I finished the game.
Gameplay-wise, I agree that it gets a bit repetitive, the commander system is overused and sometimes the difficulty is all over the place.
But what bothers me is the narrative choices they made.
They are trying to shoot for me "look at this bunch of rag tag bunch of diverse characters fighting together against the nazi regime".
Problem is that it feels tacked on.
First, okay, you are running a resistance army but your nuclear u-boat looks like shared college apartment.
In the TNO, it was small cell and Caroline provided some military discipline.
Everytime I was on that boat I wanted to call everyone to attention and made them clean their mess.
Discipline is and tidiness is the backbone of any successfull military operation.
But my main grievance is the character of Grace.
I thought that she was unpleasant, a poor leader and written like a cliché angry black woman.
Plus, I don't believe for a second that you will be able to make communists, military types, blacks and whites with so different outlooks and background to work effectively together and in a cramped space to boot. . Real resistance movements, for instance, nationalists and communists against nazis, have been plagued by violent internal conflicts. It would have been more interesting, dramatically speaking, if the game had acknowledged the difficulty of co-existence but it prefers to go full on naive.
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Some might say that it's cartoon and a video game but 1) if you have high narrative ambition, and to be fair, some things are excellent, 2) and if you want to take politics seriously, because the game actually does, well, go all the way.
By that, I mean that the game shows how people can easily compromise with totalitarianism but is afraid to show that you don't win a war with some college activist bullshit and that in real life, the resistance would fall apart in a matter of weeks.