HGiles: Not really - there are many, *many* ways to imply without shoving things in the player's face. IRL, people don't need to be naked in the streets, or giving graphic details in conversation, for you to know that people have sex. People don't need fist-fights to be stunningly racist/bigoted. The argument that the only way to convey that kind of information is through graphic detail is completely off-base. There are so many ways that people share information in real life that are completely ignored in video games, even in video games that actually have a shot of conveying that information through tone, body language, etc, like the Witcher.
What you're looking for tends to get in the way of the actual game, because it has to be, y'know,
interactive. The sooner you can get control back to the player, the better, and that means leaving it as unambiguous as possible - which is exactly what is solved by making it explicit.
Furthermore, wrapping stuff in subtext is tricky too; if you make it too subtle, it can easily fly over the heads of the players. I absolutely hate it when a story is trying to convey a message, but doesn't actually state it - I almost never pick up on such a message, and that leaves me feeling confused and generally unsatisfied.
That doesn't mean it's impossible to do these things well, but it is insanely hard, and few developers have the resources to allow themselves to take such a risk. The few games that do come with the deeper stories usually go towards something more like a visual novel, because it's easier to get away with in that case - but that is also rather risky, since the audience is more limited.
There are many more games out there if your goal is simply a *good* storyline. Off the top of my head, Another Code R, in particular, comes to mind as such a game, but also Zelda: Skyward Sword and The World Ends With You, all of which were released within the past 5 years.