Just to clarify, the 'offline AA' I use is in principle the same as SMAA, and due to laziness on my part is probably less effective. I run all games with the AA turned off because a) AA solutions in unreleased games are subject to change, and b) I often work with unreleased code and heavily modded retail games where you try and eliminate those things which might crash a shot that's taken the best part of a day to find or set up.
Downsampling is common industry practice nowadays for a great many reasons, from the demands of print magazines to the aforementioned AA issues. If there's a bullshotting spectrum, however, then it's right at the bottom, far from the egregious CG art approach that certain publishers use. It can also produce objectively worse results in realtime due to how modern post processing effects are calculated, while many believe a softer and more consistent image to be better than one where the polygons are conspicuously sharp. I only use these loopy resolutions because I'm publishing a book soon, so don't make the easy assumption that res=beauty, as it's not always the case.
As for this game, I don't need to insult your intelligence by shilling for Square Enix. It's Crystal Dynamics, it's Tomb Raider, it's Nixxes... You'll see soon enough.