I'm about to graduate in a few months as a 3d modeler/level designer and from my experience in Unreal Tournament mods, I have to say it is an extremely lazy effort from 3rd parties so far.
Seriously if the Wii engine is basically the upgraded build of the GCN engine I can't see how they could manage such bad graphics. As a 3d modeler I know you can hide a low poly model with some really good texturing job, and from the posted screenshot it doesn't look like they did.
1. It seems like a 512x512 texture, and i know i can pull off some better looking textures in that resolution.
2. The UVW mapping is done very lazy like, as you can see stretching in the arms in the uniform.
I know I've stated this before but if someone has seen those Farcry palm trees, they look like they were done with 256x256 textures, that hasn't been the standard since the N64 days. Actually the N64 days might have been less, depending on how much detail an onject needs.
And for anyone who understands what i'm talking about and thinks maybe, just maybe... the developers might have sacrificed texture resolutions for frame rate, well I'd disagree with that because there are ways to compress those textures without any real noticeable loss in quality and of course not bog down frame rate.
And for anyone to say "but they've only been working on it for 6-12 months", well trust me it doesn't take that long to understand an engine to a workable degree. The learning process is usually about how to program and how to make shaders work in the engine.
If you can't tell im sorta really pissed off by the ports from 3rd parties.....alright thats enough out of me......for now : )