Both say right away, the test is not changed: we are too taken by the hand. The gunfights are certainly fluids, sometimes original weapons but what about the scripted opponents as possible (I shoot, I'm hiding), the clatter of bullets (which lack of "safe"), identification of targets (distant enemies too few visible drowned in the greyness). Our hero can get his weapon when the game provides, removing all dramatic spring shot (no danger if I can not unsheathe).
In fact, we feel a huge mess: sublime scenery, but apart follow the trail path, no flexibility.
Note however, the perceptible difference between gameplay and cinematics phase: everything is fine, but on a huge screen (projector) interactive areas are a tad below. And an aberration mirrors, windows, always sublime but reflections of the character!
CONCLUSION:
I am leaving for an experience with such aesthetic slap, even short and scripted, "The Last of Us" in the genre is excellent.
But also soft knee and childish, it leaves me a bitter disappointment.
I recommend this game to the end, used in a few months or today with quick resale.
And I hope a sequel, denser, slightly open, it would be a shame to let this world under-exploited!