Well, I can cope just fine with well-done Snes era graphics.
Secret of Mana 3 really shows off what that can mean.
Which means the Snes kind of represents the peak of 2d graphics. That's not to say later 2d games haven't been able to do better, just that it's no longer really all that impressive beyond that point.
I think that's actually something about graphics that's worth considering; There's a degree of diminishing returns in it.
A game with bad art direction will always look a lot worse than one with good art direction, but beyond that, there's also the 'good enough' graphics thing.
I think for 2d graphics we hit 'good' enough with the SNES and unsurprisingly, the next major console generation was about 3d.
3d hasn't yet reached 'good enough', because even something like Crysis on it's highest detail level can still be picked out on a huge number of flaws and irritations.
Even so, I agree with the OP that it has a good graphical design, which counts for a lot. And, in fact, may well count for more than actual technical graphical ability. (Which crysis also covered, what with being the benchmark standard even several years after it's release for graphics.)
Mirror's edge does indeed have amazing aesthetics. And the 'art' games do really well in that regard too, despite obviously not being based on cutting edge technology and having really limited budgets compared to mainstream titles. (By 'art' games, I mean things like The path & The void... And quite a number of 'indy' titles, though that's a little trickier since many are 2d, while those two have 3d graphics which are a simpler like for like comparison to modern games.)
Actually, having brought up the subject of 'art' games, which sometimes don't make very good games in terms of gameplay, it did suddenly strike me how consistent and striking their visual design tends to be.
Even though you can see the elements that stand out as being dated graphics technology, they somehow still manage to pull off a degree of visual charm that makes them memorable and nice to look at.
I guess that kind of proves the point that coherent and well done art direction is far more effective than technically impressive stuff at the end of the day.