Do you mean infinity blade when you say 'blade for ios'?
If that is the case, then it's actually a pretty good example of what compromises developers typically have to make to target mobile hardware. Their GDC talk covered a lot of the details, but in summary, the number of draw calls was dramatically lower than any equivalent console/PC title and they had to rework their shader pipeline to pre-bake all their shader effects directly into unique textures. A simple example they gave was the god ray effect alone was taking around 20%+ of their frame time (!).
The end result is undeniably an amazing looking mobile game, but it very cleverly hides how hard they worked around the limitations of mobile graphics. Problem is, I don't see that approach scaling well to large game projects.
The other thing I'd like to say is that many people probably don't realise how expensive certain effects are. Normal mapping is a perfect example - it has massive implications on the complexity of both vertex and fragment shaders. In a home console it makes sense to use shaders of a certain ALU complexity, because otherwise the ALU's would just go underutilised (the pipe will be stalled elsewhere). On a mobile, this is flipped on it's head.
My point is, when you see fully dynamic lighting, deferred rendering, shadowing (cascaded sun shadows, spot light shadows), normal mapping, accurate specular, reflections+distortions, tone mapping, bloom and depth of field in a launch title of console scope you can't simply use "but it's not native res!" alone as an indication of a system's power. These cumulative cost of these effects are dramatically higher than most people probably realise - simply Bend did an utterly amazing job.
Was it a wise use of the system's power? That's an entirely different debate.