this post was submitted on 25 Aug 2026
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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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[–] TheTechnician27@lemmy.world 86 points 3 days ago* (last edited 3 days 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.

[–] OrganicMustard@lemmy.world 73 points 3 days ago (1 children)

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.

[–] TheTechnician27@lemmy.world 11 points 3 days ago* (last edited 3 days 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."

The very first thing you need to become an artist is a sense of taste. Everything builds from that. If in his judgment he thought that art looked good enough then what does that say about him as an artist.

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[–] EggInDisguise@lemmy.blahaj.zone 42 points 3 days ago (4 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.

[–] TheTechnician27@lemmy.world 21 points 3 days ago* (last edited 3 days ago)

I'm 100% with you. Bad art with genuine effort put into it has a charm of its own. I understand the team's mistake, but it's still a mistake.

[–] r1veRRR@feddit.org 1 points 1 day ago (1 children)

Do you genuinely believe this is true for even just 10% of gamers? 10% of people? I'm not saying I disagree, I just don't believe any relevant amount of people give a damn about the purity of art for most things.

Most art the average person interacts with is mainly utilitarian. Marketing and porn is probably like a good 80% by mass. As long as the art does it's job, I just don't believe most people give a fucking damn.

[–] Holytimes@sh.itjust.works 1 points 1 day ago

You'd honestly be hard for us to find even 1% of the population gives any real f*** about the source of art. They pretty much only ever care about the actual final result and maybe at most a name attached to it because it's of value in some nebulous fashion. Not the reason why that value is there. Just that it has it.

Hell honestly, most art is utilitarian. You're entirely right on that. It's made to serve a purpose either for the artist themselves or for the person consuming it. Most communal forms of art are made as a way to do something more efficiently or as part of a ceremony to accomplish something.

Art for Art's sake is kind of an extreme rarity.

[–] Zexks@lemmy.world 2 points 2 days ago

No you wouldnt. 4 decades of whining and bitching by gamers have proved that. There is no winning with this lot.

[–] HuudaHarkiten@piefed.social 5 points 3 days ago (3 children)

I wonder, what would be examples of games with badly done art that is overlooked because the game itself is good.

And I think stuff like Minecraft doesn't count, because with that style, the uglyness is a choice, not a result of not being able to make things look a certain way.

[–] Soggy@lemmy.world 4 points 2 days 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.

[–] Holytimes@sh.itjust.works 2 points 1 day 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.

[–] ltxrtquq@lemmy.ml 2 points 2 days ago (1 children)

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.

[–] Soggy@lemmy.world 1 points 1 day ago

Effort, talent, technology, taste, there's lots of reasons for something to look bad.

[–] VindictiveJudge@lemmy.world 2 points 2 days ago

Five Nights at Freddy's is popular if nothing else, but the art in the early games isn't bad on purpose.

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[–] k0e3@lemmy.ca 4 points 2 days ago (1 children)

How could AI possibly tell a complex story better than a human could? It sounds like bullshit.

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[–] DupaCycki@lemmy.world 4 points 2 days ago (1 children)

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."

[–] zarkanian@sh.itjust.works 1 points 2 days ago (1 children)

LLMs can make stuff resembling art. I'm not interested in it, though, because a human didn't make it. What makes art art, what makes it interesting, is artists.

[–] Holytimes@sh.itjust.works 1 points 1 day ago

This is speciest. Art made by animals is just as good as art made by humans!

[–] MolochHorridus@piefed.social 17 points 3 days ago* (last edited 3 days ago) (1 children)

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.

[–] AlteredEgo@lemmy.ml 2 points 1 day ago (1 children)

Money. Capitalists have it. Developers need it.

How do you not understand this. You and 14 other people.

"Oh just spend a million more on this and delay the release!"

[–] MolochHorridus@piefed.social 1 points 1 day ago (1 children)

I’m not sure the lost sales due to the backlash is worth it.

[–] AlteredEgo@lemmy.ml 1 points 1 day ago

Presumably they didn't have that much money, because game developers do it for the love of the game. To create something new. So you're basically saying they should better have abandoned their project.

It would have died quietly, and nobody would have given a fuck.

[–] Eggyhead@lemmy.world 10 points 2 days ago* (last edited 2 days 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.

[–] willington@lemmy.dbzer0.com 3 points 2 days ago* (last edited 2 days 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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[–] Amnesigenic@lemmy.ml 15 points 3 days ago

It's bullshit, they experienced zero agony, they skipped from trying it themselves straight to AI without bothering to just pay real artists because they're cheap.

[–] qarbone@lemmy.world 3 points 2 days ago (1 children)

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.

[–] TheTechnician27@lemmy.world 4 points 2 days ago* (last edited 2 days ago) (1 children)

How big is their team?

If a few paragraphs of reading into the article we're supposed to be discussing is too much, I'm not sure why you're here trying to discuss it.

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[–] WhyJiffie@sh.itjust.works 6 points 2 days 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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