Come May 10th, I think the only people who will be in this thread will be those that are still hung up about picking screens apart on over compressed Youtube grabs and don't own the game. Everyone else will be too occupied actually playing it. I know I will.
PS: No, I don't mind the analysis, not as long as it stays focused on the game itself, rather than comparing it to other games, that might look better, but do a lot less (or have more resources spent on looking good). I mean, I'm sure there are game studios that in the development phase actually budget the game in a way like "this is what we want it to look like - how much resources does that leave us for the gameplay mechanics?" and then there are others, who come from the otherside, saying "hey, we want this and this and these exciting mechanics in the game, lets do that and see what is left to shape the visuals". This might be a bit simplified, but on the other hand, it's indisputable that visuals are at a constant trade-off to what else the game wants to deliver.
I also think Naughty Dog games are scrutinized more so than other games, because they've built up an image over the years that puts them at the very top, representing the best of the best on a given platform or sometimes even across different similar hardware. As a fan, I'm happy to note that despite this, they've always also maintained an image of not only stellar visuals, but more importantly stellar gameplay too. I can't say the same of lots of other games, very good looking games, but just fall that bit short on the gameplay side. A good example was UC2 or UC3 - it already looked very very good. But wen you actually play the game and see these blockbuster moments, like building collapsing while in it, still emerged into a shooting battle, the moving train, the plane scene, it's beyond belief at times how good it looks in those moments while retaining everything else. These moments, these complex scenes are rarely captured in still frames but need to be experienced to be appreciated how much is actually going on all at once.
It's very different than for example a game that aims to look good most of the time, but delivers a very constant experience with little surprises or moments that push the envelope.