agentorange
Arcane
I felt this in Dishonored 2. Made me feel almost a little sick for a brief moment before my brain started filtering out all the extraneous details. This is also one reason why these modern games are so filled with various telegraphing, highlighting, arrow marking devices, (stuff people usually attack as simply being parts of casualization, which it is in part) because it's impossible to tell what is an important detail from what is a window dressing detail. It used to be in games that the player could easily parse what is important and necessary from the surrounding decorations because whatever was most important would have the most detail and would naturally standout, but now days everything is loaded with so much detail and usually at the same fidelity/quality level (much of this being done by various programs that automate the process, so the level of detail is far beyond what could be done by hand) that you need meta-assistance like glowing outlines to be able to decipher what is important.You're right, more and more these days, flashy visuals and UI are so over the top that they impede gameplay. Cyberpunk 2077 was a recent example of this for me, there's just a bit too much going on. But I don't think this System Shock remake looks too bad in this respect. Maybe just mellow down the bloom and contrasts a little bit, up the gamma a notch, and it should play smooth. The simplistic, "outdated" level geometry should also help in this regards, it makes things look nicely aired out and easy to orient yourself in.Lack of visual soup is precisely one of the things that makes earlier games play better, the fact that the devs here haven't realized that isn't encouraging.
And I gotta say, I do dig this particular retro vibe to the environmental design. It's not especially convincing but, ironically, now that videogame spaces are so cluttered and geometrically sophisticated, the Lego architecture looks fresh and exciting. It strikes me as a good example of retro aesthetics that doesn't fall into the traps of brutalist '90s brush geometry or "ironic" pixel art.
I remember playing Deus Ex: Human Revolution for the first time and encountering a janitor's cart in a little fenced in area in the first mission. I looked at the bottles and rags and different shelves and was like "what the fuck is this all FOR?". It was one prop, sitting off to the side, that did nothing and served no purpose and it contained more polygons than 2 levels of the Abyss in Ultima Underworld.
It's odd how ignoring almost everything you are seeing and hearing is a basic part of playing a modern game.
btw this system shock remake still looks like shit