lambert is just a default diffuse term. like half lambert with it’s signature title. blinn and blinn phong are specular terms. iirc blinn is per vertex specular and phong is per pixel. in relation to ue it just uses different scales and exponents of gloss or roughness, which is a basicly the inversion of the old gloss formula.
most of this still works the same way in ue5. just mess around with specular and roughness. don’t use textures for those, just values. and like i wrote before. just dump every ambient light and just put simple lights in the scene. use lowres textures and simple bilinear filtering. you get old looking visuals.
this is the cheapest i can make this look.
it is basicly lambert diffuse, shadow maps, and scuffed up old looking specular. for the blurriness i lowered the screen percentage to 50 and switched to fxaa to get the kinda look of it. it’s not rocket science, just a lil bit of artistry.