Watching Final Fantasy: The Spirits Within. It's interesting to note that despite modern games still not being able to do certain rendering tricks that pre-rendered films from back then already could and still missing the resolution, poly-count and anti-aliasing quality afforded by pre-rendered animations, there are many ways in which games now are on a par or better than FF:TSW.
Character designs look bland and flat. Kratos in God of War, Starkiller in Force: Unleashed and Joel in The Last of Us are much more "specific-looking" (in the case of Starkiller, he was based directly off Sam Witwer, of course, but still) and they look... Grittier. More organic. Their textures include pores and wrinkles FF:TSW just doesn't handle.
The lip sync, always tricky, is now barely on a par with the best games animations, which have made progress by leaps and bounds over the last few years. In The Last of Us, characters gulp and you see their throat move. They scrunch up their face and wrinkles appear that weren't visible before. This sounds like not so much, but they're the little details that bring you into the game, making The Last of Us the most visually arresting game I've ever played along with being emotionally engaging.
Aki, the main character in FF:TSW, as surprisingly beautiful hair for its time, but even that is coming close to being matched by games like Tomb Raider when played on high-end systems.
Game developers are getting incredibly good at "cheating" and finding ways to render certain things in real time that look like fantastic facsimiles of movie renderings despite the fact that they're not actually doing the same thing. This next generation of AAA games coming up is going to be interesting to watch. (And so are the indie games as they find ways to cheaply make use of the new technologies. Like Sui Generis, for example)