I can see where he's coming from, but there's also the other side of the argument that cutscenes are a requirement. While some game can get away with having most of the story hidden behind audio logs and journals, most of the ones that can pull it off are either horror games (To best summarize it), or games with an incredibly grand world. In faster-paced titles, this delivery of narrative becomes annoying rather quickly. A brief example is I can think of is Doom 3. When I was playing through that, it felt like a chore for me to go through every journal and listen to every audio log and watch every video. And, while none of that stuff really is "required", it does feel like you're obligated to go through every single one, or you'll miss out on majority of the story's context.
With the new DoOoOoOoM (To continue the joke), while I've yet to play it myself, I have seen a number of people complain that the story is too thin for the game to pull off. One example is that, apparently, one of the bosses later on is suppose to be set up as some sort of traumatic event, but if the reason behind the trauma is hidden behind numerous walls of text, then most of the people are going to miss the point of it.
As someone else pointed out, Wolfenstien: TNO was able to pull off both story and gameplay rather well without having to sacrifice one for the other. However, while I can't back this up as I've yet to play W:TNO as well, I can point to another game that I thought handled the baseline and deeper narrative rather well, F.E.A.R.. Given the game's fast-paced nature, the devs had to make sure the cutscenes (Or what amounted to a cutscene) and character chatter gave enough context without yanking the player out of the experience, but also placed the deeper narrative audio logs and journals sparsely enough and made them brief enough that the player didn't feel like they had to halt the entire game to see the deeper conflicts and reasonings within the story.