I feel all of them have major problems relating directly to the excessive use of colour and/or bloom.
Of all these games, Guild Wars really had the best graphics, and it was the only one where the bloom and color was not necessarily overdone, but its problem was that it really offered no diversity and after a few hours, everything started to look the same. Sure, there were beautiful jungles and great sand plains and great-looking meadows, but there was nothing in them except enemies and treasure chests, and it didn't matter if you were in Ascalon with the scorched land that was boring, or in kryta with the beautiful fields that were boring, they were just empty fields, untouched by anything, while they were swarming with necromancers and mesmers and such... I just can't see a necromancer languishing in the sun in a lush green field all day long... oh, and why did the sun always shine in kryta? it never even gets cloudy, it never rains, never gets dark... how can anything grow there? yet, the lands look as if it's the only rainless sunrise the land has ever seen.
it just kills your immersion, while, say, the Witcher, has its periods of excessive colour (i.e. the Fields), along with its regions of medieval dreary townscapes, but even there, night will fall and shadowed nooks exist. You'll be running all over the place, afraid you're missing something, while in Guild Wars or Oblivion or some such, you just take the shortest way to your target without so much as looking around. It's just your regular grind game that uses colour as a euphemism for the lack of detail and diversity in their environments.
except, of course, NWN2, which, for all its top ratings, I found to be a horrid successor, graphically and otherwise, to its fantastic precursor.