It’s not all bad, I suppose. There’s still some surprisingly good and subtle storytelling in here if you know roughly where to look and are prepared to do some digging (like Task Force Director Miller’s backstory and motivations) but almost none of it relates to the actual main plotline. Meanwhile the rest of the narrative reeks of a rush job – there are “major” characters who show up once in the tutorial and then vanish again until the very final mission, locations which are very heavily lampshaded but which you never get to visit, and locations which aren’t lampshaded at all and where you do nothing plot-related outside of the opening cutscene, and which seem to have been thrown in to extend the game’s running time more than anything else. I’m going to give Eidos Montreal the benefit of the doubt and assume that this mismatched structure wasn’t intentional, and that they simply didn’t have enough time or resources to finish the game properly; either way the effect is the same, though, and that’s to ensure that the story concludes in just as unsatisfying a manner as it begins.