Again, photo-realistic character designs are not the strong suit of Call of Juarez.

Again, photo-realistic character designs are not the strong suit of Call of Juarez.

While Techland's FPS gameplay is sound, the graphics and design were lackluster in many areas, such as blood splatter, dead bodies, and obtainable items.

While Techland’s FPS gameplay is sound, the graphics and design were lackluster in many areas, such as blood splatter, dead bodies, and obtainable items.

The fires burn bright in Call of Juares, which represents one of the better visual aspects of the game with DX10.

The fires burn bright in Call of Juares, which represents one of the better visual aspects of the game with DX10.

Call of Juarez had trouble utilizing Nvidia's SLI with Shader Model 3.0 working. Frame rates increased for the demo once Shader Model 2.0 was activated, but the game looked much darker and sarcficed clarity as a result.

Call of Juarez had trouble utilizing Nvidia’s SLI with Shader Model 3.0 working. Frame rates increased for the demo once Shader Model 2.0 was activated, but the game looked much darker and sarcficed clarity as a result.

While frame rates crept well over 100 FPS with Shader Model 2.0, in the end the tradeoff wasn't worth the effort.

While frame rates crept well over 100 FPS with Shader Model 2.0, in the end the tradeoff wasn’t worth the effort.

The Call of Juarez benchmark program, which is a separate application from the game demo, showed video of the game's environment and maps. However, the benchmark program didn't feature actual gameplay and looked more like a Coors Light commercial.

The Call of Juarez benchmark program, which is a separate application from the game demo, showed video of the game’s environment and maps. However, the benchmark program didn’t feature actual gameplay and looked more like a Coors Light commercial.

The benchmark program, unlike the game demo, had stunning visuals and even had subtitles to help show off the various attributes of the design, such full dynamic real-time shadowing.

The benchmark program, unlike the game demo, had stunning visuals and even had subtitles to help show off the various attributes of the design, such full dynamic real-time shadowing.

Soft edged grass and leaves!

Soft edged grass and leaves !

Dense vegetation! The benchmark program had great graphic that were conspicuously absent in much of the game demo.

Dense vegetation ! The benchmark program had great graphic that were conspicuously absent in much of the game demo.

High dynamic range lighting on display.

High dynamic range lighting on display.