Your dishonoured example does use a repeating pattern. I've highlighted some stand out bricks that occur multiple times, you should be able to follow the pattern from there.
It could be there is some low frequency variation or decal as the bricks aren't the identical color each time, but I think it more likely to just be global illumination differences. Can you find a high-res image?
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You can also use wang tiles to avoid having a repeating grid, but I don't think this is common in AAA games.
However, I gather the biggest trick is simply in the artistry of the texture. To spot a repeating pattern, you have to find a distinct feature that you can see in multiple places. I looked for unusually light or dark bricks in the above.
So the trick is to make textures that show what you want without having any distinguishing features (or equivalently: features have lots of similar features in the same texture, making it hard to spot an exact duplicate). Doesn't matter how repetitive your tiles are if the user cannot easily spot it!
Likewise, breaking up large flat plans with extra geometry works very well and improves the look of the game in general. That is used effectively for the y-axis in your example.