I wrote everything below but decided to watch interviews from announcement til now of RAD staff members, but mainly Ru (CEO/Creative Director), before I hit submit.
Having done so, I feel the game we have now is the game he (Ru) is currently capable of making. More so, he didn't seem that interested in making a game, instead he wanted to tell a story; videogames just happened to be the medium through which he could tell it. I now firmly believe that whether he admits it or not, if afforded the opportunity, he'd have made a movie or TV series first, a videogame would have been brawta (a bonus).
nb Instead of deleting my previous train of thought, I added post interview edits.
Atmosphere and visuals only go so far. What happened to the talk about soft-body physics as it related to deformation and destruction? What about supernatural elements beyond Lycans? What about the rich exploration of lore or Victorian city life? All of those things were bandied about as people where searching for what made this game special. It's one thing to know what you were getting, but it's another to know and yet still be disappointed. Maybe reaching some numerical value on your own is hard, but can you really look at the Metacritic score and say it's truly unrepresentative?
The level of graphical fidelity they went for clearly cut them off at the knees. Creating those assets, creating those environments and getting a fairly solid frame-rate must have taken quite some time. The time and resources left over would have been very limited to integrate all what they probably (hopefully) had planned; I imagine a lot of ideas were left on the board.
Let's break down one thing that could have been done to improve the experience and why it most likely wasn't:
More enemies/monsters = more modeling, AI, level design (unless they implement heavy backtracking), optimization, more story to explain the presence of said enemies and the list goes on. Without a money pit, those and other things (co-op, competitive multiplayer, etc) could not be completed in a reasonable period of time.
As for completion time and what not; imagine how little game-play would be left in The Order if: Cut-scenes were not interactive and instead of having players walk down a hall to transition between cut-scenes, a fade or other transition effect was used. It would be even shorter than it already is. One cannot help but feel such things were done to pad out "play" time (edit: wrong, that's how Ru wanted it, or so he says)
It's sad to think that if graphics had been a lower priority and others such as AI, level design and game-play mechanics had been higher, The Order could have harnessed so much more of it's potential and truly been a great game. Then again, maybe not, creative, directorial and production may not have been up to the task (edit: seems I was right).