I'm saying a lot of old games like Thief, Blood, Descent, Quake 1, etc. Have art that is clearly made to look good that way, and when you translate it to D3D they lose a huge amount of their original color and personality and somehow even though the level itself or overall image looks more 3D, surfaces individually look more flat and stale.
It is akin to how old 2D games have full congruity with all their assets and a coherent artistic look that is very impactful, but then a lot of newer engines mix resolutions or even have 2D on 3D and it most often ends up looking like shit and no longer "alive" or "like a cartoon" as it did before. In the old 3D games being updated the effect is more that instead of a drawing of a hallway it looks like painted polygons.
However, using bloom you can recover some of the personality and artistic breadth. Most often it is overdone, but you can carefully adjust the ambient lighting level, intensity of source, contrast from source, size/spread, mapping resolution, color saturation, etc. until you get a proper balance to revive much of what the transition to D3D killed without smearing blur all over everything and blowing out highlights.