Well, the reason why the art teams liked the lack of contrast of OpenDRT is not about look but about being able to bring back contrast on their own term instead of having it pre-baked in. Those who were accustomed to game tonemapping hated it on first sight until we explained proper grading workflow to them . In that sense, I would reduce baked-in look even more. I didn’t submit with in Larian’s codebase with SDR saturation at 1.0 but, personally, I think that’s an even better starting point than saturation at 1.2.
Edit: Btw, I use game tonemapping as a portmanteau for TMO that have a very finished look like the Hable-Hejl-Burgess tonemapping operator and can thus be used by video games without applying any colour grading. ACES 1.0 with the RRT (and 1.2 with the RRT sweeteners) would fall into that category too although there were complaints that it looked too dark and too orange. We did ship Divinity Original Sin: II with ACES 1.2 and SDR on SSTS + blue correction + extra exposure compensation and white balancing everything towards blue so it can work.