the Overstrike tone, we wouldn't be getting what we are.
I will admit though, the marketing for Fuse isn't the greatest at the moment. It's not really conveying the sense of what the game truly has to offer. I'm surprised they didn't include some of the set ups were managed to play. Those, even though short, were very memorable! I personally didn't like the track they used as music for the Fuse gameplay trailer. But hey, it's a minor nitpick. Here's hoping they manage to step the marketing up a bit and show what Fuse REALLY has to offer.
I know a lot of you are saying Borderlands and Bulletstorm are great examples of mature humor. That may be true, but they definitely are not great examples of compelling narratives. Borderlands, from what I've heard, has a forgettable story. Bulletstorm I've heard mixed things story wise. Some people liked it. Others hated it. It was condemned for being short. Insomniac is trying to hit straight across the board an awesome experience. They want great mechanics, awesome weapons, and a compelling narrative that makes you FEEL for these characters. With the little time I got to play, I was definitely attached to these characters. Especially because they have such interesting back stories. Namely Dalton.
If Insomniac can pull of what Bungie did with Halo, create 30 seconds of game play and try to replicate it through the entire experience, then I have no doubt Fuse is going to deliver something memorable.