I really don’t get why people think this looks so nice, at any given moment 20% of the screen is hidden by an over the top post-processing effect. The world surfaces have low resolution textures that turn things into a blurry Nintendo 64 mess whenever the character gets close and the surfaces themselves are of low complexity. Yeah the cloth physics are present, but in a very standard way. The water seems to have trouble with its reflections at the edges, and uses general noise to give the impression of texture where it doesn’t match. Frankly, I see better water in most every other game, and have since Morrowind.
Every scene appears to be lit with a single point light (the sun) casting a single shadowmap, the shadowmap is still a markedly lower resolution texture than the environment it is casting upon, it has frequent errors of positioning, and the world as a whole is minlit so anything that isn’t in the sunlight itself looks drab and flat. Characters within shadow appear to have ambient occlusion, but it is confused as to where they are in the scene, so they randomly have auras of ink blots rather than subtle shading. The “destruction” appears to be the same, pre-segmented and only for set pieces. It looks like yet another world of heightmaps, a nice skybox, and imported meshes with triggers applied to them. It doesn’t feel unified, and it doesn’t look unified.
Is this next gen? It looks like a previous one. It looks like a more scripted S.T.A.L.K.E.R., or a more outdoor Metro 2033. The Metro: Last Light trailer, the actual user footage of Crysis 3 on PC, and everything we’ve seen from Unreal Engine 4 looks better than this. The worlds seem much more composed, the lighting more robust. Honestly, I would overlook most of the issues I brought up above, if people wouldn’t stop singing the praises of something that is already behind as being advanced. It isn’t a step forward, it is a lateral shuffle. Visuals are supposed to be the shallow side of games, can’t we at least do better on that?