Excellent interview. I've been thinking a lot about the way many smaller games are consumed for content. My latest game received the same sort of commentary mentioned in this article ("weird", "this person was on drugs", "this isn't a game"). I see this with lots of games and while I don't find the comments negative, the reaction always signals to me a lack of language to describe games with more of a focus on an ethereal, evocative, and surreal atmospheres. Likely from a lack of exposure to smaller games and the discussions and community around alt/art-games.
I agree with The Last of Us (and many other AAA games) doing an average job at best at any type of emotionally complexity. I can also never get over the massive ludonarrative dissonance. Games like this are fun, but I rarely get emotionally invested in the stories. I guess this is why I gravitate towards smaller intimate games such as Nathalie's. There's no need to force a fun quota down your throat. They can take their time to create an intentional space where every piece organically connects. There's more room left open to explore within you how the experience elicited an emotional reaction that feels unique to you.
I appreciate the transparency with your development. Thank you for sharing such an insightful interview. It helps clear away the more negative discussion around alt-games I often see online.