I've not kept up with this thread due to spoiler fears, but I feel I have to chip in to say what an amazingly designed game this is.
Sure the production levels and the graphics are impressive, but it's the genius design decisions that have given me by best moments. What a revelation to play a stealth game with no radar or other intrusive HUD, but that still works and isn't frustrating. Last night I'd taken out a few hunters in the hotel, but wasn't sure if it was safe to move through, so I lobbed a bottle into lounge and observed how many people called out and came to investigate. In lesser games there would be some non-diegetic indicator telling me, no doubt.
Simply restricting the amount of resources makes such a difference to the gameplay. Finding little stashes is really rewarding, and the scarcity of ammo means you need to learn how to use everything at your disposal. Still, on Hard I can't believe how many draws and cabinets are totally empty! But that all adds to the sense of everything being fucked.
Saying all that, the most memorable moment for me was due to the amazing animation tech. I'd been skulking round the hotel for about 20 mins taking dudes out, when one wandered past my hiding spot and climbed through the window into the garden. I went to quietly follow him, but he turned round just as I was awkwardly clambering through the frame. In one of the most amazing emergent things I've ever seen in a game, the fucker grabbed my leg and yanked me through, then started pummelling me up against the wall with his bat. I couldn't get a hit in, and was resigned to losing all my progress, when Ellie jumped on his back, screaming at him to get off me. This gave me an opening to strike back, at which point Joel grabbed the guy's head and impaled it on the corner of an air-con unit. I really couldn't believe it - the animation was utterly flawless as all those little incidents linked together. If I'd have seen that in a demo, I would never have believed it wasn't scripted.