Video Game Review – Shadow of the Colossus for the PS2
Remember that game I reviewed by an ambitious team of
developers? You know, that game that was
considered “the first video game to be considered art” by, oh, a bunch of
people who may or may not know a thing about video games, since, well, they don’t
look like the type to be that active in playing them? You know, the game that, for some reason, had
a whole slew of gamers agreeing with these people and not even considering
games peripheral to this game or not as being art themselves? Well the developers did it again. Only this time, they gave us a prequel that,
for the most part, had the right idea.
And then, it might or might not have lost the idea along the way. Oh, and get this, it was considered the “Adventure
Game of the Year” for 2005. From the
people that brought you ICO, here’s Shadow of the Colossus. Would it be as pretentious and lackluster as
the first? Let’s find out
Graphics
First thing you notice is the graphical upgrade this game
has, compared to its predecessor. The
developers were starting to definitely get a grasp of the power of the
PS2. To their credit, they did a pretty
good job. The environments looked lusher,
brighter, clearer, and more detailed than ICO.
The bosses also look very defined, ominous, and very detailed. If there are any tripping points of the game,
I feel the graphics take a bit of a hit when it comes to the figures in
motion. There is significant slowdown on
screen in places. I’d say it was a
loading issue, as it just seems like everything moves slower, but I
digress. Also, the facial features on
the characters are much clearer and more defined as well. I can actually see who it is I’m dealing
with. Off to a good start.
Sound
Like ICO, there isn’t much music during the actual
game. You can hear the animals, the
water, the wind, and other forms of environment. It’s a very interpersonal feeling as you
probably wouldn’t be hearing music when you have an adventure to do (unless you
have an MP3 player handy, which doesn’t exist in this world, so my point
remains valid). However, you do hear
music during boss battles, as the scores differ in pitch and delivery
pertaining to the situation. If you are
in immediate danger, the music becomes dire.
If you have found a modicum of success in your efforts, the music sounds
uplifting and positive. Sound effects
are also spot on and accurate. Voice
acting is limited to Japanese actors speaking the language of the land the game
is set in, or just Japanese and gibberish.
To sum up, the sound has improved, capturing the atmosphere of the game.
Control
If you remember my review of ICO, I told you how I had a
problem with the controls by and large.
Does this game improve on it in any way?
To be honest, yes. I think the
best reason behind this is because you aren’t doing much attacking in a group
setting. But, the same problems are
still there. You can attack, jump, call
(yes, there is a call button here, too), and hang onto things. Now, you’d think that after a slew of good
platform games coming out, they’d improve on the platform jumping in a
sense. The truth is they didn’t. You still have to press the grip button to
grab onto a ledge. You still have to
hold said button to hold onto the ledge among other things. Oh, and you have a meter, too. Yup, you have a grip meter. If it runs out, you fall. And trust me when I say this, you will find
yourself having to deal with this impending threat, more times than needed. Just as the call button was the focal button
of the last game, the grip button is the focal button here. It doesn’t help that you have to use the jump
button while holding the grip button to jump from spot to spot while
grabbing. There will be instances where
you can’t do that, when you have to.
There will also be times where you want to do it, but the game never
allows you to do it perfectly. I have
found myself getting very frustrated trying to jump from a ledge to a ledge
behind me while hanging. I mean,
really. How am I jumping at an angle
when I’m jumping right behind me? Oh,
wait, that’s right. The one thing that
renders all controls virtually inept: camera controls….which are TERRIBLE in
this game. For once, there’s a targeting
system, but even that’s hampered by shoddy camera work. It takes a year and a day to get the camera
set up right. And, once you do, since
there’s constant movement at work, you have to set it up right again. No, there’s no button to set the camera right
behind you, like in Zelda or Mario games.
Oh, and yes, the camera will take on a will of its own. So, if you are in the process of jumping from
one spot to another, like say from left to right, and the camera decides to
just shift around for dramatic effect, you have to change the direction to
match where you are supposed to jump.
