it's standard scummy practice. atleast with multiplats you can make an argument that this is what the game can look like given you are in the .01% with the right hardware, but killzone and infamous are never going to look like the screenshots which sony circulates and all it reeks of a lack of confidence in their own product.
maybe if the fanboy tune was "stop blowing smoke up our overzealous asses" instead of "take this xbot" things would be a a little different.
They used down sampled shots for TLoU as well. I don't think that product suffered for it. When I asked ND's community manager as to why is this an industry-wide practice he informed me that it's done to capture the feel of how the looks while actually playing since in motion we (and while actively playing) we are far more forgiving of the visuals. Ergo, the phrase, "It looks better in motion".
For the next gen, given what we were shown at Feb event, the aliasing is nowhere near as noticeable as it was with current gen games. Hence, even with some aliasing during gameplay the models would nearly as good. Plus in cut scenes where GG may eradicate AA altogether and infuse DoF, I am certain the difference what we see here and in the game will be imperceptible (unless you are analysing the footage frame by frame).
Here's an example of how high fidelity the models (of protagonists) were in TLoU. But outside cutscenes, they were subjected to aliasing (and other LoD limitations) which allied with lower fidelity lighting (compared to cutscenes) and the result show noticeable discrepancy: