Depends where you draw the boundaries of 'artistic'.
The high end Sony stuff is notable not just for the technical quality of their rendering or whatever, but perhaps also more especially for the depth and detail of the asset production that goes into them. Is that part of the 'art' end of things? Like, UC2 is simply ridiculous. There's just so much unique incidental detail that's modeled to a ridiculously high degree. So much effort put into every little asset in a scene, regardless of how much or little attention it'll get from the player. That's not just a technical accomplishment but a more general production accomplishment overlapping tech and art resources. But it all adds in to the end visual result and 'how good' the game looks - and was probably the single most impressive aspect of that game's visuals (to me anyway).
This is what, IMO, is defining a new meaning of 'high end' : not just the quality of your engine or rendering, but the depth and breadth of what you feed into it asset wise. We've seen smaller devs on relative shoestring budgets who can compete on the former, just pure rendering quality delivered by their engine (and that's awesome) - but shortcomings on the latter end are starting to drag down the resulting product relative to this new 'high end' that's rather resource-intensive and costly to play in.
To put it another way, if we took the UC2 engine...it would be perfectly possible to make something that rendered just as well as UC2, that used the processing power just as much, but that overall didn't 'look' nearly as good as it. And not just because of more qualitative things like art direction, but because of slightly more quantitative things like how detailed assets are, how many of them there are, how 'unique' a set of assets in a given scene are etc. The richness of your data, in other words, whatever the direction you were going for artistically. Up until relatively recently, the high-end in terms of data richness was in reach of pretty much any dev, because of technical constraints. Those with the scope for higher budgets couldn't really flex those budgets because the hardware was imposing a cap on everyone. Now though, with tech constraints raised and people getting comfortable with hardware, you're starting to see the difference between those with budgets and those without, and it is impacting the overall impressiveness of end products independently of technical competence - like I said, creating a new type of high end where well-resourced developers with the right tools/organisation/motivation are pulling ahead in noticeable/impactful ways that have little to do with pure 'technical quality'.
Anyway, I digress...