The Character (Eric Reece) wakes up in the middle of a field. He has no recollection of anything. However, he sees that he has a police uniform on, so he knows that he must have been a cop. Also, there is a cabin standing He stands up, and this is where you take control. The objective simply says: "Find out what's going on." When the character gets to the door, a cutscene starts. The character grabs a note off of the door, which reads: "The world has gone to hell, run." The character turns around when a zombie pops out, knocking the player to the ground. There will then be a button that pops up on screen, and once pressed, the character will grab the gun and shoot the zombie.
So what stops us NOT going to the cabin? Perhaps an objective like 'investigate the cabin' would be better, at least this lets the player know what objective you intend ... why cut away from the action so shortly after giving it to the character with a cutscene? Can't we just have one cutscene of Eric waking up, looking at his uniform, going over to the cabin, reading the note and being attacked - que game start? Or perhaps there is no cutscene and you read the note and spawn the zombie attack in play?
Perhaps its me, but cutscenes as you describe feel very interuptive. I'd also have to agree with everyone else though, theres nothing that pops out as unique or 'wow never seen that before' from what you describe.