A couple things of note on the technical side:
FXAA is bloody fantastic! Roughly 4xMSAA quality at 2xMSAA performance, without the blur of something like Quincunx, and with proper alpha handling and post-processing compatability that MSAA fails at without hacks. Really, if you are running MSAA on this game, then you are wasting tons of GPU cycles on nothing. Turn on FXAA and enjoy!
DX11 tesselation is properly used! Tesselation is being used here to smooth out character models, reducing blockiness of clothing and giving flesh much improved "roundness". It's the first time I've seen tesselation used in the subtle fashion that it should be used. Here, tesselation adds to the experience, without drawing attention to itself. Thumbs up.
As for the comments earlier that the game is ugly or old looking? I'd argue that you are having more of a problem with art direction than rendering execution. The post-effects, depth of field, texture resolution, and model and character detail are all top-notch. As well, the engine is using perfectly modern rendering techniques, with the couple above of note that are cutting edge. The art direction though is a bit odd. It has the feel of trying for realism, but it also seems to have a heavy cell-shading influence without being overt like a Crackdown would be. The combination is odd, and might have the end result of recalling the feel of plastic characters circa 2007 Unreal Engine 2.5/3.0, instead of the "cyber-punk plastic people" that they may have intended.
Actually playing the game? It's odd, as I'm certain I'm playing it completely wrong. I love the open level design, I like cover systems, but I hate stealth mechanics in just about any game as they are all extremely clunky. So, exploration is great, and it's nice to just wonder around office buildings and read the story-building items, but everytime I walk in to a room I just shoot everyone in the face.

I am now curious as to if FXAA is in effect on the 360/PS3 versions. That seems like a good spend of shaders that would produce a final image much closer to 1080p than the standard mostly-720p-ish 0xAA of normal 360 games. A 1080p HUD layered on a 720p FXAA render could give a very convincing natively-1080p-feeling end result, I'd imagine.