Well it's remarkable what we are achieving now on a $300 little box. In realtime - allegedly - compared to those CGI shots, produced by immensely powerful render farms at god know what rendering times. Sorry but I think the FFTSW is starting to look very, very dated even compared to today's tech.
Couple of points:
- I'm not entirely sure if the Drake renders are from the engine and not from Maya using Mental Ray. But they're certainly not what the engine can achieve in the actual game in real time. Dialing up the quality settings is exactly one of the major differences in what makes offline CG look better.
- Again, do not confuse technology with art. The tools used for creating Drake are vastly superior to what was available 15 years ago - basically, 1.0-2.0 versions of Maya and Photoshop. Today you can sculpt in real time using a tablet on a character with 5-15 million polygons in Zbrush, view and paint displacements and multiple 4-8K textures in real time in Mari, and the poly modeling tools have gone through a small revolution as well.
Then there's a huge amount of experience on best approaches and practices to create digital characters, with a far better understanding of how human skin behaves and so on.
- Also, CG technology was not that advanced in those days, it's less than 8 years after Jurassic Park and the first realistic CG characters. Back then, there was no subsurface scattering, raytraced reflections, or global illumination; and less obvious but probably even more important is just how much better the techniques for facial animation have become.