amydentata
@amydentata

I'm trying to stay hyped for Avowed but so far it really, really has that Default Unreal Engine 5 look to it and that's not a great sign [edit] I re-shared this and tacked on a big ol rant because I've got feelings to process ok


amydentata
@amydentata

Allegedly it plays very well, which is good.

I'm trying to pinpoint exactly why the "UE5 look" bothers me so much, because it bothers me a lot. So far all I can come up with are the identifying features of The Look, but I'm not sure about what bugs me apart from it looking, basically, cheap somehow. Like someone threw a bunch of plastic action figures onto a brightly-lit sitcom set. Let me be clear, this is not a problem unique to Avowed, not in the slightest. One of the best examples of the look I'm talking about is Immortals of Aveum.

It might be that one of the things that makes it look cheap to me is a mismatch between the visual fidelity and the animation fidelity. When you've got all these beautifully-detailed characters with outrageously detailed costumes, if you don't animate all the parts of the costumes like their real-world material counterparts, they look like solid blocks of plastic. If the realistic-looking skin moves as one solid unit with no noticeable muscular deformation, it looks, again, like chunks of plastic. It's weird.

The lighting is definitely part of it too. Some scenes are less bothersome than others, and it's the scenes with dimmer, more directional light that look better. The fully-lit scenes are just so awash with diffuse fill light that they feel like they're lit for a low-budget television show. It's too even, and too soft. The improvements in ambient occlusion really sell these scenes and make them look more "real!" But, that amazing tech is being applied here to make flat lighting look more real, and less "videogamey." And the end result of that, again, reads as cheap.

I don't see anyone else complaining about these things though, so is this just a me problem? "I feel like I'm taking crazy pills," and all that.

[edit] I might have nailed the problem in the comments. The graphics for these games look like very high-quality footage of cheap toys. It's both gorgeous and bad at the same time. And that mismatch is what's aggravating me.

It's a similar mismatch you'd get with a fantasy medieval game having perfectly crisp typography with a flat visual design. It's neat. It's tidy. It's high-quality. And it's wrong. And both Aveum and Avowed are doing this, too! Though this particular pet peeve is also in older games, like Skyrim.


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in reply to @amydentata's post:

I really hope that artists get more familiar with the tools and move beyond this look. I'm pretty sure it's avoidable. But in the meantime, a bunch of new games are going to look like really high-quality footage of cheap toys

I was dragged (against my will) into the Avowed Gamescom booth earlier this week, and I can only agree with you. We saw a twenty-minute presentation of what I can only describe as an extremely generic RPG. And while the lighting was fine, the animation was barely a step up from Skyrim, with a quest-giver doing their best South Park Canadian impression and a lot of floating footwork. Previously, I hadn't thought about Avowed at all, but now I've actively soured on it. (I will probably end up playing it anyway.)

Glad to hear it's not just me. In another comment I described it as "very high quality footage of cheap toys" and I think that really sums up the weird disconnect going on. It's both gorgeous and bad at the same time.

yeah you're absolutely correct about the UE5 Look. Unreal has gotten really good at indirect lighting and soft shadows (extremely important for photorealism and traditionally very difficult for realtime rendering), but the result is There's Just Light Coming From Absolutely Fucking Everywhere unless you actively work to mitigate it. Also the tonemapper desturates highlights (this is "filmic"), and since there's way too much light basically EVERYTHING is a highlight, so by default every ue5 game is grayish and slightly overexposed

Yeah that's another part of it! The tonemapping, and everybody so far seems to be using the default tonemapping. I think another piece is it seems like everybody is sticking to default antialiasing settings, and the defaults don't sharpen at all, which adds to the "overly soft" look.

Even indie games at this point, it's super weird, like, you have Old Lighting Demo fidelity but the rest of your graphics are like early Newgrounds quality