What makes the original demo really shine, apart from the larger amount of light sources,
far higher quality SSS, a lot more self-shadowing/contact shadows, textures etc, is really the Depth of Field effect.
The DoF is present absolutely everywhere in the shot, with its strength varying not only using the whole object's distance (here Nathan) from the camera, but also using, it seems, something like a per-fragment distance from camera, giving a lot more subtle details and the Holy Grail-ish cinematic/CGI feel. In the retail shot, just like in most of games and especially on consoles since you can't use a shitload of samples for your DoF, the object, if close to the camera, seems to be "cut" from the world. The effect is still quite nice given the approach used, since we can't really see artifacts around the objects (*wink wink FFXV*).
The Order 1866's IQ always seems so clean and silky smooth because of its DoF, just look at any shot, especially the ones in interiors environment with a lot of objects and clutters. By playing with the camera's position/angle, it is possible to nearly eliminate the DoF effect, and things get suddenly a lot less pretty. Which is normal.
EDIT : Just look at these shots. Despite having excellent materials, texture arts... what really convey the filmic look is definitely the DoF. Jesus, the second one just nailed it perfectly.