Incredibly Faithful Shadow Of The Colossus Texture Remaster

Ellis

Member
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I'm not normally a fan of upscaled textures via AI, but this is honestly fantastic. A lot of manual editing and care has gone into keeping the intended art intact whilst offering much more detail.

For those of us that dislike the artistic choices in the PS4 remake, or the issues that the first Bluepoint outing has on PS3, this is an incredible way to play the original game. Also, unlike the PS3 version when emulated, the PS2 original does not have physics issues when emulating at 60FPS via a 300% OC in PCSX2.






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Link to original thread for the project: https://gbatemp.net/threads/shadow-of-the-colossus-origami-remaster.641597/

The author is also working on many other games, including the best one... ICO.
 
BluePoint are trash but you do you.
I appreciate them doing it, but I don't rate the the team for the artistic ability. The game looks technically impressive, but it also has a weird cheap look to it. The original however does not have this problem.

They are better when they do straight up remasters without touching much. That said, they did remove the DOF, heavy bloom, and changed a few textures for both ICO & Shadow. Not as bad as the changes they made in the remake.

Nightdive is a better Bluepoint than Bluepoint.
 
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I appreciate them doing it, but I don't rate the the team for the artistic ability. The game looks technically impressive, but it also has a weird cheap look to it. The original however does not have this problem.

They are better when they do straight up remasters without touching much. That said, they did remove the DOF, heavy bloom, and changed a few textures for both ICO & Shadow. Not as bad as the changes they made in the remake.

Nightdive is a better Bluepoint than Bluepoint.
Bluepoint did a pretty damn good job with Demon's Souls, though. Admittedly didn't play the original but the PS5 title was nuts. I get favouring the original though, especially if you've played it back when it was still modern.
 
Bluepoint did a pretty damn good job with Demon's Souls, though. Admittedly didn't play the original but the PS5 title was nuts. I get favouring the original though, especially if you've played it back when it was still modern.
From a graphical standpoint, DS is incredible. Again, not a fan of the artistic changes though. Butchering the music was also not needed.
 
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It's not the textures that need fixing rather the vomit inducing framerate.
My 5700X can hold 60fps outside of one small part during the intro, but that is heavy on most CPUs.

You need to set a 300% overclock within PCSX2. The game itself was variable and had double buffer sync, so whenever it couldn't hold 30 on real hardware, it would lock down to 20. No need for FPS patches.

You can get the same with the PS3 version on RPCS3, but you will get more physics issues, and grip timing is halved. You do not get these issues with the PS2 original on PCSX2 at 60.
 
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Remakes shouldn't replace the originals.
They don't?

It's not like the original stops working or they directly patch the game requiring the remake/remaster to work.

All kinds of remakes/remasters are welcome, as long as they're competent. I like SotC remake, even if the original is artistically superior (it's impossible for any remake to be better in that regard).
 
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They don't?

It's not like the original stops working or they directly patch the game requiring the remake/remaster to work.

All kinds of remakes/remasters are welcome, as long as they're competent. I like SotC remake, even if the original is artistically superior (it's impossible for any remake to be better in that regard).
That's all it really comes down to. Remakes do not replace the original games. They're still around, and not going anywhere. Having more options is a very good thing. Sure, we can still be disappointed in how they turn out if we were looking forward to them. I was with REmake 3, but I got over it, and went back to play the OG, because it's still there, and always will be.
 
There are some killer HD texture packs out there in general. I replayed Prime 1 and 2 with HD texture packs and they looked gorgeous. I've been meaning to get into RE4 with the HD texture pack as well. That one seems fucking nuts and way above and beyond.
 
There are some killer HD texture packs out there in general. I replayed Prime 1 and 2 with HD texture packs and they looked gorgeous. I've been meaning to get into RE4 with the HD texture pack as well. That one seems fucking nuts and way above and beyond.
RE4 HD Project is something else. I actually loved following the progress of the mod for nearly a decade. Those two boys travels around Spain, Scotland, England and elsewhere to track down the sources Capcom used back in the day. They went above and beyond. Finding random doors in a cathedral somewhere and some how noticing it is the exact same one. Even down to brick walls.

Safe to say, they nailed it. And then some (as my American friends say).
 
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Could you please elaborate more?

I remember playing it and there wasn't anything sticking out, though it was after many years of playing the original.
Sure. I didn't like the added greenery to what should be a dying decaying land. Nor the added symbols and and changes to stonework. It just didn't feel like it fit the world.
The overdone bloom and DOF was also a key part to the visuals of the original. This was near non existent in the remake.
 
Sure. I didn't like the added greenery to what should be a dying decaying land. Nor the added symbols and and changes to stonework. It just didn't feel like it fit the world.
The overdone bloom and DOF was also a key part to the visuals of the original. This was near non existent in the remake.
Got it. I think i'm neutral to these changes but i totally get why you would dislike it.

The greener, more alive land didn't ruin the feeling of isolation for me. Maybe i missed the lore that it's supposed to be decaying.
 
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No interest in this, but I'll say that the one thing that stands out is that this just kept the original face of Wander.

That's probably my only real gripe with the Remake, the fact that they changed Wander's face making him look like one of the Chipmunks.
 
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No interest in this, but I'll say that the one thing that stands out is that this just kept the original face of Wander.

That's probably my only real gripe with the Remake, the fact that they changed Wander's face making him look like one of the Chipmunks.

I don't mind the artistic changes except for this one, they didn't capture his physical deterioration well in the remake.
 
Sure. I didn't like the added greenery to what should be a dying decaying land. Nor the added symbols and and changes to stonework. It just didn't feel like it fit the world.
The overdone bloom and DOF was also a key part to the visuals of the original. This was near non existent in the remake.
So this brings up a few interesting questions.

How much of the original aesthetic do you think was due to the technical limitations of the time? The team obviously worked within the constraints they had, but if they were able to do more, would they?

So then the other question is - should a remake/remaster replicate the original work within the constraints it was made in, or should it attempt to interpret the intentions of the creators for the time the game is being remade/remastered in?
 
IMO if you add such high res textures you also need to increase the poly count. having super high res textures, especially ones that also display "depth", while being super low poly is very jarring.

that brick structure here for example:
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it looks super detailed straight from the front, but looks awkward at an angle, and then there's the edges and the alignment issues that come from those.

stuff like this is less noticeable when everything is similarly "low fidelity", but super high texture detail on low poly just doesn't look good imo.
this is also why I don't like how many elements in Twilight Princess HD look.
 
Went to download this, I gotta like do a friggen' checkout process? Granted, you can enter $0, but I still have to enter an email address to download.

Like what happened to throwing a mod up on a site and letting people download it?

People have unnecessarily destroyed the internet experience.
 
So this brings up a few interesting questions.

How much of the original aesthetic do you think was due to the technical limitations of the time? The team obviously worked within the constraints they had, but if they were able to do more, would they?

So then the other question is - should a remake/remaster replicate the original work within the constraints it was made in, or should it attempt to interpret the intentions of the creators for the time the game is being remade/remastered in?
Depends on how important or iconic these artistic choices became.

Im sure the original Silent Hill would look very different if it wasn't for those constrains. Would you prefer a remaster without the fog?

On the other hand, Turok also became iconic for it but in a negative way. So they didn't remove the fog completely but pushed it further back, which was the best middle ground.
 
Wanda to Kyozou was always the worst Ueda game, I never really got the cult-like praise in the West for it.
 
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