I can understand your points, and if it's the loading one then fine.
And if it goes well it doesn't matter, after all it's barely anything to do anyway. But my sneaking suspicion is that they might have added these elements to make it more of a game, so you have more "to do".
However, for a game that is so reliant on atmosphere and getting you "in" the game I find having those types of movements/actions very risky when it doesn't work firsttime.
What's the point of it? Because it's there and you have to get past it.
But in real life you wouldn't stop halfway, stand up straight again, look around and then try to go under it again. And if it's not for loading purposes I think that having those actions isn't worth it when the chance that you don't do it correct and end up "wooden" will mean you lose a large part of the atmosphere. And for what? So you have more "to do". The other button presses/movements I like, but this just seems so mundane and pointless to me that it isn't worth losing the momentum of the game when it doens't work first time. It's not like there is a concequence if you misstime it, is there? You just have to do it again.
Hopefully those types of situations are limited and won't distract from the story/atmosphere in the game as besides that I really like it.
And the Voice acting comment I find aswell, for a game that is little more then talking it's quite odd to have mistimed parts. The actual voiceacting/timing isn't annoying or poor either imo, but you would want it to be perfect for a game like this.
That's kind of the point of all the stick movements. It draws you in by making you feel part of the action. Even the ability to decide the speed at which you carry out animations is designed to give you the opportunity to 'act' within your role - you can act hesitant when you knock on the door to interrupt the thug[/quote[
Does this change the resulting interactions? I know the talking ones do, but if you would knock softly do they start up different dialog? Would be cool if it does.