with the lava flow, I assume that is real-time dynamic liquid flow. Is that correct?
If it is, I wonder if it will be good enough without the need for a dev to buy a dedicated solution for that like the tool used in that sinking ship game. Also, were the falling and crumbling stones physics based? It certainly felt like it.
I absolutely LOVED the FX. Finally, fire looks like fire. My heart skipped a beat looking at the mountain terrain (immediately imagines ace combat). I wish they showed more like physics, cloth animation, hair, etc.
One pet peeve I hoped the current gen will fix but didn't is not having 'dark' textures. I REALLY hope UE4 and next gen will fix this. dark textures is part of the reason why I like the first Crysis game's look. What I mean by 'dark' is that games, even in a gritty dark setting, still look to have very bright textures that make games look like a cartoon or a kids animation. Killzone came close to fixing this. At some parts, Crysis did it well, at others it was a good try. Semaritan showed potential.