When you want to compare developer skill/talent, look at similar games, like for example:
compare MLB the show, to MLB 2K.
They both use the same hardware, they both try to achieve the same goal, the both have the exact same source material, they should have the same look/art (reality) yet 1 game clearly stands head and shoulders above the other with every iteration. Also it doesn't stop at looks, 1 is simply the better game.
Now, unless the lesser game was made with only half the developers/ time/ budget, this should be an example of developer talent.
No it's more a reflection of the set of constraints on the developers, and the set of choices someone (who may no longer even be on the project now) made years earlier when the original engine was created.
If the distinction is clear (and I haven't seen the games) you can certainly state than one is better than the other, although even then it's hard to separate individual components from the whole. You'd be stunned how much one superb technical artist can affect the look of a game even with technology changes.
Annual releases/sequels by there very nature are rushed, you can't revisit existing code above and beyond small portions, usually the decision on what changes has as much to do with what differentiates you from the previous years title.
Here's my experience on developer skill/talent, pretty much every team delivering B or better titles has between 1 and 3 great technologists, what they build has more to do with the direction they receive than it does their skill level. Art styles are selected by artists, in well run companies, engineering will dictate polygon/shader budgets, but not in a way to restrict the artists, gameplay is driven by designers.
I worked on one title that I would consider to have been "OK" when it shipped, certainly not something anyone would have called technically brilliant, the team was built by taking the best and most talented people from the other teams at the company in question, arguably the most talented set of individuals I've worked with on a single project, and yet it's still just average.
Another case in point tools are often the difference between a really good looking project and an average one, and more often than not they are built by the less technically competent developers on a team because none of the senior people want to do it.
Back circa 1983 games were purely about technology, you build some cool technical trick and had an artist make it look good. Now I honestly don't think you can separate technology from the other components, you can only see the whole.
How a team is run and the interaction between the technology/art/audio/gameplay groups is in someways much more important than how good a particular group is. And there isn't one correct solution to this, different teams function well with different structures.