As
highlighted previously, I am a person who is dipping back into video
games after having been away for two decades. The explosion of the
gaming industry happening in my extended afk, there are numerous,
numerous titles I missed. Trying to focus on those which have had
the greatest staying power, I’ve slowly been picking up games which
still seem relevant despite the advances in technology, graphics,
etc. Some of these games have met expectations in spades (The
Last of Us, Journey, etc.) while some have been fun but
not so spectacular (Uncharted, Bioshock, etc.). It’s
at least been an interesting and eye-opening return journey. Near
the top, or at the top of many players’ ‘greatest games of all
time’ lists, is SIE Japan Studio’s Shadow of the Colossus.
So when it was announced a remastered version was coming for the
PS4, I was all ears. Released in February 2018, I bought a copy,
have now played it, and…
Firstly,
Shadow of the Colossus, if nothing else, deserves recognition
for daring to walk its own road, and as a result be an inimitable
game. Where most action-adventures feature a cycle of gun/sword
combat, followed by a boss battle, followed by exploration/puzzle
sections where players must find their way to the next gun/sword
fight, SotC bucks this trend. Combining all those aspects
into one, the game is simply sixteen boss battles, each of which
presents its own set of puzzley-combat difficulties in a variety of
environments.
Set
in a decaying land of craggy mountains and open fields, deep lakes
and stony cliffs, ruined temples and blowing deserts, players start
the game as Wander, a young man on a quest to revive a girl named
Mono who was killed for being cursed. Wander’s only companion his
horse Agro, he arrives at the Temple of the Kormin where he learns in
order to resurrect Mono, he must take down sixteen colossi hidden in
the surrounding mountains. The catch is, he must be prepared to
sacrifice something, himself.
This
premise does not seem much from the outside: wander a fantasy land
and try to find and kill sixteen massive beings. But developers make
the simplicity work through the combination of unique design (each of
the sixteen colossi is very different) as well as the unique
solutions how to take each down. I have read people praising the
artistic side of SotC, particularly the sparsity of music,
beauty of the open-world, and application of a muted color palette.
And I would agree this approach adds much to the game. But I would
stop short of saying SotC is an artistic statement any more
than Wipeout, Journey, Inside or other games
which stylize in complementary fashion with art and music, are. Video games
are an art, and SotC happens to be one in which its minimalist
style allows the player to experience the whole of it better than
most.
More
than just taking on sixteen bosses, SotC has a story that is
key to the game’s success. Surprising, tragic, dark, mythopoeic,
twisted, metaphorically human—these are some of the words I would
use to describe it. And it nicely accompanies the game elements
players are presented with. But I remain with reservations. 30% of
the story told in the intro and the remaining 70% told after the
final colossus has been defeated, little story is developed between.
Developers may have been working with a limited budget, I don’t
know, but there is A LOT of room to add content that would make the
transition between the beginning and end smoother and more engaging.
Cut scenes from the characters’ backstories, for example, would be
the perfect way to build anticipation and mystery, not to
mention heighten the impact of the climax. If nothing else, break up
the routine: find colossus, kill colossus, return to temple for
cryptic clue about next colossus… The story is ok, but could
have been better developed for greater impact.
I’m
sure a lot of players are frustrated with the game’s controls at
first. I was. On many occasions pushing buttons has no effect and
getting Agro to ride the direction you desire can be an insanity
test. However, the lack of button response is something I came to
understand, even appreciate as it only happens when the player is
riding on a colossus. A massive, moving object trying to shake you
loose while you stab it, the lack of precise controls makes sense.
In (some) reality I would not be able to jump or climb while being
flung about like a rag doll, and would need to wait for things to
stabilize before making my next move. The control difficulties
riding Agro I have less forgiveness for. They can be partially
justified for the same reason: riding a beast larger than you cannot
be an easy task. But there were still times I would jump off Agro
and walk rather than be tortured by his going right when I pushed
left, which leads me to believe there is something deeper, some error
in the game beyond designer intent. A real-world horse still seems
more controllable…
But
the initial frustration of the game’s button control is nothing
compared to the in-game camera. As stated, I played the remade
version of Shadow of the Colossus, which if the internets can
be believed, features a few improvements beyond graphics, i.e. remake
not remaster. But why-oh-why didn’t they fix the #@$%^ camera?!?!
It’s maddening. The button to lock the player’s view on the
colossi is great, only because it’s the single, stable view in the
game. But let me back up. Players do have control of the in-game
camera. As with most games, the right analog stick allows the player
to rotate the view however they like. But don’t get too
comfortable with the view you stop at. Immediately upon letting go
of the analog stick, the game automatically attempts to adjust the
view to “epic”. The adjustment might be small, might be big
(depending on the distance from the camera to the nearest obstacle),
but is always annoying. It’s like being in a movie theater and
somebody turning your head so that you can see only a portion of the
screen, and every time you twist your head back to center, they turn
it in another direction. Why this could not be made better, or at
least made so players could choose a fixed camera, I don’t know.
Like the controls, I tried to find some in-game logic which justified
the fidgety camera, but couldn’t save that designers wanted the
view to always revert to ‘epic’. It’s not a game-breaking
issue as otherwise the game would not be as regarded as it is. But
giving players complete control of the camera, as with most
open-world games today, would have been a huge improvement.
In
the end, Shadow of the Colossus is a good game. I moan about
controls, the camera, and lack of transitional story, but at its
heart it is still immensely enjoyable. Finally figuring out how to
take down a colossus is hugely satisfying, as is the awe of cresting
a hill or entering a cave and discovering the next one. And the
atmosphere, in particular the sense of emptiness and loneliness
redolent to every scene, as well as story climax, make the player
feel a weight or a sorrow they cannot identify, all which help build
an unforgettable relationship with the game. Is it one of the
greatest games of all time? My answer is a question in return: how
long is that list? If we’re talking about top-five greatest ever,
then the answer is: it depends on the player. For some it would
certainly qualify. If we’re composing a more general ‘best of’
list, then it deserves mention, if not for simply how unique and
memorable the experience is. Uncharted games go in one eye and out
the other, but this one sticks around—in more ways than one
considering how many times it has been remastered.
I have exactly the same opinion about Shadow of the Colossus. While the atmosphere, music and artdesign are top-notch, the controls and camera are incredibly frustrating. But it is definitely an unique experience.
ReplyDeleteI am on the fence about starting The Last Guardian (I heard about the same problems with camera).
Absolute classic. I do remember a contemporary review saying something along the lines of "this is a game you absolutely must witness, ideally without playing it yourself."
ReplyDeleteAny plans to tackle Red Dead?