I think the critique that it’s not “hard” in a game is misunderstood, though. It’s not hard in the same ways that it’s hard in a movie. A single take in a movie is a specific moment in time, and the longer that moment, the more impressive it is that that moment was captured properly, that everyone was in precise harmony to create this perfect sequence.
A ‘take’ in a game is extremely, intrinsically different. It’s decidedly NOT a specific moment in time. It is, however, still quite difficult, just for very different reasons, and it evokes a different response from the audience. We aren’t anxious that one of the characters is gonna trip or forget a line. We know they will nail every mark; it’s already been decided, every action scheduled in advance. What we might marvel at, though, is how they hid the load times, as you point out. The cinematographer for this game said it himself: they did the long take partly because it’s very impressive and technically hard and no one had done it before for a variety of technical reasons. It serves the same purpose of drawing attention to how technically difficult it is. But what does that do for the storytelling?
It’s also possible for games to have no apparent loading times, like God of War, while still having cuts. We just tend to think of cuts in games as cuts from gameplay to cutscene and back again. But, like many are asking, what purpose does the single take serve beyond being a technically impressive trick? It lacks the tension that a long take often imparts unto a scene when captured on film, and even then, many are disputing the value of a long take in film beyond just being hard to do. I think that’s the real sticking point here.