big 7/10 games might be some of the best autopsy subjects, because they often aren't bound by the stringent design limitations of your usual AAA game, and none of the systems are broken fundamentally like you'd see in stuff averaging 5/10 or lower
they had enough resources to pull together something at least interesting and appealing, but the project leads made just enough poor decisions at the concept stage that those parts don't coalesce into a good whole
I've been on projects that were like that (I'm on one now), so I relate to what must be so frustrating for the rank-and-file dev team. the redfalls of the world happen because of a lack of imagination, and a failure to establish a clear development roadmap. many great games have done a lot more with a lot less thanks to a strong vision and being realistic in the project planning
