hi-fi rush
@chr From what I can tell, most things are implemented as finite-length animation clips, and I'm assuming they have a state manager that synchronizes each object via callback (including load times and UI). Most cutscenes are re-entrant with simple state flags and triggers to play events in sequence.
... reason I checked is I had a save bug in Ch 8 that prevented progress, and already bug reported it (and replayed from a fresh save after, all the way to the end).
hi-fi rush
@chr The part I found most impressive though, is how smooth and consistent it all is between gameplay and cutscene states all done by different studios on top of that.
Some of that is Unreal engine, but on top of that, either they had really good communication between studios on the requirements, and/or their cleanup staff did an absolutely masterful job.