From my limited experience, that's always something the CoD teams have done incredibly well: maintain focus on
suspension of player disbelief as their core KPI.
Technologies or tricks that enhance it are used. Technical masturbation that's ancillary is eschewed.
In the first CoD game, the illusion shattered instantly when you deviated from the expected path (e.g. linger in an area, backtrack, or take an odd turn).
But that was part of the focus and prioritization of effort... they could have improved that, at the expense of making the main path less stellar. They didn't.
I've gotta admire the focus and feature discipline.
Edit: One of the core things that strikes me from the video (not having seen generations of intervening games) is how far human animation libraries and mocap has come. At some point, they've climbed enough of the opposite wall of the uncanny valley not to have it be obviously wrong. Glad we finally got there.
And other side note, everyone should remember this is a multiplatform release. They don't have the luxury of spec'ing to the latest and greatest hardware from Nvidia and AMD. This has to run on consoles with decent performance and with a minimum of per-platform code rework and optimization.