It's funny to me because Citizen Kane isn't considered influential because of the story it told. It was influential because of the way it was told, something a lot of video games seem to miss. It's fine and dandy if you have a well written story, but I'm of a firm belief that everything in the game should actively reinforce the themes.
With GTA IV, people were going on and on about how revolutionary it was that you had this "remorseful" protagonist that could have friends and go on dates, but as soon as those sections ended you could go on joyrides and run over hookers with absolutely no remorse whatever. With Bioshock Infinite, they gave the player this huge interesting world, then did little with it as they had to force you down a scripted corridor shooter that barely scratched the surface of all the interesting, heavy topics reviewers said it was going to explore.
Are these games bad? Absolutely not. Both are great, solid games in their own right, but neither are game-changers that deserved all the hyperbole they received. And this is why I'm jaded when reviewers start talking about games that convey complex emotions: I have to see for myself if the gameplay and the story actually reinforce each other, because that's what the industry actually needs to move forward from an "emotional maturity" standpoint. Until then, I'll just be happy to get these solid, well crafted games that poke at interesting themes we've never seen before. I'm perfectly content with that.