I really didn't care for this one.
The way the writer gatekeeps the important knowledge from us is what I tend to call intrigue teasing. There's a traitor amongst us, but don't worry about that for now and live happily with us. None of us want to tell you what this war is about but we're the good guys even though we're fighting a goddess you've previously known to be a pacifist so just go on missions with us. They even said ''I hope you'll still be on our side when you learn the truth''. It shouldn't be optional to tell this stuff to the hero you've awakened from a 1000 year sleep.
The prologue was frustrating but once you finish that, the sandbox was pure hell. Already viewed scenes just remaining there creating a messy system where you can't easily tell what is new or not. Pointless ''spend time with blank'' that just bump up a variable but don't offer any dialog or scenes.
This game teases you with a few interesting mysteries but then doesn't let you pursue them and just makes you play house with a bunch of strangers you don't care about.
Sorry you don't like it. I'll address a few of the points here.
The 'there's a traitor among us but don't worry' thing isn't so much 'don't worry' as it is 'if I question the wrong person/dig for info in the wrong place, it could go really wrong really fast'. If he was sealed away before, why wouldn't he believe it could be done again if he isn't careful?
You're supposed to be frustrated by the 'nobody will tell me anything' attitude. The entire point of this is you and the character both know something isn't adding up, but why would people just come out and give info that's highly confidential to the guy they've never met and only know through stories, and risk pissing off the guy who killed one of the strongest people to ever live, regardless of whether the people in charge are justified or not?
The sandbox is definitely bad and needs to be changed drastically, but I'm not exactly a god of coding, I'm just a guy who's trying to make a game with the coding skills he's picked up so far. I could make it more linear, but the point is you only have to interact extensively with people you
want to interact with beyond the story requirements. Don't like Alice, for example? Don't interact with her outside of the story. This applies for all of the characters.
As for 'playing house with a bunch of strangers you don't care about', how exactly am I supposed to make you care about a character you've just met besides having them in the main story and letting you speak to them and learn more about their personality and views?
As for not being able to pursue the mysteries, I'm a solo game dev who isn't doing this for a living. I can only put out story content, animated scenes, cgs and events for characters etc so fast. I'm sorry if you don't like having to wait for more story content but my life doesn't revolve around making this game and pumping out updates as fast as possible, I have other things to do like work to pay rent and eat.
Hopefully that address' all the points you brought up and at least explains my reasoning for them, even if you still disagree with them.