Random question:

Is the Blender Game Engine capable of producing a game that has the quality of Shadow Of The Colossus? I’m mainly talking about the things seen in the video below.

To be more specific, I’m wondering whether it’s possible to have an open world that large, the outdated yet still amazing water effects, fur effects, and the cloth effects in the BGE.

I don’t doubt the fact that if one does enough optimizing and enough work then results that resemble or even exceed the quality of the video are achievable. Nonetheless, I still think it deserves some discussion.

So what do you think?

Cloth:
I am not sure which Thread it was, but this was a Topic just some Months ago I think. Eventually there was a Video showing a Pair of Boobies wobbling while being Part of a non-wobbly Mesh. Mere Soft Bodies would probably give glitchy Results wherever they are not hanging free (and they would probably eat up too much Performance, I guess).

Fur:
Just make several Copies of the Mesh, one bigger than another. Every Engine capable of simple Alpha-Mapping can do that.

Water Effects:
In the Video it is hard to tell, but the Lake’s Water itself looks like just an animated Texture. The Ripples might just be alphamapped Planes that get bigger as they fade out. And the splashing Water is pretty much the same, animated Particles using alphamapped Planes in different Angles. The Light reflected from the Water to the Walls can be done with just animated Textured overlapping the Texture beneath in Add-Mode.