Brothers in Arms looked like it was coming along in a direction pretty far off from the 'usual' look of the UE3 games being developed. It seems like it's just a case of licensees building certain types of games on the tech than another. Also, checking out the
wiki list, Army of Two and Medal of Honor looked to do alright with a different aesthetic as well...
A lot of it depends on how much work the developer does to the engine as well, I imagine. But I suppose there are certain thing's inherent to the technology that may lend itself towards a certain look, like how lighting is setup/calculated for a level or what kinds of post processing affects it seems to exploit the most.
But I do agree there is a tendency for most every engine to carry with it a certain look, regardless of the developer behind it. ![]()
And more so than just a similar visual design, like bulky characters and exaggerated environments.
Take HL2 and Dark Messiah. Two totally different games visually, yet you still get that Source engine look from DM. I guess the question would be could the average gamer pick out these similarities, rather than people who have screwed around with the technology a bit? They may not see these similarities because they don't know that brushes are the basic means of construction between both games, and that brushes tend to provide more angular shaped geometry. Or that UT and Gears use mostly imported geometry, which tends to be a bit more high poly/rounded/detailed/whatever because that process is best for that kind of stuff.
I mean, how many gamers can pick out that 'displacement map look' from the Source engine games?
[edit]sorry for the edits[/edit]