My argument to the whole The Last Of US is linear and you don't get to make your own choices argument is "so what?". Simply put, who says games can't be that? Games come in many shapes and sizes and being able to tell one refined, complete story in the order in which it is supposed to be consumed is NOT A negative. Seriously, not every game needs branching storylines, open world's and player choice. There are also subtle clues and insights in to people's lives scattered throughout the game if you want some deeper lore. Watch a movie is a cop out excuse as well because I don't want to watch a movie, I want to interact and I like the combat and mechanics in TLOU too.
Then when it comes to chest high walls and characters breaking immersion by running past the infected... well... yeah it kind of sucks, but ultimately game balance comes first and it would just be more infuriating if our AI partners got wasted every 2 seconds. As much as it is awesome to have a huge world with player choice it is still really impressive that a developer is able to create a game like TLOU with such awesome pacing. It isn't easy and that game is expertly crafted even down to subtle visual clues and level design on where you're supposed to go next.
Ian has a shallow view. It sounds like he is describing a genre he doesn't like as opposed to why he doesn't like TLOU.