PSU.com's Zachary Brictson writes:
"But what’s got me jaded about Shadow Fall and (in general) the upcoming generation isn’t that the visual jump is too small, but that maybe it’s already too large: a pursuit of photorealism that’s becoming all too reckless. Developers might be jumping these distances before judging them, giving us production values that don’t have any reason to be as high as they are. When this happens, games come up short of their intended visual impact and prove unable to land on solid footing. Instead, they fall short, into a ravine, down the cliffside and into what’s commonly dubbed the ‘uncanny valley.' This pit widens with each generation and represents the ever-increasing disconnect between what looks real and what we all know is very unreal."