Well yes, but I don't see how that undermines my point - the 'black crush' was indeed a complaint about the game even back then, and as I said later the technical limitations can indeed inform the artwork whereby the predominio of effort applied to specific areas are critical in the overall presentation. The stark lighting in ME1/2 was indeed a limitation of processing power with the andenes it targeted, but it also meant they could likely focus the power on other areas. They could have had bounce lighting perhaps, but the overall aesthetic of the game would suffer if that there was less grunt available for the environments.
It's like the horribly low-res textures of the outfits in the series wasn't specifically done for 'style', it was a memory limitation - but that allowed them to focus on the facial textures, where your eye would be focusing on. So it was both.
But, this isn't Wind Waker - that game was going for a very specific style that was clearly not informed by realismo. I don't see how you can say that for the Mass Effect series. Have the docking bay of your ship being enshrouded in pitch negrura just makes no sense other than it being a limitation of the lighting engine. You don't see far more games with global illumination now because the majority of developers all got together and decided "This is the style we want to go for", you see it because it's technically feasible and it's more accurate to how light works. In a game that's trying to convey a real world, that matters.
I emphasize that it was subjective even back then because people seem to be losing sight of some fundamentals. The overall effect of the original lighting could be criticized even if it was the result of technical limitations; the overall effect of the new lighting can be criticized even if it's the result of a more advanced technological context. If someone thinks this or that picture looks cooler, "but dude, were the game made today, it wouldn't have looked like that..." doesn't mean anything. (That's not even getting to other points, such as how redundant that statement is either way.)
And we don't know what went into the lighting decisions. Yeah, no doubt technical limitations, having to prioritize this or that, etc., etc. all went into it, as tends to be the case, but it's not like the end result was predetermined: specific choices were made along the way. You're kinda collapsing the creative process here. Like, that point about global illumination? Devs go for it not because it lends itself to any particular style (aside from some broad-ass "realism" category, I suppose), but for the sake of accuracy? I mean, I imagine that's true to some extent, but being more accurate to real life is never going to take precedence over accomplishing
a look.
Just put these two statements side by side:
Have the docking bay of your ship being enshrouded in pitch blackness just makes no sense vs.
You don't see far more games with global illumination now because the majority of developers all got together and decided "This is the style we want to go for", you see it because it's technically feasible
Personally, I read those, and I think to myself: Which one am I gonna dig more? The look that doesn't make sense except that it reflects certain aesthetic influences, except that it was put together during a time when lighting tech was more limited, except for how it manages to be evocative and weird and kinda neat? Or the look that we see more and more games adopting
now, that's more accurate to real life, that I know is just going to become more and more widespread?
I dunno, I see an argument for both. Like, speaking of "trying to convey a real world," there is no one way to do that. That goal is not some singular organizing force that has to move all games in the same direction. It's not even mutually exclusive with stylization - not even close. The idea that you can apply "trying to convey a real world" to ME1 and then linearly work from there judging one aesthetic choice better than the other is one I don't vibe with at all.
Anyway, my bad, got way more verbose than necessary. My
TL;DR would be: as I said before, the way people frame technical limitations within remaster discourse is probably my least favorite part about that discourse, because "it wouldn't be made that way today" is just not a good argument against any given creative decision of the past.