Doing rooftops right is not a high bar.
It's about whether or not it's actually woven in to the game as a whole correctly. That the overall design factors it in. You can put a flat surface on a building and let the player get up there, sure. Assassin's Creed, Batman and even Shadow of War have that because it was designed from the ground up around that idea, around verticality and interesting verticality. (Shadow of War noticablely took a very basic approach where verticality is entirely to set you up to attack guys.) Those are big open world sandbox games that put a big emphasis on the city being scaleable.
I don't so far get that impression from what this game has shown. There's a feel to big sandbox games designed around verticality, and it appears a bit more gimmicky here than in those games. Maybe it's closer to Dishonored in this regard. Less open world go where you want-ness and more controlled and level driven. Which is fine, if it's done well and not just for the occasional show piece.
For example, they showed people jumping off roof tops to land on multi-storied scaffolding to chase guys down and fight them. (Assuming that wasn't completely staged.) Will the design have stuff like that sprinkled all over? Or is it basically just a set piece because someone said "hey it'd be cool if...." and then it's not really followed through with in the rest of the game. Just spitballing here.
And the voice acting? Not a snowball's chance.
Yeah no, I'm fully aware of that. That guy is going to be the first to die as soon as it's reasonable and I can get away with it.