I guess there might be a game in there somewhere, but 7 minutes-worth of asset-flybys and basic cut-scenes don't impress me in the slightest. The art-direction and overall quality is good, but its wholly derivative and very samey. I mean the novelty of having nicely rendered ersatz Bekzinkski and Giger artwork wears thin just in this trailer.
Whats more damning is the one bit that appears to be user controlled is a painfully over-extended reload animation, that in the context of actual gameplay is sure to become aggravating as hell past the first viewing.
Bottom line: If this was a scene demo it'd be pretty good, but as a promo for a game? Fail.
You're absolutely in the minority on this.
Also...a lot of what you're saying just sounds like assumptions where you've came into it on the wrong context. This isn't a FPS; it's a (seemingly) methodical, scifi/cyberpunk/horror 1st-person adventure game. In THAT context, there's nothing wrong with drawn-out elements especially if it's meant to complement a particular atmosphere (which this game is clearly aiming for). I don't see these same complaints with films that deliberately emphasize drawn-out shots or focuses.
This is one of the few games that actually wholly commits to the Giger aesthetic (which, as an aesthetic, has inspired SO many games, films, comics, even some anime/manga etc. over the decades it's not even funny). The only other games I can think of which did this were the Dark Seed DOS games back in the '90s, which Giger directly worked on IIRC. You're taking insult to what's clearly an homage to an artstyle that's yet to see a full commitment to in a game in literal decades, certainly the best take of it yet, and the fact it's really the only game committing to such a style consistently throughout is actually unique in and of itself.
So, I think you're viewing it as "derivative" because you see the effort in a mistaken context; the game is clearly a respectable homage to that type of Giger aesthetic, and bringing it into a gaming environment in a way that isn't solely attached to Xenomorphs seems to be considered as refreshing for the vast majority who are looking into this game, myself included.
This game's clearly going for a more slow-paced vibe, with an atmosphere that helps compliment it, and consistency in that atmosphere to match. It's not a FPS, so they can afford to do some "drawn-out" animations and effects as the atmosphere invites it. And there are some snippets of gameplay in it (granted I would've wished for more gameplay too); it's not hard to guess how the gameplay would seemingly work, though.
EDIT: Okay so I looked at some older gameplay footage and it has a decent amount of shooting in there, so it's probably not best to fully de-emphasize that aspect of the game.
However, I
still didn't see an issue with the reloading like you bring up. It's kind of clear you're meant to pick and choose your engagements wisely and not waste your shots, else you could be vulnerable on a reload (which could force you to try and seek refuge in order to reload in peace).