Reviews from

in the past


I kind of feel like the atmosphere of the original PS2 game is the game in its ideal form, maybe that's because it's the game in its original state, or maybe not, and although I like the simple combat of the game, for me this is the weakest part of the game, because when you get to the final parts, the game literally shows you how to find a pattern and defeat all the remaining bosses. But still a good game, a great game actually.
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Eu meio que sinto que a atmosfera do jogo PS2 original é o jogo em sua forma ideal, talvez seja porque é o jogo em seu estado original, ou talvez não, e embora eu goste do combate simples do jogo, para mim essa é a parte mais fraca do jogo, porquê quando você chega às partes finais, o jogo mostra literalmente como encontrar um padrão e derrotar todos os chefes restantes. Mas ainda é um bom jogo, um ótimo jogo na verdade.

This review contains spoilers

One popular topic of conversation usually reserved for a focus group or a conversational ice breaker is which of our artistic achievements we’d present to visiting or invading extraterrestrials if the opportunity arises. For this hypothetical scenario, we are the arbiters of refined culture, disregarding the adulation of works with several accolades under their belts and peerless acclaim that would objectively serve as representation. So really, the choices ultimately boil down to one’s own personal favorites. A small, but fervid, selection of one’s objective taste regarding this question is quite distressing if one ponders the implications of such a task, for the alien species might not perceive the works with the same level of enthusiasm and see an individual's preferences as indicative of the entirety of humankind. Or, they could just be unfeeling philistines ready to annihilate or enslave us at the pull of a laser gun trigger regardless of what we’ve accomplished in the realm of art and entertainment. For us gamers, the scope of this hypothetical scenario has to be scaled down, for we already have trouble convincing other human beings that video games are a legitimate art form as is. When Roger Ebert, arguably the most famed and respected critic across all mediums much less his signature forte of film, was still alive and active, gamers attempted to sway the dean of critique to a more favorable viewpoint on whether video games were a bonafide form of artistic expression by suggesting that he play Shadow of the Colossus. Of course, being an obstinate old man at the time, he refused to humor any inkling of expending any of his valuable time and energy on such a “trite” and “pedestrian” form of entertainment. In my perspective, I think Roger Ebert was afraid of being proven wrong and losing an iota of his credibility upon his eventual reflection. Not only would I suggest that the haughty figures of older generations seek out Shadow of the Colossus to change their viewpoint, but I’d confidently bestow the game to any race of hostile aliens as a surefire way to prompt them to lionize us as masters of the universe. You’ll be thanking me if this ever becomes a reality. Shadow of the Colossus is one of the essential artistic pillars in the timeline of gaming’s history, equivalent to James Joyce’s novel Ulysses or Francois Truffaut’s film The 400 Blows. All arguments debating the place of video games in the esteemed echelons of fine art alongside its fellow entertainment mediums should be thrown completely out of the window, for Shadow of the Colossus proves the elevated potential of the interactive medium more effectively than any other game before it.

Revealing that the developers behind Shadow of the Colossus are Team Ico might garner an initial understanding of how the game achieves its magnificent artistry. Using their debut project Ico as a reference, the mission of this maverick Japanese studio is to trim the fat of the typical video game to an almost monastic degree, a “subtraction design” philosophy as specifically coined by director Fumito Ueda. Admittedly, video games commonly feature HUDs that aid the player’s understanding of the game’s scrupulous details and character status through a perpetual visual reference. While the necessity of such implements is warranted for most games, they do arguably diminish the immersive elements of gaming with a layer of artificiality. Using the Legend of Zelda series as a primary influence, Team Ico sought to strip the action-adventure base of the series and thematic fantasy tropes down to the marrow. Without the display of a health bar, maps, or an arsenal of items in the menu, Ico acted as an emaciated version of Nintendo’s iconic franchise for every single contextual aspect of the game. Still, I’ll be damned if Ueda’s minimalist design ethos didn’t effectively render something engaging, ironically accentuating all of the puzzle and platforming attributes we know and love from a series such as The Legend of Zelda by diluting their apparentness. Like the project of Team Ico’s namesake, Shadow of the Colossus also strives to evoke an aura of epicness through a meticulous waning of gaming’s excessive elements. However, Shadow of the Colossus did not compromise on that bombastic video game flair as Ico did in some aspects. Somehow, despite its continued ascetic efforts, Shadow of the Colossus is one of the most epically awe-striking video games that I’ve ever played.

