Kojima and Co. poured their heart and soul into this one, and for once, we're looking forward to a story-based video game that urges us along an intriguing literary path. We're not frustrated by long cut-scenes, and we actually play through with eager anticipation to reach the next stage of the plot. This is a structure and style almost never seen before in games; even with certain RPGs that have had long cut-scenes in the past (Xenosaga, for example), that's an entirely different scenario. We have always been aware of the jarring change between cut-scenes and gameplay, but now, we may be lost in an engaging experience that promises fluidity between non-interactive and interactive entertainment. In other words, MGS4 may set the bar for all future cinematic game features, and developers may start to realize they need to weave the active action with the passive fabric of cut-scenes. Weave, not obviously separate.