The issue is not that the story is not finished, I think it’s the way the current end is handled that is a problem.
I agree now with the points made that you don’t need a warning at the start of the game, as above.
The issue, I feel, is that you don’t clearly feel like you just had a big ‘boss fight’ and cinematic to let you know you’re at a critical point of the story (and chapter end). I mean, there kind of is a fight, but I don’t feel like it’s highlighted well to the player that you’re at some kind of key dramatic event.
Need to enhance the drama of the fact Apophis just broke stuff real bad, world’s in trouble. How it is, it’s kinda just mundanely stated that “oh her, yeah she made stuff bad and we don’t know if it can be fixed, but hey, go have fun.”
Perhaps it’s the event itself that needs enhancing with more NPC reactions etc added, a change in music score, some things moved around. You have to feel like this event just broke stuff, not just ‘oh goody I’m off to MoF.’ Sure, there are considerations around effort and budget etc to add to it, but currently it’s a very flat feeling key moment of the game, hence quite surprising when your story just halts there just talking to a new NPC who so far means nothing to you, and as far as everyone else in the world seems concerned, nothing happened.
I hope in future we do get some more polishing added to the story, give oomph to the key moments and transitions. I know there are some new cinematics coming, I hope they help emphasise the story.
For the people exclaiming that who cares about story or character development through campaign: you be you, go have fun in your endgame, stop telling others they shouldn’t care.