
Today I started playing Shadow of the Colossus once again after a long break and this time I really feel motivated to actually finish it. I don't know why I keep playing this game in short spurs, because whenever I do play it I think to myself that this is probably one of the best games ever made. Yet, for some reason I've only managed to come half way into the game despite owning it for almost a year now. I guess I really have to be in just the right mood and not let any other distractions come in the way to feel like playing it, but that's no excuse and now I feel like it's time to focus and finish it. It feels like I owe this game a proper play-through because like I mentioned this is pretty much a masterpiece of a game. In general it seems like
Team Ico and Fumito Ueda go the extra mile with their creativity in making their games because I've been dying to get my hands on their first game
ICO as well which has proven to be more difficult than anticipated - but that is a topic for a future blog entry.
When I think of
Team Ico and the mastermind behind them Fumito Ueda and the games they make I get the same feeling I do when I watch an animated film by
Miyazaki. Don't get me wrong, they have completely different styles and work on different mediums, but both produce works which focus on depicting the bond between living beings and the mystery in that. When I think about it Shadow of the Colossus is very basic idea for a game but what makes it really stand out is that it feels like it is based on a single idea and that idea has been part of every decision in the making of the game. I think the reason that the game feels so fresh and new to me is because I don't often get to see pure talent let lose in game development without some idiotic "suits" pressuring the developers to add a bunch of half-assed features just so that they can put them on the game box. It's a rare thing to see a game crafted around a single idea dictating every aspect of it and I've only seen it in
Grim Fandango, Planescape: Torment and
Outcast like ten years ago.
Simply it's refreshing to see a game that is not built around genres which are expected to sell and features found in these genres. Ueda clearly designed the game with his vision in mind and used the features necessary to bring it to life and that is probably why the game crosses so many different genres. Sure, it's an adventure game at heart but it has everything from exploration to platforming, from heart-pounding battles against some of the biggest creatures ever put in a video game to the simple puzzle-solving act of figuring out how to bring these giants down, but mainly it is a sad love story about isolation and connection. Wander's connection to his only companion throughout the game; his horse
Agro, the physical connection of Wander climbing on the colossi and finally his connection to the deceased girl
Mono - a girl for which he is willing to sacrifice even himself trying to resurrect her by bringing down the colossi and making a pact with the Devil. The best part about all of this is the subtlety of the delivery in the minimal amount of dialogue, the very wide and empty landscape of the
Forbidden Land that really brings out feelings of isolation/alienation/oppression and in the simple act of not telling you who the deceased girl
Mono is to Wander. All these little details come together and form a game that is truly refreshing, unique and ultimately lovable despite it's sad setting.