Those are obviously realtime generated graphics in those games. It has more to do with directing a game for why QTEs are good, the director is in solid control to deliver a well sequenced experience.
It's easy to see the graphics in for example Heavy Rain are being rendering in realtime, for example wounds on the charactor stay around during both gameplay as well as in the cutscenes and the game switches from cutscene to gameplay and vice versa on the fly.














