Simply surreal. These are the kind of designers that got pissed at the success of Elden Ring.
Is also ironic that with this kind of mindset, devs of these linear cinematic games still are too pretentious to actually commit to the obvious solution: drop the cutscenes so the game no longer keeps switching between passive(waiting, watching) and active(doing stuff) states which probably is the biggest contradiction in their game design. Or just go make movies I guess.
As a huge fan of devil may cry, bayonetta and silent hill I've always been a proponent of cutscene. But the way they use them...
Devil May Cry uses cutscenes to contextualize and build up the combat, for example
At this point in the game you've never seen an enemy this big, the camera is looking up at the first boss to make you feel threatened like "how am I gonna do this??" yet Dante not only remains calm but mocks him, telling the player how strong your character is if this doesnt even phase him. Then theres this stupendous transition from demo (jap term for cutscene) to gameplay, completly seamless and it also gives you an idea of how this first boss will attack you. You are also meant to die on this boss if you havent mastered the game as it is the game's n00b killer (he has armor so you cant spam the attack button, it has reflectable projectiles that will kill you in 2-3 hits, it can jump on you if you try to run away, you fight it in a cramped space..)
After your final battle with it, the boss is looking up at YOU, in awe at your skills. He seemed impossible at first but now the player is as confident as Dante when he bids him "sweet dreams"
The battle wouldnt have been so memorable if you just encountered it with the game camera with no dialogue, instead he's one of my fav bosses ever. And as the game is meant to be replayed you can just instantly skip it with one button so it doesnt interrupt the flow of the game if you're speeding through it
Modern devs just dont use demos like this, they want to use em to stop everything so they can beat you over the head with how profound and relatable their characters are and how this is a statement or whatever so video essayist can salivate all over it, the gameplay and mechanics are secondary, they'll just use the same mechanics as the last famous game that came out so no player will complain about having to learn new stuff and thats a 10/10. Mainstream players and review sites couldnt care less about mechanics, it's all about playing it once getting their deep ending and moving onto the next game