There's something about a video game that means WAY more things can go wrong with the experience than your average film, book etc.
Where the latter's edited scenes will still form some semblance of plot; convey some notion of what the creatives were going for, if a game engine starts to falter; plot points get erased or characters are reworked, the whole experience falls apart.
It's all part and parcel of gaming's evolution over the years. Consumers and creators didn't especially care about story beats and narrative payoff in the 80s and early 90s, but once things like Ocarina of Time and Metal Gear Solid showcased 3D visualisations of fairytales or Hollywood blockbusters respectively, it was off to the races.
Now the majority of big-selling titles are "expected" to have a story, but that often clashes with the realities of game development.
Take something like Anthem. Bioware's latest went through hell deciding whether or not to even include flight mechanics, then having the knock-on effect of the game's world being redesigned to accommodate verticality or ground-based combat.
It's just one example of how hard video game development can be, and although the following are nitpicky as hell, they prove scores of our favourite titles aren't as airtight as we'd like to believe.