There's something to be said for graphic nuance, but let's face it: Nuance and fine-tuning in graphics is just a hardware constraint. Having smoother textures because you're developing a game for a more powerful console is just a basic expectation. Managing to make a game feel exciting and creating real suspension of disbelief on a console with less powerful hardware is the real feat. The trick is in how Call of Duty: World at War manages to set great scenes that become playable in an instant and later transition seamlessly back into structured storytelling. You never really want to give up control, and you don't want levels to end. The most impressive touch is how well World at War actually weaves dialogue and story into the full-on action sequences where you have control. Taking orders from a CO in the heat of battle or responding to a request from a squad member is what games like this should be all about. Most try, but few are this successful.
Underpinning good visual storytelling is an excellent soundtrack. In this category, World at War really just paces its competition, but seems to understand that all the great voice acting in the world won't make a great action game if the action isn't done right. The first time I called in an airstrike and watched rocket tracers arc through the air, followed by bellowing jets of flame, followed by that percussive thump of the blast wave sweeping my way, I nearly soiled myself. Being ambushed by crazed enemies shouting in a strange language with murderous rage is also a pants-changing experience after you've been humping your gun through dark forest or scrubby fields well after midnight. There is an art to walking the line between highly dramatic and melodramatic or campy; World at War balances on this tightrope where many others have fallen off.