Can we get some filter analysis? After replaying some old games, including RE5, MGS2/3, NFSMW, etc I found them quite useful to hide the uncanny ambient lighting. Even in GTA SA the orange PS2 tint enables you to see the game as its own pocket universe instead of a game that is trying to emulating reality.
>>1018175Stupid questions thread -> >>1017954
>>1018175Creating a monochrome de-saturated look is effective in tying the image together and make the scene have a specific mood in a way that is computationally very cheap to do and simplify texture authoring etc. Problem is that you live in an era when it was already done to death and everybody have already learned to hate the look because how everything looked that way for ~10 years. Esp the GWOT sepia colors.Originally I'd blame this on 'The Matrix' becoming such a phenomena that strong tint became a goto mood tool in cinema. 'Black Hawk Down' then invented the piss look that COD and everything that wanted to be COD ran with for another decade.
You should always be doing at least a little bit of tinting and color correction. That's on top of picking your colors and lights properly from the outset.