I have to disagree here... there are many aspects of the game world that are drastically different this way, it has an effect on streaming level data, rendering shadows, handling visibility and occlusion, and so on. There's a reason we don't get games on the current gen hardware that have this amount of detail and variety in a large and completely open world - it's just not possible to do...
I disagree, we're not dealing with a fixed camera game like a God of War, in this case the shadows and textures are streamed in as the player gets closer, texture and geometry details are always greatest when close to the player, this game isn't exactly taking the "fake movie-set" approach, it can't because of the levels are very cohesive and consistent both inside and outside the same structures, some of the combat areas are actually quite massive, and the player can look at just about anything and everything with the free camera, and often this is how the player can find out about a missing treasure because one can look all the way back and see a distant place that one has been at and see that missed treasure right there, and while you might not make it back there because you've progressed past that point, you can actually shoot it down if it's hanging, all the way across a level.
While the player path might be linear, the game is rendering far away geometry that the player has interacted with or on his way to interact with, LOD this generation is much more dynamic anyway. If anything I'm often more surprised at how insanely brute-forced they do everything, they could have taken out distant collision maps, but they didn't, you shoot out a missile pod, it lands on a distant rooftop, it will be right there after you have crossed the bridge and made a couple of roof-jumps, if it lands on the street below, when you get down there, it will be right there, and the player can interact with it.
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