No its not...if they take the story away the world will be the same..honestly the marketing ruined it for me... Everything was false like the snow this year... Is it ok for what it is? Yes, Yes it is...a movie that has No place being in an open world were they were testing some multiplayer features- looter- shooter at it best.
But they had such a good standing with people that they needed this... Why be a perfect good guy when you can be a bad dude who will still make money out of people. And they are right. People are idiots. EA is still making ton of money. Same products every year.
This game wont change for me. Expected RPG with deep elements cause THEY SAID IT... Not my dad... But whatever.
Fair enough - I won't try to change your opinion or debate, but I'll jot down my progression from 'good game with big problems' to 'excellent game with some problems' because hey, it puts context and perspective on things and why not.
The lead-up to the game had marketing (especially back in 2018 and early 2019) definitely had stuff that isn't in the game. I avoided all that, been on spoiler black out for years - so my experience was untarnished in that regard.
The main story is wrong for this game, the focus is off, and the game suffers from an identity crisis where it never knows whether to open up and release the players hand, or hold the players hand kicking and screaming the way it wants you to go.
Loaded with missed opportunities to expand the world and do things differently that it never explores.
However, where it shines, it shines a lot. My first playthrough - was very much "good game with big problems." I enjoyed it immensely and was heavily invested - but was a bit bummed by all of the above.
....it was through the second playthrough, playing very differently, that while the problems still exist, the bummed out feeling was fading in the shadow from the scope of the game. By the time I was well into my third, bummed out feeling gone and I now view the game as "excellent with some problems." This came about because I stepped away from the focus on the main story (which is far and away the weakest part of the game and holds the player back too much, and by association putting in more quality in the side quests)
There is a staggering amount of ways to approach missions, not just playstyle, but angles. There is huge amount of information to unlock, uncover and find, which alter how they play out, dialogues and further things down the line.
One gig as an example, you can go to the marker, get the object, return it. Get money. Or you could open a terminal, watch a video, find out the reason for why they want the object, then ask for more money, threaten to turn them in, kill them, or knock them out. All of those options change other gigs and dialogues with fixers down the line.
The game is loaded with them. However, they're hidden. They're not listed, the fixer says nothing outside of the base job (but there are clues), and no markers or (optional) tags come up.
When you play those in different ways through multiple playthroughs, you see how much love and care has gone into them.
It's everything I want in a choice / consequence game. Now I definitely would like to see more visual / dynamic impact on the world (that isn't there and it sucks), but I love the amount of choice that really leans into giving the player agency.
So yeah, it's got it's problems, but the extraordinary multi-layers in the gigs and side quests that can easily be blown through like a checklist if you're not exploring aren't one of them. And that's where the bulk of my nearing 300 hours of game time are.
...ok, so maybe I did start trying to change your mind, but honestly - I just wanted to write down how awesome I find this layering in game without hand holding.