The recent Sony State of Play event left me feeling deflated, as if I were watching a movie rather than playing an interactive game. The highly anticipated reveals of Marvel's Wolverine and God of War: Laufey failed to deliver the thrilling gameplay experience I was hoping for, instead showcasing a trend of automation and a decline in genuine action-game design. This trend is a symptom of ballooning AAA budgets, where creative risk is a financial liability. The industry is sacrificing the expressive, high-skill combat freedom of iconic action games like Bayonetta and Devil May Cry 3 for passive, automated interactions that prioritize mocapped visuals over player agency. This shift has led to a loss of player engagement and a sense of mastery over the game. The argument that pure action games hit a strict financial ceiling is a myth, as evidenced by the success of Stellar Blade, which was developed on a modest budget and sold over 3 million copies. The industry needs to strip away the automated set pieces and focus on creating engaging, player-driven gameplay experiences. I hope that Marvel's Wolverine and God of War: Laufey will surprise me with their final releases, but as it stands, I am not impressed.