Looks good, thanks for sharing it along with your enthusiasm.
The top pic isn't right, as long as she can come down and whoever did that deleted from the game it's squintable.
Games like this could be made to look better without changing them by using voxels. As a simple conversion bright parts of textures made higher, or dark spots made crevices. Black lines valleys.
Good not to only have objects that matter.
Post processing may lessen realism, seperating the gameworld and adding effects isn't right. Should all be happening in one scene. All connected to everything else.
Volumetric effects would help too.
Moving fog to a direction. Extend grass draw distance to where it enters fog.
A little unsure, but that's probably the devs treatened, them trying for better is admirable.
I like Deus Ex's looks and feel.
Using wide tent supersampling would blur it nicely so it looked like it does in the thumbnail. (But would degrade sharpness)
A software render look would help voxels. Affine for everything.
The distance needs to be MORE detailed than what is close. Simply because more in the distance is condensed. So no fade out for objects until they would occupy less than half a pixel. Tris/Voxels linearly reducing by distance or retaining form longer than seable to help interactions and multiple frames would still show their form as reduced as they move.
Good way to make a game: What there representing ideas. Focus on the ideas.
Later parts of the game can be more visually complex to suit the deeper story, world already having meaning. Areas then can be more complex than expected.
Good idea to start with wide open spaces. Then detailed corridoors and alleyways.
Visuals don't lead though, visuals built from ideas, all grounded in purpose. Things made then can have some sentimentality, deserve some character. Their experiences showing their form off and their spirit to make it work.
No sprites. Everything seen from a different angle showing something else.
Games like this could have varying complexity with objects too, showing how much the dev considered them important. The rest the just needs to be made better. The best looking thig added is how good the rest has to look.
No lag gunplay is good gameplay.
All shots 100% accurate and go as far as they hit something. Standard weapons that way. Others specialised but having tradeoffs. Standard weapons the best but with little ammo for them, like Deus Ex, guns dictated by the ammo enemies carry. Buy weapons that can use that ammo better. Non lethal to get more ammo the same. Less you carry the more you can pick up. Exp gained more by exploration than anything else. Killing enemies costing exp. Lots of enemies. So go around, look everywhere try not to be seen but shoot if nescessary in maintainig speed. Things to find, people like that girl tied up, guns, information that changes dialogue options later.