The little cutscenes with SynDI "Squirrel" definitely wrapped up the mystery of Fusion's story, and I enjoyed hearing the explanation for all the events of the game. The dialog tied up most of the loose ends nicely, and it gave some good concrete backstory to SynDI, George, the other AI, and the Crater. I'm still trying to piece together how each location in the game can tie to the Beacon and the astronauts, but it's coming to me. I also enjoyed the humor you guys put in to their conversations, like the "Paperclips" and "SynDI used Plot Twist! It's Super Effective!"; it made me chuckle out loud
The question I have though is...
Why is so much crucial information delivered now, and in a Pokémon/Anime/RPG style? Was it easier to convey information as opposed to overlaying dialog on all the Trials tracks? (I know some people got annoyed hearing SynDI in the Base game talk; I personally enjoyed the snippets of story). I'm asking this because while watching them, I felt put off by them. It seemed odd that so much plot information was given so quickly and in such a different format. The mysterious backstory of Fusion with clones, AI, and some kind of space invader was an interesting premise, and I was looking forward to seeing how it would develop over the course of the game. With each DLC we got more and more pieces of backstory, some related and some new. My favorites were those hidden audio files in Fire in the Deep, which hinted at the Crater but still centered around the mining operation. With this DLC I felt like the information was simply unloaded onto me entirely, and coupled with SynDI posing as some kind of humanoid-squirrel, it left me scratching my head.
It's possible I missed some over-arching joke in the cutscenes with "Squirrel" SynDI, I haven't played very many RPG's

In that case disregard my comments about the delivery style.
On a side note, is it possible that map creators may be able to use some of that text delivery in the future? I'd love to get my hands on it