I have it. The 7.5-7.7 score is about where I'd put it too. The main faults are: lack of story, lack of polish and nuance.
It's a good game, but you can't help feel that they missed an opportunity when you play it.
The gameplay, at its core, is good. The shooting feels solid, and kick of the guns isn't too distracting and feels nice. Visceral is a word that's thrown around a little too often, but it fits here, the game does a good job of making your shooting and glaive usage feel visceral. I want to make sure people understand that, it's a decent to good game, and is fun, but it has problems. If they had polished the game up even more, added more nuance to it, we'd be seeing scores in the 80% range. If they'd then gone another step further and added more and better story elements, we'd be seeing scores in the 90% range.
However, the cover system needs work, you'll only stick to cover that directly in front of you and in your view. So, you have to waste a few precious moments changing the camera facing to get into that bit of cover.
One big example of lack of polish is the way you break open certain boxes for ammo/loot. These boxes are placed either high or low, and you can walk up and either smash with your fist/glaive, or kick if its placed low on the ground. The problem comes when you want to smash low boxes. To do so, you have to look all the way down, and with the sensitivity on the view set somewhat low every time you encounter a low box you slowly look down, kick, then align yourself to pickup the item, then hold square to pick it up. It gets tedious after a while. Thankfully you get an ability for you glaive that'll send it out to grab items for you pretty quickly, it just seems like they meant for you to use that instead of walking up to items to take them.
Another big problem is lack of subtitles during gameplay. They'll show up during cutscenes, but during gameplay, there's little snippets of crazy talk from the lead villain that don't have subtitles, and they're hard to hear sometimes.
Melee combat is also very weak. Both in terms of damage, and in terms of polish. You'd think having a strong metal arm, and a glaive that can cut people in half as a melee weapon would make you strong in melee, but due to bugs and inconsistencies with the melee combat. When enemies get close, you're religated to a weak slash. What's worse is that the slash's effect on enemies is inconsistent. Sometimes it'll stun then, giving you enough time to back up and line up a shot, sometimes it'll just damage then and make them play through a very short recoil animation before they start attacking you again, other times there's a little blood and they just keep right on attacking. One of the biggest problems is when a slash knocks and enemy to the ground, but doesn't kill it. While they're getting up from being knocked down they're weirdly invulnerable to melee attacks, you have to shoot them to put them down, even if they're glowing with the "finisher" aura.
Another issue is the balance between RE4 and more shooty third person games. The movement, FOV, and camera rotation rate is close to RE4. However, the action in the game is paced more like Uncharted, including the game very accurate enemies. RE4 got away with this by designing the game with very few enemies with ranged weapons, and all the enemies were paced pretty slowly. The enemies in RE4 also all telegraphed their actions ahead of time providing vital cues to observant players. This made RE4's slower camera and movement a more pleasant paced experience, instead of a straight shooter. Dark sector has a problem where it erred a bit too much on the RE4 side, and because of this, the big fights they put you in, with 4-7 guys shooting at you at once can be a real pain.
There's also a lot of seemingly infinite spawn segments. I find these annoying more than anything else.
Thankfully, despite these problems the gunplay is good, the guns themselves are quite nice and you always have multiple ways of handling combat. Enemy soldiers take cover, but also leave enough of themselves exposed for a well placed shot, or the top of their heads for the glaive to take off. You can run around picking up enemy weapons for use until their infected sensors disable them, and you can use your glaive to bring weapons back to you. You can buy guns on the black market for permanent use, and choose upgrades to attach to them tht you find in the game.
But, another problem is, this is all you'll really be doing. Besides a few puzzles based on using elements with your glaive. You'll constantly be fighting enemies in the same ways, and they'll keep spawning one after another. At least in Uncharted you got the satisfaction of killing off a wave, but in DS, you kill one guy only to see his replacement immediately spawn in from a doorway to take his place.
As for the story problems. I'm not sure how far I am into the game, but the meaningful story content in the game has been somewhat small. And as above, there isn't much variety in the gameplay to make up for lack of story, and there just isn't enough meaningful story to make up for lack of gameplay variety. So far they've planted a lot of story seeds, but nothing is paying off. You'll also go on for a bit too long without some small story payoff. I could have done with a few more small radio messages between the numerous fights that pay off a small bit on the character's back story. They actually do a good job of making the characters seem interesting at first, but it doesn't seem like they're going to explain anything of what the character's history means.