This is everything wrong with both (sweatshop) games and programming!
This is 180 of how people programmed for the older consoles in the most fun and creative ways to squeeze the most out of smaller hardware.
Take a look at this for comparison:
https://arstechnica.com/gaming/2021/09/war-stories-how-crash...
Reminds me of the state of frontend development where you need 8000 tools and dependencies to show even the simplest of things, and i'm not surprised they bundle React for the menus.
I absolutely hate this way of doing things, because for me all art, all engineering, all creativity is about boundaries, dogmas, and squeezing and optimising the hell out of your _elegant_ systems.
I mean even in my small webgl/threejs projects the fun part was getting every last bit of eye candy out of the smallest file sizes i could, simplifying geometry, lowering resolution, while maintaining great looks.
100k vertice log piles and hundreds of people with teeth?
Optimisations like this aren't even hard or time consuming (and they are fun) - can anyone clue me in on why you ship your stuff in this state - what happens in a studio like this? Is it 100% shitty work conditions? How could single devs and small studios create relatively large games with love 20 years ago for small money?