"Every notion of what some of you may consider to be proper game design has to be suspended. The game will hold your hand. It will walk you through areas. It will funnel you. It will bombard you with simple context sensitive button prompts and loads of sharply directed and acted cutscenes. For many, this is the bane of "cinematic" games, and that's the divisive crux in The Order. But for all those criticisms which can fairly be leveled against it, The Order succeeds because the physicality and feedback of the gameplay sections (which are by no means scarce) are so well executed and consistent with the games overall quality, that not allowing it its quirks would be to completely miss the point. Personally, I think it harkens back to Metal Gear Solid in terms of pacing, to Killzone 2 for its gunplay theatricality, and to Vanquish, for its replayability. It is by no means a short game, either. It's pacing is dictated by the unskippable cutscenes and expository quasi-interactive sections."
It's kinda amazing how many times I was told I somehow need to play this game to understand what it's about.
Clearly blatantly not true seeing how it has hit every mental check list I had for it. It's kinda depressing that AAA has really doubled down on this route because it's not going to age well at all. Games like Uncharted are already showing their age and going harder on the graphics isn't going to help.