I see very little qualities of a PC game in a console version. User control is pretty much excised in the port, mods are nonexistent, and the general play style is different. I think a good example of how console games differ from PC, and why it's console bleeding into PC rather than the inverse, is what happened with Crysis 2. The entire game was thrown out and reconfigured for a new, console audience, one that would be sold on tropes rather than gameplay: these include typifying the avatar as a controller of circumstances, rather than a participant (often the player is situated as a deity in terms of player agency, making most opposition token resistance until higher difficulties kick in; contrast the passive, cooperative role of Nomad in Crysis 1 with the powerhouse, one-man army of Crysis 2); the linearity of design so that the player is guided towards completing the game as goal, rather than to experience the game (every map in Crysis 2 is meant to be a passive spectacle, in which the player is funneled through, and the branching paths are incredibly basic; contrast to Crysis 1 that remained pretty open-ended in terms of how to accomplish goals or proceed, and that the goal was to infiltrate, not annihilate); and the amount of tutorial, hand-holding elements that mean to lead the player both into certain methods of playing (instructs players on the "right" way to play their game), rather than treating the player as their own agent and participant.
These are some very basic claims that should really be expanded upon in detail, as they do underlie some pretty interesting design shifts in games, ones that pander towards a console audience more than a gamer audience (not to suggest that PC gaming is the natural gaming, but only that the PC market hasn't necessarily had to deal with business models of survival and expansion--the marketability and financing, the publishing of games have a huge, invasive presence in console gaming that hasn't been present to the same degree in PC gaming, and even, arguably, in the gaming of the 80s or 90s, where what mattered wasn't so much having a big name, but being able to publish on a console).
I think another good example is just the extreme difference between Morrowind and Skyrim, Bioshock and Bioshock: Infinite, and the Crysis examples above. Game development has been shifted to a console-catering audience of empowerment and leashing, really hammering home the consumer part of gaming, more than the actual act of gaming.