>>723158871
>tell me why couldn't something like a Doom map replicate this
It could, it would only look good from this one angle while walking exactly like this
>turning around and seeing the 2D billboard trees flip as well would look ugly as shit
>nearing the houses and seeing they're 2D billboards from one angle only would look ugly as shit
>approaching the castle would take hours
>the castle would be 5x bigger than it's practical for gameplay so it can be imposing for this one shot
>etc
I'd say the absolute biggest issue would be creating the flat parallax LODs, the fields with the houses look like a flat image in the distance, the castle looks like an image behind it, so do the mountains, while the area around the player is in 3D
This can work if the player only stays in one spot but there's basically no feasible way of recreating this aesthetic in an actual open world game where you can seamlessly move between all points, at best you could automatically generate tons of 2D skyboxes from a fully 3D game and try to fade between them as the player moves around but they wouldn't look nearly as good as this one shot designed for this perspective
It's like asking for the cinematography of a movie but letting the player control the camera instead of the director, those are two inherently contradictory things