You know, I always felt like World of Darkness was more of an engine demo than anything, especially since the WoD team weren't allowed to fully work on it.
But on the bright side, with Unity 5 and its PBR support, we can create very impressive results, from realistic reflections on metals to global illumination and baked AO lightmaps. Santa Monica benefited a lot with Unity, being able to use proper dynamic shadow and keeping darker where it makes sense.
I'm very curious about the Chinatown map, it's easily one of my favorite map for its "colorful visuals" which would have stunning results with Unity 5, Bloom support and GI. I'll be most likely to post the benefits in both visual and otherwise regarding Unity 5 so everyone would know exactly what to expect and to end the "it looked better on Source" argument. Source could never do what Unity 4 can do with deferred rendering, but the real reason why it suffers is due to Beast lightmapping, which is still available in the current beta for legacy sake and will be permanently removed from the final release. I might be biased but a lot of the lights in the original game made no sense. A lot the places were too bright and without dynamic shadows (or baked on props) it's hard to achieve the same feel and look.
I really enjoyed the tech demo they had done for the engine and game. The water puddle can be done easily from the looks of it in a newer Unity 5 demonstration, same goes for the window, a parallax shader can easily make a fake yet believable interior.