cross-posted from: https://beehaw.org/post/28095114

Vapor World: Over The Mind is a Soulslike Metroidvania with an evocative, painterly art style reminiscent of Lies of P and the narrative platformers of Playdead. According to Korean studio Alive Inc, the game had 100,000 wishlists just before its early access launch on August 19, mostly on the strength of a demo available since January 2025.

But what should have been a triumphant early access launch went pear shaped very quickly. At launch, few talked about the quite distinctive worldbuilding or the parry-heavy combat. Instead, all focus was trained entirely on something absent from the popular demo: very obvious AI use.

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[–] 84 points 2 weeks ago* (48 children)

"The truth is, we spent a long time trying to tell this game's story with cutscenes made entirely by our own hands," the statement goes on. "The results were devastating every time. We came to believe we could not properly deliver this game's complex, difficult narrative that way, and that is why we turned to AI. But if that choice hurt your experience, the fault is not in the tool. It is in our own shortcomings."

Man, if this is true – that they agonized over the cutscenes but decided they couldn't and that AI would be better* – then I feel legitimately bad for them.

I went in assuming it was strictly a lazy "ah, fuck it" kind of thing, but even though this still wouldn't be acceptable, it seems like this team really is hard-working, cared about the final product, and actually did think AI could deliver a good experience. Deluded, but that seems like part of a larger culture of delusion in SK.*

* Notably, the article remarks on how sentiment around AI in South Korea is vastly more positive than e.g. the US.

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  • [–] 73 points 2 weeks ago (1 child)

    That's basically a statement for the press to try to minimize damage. He even said they had the cut scenes done and later replaced them with AI. Bullshit.

    Unless AI takes one more leap and reaches a point where no one can tell the difference, what I believed was still closer to an ideal than a reality.

    They are mad they got caught and it's the AIs fault for not being good enough to hide it.

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  • [–] 11 points 2 weeks ago* (last edited 2 weeks ago) (5 children)

    it's the AIs fault for not being good enough to hide it.

    "if that choice hurt your experience, the fault is not in the tool. It is in our own shortcomings."

    The director literally outright says it's their fault for using the tool.

    And what do you mean "got caught"? It's very obvious. They mistakenly thought most audiences would enjoy it, not that audiences wouldn't notice. Which makes sense given the overwhelming difference in the perception of AI between SK and the West. He even outright says he expected people to notice: "I expected some of you would be disappointed by our use of AI. I did not expect it to become this big."

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  • [–] 42 points 2 weeks ago (5 children)

    I'd rather see the "bad" things than Ai.

    Honestly if the rest of the game is good, I would rather have some napkin sketches, or a computer based paint software.

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  • [+] 5 points 2 weeks ago* (last edited 4 days ago) (3 children)
  • [–] 4 points 1 week ago (2 children)

    "Sentinels of the Multiverse" is a fairly popular board game (within those circles) and it looks pretty rough. Pokemon S/V got rightfully dunked on for looking like shit but it still made a bunch of money. "The Case of the Golden Idol" is highly regarded. Runescape.

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  • [–] 2 points 1 week ago

    No one really gave pokémon any s*** for the art. They gave s*** for the performance such as like the pop-in and reused assets.

    But the actual art is fine. No one really had issue with that. It's pokémon for heaven's sakes. Not crisis.

    That's why people got mad. It's basic 3D models in really simple backgrounds and it ran like s***. There's no reason for something that looks like pokémon to run poorly.

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  • [–] 2 points 1 week ago (1 child)

    I think pokemon was so heavily criticized partly because it's developed by a veteran studio that really should be able to do better. And the way it looked bad wasn't so much the art style, but how it was loaded into the game.

    You had a lot of pop-ins, things not being animated in the distance, and every npc using the exact same animation at the exact same time, as well as some truly uninspired textures out in the wild.

    Gamefreak is clearly capable of better when you look at Beast of Reincarnation or Little Town Hero, they just don't seem to care about pokemon anymore.

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  • [–] 17 points 2 weeks ago* (1 child)

    Why not hire people or another firm to do the cutscenes then. You know, professionals who have learned and perfected their craft. Professionals you don’t have.

    Backslash shouldn’t have been a surprise.

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  • [–] 10 points 1 week ago* (3 children)

    Still seems like a cop-out.

    If they had intended to do it manually in the first place, I don’t see why they couldn’t just use AI to help generate a number of rough outlines to help conceptualize a solid template that satisfied their needs before investing their time into it.

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  • [–] 3 points 1 week ago* (last edited 1 week ago)

    AI could maybe help stress test the game before the final release. If AI were used like that, the game itself would likely not be considered slopified.

    The dirty data centers, the RAM chip grab, the widening divide between the haves and the have nots being exacerbated by the billionaire AI ownership, these problems have to be addressed before I can even consider the other issues. AI as tech is usable, but as a socioeconomic phenomenon it is hugely problematic.

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  • [–] 6 points 1 week ago

    Man, if this is true – that they agonized over the cutscenes but decided they couldn't and that AI would be better* – then I feel legitimately bad for them.

    even then, you use the AI output as inspiration, not as the end product..

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  • [–] 4 points 1 week ago (1 child)

    Interesting context, but that statement sounds so fucking stupid.

    "Welp, we tried so hard, but just couldn't portray our art in the best possible way. So naturally, we turned to the soulless machine that fails at generating anything resembling art even if you tell it to do a 1:1 copy of a real art piece."

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  • [–] 3 points 1 week ago (1 child)

    I was thinking the same but I have so many questions (that I don't care enough to research).

    How big is their team? Could they not find any competent artists? Could they not afford any competent artists? Could they not afford to upskill any of their current team, like getting them lessons in whatever was relevant?

    It seems like they were just shallow and wanted a "classically" pretty product right now. And that doesn't engender much sympathy.

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