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Colour schemes always have a huge impact on my perception of visual design. Ask me what a given level or MP map is *like*, and one of the first things that'll pop into my head are the mixes of colours that define that level (I say mixes because sometimes there's *sort of * more than one, like in The Package in Reach).
I suppose how these colours are geometrically distributed is part of this as well; the brilliant white rolling-up horizon of Silent Cartographer is a huge part of that level's aesthetic for me, and part of why I have trouble taking Saber's rendition of that level (or any area where the Halo used to roll boldly up from the horizon, really) as being "faithful." In the original game, it would almost be fitting to hear Marty shout "BAM!" every time you round a cliff corner on the beach. That effect isn't there in CEA; the sky is very pretty, but it's a low-contrast group of less-defined cool blue elements. The same things exist in the sky, but they don't slice through it. As far as I'm concerned, it's an entirely different approach to visual design with entirely different outcomes.
: A rose by any other name would smell as sweet.
That's analogous to people putting roses in the daisy section and finding out that they still smell just as good. I'm accusing Saber of putting the daisies in with the roses.