Off course, it is not impossible. They did it in the demo.
The "impossible" part is making that animation, the inverse kinematics and the skeleton mesh react to any possible angle.
Unless the game is even more linear than part I. When those interactions are few and far between.
Take a look at the E3 demo
Now, what the retail
Can you see the difference?
I will help you.
1- In the demo Elie moves her legs in a natural movement away from the cover.
2- The enemy reacts to Elie call and turns to her.
3- The brick hits perfectly in the head and carries moment to the enemy, that turns in a natural movement.
4- There is no skip animation from Joe getting out of cover and pressing the enemy on the wall.
This video shows more of how the animations are blended.
I´m not undervaluing ND work. It is a pain in the ass blend those animations and trick the player not to notice.
I understand what you are trying to say, and its true, but true for a game that was developed 8 years ago, Contextual animation is still pain in the ass but nothing compared to what it was back then, I think even in Uncharted 3 and The last of Us were like their test beds for contextual animation, IMO uncharted 3 had better animation on that cruise level. But look at games from this generation, Uncharted 4, infamous, sunset overdrive, Horizon, god of war, they all have much more better animation blend pass than previous generation, IMO Spiderman had far better contextual animation than TLoU2 and that game is almost done, so i think ND with 3 games worth of experience can pull it off.
Also Id like to contradict myself, I would say ND has this habit of showing a vertical slice which will be a quiet different to the retail version, The Last of Us and uncharted 4, but in their defense every studio does this they dial up their engine up to 11 for showcase, but at the time of retail they have dial it back so that poorly maintained console don't get fried.