I didn't say that they needed to revolutionize.
Very good point. Deadly Premonition is a game that is very flawed, but innovative with a some redeeming qualities that people with certain tastes enjoy. If you don't mind bad combat, but do mind good surreal characters. Then you're likely to enjoy Deadly Premonition more than someone whose tastes are opposite to that. This is how Deadly Premonition, despite getting really bad review scores, became a cult hit.
Knack and Shadow Fall are not Deadly Premonition. There's nothing hidden under their boilerplate game mechanics that critics missed or dismissed. They're very much by-the-numbers games that, if all their features were merely passable, would still be unremarkable and not worth checking out in a world where a jazillion decent-to-great games in their respective genres exist. But they do have significant flaws. Whoever designed the levels in Shadow Fall didn't understand flow or sense of place (and it's AI just felt poor, and I liked the previous games) and despite Knack being very VERY bare bones it couldn't nail some of the things it did well (homing ball, platforming, certain enemies punishing you for trying to be good.) So they fail to pass the bar their peers have been raising for years as the professional critics have pointed out, and there's no hidden redeeming qualities that critics missed but the fans didn't. And every time I heard a lengthy argument for why either one of these games are good (that go beyond "I had fun!" or "It's my opinion lol!"), they are all written like they exist in a vacuum where other games don't exist.
I really don't understand why you are talking about Knack and Shadow Fall. At best it is useless, at worst, it is hurtful to the discussion. If your assumption is that a game needs to be innovative to be good, you are wrong (there are counterexamples in spades). If you just want to say that Knack/Shadow Fall are neither good nor innovative, well, whether you are right or wrong is irrelevant since this is highly off-topic.
Last but not least, there is one thing in common for some of the examples you gave me (Nier and Deadly Premonition). Their gameplay is either very uninspired and mediocre (Nier) or just plain bad (Deadly Premonition) and they are technical either poor (Nier) or just plain broken (Deadly Premonition). What makes those games special, and actually quite enjoyable for some (I loved Nier, despised Deadly premonition), is the background, the scenario, the characters, ... The fact that The Order is nailing the visuals and at least succeeding in the most important aspect of the gameplay, doesn't mean it is going to fail on the latter. Actually there are plenty of hints that show us that it could very well be excellent, at least it is a focus on the team.