No, telling me a story without choices would have been fine. What bugged me was how they gave me choices but then didn't reflect them at all. It created really bad ludonarrative dissonance. If in every single cutscene Vincent is going to be all
then don't give me the option to act the complete opposite of that when I'm in control. Don't let me, through dialog choices, scream from the rooftops
If they don't want to give me choices that's fine, but if they do give me choices then those choices need to be reflected, or at the very least not completely contradicted, when the character is in a cutscene.