(Warning: this is one very big "IN MY OPINION" post. I do not want this to come across as a fact, because I cannot claim it is.)
I think Cage is overgeneralizing things. While the kind of games he described are dominant at the moment, there are a lot of games which go beyond your typical "guy with gun/sword/fire flower" concept and reach as close as a creative medium can to becoming "art".
There's something he criticized that sounds completely like Heavy Rain, but I don't want to argue that point because it would sound as if I'm attacking his hypocrisy instead of his actual arguments. However, this bugs me a lot:
There is so much wrong with this argument, it makes me want to cry. This is the basic plot structure of storytelling:
Exposition: the beginning of the story, establishment of setting and characters
Conflict: the problem(s) faced by the characters
Rising Action: events in the story leading up to the climax
Climax: the culmination of events in the story, point of highest reader interest
Falling Action: events leading to the solving of the story’s problems
Resolution: how events and problems of the story are solved
This was established in Ancient Greece and all forms of storytelling adhere to it or subvert/deconstruct it. But it is something everything comes back to. It's what movies used in the 1920s and what they use now, regardless of genre or artistic merit. Just because technology has advanced as much as it did in the past 20 years doesn't mean the old is bad. Of course, the plot structure works only for the story and gaming is unique in the regard that story is merely one part of it. I think that gaming probably has its own "structure" which isn't official yet (that I know of at least), but involves being challenged and overcoming said challenges for a reward. Even Heavy Rain has this. How do you save everyone and get the best ending? Successfully overcoming either reflexive challenges or decision based challenges. Your reward is getting the best ending. Were Heavy Rain truly innovative the way he makes it out to be (and by the way, I liked Heavy Rain as it is now), there would be no right or wrong choice and you would never feel rewarded (note that this would be a deconstruction of basic gaming concepts only if it wasn't railroading. If you're being railroaded to failure, then it's not deconstruction, it's failing to realize basic gaming concepts - i.e. bad game design).
As his argument stands now, I don't think it's a criticism of gaming not evolving, it's criticism of two genres. FPS and platformers, because of gameplay and plot. He didn't get into basic gaming concepts (which he seems to try and make it look like he is) either because he doesn't get them, or because if he did, his games would fall into what he would be criticizing.
As for wanting more "mature games". Same can be said for all creative mediums. You have good stuff, you just have to know where to look. Problem is that gaming is an industry, thus profits are a priority, thus more of the same sure things gets released, thus things that should earn money get the most media and marketing coverage. Movies were first nickelodeon entertainment machines, then evolved into something more and feature mature storylines as well as sheer entertainment. Games were also initially entertainment only, but we have long since reached the point where telling a mature storyline is possible. There are mature games, you just have to look for them because they aren't in the spotlight. Which is good, because marketing a game under a spotlight as mature can be sad.
And, in regards to Bulletstorm (since it got mentioned), I think it's a very good example of a mature game. Typical tropes played to 11 and then deconstructed. Fabulous.