Well, to avoid beating the dead horse, if Bethesda is not gonna implement advanced lighting features, like true global illumination, sub-surface scattering and ambient occlusion, the least they can do to enhance the realism a bit is to play with the color grading. This way they can avoid Oblivion's washed out look and oversaturated colors, both a result of simpler lighting alternatives.
1) http://i.imgur.com/EDiaw.jpg
Assuming the sun is behind the character, his legs and the bottom side of the stone should be brighter, as they would be lit by more indirect light. Not much can be changed there, but color grading could help get rid of the strange yellow tint in this image, when the day is fairly overcast. There's too much black in this image for too little sunlight. Also, since the sun is overcast, there would less of a yellow tint in the image. This is not a very good snow shader at all. If you look at pictures of snow, the shadows are tinted with the sky's color, because ice and snow scatter light.
Look how beautfiful it looks in Uncharted: http://www.gamus.com.br/wp-content/gallery/uncharted-2-180809/uncharted_2_among_thieves-11353-1769_0002.jpg (a little over the top, but point made)
http://i.imgur.com/DANFC.jpg
This one is very worrying. I've seen modded Oblivion looking better. The good news is that the dynamic shadows are there, but totally underplayed. Everything, once again looks washed in a green/yellowish ambient light. The greens should be only so saturated in sunlight, and here it's even stranger seeing that color, since it's not Cyrodill's forests or a jungle.
The water is a mess for some reason, I assume the fresnel reflections were turned off for permance reasons. Something that REALLY compromises the realism of this scene is the fact that trees are not casting shadows on themselves. So they look as flat as a billboard, even more so than in Oblivion. Color grading here would at least enhance the shadows and get rid of all the vibrant green in the midtones.
Those touches make a HUGE difference in realism. The screenshots below are examples of my points above, especially about the trees:
http://i48.tinypic.com/rw72bn.jpg
http://rpg-galaxy.de/content/pom/t3.jpg
http://mmohut.com/wp-content/gallery/the-hunter/the-hunter-free.jpg
http://www.thehunter.com/pub/images/screenshots/screenshot_015_large.jpg
http://www.allaboutthegames.co.uk/images/screenshots/The_Hunter/The_Hunter_screenshot4.jpg
3) http://imgur.com/egZlk&rMoGb&9pr2c
The interior shot is much more pleasing. The models are certainly an improvement. The dynamic shadows really help here (even though they could be way smoother). I really miss some sub-surface scattering and/or better specularity maps for the skin shader. It still looks like plastic and that hair model is no better than Fallout's. Examples of better skin/hair shaders:
http://xbox360media.ign.com/xbox360/image/article/988/988786/e3-2009-alan-wake-screens-20090601012313836.jpg
http://2.bp.blogspot.com/_gy6GeL0HNSk/S60A1f_ZZ8I/AAAAAAAAADo/PuU-PlkDHhs/s1600/resident-evil-5-screen4.jpg
http://lagcast.com.br/wp-content/uploads/2010/10/50025_orig.jpg
Some color grading here could really improve the atmosphere of the scene and once again, get rid of the oversaturated yellows/reds, making the whole image easier a little more natural. Still an improvement over Oblivion though.
All in all, the game is far from breathtaking. Hopefully the gameplay will make up for the lack of visual impact. As for the game looking different on a PC, I think Todd has stated very clearly we're not expect alot.