Which brings things full circle. How do you define "technical"? What is better: 100 4k poly models on screen or 8 15k poly models on screen? Do high resolution (1024x1024) textures in closed areas bests the view distance in a game like GRAW? Does a game using a new technique in limited amounts best another game using a more familiar & faster technique at very high fidelity levels?
There is a balance between techniques, qualities, and quantities. Each platform may have a different balance, and may have more overhead to burn in different areas (shaders, fillrate, etc) and may require different compromises.
Ultimately the engine serves the art; there will be games with great art and just passable technology choices that give the impression that the game is pushing the technology as well as games with amazing technical choices and design but poor art that fails to demonstrate the technical accomplishment. And in this equation are the familiarity and tools to get the most out of certain techniques.
Obviously some games are clearly technically better than others--some people are just more talented, have more experience, and more resources. On the other hand there isn't a fast and hard rule that one technology is better than another, especially if a "better" technology doesn't perform fast enough to fit your visual goals.
A title not getting a lot of love here is Viva Pinata. It makes good use of the hardware, overcoming some challenges devs had (like tiling) and using little used techniques like tesselation, but didn't allow the details to bog down the art. The tech choices completely accent the games visual design which is stunning. Kameo also comes to mind as they were throwing out nice water, amazing particle systems, large draw distance, huge armies, parallax maps, DOF, and so forth and visually was very, very pretty. Rare seems to have the knowhow and tools to get a lot out of hardware. PGR4 is amazing for the combination of fidelity and techniques. Another title, to a lesser degree, is TF2 which uses a lot of subtle techniques, like rim highlights, to emphasize the amazing art. You could argue TF2 isn't pushing the hardware much, but it is getting a lot out of the hardware visually.
Sure, it may not have a lot of cool stuff under the hood. But a lot of games with cool techniques don't look even close to half as good. TF2 is making better use of their technology choices.