The detective aspect is unique, but it doesn't add much. I was actually on the fence on calling it "predictable" because even though I really believe there's a part of it that feels that way, it doesn't really describe the mission as a whole. It's mostly the level design being very straightforward that gave me the idea to name it that.
Honestly, it's more a criticism of the detective element. Even without that element, this mission would still be very solid, if a little straightforward in...
I did the exact opposite? I praised the mission for not adhering to connecting timelines or anything. It feels kind of belittling to talk like this. I accept the disconnect to proper worldbuilding - explicitly stating so - and someone decides to tell me that I should accept the disconnect to proper worldbuilding. I don't really need that. People should be able to engage in whatever way they want to anyway. If someone dislikes the strange and more subtle, off-kilter way of storytelling, that's...