examples of "dry" unified lighting and shadowing?

it's just a personal issue, i suppose. on one hand it's a very good example, but it approaches the uncanny valley in places and i feel like certain specular effects are just ever so slightly off. it makes the lighting model feel slightly metallic.

generally i feel like crytek might be better off scaling things back graphically while extending their tech in other directions. i'd love to see a cryengine 2/3 game with a more stylized look, but still backed by that lighting and animation technology
 
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