Things like the tricycle and picket fence make it look like they wanted to recreate the wasteland just a few years after the war, not 200 years after.
Lack of shadows looks odd for some things, yes.
There's probably no way to get around scenery duplication, unless we have the technology to dynamically combine cosmetic variations based on variables like map coordinates. Hmm, doesn't sound impossible.
I don't know if those big cliff walls are there specifically because there are cliff walls there in the real world, but if not, they're obviously not going to need to resort to invisible walls to hedge in the playing area. Just use more cliffs, water and impassable buildings.
Lack of shadows looks odd for some things, yes.
There's probably no way to get around scenery duplication, unless we have the technology to dynamically combine cosmetic variations based on variables like map coordinates. Hmm, doesn't sound impossible.
I don't know if those big cliff walls are there specifically because there are cliff walls there in the real world, but if not, they're obviously not going to need to resort to invisible walls to hedge in the playing area. Just use more cliffs, water and impassable buildings.