Just another in a long line of overused effects IMO. Happens in both games and movies...like how the techonology to do it came along and suddenly George Lucas had to remaster every large explosion in the Star Wars series to throw off a big expanding halo. Now Fallout has to have custom overdone color tweaks for every "special" area.
Quoted for absolute truth.
There was a great article on Cracked.com about "the 6 movie tricks that make every movie look the exact same" and it included color-balancing on there as well.
A cool effect is cool the first time, by the 50th time it's getting old though.
I'd like to see some NEW visual tricks.
Honestly I think that's one area where FO:NV fell down, sadly. I understand they were keeping to real-world geography, but if they started you out in Novac and up the deathclaws where boulder city is now and had you round the map clockwise instead of counterclockwise you'd have constantly had glimpses of the Lucky 38 in the distance as you were working your way across the map, like a shining grail-shaped beacon guiding you to your destiny.
How cool would THAT have been!?
The freeform nature of what I'm calling the "hardcoe sandbox RPG" (the Elder Scrolls and bethesda/obsidian fallout series) ruins a lot of the best visual design techniques from art and gaming, that are used to frame your goals and rewards and use the setting to both look great and guide gameplay subtly.
In a traditional game the "end loot" of a "dungeon" is up on a platform, light ringing it, you see it when you come in but you can't get through that gate or up that ledge so you go the long way, prize constantly in sight. Even Oblivion did this a LOT.
In a modern FO game the "end loot" of a "dungeon" is sitting in a back corner on a shelf next to a bottle of water and a dead guy, with no fanfare. Not only is it anticlimactic it's poor design because it removes the visual punch and the attention drawn to the loot. I actually missed Ratslayer the first playthough because of poor dungeon design.