i think i like old (~mid-late 90s) 3D games because of nostalgia, but also because:
- limited polycount made them focus only on whats needed to sell the scene; locations often have a kinda relaxing simplicity to them, there's no extra details to think or worry about
- realism was impossible, so they used other artistic techniques to create immersion, like 'theatrical' area lighting design, vibrant/deep colors to indicate the time of day & unrealistic/drawn textures rather than photographic ones
quick examples of that kinda lighting design from one game series:
1. mountain peaks are lit up with a warm glow, suggesting morning
2. fairly extreme purplish hue, which shouldn't work but somehow does, giving the entire area a memorable individual character
3. vivid sunset in the game's "signature colors" (which echo spyro's design)
4. different areas of a cave lit using contrasting light sources
https://mastodon.social/media/UwjQ8gzXzywh19Uh0ww https://mastodon.social/media/DnE3pfYSMJ5WmPmWaaU https://mastodon.social/media/v-7CWkOpb7MBTwwQhYY https://mastodon.social/media/vJUwadB-KrgM4cEjCXc
@jk this is why I kind of dislike the recent elder scrolls games tbh
excessive "realism" without good design is an express ticket to the uncanny valley