What better way to ignite the player’s intrigue initially than to present yet another opening sequence with implied high stakes shrouded in a veil of ambiguity? I would comment that this type of introduction is a standby method for Team Ico to engage the player by piquing their curiosity just like Ico, but the context behind Shadow of the Colossus’s plot is admittedly a smidge clearer. Between the immaculate cliffs of a nameless, naturalistic landscape, a young man, who we dub as “Wander,” rides a charcoal-black horse with a fierce sense of determination. Upon entering an ancient temple fit for a pharaoh's tomb, the young man dismounts his horse and unloads his cargo onto the main chamber’s altar. Unraveling the cloak reveals a girl whose lifeless mien and ghostly skin complexion signify that she is freshly deceased. After unsheathing a glowing sword to fend off the bothersome black spirits that strongly resemble those from Ico, a discarnate voice perks up and informs the boy that resurrecting the girl may be possible via the usage of his reflective blade. With the transportation aid of his loyal steed, Agro, Wander must scour the outer limits of the land to find sixteen Colossi and slay them all as a chivalrous knight does to a dragon. Only by undergoing this daunting escapade will Wander allegedly restore consciousness to whom he presumably loves dearly. How am I privy to all of this exposition you may ask? Because the introduction duly provides it. After Wander places the girl on the altar, a disembodied mask tells us that the setting is a sacred realm foretold to revive the dead, explaining Wander’s impassioned efforts to travel to this remote, abandoned sanctuary. Perhaps the developers couldn’t let the player rely on their likely preconceived notions that this effete guy wearing a hairband is far more sinister than he seems and is going to great lengths to dispose of the body of a girl he has murdered. Some players would find the whole premise too heinous to continue onward. Either or, Shadow of the Colossus promptly exposes its context compared to what little was provided for the beginning of Ico. Hell, the introduction here features more dialogue than the entirety of Ico. This might give the impression that Shadow of the Colossus isn’t as narratively obtuse as Ico, an unfortunate sign that the developers got cold feet and decided to appease the commercial masses. Still, the absurdly lofty overarching objective at hand here for a seemingly unfeasible reward that Wander accepts without expressing a hint of skepticism presents an air of disconnect between the player and the narrative’s intentions. In the grand scheme of things, the player is still kept in the dark about what is really occurring. Also, surely the premise of rescuing a princess who is already dead subverts the hero and damsel in distress roles more cleverly than Ico did. Ladies, get yourself a little Romeo like Wander, who will trudge through death-defying odds like conquering over a dozen different beasts as big as Beverly Hills mansions for you with no questions asked even if you cease to exist (actually, don’t; for I cannot live up to those standards).

If Ico served as a prolonged, squalid depiction of a typical Zelda dungeon, Shadow of the Colossus extends the radius of Zelda’s breadth to the franchise’s open-world aspects. Naturally, because Shadow of the Colossus is a 3D game whose setting consists of the same topography as Hyrule’s first polygonal rendering, I must compare this game’s world to Ocarina of Time as I tend to do with all obvious successors that use it as a template. Discussing similarities between Shadow of the Colossus’s forbidden realm and Hyrule Field is more apt than the usual comparisons, for the few Shadow of the Colossus detractors gripe that its world is far too “empty and stiff” to hold their interest. What amuses me is that this criticism is exactly what I’ve always applied to Hyrule Field from Ocarina of Time, even though I always consider some semblance of clemency for its pioneering primitiveness. While I can understand why these negative descriptors could be assigned to the world of Shadow of the Colossus, they fail to recognize the intended scope of this barren wasteland. You see, the forbidden lands and Hyrule Field present a contrast between empty and “empty,” and you’ll just have to follow along to grasp my point. If we use the example of Hyrule from A Link to the Past, the kingdom’s overworld should be a sprawling environment with diverse terrain and a point of interest around every corner whether it be in plain sight or “a secret to us all.” All that Hyrule Field in Ocarina of Time amounts to is a mossy vestibule stretched out to the appropriately spacious diameter of a hub. I stated that Ocarina of Time didn’t sacrifice much in translating all of its refined 2D elements, but the Hyrule overworld is the most apparent compromise Zelda had to make during the complicated transition to the third dimension. When the technology has progressed where rendering an empty hub world is an endeavor fueled by artistic vision as seen in Shadow of the Colossus, the minimalist imperative can produce something spectacular. Outside of the towering temple where Wander begins his quest, the surrounding perimeter is a green grassy knoll surrounded by a blockade of canyons and chasms. Finding a route around the inconvenient environment in opposite cardinal directions will lead Wander to rocky cliff sides that resemble the shores of Dover or a fallow desert area parched by the comparative lack of moisture. Lying between the two radically different environments are sections with lakes, ravines, groves, and dimly lit forested areas where traces of sunlight only peek through to the floor. While the overworld here certainly checks off more ecological boxes than the flat field in the center of Hyrule, the entire landscape is so bereft of any activity that the silence is disconcerting. Besides the clip-clopping of Agro’s hooves, only the wind is an instrument in this close to absolute zero decibel soundscape. The atmosphere is so desolate that it's as if Wander is the very first lifeform, much less a human being, to set foot on this untouched, pristine landscape like Neil Armstrong landing on the moon. Wander’s surroundings are so removed from all traces of civilization that it’s almost as if he’s fabricating them in a dream all to himself. It would explain the perpetually ominous clouds overhead that never crescendo into precipitating, something sublime that accentuates the breathtaking view. The meditative undercurrent of this uncanny world is quite refreshing considering that several other Hyrule Field followers congest their hub settings with a little TOO much hustle and bustle.

