Or are you allowed to more freely move about and determining what to do? If it is like I suggested, then is it said explicitly to the player or only hinted at?
It's actually quite similar to my experience in BioShock2 so far. I guess I haven't played a contemporary game in a while. But I feel there's an extreme amount of hands-holding going on. Maybe it's just my inability to pay attention to the story, but to me playing the Heavy Rain demo (as BioShock2) feels like you're basically doing everything that the designer wants you to do, without thinking about it. It's not even goal oriented. In the sense that I don't care what the goal is. Because I don't feel I care about the story. I see something blinking and I pick it up. I see a word with a button symbol next to it and I press that button. I have no idea why I'm doing it. I'm just doing what I'm told. And in the end I get to see a moderately interesting aesthetically pleasing movie.
And finally (if what I said was true), what are your feelings about these kinds of goals?
I find it interesting because the interaction is so incredibly shallow that it feels like you could tell
any story through it. But I find it kind of sad that the interaction ends up making the experience more superficial while I know that, if well designed, the interaction can
increase the emotional depth of the experience. In terms of emotional involvement, Heavy Rain (as well as BioShock2) seems to rely entirely on cinema language, not interaction/immersion/generation/etc.
The reason I am so interested is because I see it as nice mechanism to containing the player at a certain scene (by making character-will a sort of obstacle).
The character feels a lot more empty than that to me. In the demo of Heavy Rain that may be because a) the characters are clichés and b) I have only played the demo so far. In the case of BioShock2 it's kind of interesting how you really feel like you're inhabiting an alien body (the Big Daddy). I don't feel like I am the avatar-character at all. But that feels appropriate, somehow.
Anyway, you don't need to worry about all this. From what I've seen from Amnesia, your work is far beyond these two in terms of emotional involvement through interaction. They can learn a thing or two from you!