Oh, this will be a fun topic (eyeroll).
While I do think there are themes that are 'implicit' written within a game's cutscenes and gameplay (Even John McIntosh and Carolyn Petit say that the game's gameplay speaks more than its supposed story), I do think a lot of the themes feel unintentional and don't really want to comment on anything other than "We're just like GTA, buy us" or "We're just like Skyrim, buy us", etc.
So, to a lot of consumers, all of the ideas of games being political feel like overreach or in their terms "clickbait", as in trying almost too hard to link a seemingly unconnected game to real life events.
To me, who plays and enjoys a lot of games with cutscenes, such as games from Bioware, Telltale games, visual novels and even Quantic Dream, I can easily tell the set of values put on display because there are a limited set of options. Stuff always gets cut out from the final product so the question remains: why does this this option exist out of the thousands of other options that were cut out?
One example, in Heavy Rain, Madison has to find the nightclub to help Ethan find his son. The doctor invites her in and offers her a drink. Madison can drink the alcohol and go through a torture porn sequence where she has to run away from the doctor or not drink the alcohol and let the doctor go to another room. This entire torture porn sequence is avoidable and adds nothing or very little to the plot. But the question remains out of all the resources, why did the animators spend time making this scene?
To me, while themes are implicit, they're not always intentional, but rather a case of Monkey see, Monkey do. The video game industry is trying hard to become legitimate, so it ends up copying a lot of other works in the medium for that legitimacy. To me, a lot of the controversy surrounding Gamergate is more of people fighting the symptom and not the disease.
Or, I could just be spewing a bunch of nonsense from my mouth.