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Hum I hope not. Don't think i've ever played a game that was innovative and good. "Those who do it first, do it worse", I've always said.

Though he's right about the seamlessness of cutscenes and gameplay, and it's something some people are having difficulty understanding. The two examples we have are on the E3 clip when you get control for a short moment and are supposed to shoot the Lycan as he runs towards you, and the E3 demo where you shoot some enemies while dragging the other guy's body. The wrong way of looking at this is thinking that it is limited gameplay. RAD is doing the opposite.. they are injecting more gameplay. These bits are part of scenes that'd constitute pure cutscene in any other game. They'd just let you put the controller down and wait until it's all over. Here, you actually keep interacting. And the best thing about it is that it's not through QTEs. It retains the game's core gameplay (TPSing). You know how in some games you've seen the character do certain actions (like shooting) in a cutscene and some time after you take control? For instance we've seen Snake doing that in MGS, the fight basically starts in a cutscene where you do nothing but watch and then the gameplay begins. Here, there is no distinction, if it's something you can do for yourself, you do it. More gameplay, not less.

Another example would be the part in the PSX demo that Eurogamer accused of being hand holding gameplay.. No, what it was is simply RAD's new version of a cutscene. Instead of watching the character looking around the room and finding the right enemies, you do it yourself. It is not the game's core gameplay (but it's not QTE either), nor is it just a cutscene. It's their own way of doing a cutscene. Would they rather watch? Wouldn't that even be more hand holding?

If one were to call it innovative, I'd say the main argument for that is that it's the first game to be pick up the kind of focus and narrative seen in adventure games with actual good, solid gameplay. Other games have attempted certain mechanics, be it Quantic Dream or Telltale, but they're always either too simplistic, boring or downright broken and annoying (not to mention relying on QTEs way more than RAD).

I'd say that Naughty Dog also already experimented a bit with it. TLOU spoilers:

When you get to Pittsburgh and there's that bit where you run towards Ellie to save her from the hunter, the basic idea is the same, just more toned down and isolated. As well as the whole Ellie vs David fight, it's kinda like the "interactive cutscene" you'd expect to find in a game like The Order, only with Galahad against a Lycan.