'shadow of the colossus' is a great example of the subversion of 'traditional' interaction (lots of buttons and actions) into the concept and the aesthetic. It's kind of what the 'bit generations' games do; very simple but new mechanics, which aren't gimmicky but substantial and innovative.
Sotc also tells a narrative through the interactions and through the level design (well, through everything). It shows the huge capacity for graphics and level design to tell a story, and for interaction to become fresh again.
Another demonstration of the power of all elements of a game to be interactive is 'soundvoyager'. It barely has any graphics, very simple controls (left & right, sometimes able to rotate, sometimes able to press 'A') and you don't even need to look at the screen to play! Yet, I rated it 9.5 and consider it to a great game. It works because the sound and the controls are connected and work together to produce gameplay. It wouldn't work if there was no relationship between the sound and the controls.
Ha. I didn't get your joke. I just thought you misunderstood the post. I was thinking… "But I didn't say graphics were the best…"
Yeah, writing sucks if you're trying to be funny or casual… eh. Maybe that's why I have to be 'robotic' with my language when writing.