Really nice article, a cut above most the nonsensical apologetics we get here. Really liked how you emphasized the physical/mechanical approach to the button configuration and the degraded impact that ones actions have on the progression of the scene as it relates to the progression of time, which is, as you said, very different.
I talk about how mechanics especially game-play, or even subtle statistical changes can have a huge impact on the feel of a product. Be it your example, or something a little more obvious such as a military unit suffering fatigue leading to morale degradation. A mechanical diminished return lends itself to a ludic impact.
Nice article on the subject here:
http://www.gamestudies.org/0501/lindley/
Now as far as the scene as a whole, mechanical changes are just one part of the total shift in the presentation. The color pallet is washed and de-saturated with lots of use of dark value, emphasizing the amorphous "grey" of emotion. The visual and aural design support this sort of fall from the crisp reality into a rather nihilistic, well, grey. Ultimately leading the character into the electrical company where one will be "repeatedly" shocked into a more coherent reality.
Metaphorically the characters "enlightenment" and an ending of the suffering of the situation... by dealing with it.
It is the "not" dealing with it that destroys the three male characters lives progressively by a mechanical and visual diminished return on activity. The private detective that must destroy evidence of his crimes, the modern detective who abuses substances, an architect that has lost structural control in his life, piecing it back together one fragment at a time... like a detective. Even the woman is looking for a scoop.
Ultimately a very "sins of the father".
I think your interpretation of the scene is good. It does turn the players "quest for completion" against the player in very subtle ways. As far as the personal reaction, this is where it becomes a discussion on art, especially ones reactions "to" art. That discussion may be very biased dependent on the culture of the audience, the philosophical disposition, right down to personal experiences and religious lenses.
Games do offer some interesting dimension through mechanical interaction that is not really debatable.
Flip side of that coin is implementation of additional layers of depth improving the work, or a crippling comedy of errors?
Heavy Rain eh?
I try to give Heavy Rain it's due, for what it is. If you really like the point n' click adventure genre... I highly recommend picking up a copy of Westwood Studios "Blade Runner". Heavy Rain apes a lot of the noir of the cyberpunk genre so it may be an interesting understudy.