First I'd like to get one point out of the way. Gears of War was lack-luster not only in art-style but in it's graphical rendering in general. I'm trully unimpressed with Epic's Unreal Engine 3. Up close and in motion everything, characters, textures, lighting, lookes bland and robotic, UT3 included. Anyway, back on topic. Photorealism, I believe, is something that will inevitably be pushed for, if ever achieved, but should be secondary to a games art direction. The fact is, as many have stated, photorealism is only as good as the art direction behind it. You can create a hyper-detailed character model with more polygons than someone could count in their lifetime, but if you fail to make the surroundings around said character look interesting, varied and unique (and more importantly, ANIMATE the character in a believable way) then it will still feel as though that character is fake. Case in point, in games like Half-Life 2 and it's ilk, you see characters with probably half the poly-counts of characters from the newest games, like Crysis, and sans the new-fangled shaders. Yet, despite this, why is it the HL2 characters are more believable and seem more organic than the others? Simple, animation. They stand like a person would, shifting weight from one leg to the other. They glance around at objects of interest, not just randomly. They lean to one side as they run around a corner. It is unfortunate (and ironic) that most companies now a days rely so heavely on motion-capture for animations, which make for less real looking and indeed robotic, motions for ingame characters. Another thing to consider is, if the number of pologons, texture details and shaders is progressively pushed the, the production costs and most importantly timelines will inevitably grow to epic proportions. So the question then becomes, can anyone but the big commercial game companies even afford to make them, and can the average consumer afford to buy the friggin' game? Then there's the hardware needed to process and display this glorious new "graphical revolution", which again ups the price for consumers and producers alike. On the opposite end, if a company only concentrates on the art but never creates an engine that can even run what they want, they'll have to make sacrifices to complete the game, which only bodes ill for them. So the only hope is to find a decent balance between the two. Something only a few have grasped so far. One can only hope it's an ideal that catches on. EOR - end of rant