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The arguments that often come up in its favor are its graphics, even though it is yet another game programmed under the bland and soulless Unreal Engine 5. Expression and personal vision are sacrificed in favor of technology to produce works that are polished and beautiful according to modern standards. Expedition 33 uses the same standardized techniques as most games running on UE5, which contribute to this feeling of blandness and prefabricated world. The problem with technologies such as Nanite for scenery and architectural structures or Lumen for creating cinematic shadows is that they tend towards pure photorealism and leave little room for true artistic direction. All of this makes me miss the experimental PS2 games that had a unique identity. I'm not going to get into a philosophical debate, but I think that, paradoxically, techniques leads to uniformity because it is only concerned with productivity and cost-effectiveness.
That's why the gaming industry is in such bad shape. The reality is that we've reached a plateau where studios no longer want to take risks because dissent is often punished. This game simply copies all the familiar formulas instead of developing its own gameplay that could be in harmony with the chosen graphic style. Instead, it's a repetitive, second-rate Persona game.

That's why the gaming industry is in such bad shape. The reality is that we've reached a plateau where studios no longer want to take risks because dissent is often punished. This game simply copies all the familiar formulas instead of developing its own gameplay that could be in harmony with the chosen graphic style. Instead, it's a repetitive, second-rate Persona game.