Kurokasis is a leaker who had first reported on Sonic x Shadow Generations
I believe this is a narrative story driven game, not GaaS. Just based off this.
"Hennig: We want to disabuse people of any of the wrong notions about the game -- this is a single-player game, and so the four characters are all playable at different points in the story. Like a TV show or a movie, where you're cutting between different characters. Because that's the normal way to tell the story that games rarely do.
So there are key points in the story based on what's happening and what these characters are trying to accomplish in parallel or even working at odds. That raises the stakes. And we can cut back and forth between those characters, even really quickly cut back and forth, and be really creative like that.
That really necessitates that this be a single player experience. It's not like you're choosing which character to play, it's not like you're playing co-op multiplayer. There's a... I kind of hate the term linear story, because I always try to make games that feel widely linear and have lots of player agency, but the story has a beginning, middle and end, with landmarks in between."
Definitely an Uncharted-esque action game - but it does seem they are trying some different stuff with the controls:
"Hennig: Most of the DNA is from stuff that I made before, but we looked at all these other games that are doing interesting things with more contextual controls, like
Quantic Dream's games [which include
2010's Heavy Rain and
2018's Detroit: Become Human]. But those are very different kinds of games. We're still making a traditional AAA action-adventure game but in a way that should be more intuitive to players.
Non-gamers and casual gamers will be able to grapple with the controls right away. For experienced gamers, they'll immediately be able to figure out where the depth is and combine certain moves. It's about maximizing experience, not about beating the game; feeling like you're in this flow state, embodying these heroes and being carried by propulsion of the story as opposed to feeling like you're trying to conquer it.
It's about finding as big an audience as possible, figuring out how to invite them to the party and not confronting them with 800 buttons."