My point is that you seem to be missing is that in a game like this you are controlling where the camera is facing losing the entire point of a aspect ratio like this. In a movie you can portray images in a exact manner with every carefully crafted camera angle and placement of everything in a scene. Almost all of that is lost in a game like this that not only allows you to look in any direction but move your character as welll. The benefit would only come from certain scenes where the camera would be forced to look in certain directions or cut scenes themselves, in these moments they could just dynamically switch to another fov and and the black bars if they wish.
And the point that you seemed to miss (since it was already discussed in this thread) is the aspect ratio and FOV do not change just because you are controlling the camera. A game designer, if focused on framing and composition, could consider the level design, combat, set pieces with those compositions in mind. Do you honestly think that you are the one unique snowflake that doesn't look at the crumbling building in the distance in a linear game? Now does it mean that you could potentially break the composition if you really wanted to? Sure, but why would you?
You seem to think that the only way to use cinematic concepts in a game is through taking control away from the player, which is why everyone is so opposed to "cinematic" gameplay. Based on what we've heard, that is not what The Order is trying to achieve, and your narrow minded thinking about how a game can be designed is causing you to jump to the conclusion that is it a bad idea. We won't know whether it works or not until we actually see it and play it, but keeping an open mind about new concepts is the only way we are going to reach those truly next-gen moments and it's frustrating to see so many people opposed to change.