Loliraider
too far gone
★★
- Joined
- Sep 1, 2025
- Posts
- 1,114
- Online time
- 2d 14h
3D models at their core are symbols. They represent characters, environments, objects, ideas. They are not reality, and treating them like they should be is where things start going wrong. The more games chase perfect realism, the more they lose clarity, identity and artistry, until everything just blurs into this lifeless, over rendered mess.
Look at chess pieces. A rook is a castle. A bishop has that cut top. I's simple, abstract and instantly readable. Now replace them with tiny realistic models of buildings and people. Congrats, you’ve just made chess harder to read for no reason. That’s basically what modern games are doing right now.
This comparison between S.T.A.L.K.E.R.: SoC and S.T.A.L.K.E.R. 2 is a good example. The original looks rougher sure, but you can actually read what’s happening. The sequel is more ''realistic'', but also more visually exhausting. Everything competes with everything else. Nothing stands out unless it’s practically glowing with yellow paint.
Games aren’t movies or tech demos, they’re systems you play. Visuals are supposed to communicate, not just imitate reality. Older games understood that clarity was just as important as graphical flexing. In those modern UE5 slop games, everything turns into the same muddy blend of rocks, debris, foliage, and hyper detailed clutter until gameplay gets buried under it.
Look at chess pieces. A rook is a castle. A bishop has that cut top. I's simple, abstract and instantly readable. Now replace them with tiny realistic models of buildings and people. Congrats, you’ve just made chess harder to read for no reason. That’s basically what modern games are doing right now.
This comparison between S.T.A.L.K.E.R.: SoC and S.T.A.L.K.E.R. 2 is a good example. The original looks rougher sure, but you can actually read what’s happening. The sequel is more ''realistic'', but also more visually exhausting. Everything competes with everything else. Nothing stands out unless it’s practically glowing with yellow paint.
Games aren’t movies or tech demos, they’re systems you play. Visuals are supposed to communicate, not just imitate reality. Older games understood that clarity was just as important as graphical flexing. In those modern UE5 slop games, everything turns into the same muddy blend of rocks, debris, foliage, and hyper detailed clutter until gameplay gets buried under it.





