The final results doesn't actually tell you if the outsourcing process was successful. It's pretty easy for an outsourcer to supply Max/Maya assets that look good but are unusable until local artists spend lots of time 'fixing' them. Language barriers sometimes make the process frustratingly difficult as well.
True enough. In fact I think there's a talk on what kind of difficulties they encountered somewhere out there. I can't find it immediately but I'll see if I can find it later. I did find this bit, from Eurogamer:
Although the art is directed in Paris, a lot of the grunt work is outsourced to Asia, where artists follow a painstakingly assembled "outsourcing bible" to construct each location from a level architect's "blueprints".
As for next gen, what tuna says. There won't be a next gen until the difference is significant enough.