First of all, the thumbnail of Graham with his old FX1 is beyond words in levels of cool. Good on whoever drew that.
A note on Planescape: Torment. I think Yahtzee was both right and wrong on the game, though this was mostly the fault of the developers. The game has two polar opposites in terms of how you play it. There is combat, and there is dialogue. In many ways, Planescape is a dialogue based game, as you can easily avoid all but three battles by using your words. This form of weaving it into the narrative was a total triumph, but unfortunately it also had the dreary combat aspect. In that regard, Yahtzee is totally correct. Compared to other Infinity Engine games, the combat was pretty cold and unresponsive, making the game kind of a chore to play in the early sections. The curve for when the game gets you hooked is a bit too long even for my taste, and I think it's one of the greatest games ever made.
Storytelling is a very slippery slope. I think we can get incredibly involved in a story more than we ever could from a book with methods like Bioware has taken, but I agree that it isn't the best way to tell stories. While I always want the Bioware formula there for a story that is truly epic in scale, I'd prefer we come up with solutions like Alpha Protocol did for other games. If we do that, we can have pieces of dialogue that are organic to the scene and the actions of the characters. Yahtzee citing Plinkett's Revenge of the Sith review was a piece of genius in that regard. The language of cinema might be different from the language of gaming, but ultimately it's about telling a slice of the human condition, right? How much more could a developer tell us about a character or a world through a gameplay sequence as opposed to a cutscene?