Remember when HL2 was announced you had this super fancy physics engine? How objects would bounce and realistic react with each other, how you could stack things and come up with puzzles that would just use the physics engine without hardcoded scripts? HL2 was gorgeous looking but it was more than bump-mapping and complicated light models. You couldn't port HL2 to goldsrc and have it play the same.
Meanwhile almost 2 decades later we're back to fully scripted puzzles, mostly non-interactive environments and AI that's generally limited to a glorified A* algorithm.
This tech demo doesn't look decent, it looks really good, there's no arguing about it.
On the other hand, VR based games are wildly experimenting and iterating because the control interface is so different (while at the same time fairly intuitive in that it maps to our reality better). Superhot in VR (which I have on the Quest) definitely doesn't feel like the same game from the last 25 years. Half-Life Alyx is supposed to be an amazing experience (I haven't had a chance to try it yet, and I won't for a long time likely), but that's not supposed to be because it looks so much better, but because it offers a wildly different and new experience.
So, if you're tired of feeling like you're playing the same old games, try VR. The Quest is probably the cheapest way into this space, but it's not actually cheap at $400, and it will gate you from a lot of the premier experiences available if you have a powerful PC with a good graphics card and VR headset that can interact with it (which the Quest can also do with a cable, so you aren't locked to Quest games, although maybe not at quite the visual quality of some other headsets).
Interestingly, I won an Occulus Go at a meetup about 9 months ago. I almost gave it away, I didn't really know what I had won, I thought it was going to be an upgraded google cardboard.
But man I was surprised at how cool it was. And yeah- everything feels really raw and unpolished and experimental, kind of like the early days of the internet. My biggest gripe is that the games are all kind of vapid and on rails, there are no games where you can kind of go and explore, but still its all quite interesting and has me interested in buying a "proper" VR setup.
Some titles on the Quest are a bit better in that respect, but you still have to research the game to know. I think that's also a factor of how new the space is. It's much harder to allow users to roam where they want and still have the polish allowing them to interact how they want with the environment, it took quite a few years for that to happen in the traditional game space, both because of the effort required to craft that world, and because the engines were still working on abstractions that made it easy to fill those worlds with things that could be interacted with without too much programmer/artist work.
A good example of this is all the ways people have found for break Half-Life Alyx by working around the game expectations. People have found a way to hoard items, which would normally be hard to do because you have to actually hold them, but throwing them in buckets and bringing the bucket with you (for example, hauling around a bucket with 20 grenades in it, when normally you don't have a way to carry them all). If you put too many items in a bucket and pick it up, the physics system slows to a crawl and can crash the came. They designed the game so there weren't too many interactable objects in any one scene (because that makes sense), but the wholly new paradigm means that people were able to easily do crazy stuff to break it.
I've been meaning to pick up Arizona Sunshine for Quest, and that might be along the lines of what you're looking for (but not for Go). The Walking dead game is supposed to come to Quest eventually to (but again, the Go is unlikely), and the reviews of that looks pretty open for movement and exploration.
For instance, a game like Okami on PS2 is far more impressive to me than some 4K tech demo. When it comes down to actually playing a game, I don't give a shit about the polygon count, I give a shit if it's fun to play.
Lately I've been playing this great mountain biking game called Lonely Mountains: Downhill that uses this gorgeous minimalist aesthetic. I'm also playing Trails in the Sky on the PSP. Those graphics just age beautifully.
Sometimes the simpler, the better.
But on the flipside, there's literally thousands of indie games with innovative, interesting gameplay, if not sparkling graphics.
Plus they don't actually explain how it works, how the demo was made and what's the limits of their technology. They only show the good side, so people naturally wants to know the not-so-good side as well.
And it resonates with me. I like eye candy like almost everyone and can appreciate technological marvels in CGI (and currently working with UE4 after hours, creating my own assets, I can appreciate how much work goes into modern game graphics). At the same time, I do feel many games these days try to use high-resolution textures and pretty shaders to paper over incoherent storylines and lack of gameplay depth. I think it's an entirely valid point to make.
And then you wonder why AAA studios focus on graphics?
> That being said I concede that I'm clearly in the minority
You definitely aren't in the minority. r/gaming is full of people racing to be most unimpressed by a good looking game.
All the HN comments pointing out flaws with "don't get me wrong, it looks decent!" could be predicted the second I read the submission title.