It really doesn't even take a full second playthrough for the cracks to show themselves. It is as I feared: the game is made with very specific decisions and choices in mind, and relies almost entirely on being able to nudge players towards those decisions. The minute you start to go outside the intended script and rocking the railcar (so to speak), the flaws just become painfully obvious. There is probably no better example of this than the decision to reveal Robert's identity as Mechaman to the Z-Team: the game obviously wants you to tell the truth, and it's definitely the most narratively satisfying choice. If you don't, the game just fidgets nervously around and tries to make up something on the fly. When Robert's identity gets revealed anyway in the housewarming party there's a small moment of everyone looking shocked, but there's literally nothing else that addresses it. No bespoke dialogue in the next shift segment, no adjusted character interactions or moments, just nothing. Considering Flambae literally tries to kill Robert if you decide to reveal his identity, this is some serious handwaving.
It just exposes the game in a crippling way: this is not a branching narrative. It's a railroad where you get to switch to a different track... for about 10 feet before it switches back to the same straight line. The permutations are ultimately incredibly minor, amounting to little more than different lines of dialogue here and there. The overall narrative path stays the same no matter what. You can literally let the game play itself and end up at the same results. Considering that the supposed branching narrative is the main selling point of the game, this is a critical flaw. I haven't played the Telltale Games myself, but to my understanding these are the exact criticisms their output largely faced and what ultimately led to their downfall. Whether it be budget constraints (I can't imagine having A-listers like Aaron Paul and Jeffrey Wright in the studio is cheap), or the game changing formats during development, but it really feels like the game's biting off way more than it can chew by posing itself as a branching narrative.
I really don't like putting a new IP by a first-time (well, sort of) studio down too much, but this is vital if Adhoc are to succeed further as a studio. Games like Baldur's Gate 3 and Disco Elysium have shown how choices can be made to really matter in a narrative-driven game. And those are RPGs with tons more content and mechanics (especially with BG3). Compared to those two Dispatch is an incredibly tightly controlled narrative environment. It doesn't have the several novels' worth of dialogue like Disco Elysium or BG3's dizzying scale, and as such doesn't really have an excuse, even if made by a small indie studio. They clearly have the talent, the foundation, and unquestionably the goodwill of the audience to make something truly fleshed out for their next project, whatever that may be. The gameplay model lends itself perfectly to tons of mechanics and systems: procedural generation, status effects, resource management, randomization, endless mode, the sky's the limit here! The presentation is top notch in all aspects. The worst thing they could do with all this promise and hype is start churning out the same shallow, railroaded pseudo-games that doomed Telltale.
Ultimately it boils down to this: Dispatch is a great narrative, but middling at best as an interactive narrative.