All of a sudden, left to right becomes down and left to up and right. I’m not even going to use the “minimalist”
excuse or joke here. I’ve lost many an
hour and brain cell trying to figure out what to do next. And to top it off, the call button is used to
call your horse, Aggro, to you. And, as
sure as I’m writing this, he’s as stupid as Yorda. Instead of actually moving in the direction
you want to with the analog stick, you have to press the call button to get him
moving, while the analog stick just changes direction. I’m sure riding Epona wasn’t this
annoying. Also, the slightest twinge of
the controller in another direction, and he’s going that way. Sure, he’ll stop, but when there are spots
where he could plainly make the jump, he doesn’t. Don’t bother complaining. That’s how the game was made. And, how can I forget traversing the boss
battles? One minute, I’m sure I’m going
to fall off since, you know, I’m not exactly standing on a flat surface if I’m
on top of a boss. Next thing you know, I
survive. However, there are times when I’m
sure I’ll succeed, and I fail because of how the bosses are moving around. Wow. Team ICO: have you learned nothing?
Etc.
Ok, now that I brought up the word, minimalist, again, here’s
the story. You play as a man named
Wander. The woman in your life is
dead. With her in tow, you ride to an
abandoned castle, housing some very conspicuous spirits. Upon hearing these spirits can grant your
wish if you fulfill their task, Wander sets out, with an ancient sword and a
reliable bow, to finish the challenge at hand: destroy the 16 colossi that live
in the world. Once destroyed, the wish
will be granted, and the girl will live.
Now, that sounds like a pretty neat story, especially when seeing the
size of these bosses. And, I know the
approach to this game was actually very unique.
The idea is to defeat the bosses with ingenuity and puzzle solving. Find the mark on their body, and then stab it
repeatedly until they are no more. Some
bosses have more than one mark, and all have them in very precarious
places. Now, considering the sheer size
of some of these bosses, this is a pretty impressive idea. There’s just one problem. If you are wondering what Wander does between
each boss battle, it goes like this: he
puts up his sword to find the location of the boss and searches, killing
lizards along the way for food (but no one tells you that you can do that, not
even the booklet, and this is useful since this will raise your stamina and
grip meters). You get lost, or you don’t,
but you find the boss. After the boss
dies, you save. You return to the
starting point, and you do it again. No
mini-bosses. No enemies, no save points
on the way, not even any further storyline development until after certain
bosses…later. Just find the boss, kill
the boss, and do it again. So, in other
words, this is just a glorified, 12 to 14 hour long, boss rush mode. MINIMALIST!
I was very annoyed to find this out.
And what doesn’t help is that the extras do nothing to discredit that
fact. All you for finishing the game is
a harder difficulty mode and time attack to see how fast you can do it. Your rewards are just different colors of
Aggro and stronger weapons. THAT’S
IT! You’d think after all that, at least
the ending would mean something. Well, I
told you it was a prequel, and, the ending pretty much proves that. I won’t tell you what it is. But, the payoff after all the frustration in
getting through the game isn’t there. In
fact, if you ask me, it opens up more questions about the whole story. Questions, which I’m sure no one has any answers
to, or wants to find. The only lasting
appeal this game has, if any, is your attempt at beating the bosses
faster. Well, after all the control
issues, and lack of depth, I say, no thank you.
But, hey, it’s art, right?
Final Verdict
Shadow of the Colossus, like ICO, is OK. In fact, I found this game to be more
enjoyable, when it came to battles at least.
However, just like ICO, it receives mountains of praise, and quite
frankly, it doesn’t merit that in my view.
You can get the same amount of satisfaction in a boss rush mode for Castlevania,
or better still, in a final level of a Mega Man game, challenge and all. But, dressing up a boss rush mode with extra
things like good graphics, sound, and the like, do not a great game make. It makes for a lazy attempt at cashing in on
your first success. ICO had all the
adventure elements that SOTC was missing, while SOTC had all the improved
battle mechanics and bosses ICO didn’t have.
You know what that means, right?
You have two incomplete games, at times, riddled with the same problems
as the other. That’s not the sign of a
great game, in my view. And, yes, I did
the favor of looking at people’s thoughts on both, and the reviews are as mixed
as Mariah Carey and Jason Kidd.
Personally, I don’t find either game to be better than the other, just
on the same level of bad for various reasons.
SOTC had the ability to be a great game, but the game’s lack of depth and
horrible controls took me clear out of it.
And this was supposed to be the Adventure Game of the Year? What else came out that year? Prince of Persia: The Two Thrones? Yea, I call shenanigans. To summarize, SOTC had the right idea after 4
years of development, but had the wrong execution when it came to certain
areas. Is it the greatest of all time? No. Is
it the other only game to be considered art?
No. But, it was on the right
track. Too bad team ICO got ahead of themselves and
decided to go minimalist…..again, only this time with story depth. The tedium is just too much. Oh well, at least we still have the Last
Guardian game, right? Oh, it hasn’t come
out yet…or will.
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