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You find CP in one map, next map you find who's making the CP, next map you find who's commissioning the CP. The end.
You fight a cult of crazy women, if you look at the evidence required to report, you find out why they're nuts. The end.
You fight terrorists in a nightclub, you fight same terrorists in a hospital after the nightclub. The end.
You find clues to a human trafficking ring, you find human trafficking operation, is FISA involved somehow? Cue cliffhanger. The end, for real this time.
No characters change during the game, there's no growth, no conflicts of interest, no character motives, no backstories, and no monologing evil guy. Your character. Judge, is just a completely blank slate with no opinions or emotions, so it's more about how you personally react to things you see. Is there anything wrong about that? Not necessarily, but if you were looking for any of the aforementioned narrative beats, you won't find them except in a minute-long exchange at the very end.
p.s. I forgot an entire other mini-story: the politics bad one. You fight military veterans. Turns out they're not a big fan of the government. The government is pretty corrupt, allegedly. The end. But it's a little easier to empathize with than, say, the CP guys, so.
Connect the dots yourself, head cannon in these games is what makes it even better. No one's trying to spoon feed you with an overarching connective tissue through the games narrative. Feels more of a mature sim the way it is.
Press the play button on the tablet, and listen to while you gear up. It is all voiced too, there's more than enough story.
The entire story being explained would just be narrative blue balls.
Isn't there like an underlying (almost supernatural) - like storyline (tied with each story you just listed) that heavily involves YOU.
Like the hermit is someone YOU replaced, job-wise. Which involves brainwashing, illuminati, strings being pulled by your superiors and that you're also following in the footsteps of said hermit? -- Across the maps you play it seems like there was supposed to be a storyline about YOU as the player etc.
1. Even if true (true as in not scrapped in early access which it may have been) none of this changes OP's feedback because none of this has any bearing on the game, at all and as the game currently stands has no significance outside of the Ridgeline level, similar to how none of the other stories have an impact off the maps they take place on.
2. If a deeper more traditional story was planned (not saying it was) they did an awful job of it. After a year hiatus of no updates, the story itself went absolutely nowhere. Career mode was, at best, severely overhyped, and pre-existing content was cut rather than worked on for the sake of "narrative continuity" and "realism." But how RoN tells its story today is the same as how it told the story in early access, just fancier, with the voiced 911 calls and the briefings which, as advertised, exposition dump the Six Ws of storytelling to you as to why the level is happening.
But as I mentioned before this still has no impact to Judge learning, feeling, changing or evolving as a character in any way except at the end where we squeeze in a minute-long conflict between two characters, one who's never spoken up before and one we've never seen known or heard from otherwise.
If you want to take a fine-tooth comb through this game, it's rewarding, and gives you more precise narrative drops that definitely serve the story, but none of them are absolutely mandatory to understand what's happening.