Devilman_Amon posted......really bland color palettes with shiny vinyl like textures...
They're abusing "specular highlights", which makes things look shiny, wet, or metallic. It's everywhere.
They doing it to cover up the bland color palettes and mediocre textures, which make everything blend together visually. So they have to use things like highlighting, halo/aura highlights, specular highlights, or cel-shading. Just because they can no longer do decent art design.
All that extra highlighting is on every last item/person/wall/whatever. By trying to make everything stand out, the result is a mass of confused highlights.
Compare all that to
Beyond Good and Evil, where everything's clear without extra highlights.
Better yet, there's a whole real world out there that developers can look at for examples of lighting and textures that look good and are clear and easy to see visually.
Look at any of Adam Sessler's current videos. He's just standing/sitting in an open office, with all the equipment around. It looks great. No highlighting.
Finally, because of this shift to expensive developed HD games, publishers started crying about used games and thus flocked to trying to make ends meet with day one DLC abuse, disc locked content, pay to win DLC, buying endings, day one patches, DRM, and the ever growing push for digital distribution..and when all fails....reboot it...
^^ This. As someone said earlier, the shift to DRM is what pushed me to console gaming from the PC.
And look at how phone and handheld gaming has taken off, without HD. "You can have gameplay, or you can have HD, but not both." For that matter, look at all the HD upgrades of previous gen games.
Decent platformers are tough to come by, because it takes good level design to make a good platformer. And they don't seem to want to do the engine that lets a player jump anywhere, because that means making levels where that's meaningful everywhere.
Instead it's all special case actions to let a player jump or climb, if at all.
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Jove the Sleep Depraved
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