everything is pretty, so nothing is pretty
perhaps in response we're seeing a lot of games that intetionally adopt visual/tech constraints, such as low poly counts or chunky pixels, as a way to stake out a unique visual identity
instead of getting lost amid the same-same 3D productions that are choking the market they make up the difference by combining carefully chosen constraints with sharp art direction
ofc that's also a function of budgets; small teams literally can't afford to chase the "AAA" look
guess it's another case of constraints fostering creative responses, just like in the old days