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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[–] paris@lemmy.blahaj.zone 6 points 2 hours ago

And then after the backlash, the project director came out thinking the only issue was that the AI didn't look good enough. Yeah bro that was the issue glad you're in charge here to figure it all out.

"If someone asked me what I think about using AI, the honest answer is that I would have to think about it for a long time," the director wrote. "The reason I chose AI was that I believed it could reach a level of expression our existing resources could not, and that it would let us focus more on the game itself, outside of story and cinematics."

He continued: "That was a hasty judgment on my part. 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. I expected some of you would be disappointed by our use of AI. I did not expect it to become this big."

"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."

I don't get it how do artists get captured by the Shortcut Machine like this? Genuinely what worm is entering these people's brains where suddenly they don't know or care what art is and just want to ask grok to "make it look cool with dinosaurs and lightning and an erupting volcano." Brother if you can't do what you planned to, change the fucking plans. Those constraints are how we get cool and interesting new works and themed and art directions. People love the ps1-era graphics look and it's not because Square Enix asked chatgpt to generate a Tomb Raider cutscene in the style of Monet or whatever.

[–] nullspace@lemmy.world 11 points 10 hours ago

Soulslop, if you will.

[–] Gust@piefed.social 86 points 19 hours ago (1 children)

Stupid games, stupid prizes. I'm really glad the gaming community at large is presenting a resounding "fuck off" to sloperators and their plagiarism machines trying to steal the work of actual creatives. It's disgusting, and should be met with sharp rebuke

[–] Eggyhead@lemmy.world 11 points 10 hours ago

There was enough slop out there in the gaming world before AI stole center stage. And yet there are so many games getting released every day that it’s genuinely difficult for new developers to get noticed. Tried+true studios are hitting diminishing returns. Gamers have a cornucopia of options old and new, and can afford to say no in this market much more easily than in most other markets.

[–] esc@piefed.social 21 points 16 hours ago* (last edited 12 hours ago) (1 children)
[–] iocase@lemmy.zip 9 points 14 hours ago

Hmmm... Yeah, I'm not sure about all of this slop yet 🤔

[–] TheTechnician27@lemmy.world 77 points 21 hours ago* (last edited 21 hours ago) (35 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.

[–] Eggyhead@lemmy.world 9 points 10 hours ago* (last edited 10 hours ago) (2 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 2 points 6 hours ago* (last edited 6 hours 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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[–] WhyJiffie@sh.itjust.works 4 points 10 hours 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..

[–] EggInDisguise@lemmy.blahaj.zone 38 points 17 hours ago (2 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 18 points 17 hours ago* (last edited 17 hours 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.

[–] HuudaHarkiten@piefed.social 5 points 15 hours 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.

[–] VindictiveJudge@lemmy.world 2 points 7 hours ago

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

[–] Verat@sh.itjust.works 2 points 7 hours ago

Most obvious example I can think of is Cruelty Squad, the art style is intentionally eye-searing there though.

[–] Soggy@lemmy.world 3 points 10 hours ago

"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.

[–] OrganicMustard@lemmy.world 62 points 19 hours 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 8 points 19 hours ago* (last edited 19 hours 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."

[–] cantstopthesignal@sh.itjust.works 23 points 18 hours ago

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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[–] MolochHorridus@piefed.social 14 points 16 hours ago* (last edited 15 hours ago)

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.

[–] Amnesigenic@lemmy.ml 12 points 17 hours 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.

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[–] djdarren@piefed.social 30 points 21 hours ago (6 children)

a Soulslike Metroidvania

Is this the gaming equivalent of increasingly niche music genres?

[–] YiddishMcSquidish@lemmy.today 2 points 5 hours ago

Souls is already kind of like a Metroidvania. Like some areas are much easier with certain things, if not downright required.

[–] Feyd@programming.dev 55 points 20 hours ago

It just means they liked hollow Knight

[–] Rawrosaurus@lemmy.dbzer0.com 7 points 18 hours ago (4 children)

One of the things that drew me into Dark Souls to begin with was that it had some of that metroidvania feel. A soulslike metroidvania just sounds kind of redundant as a genre.

[–] NebulaNymph@programming.dev 3 points 15 hours ago (1 children)

I believe the defining feature of the metroidvania genre is that it's essentially an open world, but certain paths are barred by the need of a specific item/movement mechanic. Like "you need to learn double jump to reach the high platform that lets you access this new area".

Where as Dark Souls immediately lets you wander into the graveyard or spooky ghost area and get your ass handed to you repeatedly until you wonder, oh maybe this wasn't the best path!

[–] Cyv_@lemmy.blahaj.zone 2 points 7 hours ago

At the same time, most of the endgame zones are gated behind the lordvessel. And that is gated behind sens and the bells. Four lords behind the ring from sif. That's gated behind the crest from andre. So there are certainly some walls.

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