REALLY
because input latency and frametime consistency are more important in a fighting game than in EVERY other game genre combined.
I'm imagining playing a fighting game on overwatch's engine and I throw up in my mouth a little
You should read up on what Netherealm studious had to do to UE3 to make it run at 60fps on PS3 and Xbox 360. Engine choice mattered with that game, because they wanted all the good parts of UE3, but had to work around a lot of the bad parts of the engine and the consoles. I really wish I could find that powerpoint right now.
Yes it's important. I'm saying that it's much easier to guarantee those things when you can predict exactly what can happen on the screen at any time.
A huge world with asset streaming, seamless LODing, complex spacial partition strategies and management of thousands of entities add a lot more complexities to engine architecture and the tools you work with than your typical fighter.
No, based on the toolset.
which doesn't matter if the tools aren't right for what they need. and doubly doesn't matter if the engine isn't architected according to your needs. both which you can't possibly know unless you have worked with the dark souls engine and spent time heavily modifying ue4.
Nothing about Destiny couldn't be done in UE4. A lot of time would have to go into modifying it to fit the framework ofc. In fact, switching to a 3rd party entry could benefit Bungie in the long run, considering their Destiny engine is an absolute pain to work with.
You say that as a fact but you don't know it as a fact. You don't actually know that they wouldn't run into the same issues with ue4 unless you have access to some information the rest of us doesn't. these issues aren't as simple as "bad editor", it's a whole pipeline with how levels are represented in the game, the baking of maps and assets, debugging tools and so on. - things that even if they used ue4 they'd likely have to custom code anyway.
The hunter's dream has no AI. The "actual game" part only involves you moving around it and clicking on different things to access different item screens.
the hunters dream still has to use the same level representation, same asset loading system, same spacial partitioning system, same collision detection system, same shaders and so on. it's limited by the rest of the game, it has to play by the same rules and even if you could get around that (like having a completely different rendering path just for that map) it still needs to look consistent with the rest of the game.
A showpiece asset like the one in the op doesn't have to worry about any of this. it's a bad comparison that doesn't reflect any kind of real world scenario.
Switching to a new engine and having to port everything over was apparently easier or less expensive than improving their older engine.
which doesn't say anything unless you know the specifics. for all we know they could have had no more than ten days worth of work on kh3 before they decided to use ue4.
as a final point, I've used ue4. I like it. tools seem to be well engineered and the editor is easy to use. none of this matters unless those tools do what I need them to do, none of this matters if the engine is designed in a way that works against my needs. especially none of this matters if I already have a production proven engine that already does what I need it to do.