Wow - they really know their stuff about lighting, don't they!

I was gazing at it, though, and it does seem a little bit too... atmospheric. There's a definite haze between the observer and the far window at the other end of the corridor...

The lighting is helped a lot by the slightly undulating cream gloss finish to the walls, which throws back a lot more light than matte walls.

The planks on the floor are very narrow compared to yours - narrower than modern floorboards.

In the photo they're also extremely shiny, despite being dark wood, which again adds to the pool of indirect lighting.

There are a lot more ceiling plaster mould things in the two photos than there are in the model they made, but you don't really notice the lack of them so much because of all the additional details they have added lower down on the walls in their model - details that aren't necessarily there in the photos. Its a clever distraction technique, pulling the eye away from the lack of ceiling structures by adding texture details lower down - textures costing less to process in a game machine than extra structural polygons do, I presume...