Sure, flinging Kryll from RAAM's hand - lovingly dubbed Kryll Finger - is a fun mechanic, if a novelty, but it proves that an entire game can't rest on RAAM's shoulders. His power is overwhelming, so there's no real challenge in hiking through his levels and stabbing everyone in the gut with his iconic knife, even on Insane. RAAM can't drop into cover, can't roll, and can't dodge, but can send a storm of Kryll to any target, light be damned. Unfortunately, while crossing the lines of war is an enticing idea, playing as RAAM feels like stepping into a steamroller and flattening any puny COG soldiers that stand in the way.
RAAM's Shadow doesn't break down a lot of new walls, but it brings one key new element to the table: playing as RAAM.