True, but I expect cinematics and cutscenes being more and more mixed into the gameplay, done in realtime with the gamengines. Also in a FPS.
Konami has indeed done this with MGS before with their gameengine, you even could move the camera with the analogue stick in the cutscenes looking at Eva and her boobs in MGS3 (
). Hideo stated he wanted to take this a big step further with MGS4.
I expect that kind of interactivity being much more seamlessly integrated in gameplay. You can already see that in Heavenly Sword (with the final boss-animations when she flies upwards, and several moves), and also in the BIA3 trailer (also FPS) where a great example of this kind of scripted cutscenes mixed into gameplay is shown. The moment the player directed his troops to the right with his command, the soldier in front of him got shot, and from that point a short sequence is scripted where the player catches the falling man with great animation and lot's more detail.
I guess because for a short time the gameplay-mechanics and A.I. are freezed, all CPU/GPU power can be dedicated to animation/visuals into that scene (like MGS4 trailer), so the face of the soldier you are looking instantly becomes much more detailed and it all goes into slow-motion time making it a very nice cinematic scene. After that, the action fluidly goes into a counterattack where the player takes full control of his gun back again.
Devs should do this kind of stuff much more in coming next-gen games, constantly switching between cinematics and gameplay, they are still too afraid to take control out of the players hands for a short time. Playing more with camera views, slowmotion, scripted animations etc will make the games much more impressive, without breaking away too drasticly from gameplay with a loadingscreen and a seperate CGI scene. It is essential that is being done in a fluid way, mixing both interactive and scripted stuff into one gameplay-experience.