dude you are suck at your lessons then.. not by normal maping but almost everything you spoke off. KZ2 models are 15-20k polys at best with normal mapping , uncharted gow and crysis have some most detailed main characters 20-60k polys with normal mapping.
And almost all games on consoles do tricks. Consoles don't have enought power to do 100 k npc's with normal mapping parallax etc with 30-40 npc on screens nor any pc today if you consider that there is landscape etc.
This gen is about shaders and normal mapping and ART style. PS2 Era was about polygons.
reason is simple. Game will look better with less polys and better shaders. And too many polys are just waste of power and idiocy.
That's why people say gow3 looks better that Crysis. Both uses some neat technicues. GOW3 have baked SSAO and Crysis have real time SSAO and still in this case GOW3 SSAO is about same like in Crysis with almost no power need.
Smarter always win. That's why car models i GT are godly. They bake reflections then use LOD, they give headlights and taillight lot of polys and here we have game that look like real life
![Smile :) :)](/wp-content/themes/gtp16/images/smilies/smile.svg?v=3)
And if you close camera at point over wheel you will see some terrible lack of polys Actualy you can even count them easly because these part are very low poly...
Why would you try to hit brick wall with head if you can just go over it ?
As i said in this age lot of poly are just waste of power...
If you realy learning modeling and 3d etc . try beyond3d forum. Even non modeler will learn from them in no time about pipe lines , shaders, effective usage of memory etc etc.
edit
i didn't read your response for my coment sory . But if you know B3d then why are you said something that is clearly a lie. 500 k poly for a npc in KZ2 ? maybe on PS4... and all cars use normal maps for interior. even super GT