I mean I guess if everyone was using the default settings and buying assets off the unreal store you might get that, but the engine doesn't come with graphics. You can make whatever you want in it. You could make a ps1 era looking game. You could make something like windwaker. You could make a 2d game. It's just a set of tools.
Don't get me wrong, the engine does have strengths and weaknesses, and lends itself better to certain things. That makes games of a certain type gravitate towards it.
True, though it does make the end result better than shittier engines. Like, you could see the "Unity" in Unity games, only a few of them weren't jank. For UE games, generally I found it to be a bunch more stable bug-wise, same for when I developped my own. No idea how Godot fares now, haven't tried the engine since my college days, but back then it was cool.
In Unity you can only remove the start up image if you pay enough. So many small indie titles with little budgets have the start up logo while the bigger productions normally removed them. Before Unity fucked up only a small portion of indies used Unreal so you have to look harder to find that many junk games. I think we will see in the next years a rise on Unreal engine junk games
Definitely feel your pain in unity. I made a game with it and we had so many technical problems. UE has some major issues too though. None of them are perfect. Godot is getting better and better but it's still very far from a mature engine.
Generally makes it worse though. It's an engine built with shortcuts for a 'good' looking game.
Obviously developers can skip these shortcuts, but rarely do.
Exactly. I bought it to play w/ friends. Shortly after getting Halo: CE, I played through the campaign with a friend in co-op, and we would frequently have XBox parties where we'd have couch tournaments and whatnot.
The visuals were fantastic for the time, but that's not why I got it at all, and none of my friends seemed to care what it looked like, we just wanted to play team deathmatch.
Company now has literally no-one on payroll who still knows how to do anything with their "in-house" tools.
Fuck everything up for years, and get literally nothing done, because you keep trying to finish things with a revolving door of contractors who all have to learn to use your in-house crap made by other contractors who aren't around to answer questions or update documentation.
Switch to UE5 because all the contractors already know how to use it, as you won't consider hiring actual employees again.
Ah yep that makes complete sense, as an ex Microsoft contractor myself I forgot how stupid they are with institutional knowledge. All of their codebases are so cobbled together
my understanding from a tech artist friend was that simple things like adding a new shader would take a day to make it into their continuous integration builds, making it ridiculous compared to unity/unreal/etc. this was 2019-ish
The slipspace engine, which they were previously using, was just an updated version of the reach engine. 343 have never actually used a completely new engine until now, they had just been updating the previous bungie engine