I travel in several creative scenes, and people are talking about the trailer, whether they be graphic designers, illustrators, art directors, film and video directors.
Fair enough, I have no formal training in graphics or design whatsoever, so I'm happy to concede that the art style may feature some impressive bells and whistles that my plebeian eye can't pick up on. That said, a game is not an art book, the first criterion is how the art style benefits the gameplay, just like a movie's cinematography should complement the narrative rather than just look fancy (Zack Snyder syndrome). So I don't see the point of "menus with characters whose bodies flow from one pose to another as you leaf through them". What I would find noteworthy:
- a modern stealth game that makes heavy use of dynamic lighting, realistic shadows, physically accurate reflections, but also deliberately ornate and lavish interior design, all of which can make it a lot harder for the player to move around undetected and find secrets and loot
- a Lovecraftian horror game where the art style becomes increasingly erratic, sketchy and disorienting as the player descends into madness (Malkavian run of VtMB meets A Scanner Darkly)
- a dungeon crawl through ancient ruins of a lost civilization whose rise and eventual demise is told in a completely non-verbal fashion via wall murals, sculptures, relics, fossils, and even differences in architecture, with the majority of puzzles and riddles revolving around these artefacts
Also, good art design for games doesn't need to look particularly stylish. Outcast doesn't have an extravagant or highly abstracted style, but it does an excellent job creating a cohesive yet genuinely alien world (partially due to the fact that voxel engines look very unusual to the polygon-trained eye). Alpha Centauri's eye cancer inducing color palette still effectively conveys which areas are more dangerous than others (neon purple fungus fields vs lush forest tiles with a river).
I know I'm mixing up a lot of things here that should be kept separate --- enabling new gameplay styles, effectively conveying information, art design VS graphics engine --- but the bottom line is that if Persona 5's art direction turns out to be just style without substance, then I will rank it just as low as any other AAA game that doesn't even try to look unique.