Zurich: What map is the first set of screenshots taken from? I don't recall having seen that particular cutscene.
Yes, the Doom 3 models are fairly low-poly. The largest give-away to this would be to look at the top of the enemies' heads: They often come to a point. It kind of bothers me, but you generally don't notice it when they're trying to kill you.
I agree with the point brought up about the shadows: The main two problems with them are that they A) don't blend well, making them stand out too much and B) ignore the height of the object they're being cast on. The latter problem leads to them laying flat across objects they should be bending around or even stopping at. I really, really hope they fix that by the time the game is launched.
Developers of console games have always been able to toss more polys at their character models than PC game devs. There are several factors here, though.
One is resolution: They know that everyone who is playing (for example) Resident Evil 0 will be playing it at 640x480. Think about it: If Carmack knew that everyone would be playing Doom 3 at 640x480, that means he wouldn't have to worry about how it performed at higher resolutions and could, thus, add more polys to his models.
Another thing is texture detail. Besides the fact that the textures themselves are also beind drawn at a lower res, they're often much less detailed than most PC games. Take a look at the texture detail in games like Return to Castle Wolfenstein, where you can see creases in the NPC's faces and stubble on their chins, to say Devil May Cry. The Dante model boasts a good deal more polygons, but is largely undetailed. This is why, a lot of time, when you see a port of a console game, the textures are horribly blurry and generally not very nice to look at. They're really like that - but on a TV, you can't tell.
And, the last thing in the case of RE0 (as was mentioned earlier) is that it uses Pre-rendered backgrounds, meaning that the system doesn't have to render jack, in terms of poly counts. Leaving Capcom free to add polys elsewhere.
Silent Hill 2 achieved an incredible amount of detail while also retaining high poly counts for all the character models. The way they achieved this was because of the very limited field of vision: Between the shadows and the oppressive fog, there was hardly ever very much on the screen at one time.