You can't expect the same level of fidelity as a standalone FPS though. There's only a finite amount of resources any company can donate to a project, and if most of that is taken up creating expansive levels for the key flying aspect of the game, you'll get less on the runaround bits.the environment looks super boring imho
Plus some places are boring! This looks like a very utilitarian WWII-esque tech-level base, which isn't going to be rich in eyecandy. And if it's quite a new base, it won't be rich in dirt to add variety either.
I found the self shadowing effect was technically good, but jarringly low-resolution. Some of the modelling detail on the hero looked over-the-top. The runaround gameplay looked on par with current-gen, and what I'd expect. Pay attention to the way the soldiers climb over the concrete wall - it's just their walking motion and they move upwards. Like SW:Battlefronts space combat wasn't as effective as it's ground combat because that was an 'extra', this is what people should be expecting. That doesn't mean it's 'tacked on' as it can be integral to the game, but just not as polished as games without such a broad environment where you can be runnig around one minute, and flying around the next. The engine that's good for a flying game won't be so good for a running game and it shouldn't be compared to them.