Hey! I remember Schism! Never finished it though.
Thanks for making that video. You raise a lot of good points, and you do echo some similar suggestions that have been made during our IRC discussions. Although the issue is still mostly undecided (and probably will remain so until we reach those areas and do some playtesting) I figured I'd give my 2 cents.
I've always been on the side of avoiding taking (total) control away from the player unless absolutely necessary. I think it harms immersion to put them 'on rails', and if possible I always vote to let the player retain full control within context. I've argued this case when we were working on our ladder system and debating fully animated vs. player controlled, and I feel the same way here. Granted, the great bridge and similar areas are just too long for a walk/run option (even a sprint), but I feel that a roller-coaster style animation like in Schism could be equally long and as boring. I believe you touch upon the solution in your video when you talk about combining techniques and using a fade (like in the darkness of the tunnel).
This subject is one of the things we've debated amongst ourselves that still hasn't received a definitive solution. We do have several designs written up for how it could
be done, but we really just need to make a few prototypes and see what works. We'll be sure to share the results with you guys.
Thanks for your feedback!