On my second playthrough of Chimera Squad (the investigations change slightly based on the order you play them in and what Dark Event you choose to prevent).
I think the main problem I have with the game is that devs do not understand how repetition makes things stand out. When you head out to a mission, the squad rides out in an APC. The way the parking spot is modeled makes that maneuver by the APC pretty much impossible - basically the non visible side of the APC must be clipping through walls. On mission return they play the clip backward, which makes the parking painfully unrealistic. Now if those videos were only played a couple of times, most people wouldn't give it that much thought. Most likely my initial thought "Heh, that APC drives the way I do in Saints Row" is as far as I would have gotten. But I have seen it over 50 times in my first playthrough. Over 50 times leaving the base, over 50 times returning. That is when the "little things" have the time to stand out. If you will have players stare at a specific video repeatedly, more than anything else in the game, then you shouldn't cut corners there.
Same with the writing. Whisper (the not-Bradford of the game) is written as the person who tries hard to build team moral. He tries to strengthen camaraderie, is friendly and jovial. He also is the person who does mission briefings, which means this joviality is part of every mission. At the same time, one of the starting squaddies, and the game's only dedicated healer is also the team's joker. Terminal is just one joke after the other. But as she is someone everyone will have on their team, and because her levity will be part of her interaction with every otherwise not funny character, it upsets the balance. The game's writing is fine. The story is fine. The characters are fine. But the devs didn't consider how much facetime certain aspects would have and how all that would interact with everything else.