First of all, I would like to say that, judgement at this point can only be made using the information and gameplay that is public, so any retorts of "how do you know the whole game is like that" should and will be ignored.
Anyways, linearity is a red herring. The real issue is lack of gameplay diversity and the "run to the next cutscene" style of the game. I think the best example of this is the lycan gameplay video that we've seen quite a few times, just look at how the gameplay breaks down:
It starts with a cutscene, then you get about 10sec of gameplay (signified by the HUD's appearance), then about 25sec of cutscene (ending in a pseudo-QTE), then you get about 4 second of gameplay before going into another cutscene lasting about 50seconds, then gameplay for 5seconds.
That is absolutely ridiculous. This meeting with the lycan appears to be your first meeting and as such, it is the most important because the player doesn't know what to do. Allowing the player almost full control in the area would have made this scene immensely powerful, and instead they opted for showing you everything instead of letting you play it.
The other video is just badly designed whack a mole for a few minutes with one of the most boring shooting galleries I have seen in a while. If these materials are what the dev feels do the best job in convincing people to be interested in this game, I am legitimately terrified as to what the rest of the game will bring...







