In control of fate
The most apparent way games separate themselves from other mediums, outside of interaction and playing, is that games have in recent years have tried to blur the lines between control and cinematic. A number of games do this to varying degrees, top down games have been doing it for years as their Tech did not allow for the movement of cameras angels and environments were built only to be scene from one angel as well, so stories were told from the same point of view as the game was played from leaving the player with a sense of continuity of experience. As games have grown more complex in narrative reach and technology so too has the ability to seamlessly go from game to cut scene to game without the need of a hard cut to black.
In video games this technique is used to give the player a greater sense of connection to the avatar, to watch the scene as a participant and not as a voyeur.
In film not cutting from action is used to emphasize information, in this scene the audience knows there is a bomb that could go off at any moment but they are helpless as it travels through the street, in a game something like this would leave the player to feel impotent and powerless. Where games typically want the player to feel like they are in control of the fate of the character, of themselves.