Ah thanks, a terrible mistake on my behalf .The end of the clip? Edit: Ah, you meant 19:30. I'll fix that for you, and watch Tchock eat his words.
Didn't you just prove my point? The city is loaded in-engine, but the amount of buildings rendered in the wireframe only really tend to mid-ground of the scene- the bigger buildings are real and in LOD (the escape scene). Guerilla loves their mattes and projection mapping, and you'd have seen much of it in earlier Killzones.
Moving the goalpost much? First you said much of the city is offline rendered then when you are proven wrong, you shifted to the idea that only mid ground city is 3d even though clearly the dev said the entire city scape is realtime 3d rendered. GG don't do matte painting, everything is 3d model in that level, even though some of them do look low poly but that's because you don't need a million poly mesh to represent a rectangular building.
http://images2.wikia.nocookie.net/__cb20130627032820/killzone/images/6/62/City_Killzone_003.png
http://d15uu3l1sro2ln.cloudfront.net/wp-content/uploads/2013/06/killzone_shadow_fall_9.jpg
http://images.eurogamer.net/2013/articles//a/1/5/5/9/1/7/3/3.png
http://cdn.overclock.net/2/2a/2a5f5b87_Killzone_Shadow_Fall_Trailer_Screenshot_04.jpeg