What I took away from the Destructoid review is that it's awesome until the obligatory story butts in to say, "Hey, over here...I'm the main part of the game so let's you stop what you're doing and tag along with me for a while. It'll be fun, I swear!"
The fact that it's a fun, intelligently designed open world game without it is a testament to GG's design experience, but unfortunately it seems that driving a story once again goes cross-grain to gameplay. Really, I can tolerate a story when it's something well written and well-paced like the Uncharted series, but scripted, cinematic stuff can still at best only hope to be half as good as whatever is playable. I honestly never remember "story" in games; perhaps more accurately, I just don't care to. Why? Because so far no game has given me a good enough reason to do so. The gameplay should be good enough to tell a story itself, ala Souls. The less a player is broken away from the interactive element that makes gaming so unique, the better.
I honestly don't even want to play the next GTA if it's just going to be another by-the-numbers, pompous gangbanger dramedy, tied together by matching notorious fetch quests.
If anything from last gen thru now has been proven, it's that we should be steering towards more self-authored game design, with scripted, cinematic stuff being reserved only for games where there is little gameplay to be had in the first place. See Telltale.