The dilemma of interactive films, feeling as if you are in control when you actually are not, is part of the reason why they are yet to become mainstream in entertainment, especially compared to interactive games. This article attempts to open this discussion by examining theoretical frameworks as well as a comparative case study. As the major concern lies in the disruption of the audience’s engagement, potential future options can be VR or implicit interactions (making choices through the user’s implicit activity) to provide a more engaging process. When the hype for this innovative technology wears off, the core of the films will still be their stories. After all, it’s about storytelling.