Let's talk about visuals in a more technical side. Specifically filters and shaders and how they are used in games. Good and bad, old and new. I'm not an expert on this, so let's just use any terms that work. Here is how I simplyfy it: Shaders usually target rendering engine, textures and lighting in dynamic way, as filters change the projected image, in a "static" way.
I'm going to start with Twilight Princess on Game Cube. Twilight Realm was done mostly by applying shit tons of filters to make it look as strange and beautiful as possible, pretty much capping the GC hardware. Still to this day it looks really good, mostly because the twilight-effect was so well designed.
I truly hate Chromatic Aberration, because it's the cancer of effects, like BLOOM was in early 3D and as lens flare is in movies. What a fucking waste of processing power. Some games use Chronic Abhorrention very well. Signal From Toelva is a fine example. You play as a robot so taking damage or being in high radiation fucks up your visuals. CA Seems fine there as an effect. Still hate it, but at least it kinda works. And high radiation causes cancer, so CA is right at home there, in meta context anyway.
This is probably not even a shader issue, but Dark Souls used a weird color filter when you enter the Blight Town, but the game applies it when you step through the door after beating Gaping Dragon. It always seemed weird to me. why not make a gradual shift in color while you go down the ladder? The intention was to make a shift in atmosphere, so why throw it in your face after opening the door? Having the color scale shift gradually while going down would make a lot more sense in every respect. There might be some game engine reason I'm not aware of, because the descent to Blight Town is a heavy loading buffer zone.
**If you want to just play around writing GLSL code try "bonzomatic":
https://github.com/Gargaj/Bonzomatic
It's pretty fun.**