The last few times I played, did have the same sort of experience described in the RPS article. Everything starts off all unicorns and rainbows, all fun, base building, oh-isn't-it-funny-they-need-to-poop etc. But quite quickly starts to break down in to oxygen management, heat management, hygiene management, power management, wishing-you'd-planned-rather-than-organically-grown-the-base reconstruction. This in turn (at least for me) turns in to a race along the tech tree looking to technology to solve my current problems, but only introducing new ones.
Maybe there's a philosophical undertone in the game, and that my duplicants should be content with their lives of sleeping on a basic cot, pooping in a latrine, and eating plant bugs.
I normally end up in a "this is too hard" frame of mind, turn off, and when I turn back on I get hit with this wall of emergencies that made me stop playing last time. Sometimes I carry on and try to nut through it, but sometimes I just re-start because for me at least the fun is in the starting-out, building, exploring, and slowly progressing technology.
Don't get me wrong, ONI is a great game and I think it would appear to a broad range of people. However, one of the effects of an extended Early Access period with an enthusiastic and passionate community who are DEEP in to your game and its systems, and who are full of "bright ideas", means that you can often end up with a very rich and complex game with very advanced simulations and interactions, but which only appeals to a very small niche of the overall player base. The team has done a good job of trying to balance this out with a game that's easy to understand (at least at first), and easy to get going. But be aware that it takes Primary School/GCSE principles of physics and chemistry, and makes a pretty complex game out of them. It's fun.