I took one hour and half to complete Act 1. The fiasco is referring to the fact DF stated money were not enought to complete the game, even if they took much more of what they stated as maximum goal on Kickstarter.
People mismanage budgets sometimes and that was plainly explained in the documentary series, should you have happened to see it. Now, I'm not saying that understanding the issue solves the problem, it doesn't. But things aren't as transparent or as plain as "they took our money and ran away with it and couldn't even deliver a finished product". That's not what happened.
We need to get out of this mindset that developers are either awesome or terrible scum because more often than not the truth lies somewhere in between. I don't like the fact that Molyneux, Shafer and Warren Spector can miss deadlines, hype their games with seemingly false claims and fail to meet expectations, and mismanaged their projects but I wouldn't trade any of their creative abilities for another semi-open world game where you climb a tower to unlock more missions.
I think we grossly undermine how important it is to have creative people with rich personalities and coloured ideas. If the fact that in the last console generation a lot of AAA games became a grey sludge of sameness, where most games were grey brown or mix of both, where most shooters became cover ones, where most action games gained a level up, where most open world games had areas with unlockables and collectibles and your progression through them followed the same pattern and rhythm in every single game, just with differing combat mechanics or where traversal and platforming became exercises of "pointing your character in the right direction" rather than something that required exploration or some type of skill, or games when all the "coolest shit" that happened in the game, happened because you followed a button press at the proper time and were left completely disconnected from what was going on, where in most of them you followed a large corridor, with an occasional branch rather than sprawling and complex levels with verticality and nuance, where survival horror games became action games.
These developers aren't "Gods" I don't idolatre them as someone else suggested in this thread, but if from a broad perspective you don't understand the value of having them, or people like them, in this industry, then you're part of a large segment of game fans that I don't share any empathy with. You can argue that their latest games were disappointing in some way, but I don't think you can argue that most if not all of their games were immensely more creative than the great majority of other products in the market.
I'll take a creative liar over a morally bankrupt rich corporation any day of the week, and its really sad for me to see that most people prefer to defend the latter.