This shoot out in the first part of this episode is where they first really push the narration directly impacting the game. First they take away your ammo, not just by providing you with too many bodies to shoot, but also by literally taking it away when Silas mentions that he was running out of bullets.
Then they use it to open up a door, literally by having a sliding a rock over to create a path that was unavailable to you before. It is an interesting variation on the door/gating approach to a combat arena. Often in situations where a game wants to you have a stand up fight you will end up in an arena like that one and conveniently the last enemy to enter will break open a door, or destroy whatever obstacle was keeping you there. This is the first time I have literally had the scenery move itself, it lets the level designer and storyteller be a lot more blatant with the solutions to this kind of problem while winking to the player.
I am glad most games don't take this approach because I think it could be overused fairly easily, but having it happen in a game like this is refreshing and I found it pretty amusing.