If you’re the jittery type who cannot stand to bask in the beguiling ambiance for longer than necessary, you should be relieved to know that Shadow of the Colossus will always present a set goal of finding one of the Colossi somewhere in the overworld. One would think the sheer size of these mobile mammoths or the thunderous echos of their footsteps in the still silence of the setting would make the process of sussing out their locations easier than finding VD on a dive bar’s toilet seat but never will Wander spot one of these beasts from his peripheral. To direct Wander towards the locale of the current colossus assigned by the detached voice that speaks backward from the temple’s sunroof, he must raise his sacred sword skyward and reflect the sun’s rays like a solar-powered compass. If the radiation resembles a straightforward beam as opposed to a scattered burst, then that indicates that the colossus can be found in that general direction. This adjunct appliance to the sword seems like it completely mitigates the searching section of the hunt, but this beacon is no GPS. The narrow, singular reflective ray does not account for the aforementioned arduously conspicuous and unwavering geomorphology. Circumnavigating around the terrain in an attempt to close in on a colossus will always prove to be a meandering charade. Good luck finding the equivalent of the sword’s “reception” if the route to a colossus includes traversing through a forest or a narrow section of a canyon. However, as diverse as the terrain is throughout this world, one convenient aspect of the map is that it is relatively compact. Traveling to either opposite of the ecological spectrum, whether or not Wander will find himself smack dab in a colossus’s domain, will never take more than approximately a few minutes. The player should be relieved considering that Wander will automatically be teleported back to the temple because the voice above has apparently declared it as the omphalos of the operation. The game’s progression is constructed as a rinse-and-repeat process, but at least the restrained spread of the forbidden lands has made arriving back to the general vicinity of the next colossus less tedious. Unfortunately, reflecting light off of Wander’s sword won’t double in aiding the search for the crystal-tailed salamanders and the hearty yellow fruit hanging from the trees, shooting them with Wander’s pink bow with a limitless supply of arrows and consuming them to increase his maximum stamina and health respectively. However, Wander is already compensated with these stat boosts for slaying a colossus, so the grueling trouble of finding these infinitesimal things across the map should be discouraged to even the most devout completionists.

While the aura of traversing through the world of Shadow of the Colossus is drenched in layers of lethargy and interminable tension, the path of conquest is always exciting because of what lies at the end of every route. Besides the notion of successfully maneuvering over the world’s formidable terrain, simply encountering any of the colossi in their earthly domicile is its own reward. Upon encroaching on the territory of a colossus, a cutscene will trigger that showcases the magnificent marvel of extreme biology in its full glory. The “shadow” portion of the game’s title is not a minor allusion to enliven potential buyers with mystique: the colossi are gargantuan enough to eclipse the sun from Wander’s view and even chill him with the shade emanating from their…well, colossal immensity. When in the vicinity of a colossus, the serene tone of the overworld staggeringly catapults immediately into adrenaline-pumping action as if an alarm clock abruptly awakened Wander. While the stark commonality between these beasts is their physical enormity, their environmental conditions have granted them all distinguishable physical adaptations. The first colossi, Valus, features the anatomy of a minotaur creature, standing on two legs to support his massive, lumberjack frame. Sharing his relatively humanoid posture are the column-wielding Gaius, the geezer with a white, ZZ Top beard Barba, and the gravely serious-looking Argus. Still, they all approach the uninvited guest that is Wander differently during battle. Quadrupedal colossi include the wooly Quadratus, the crudely shaped equine creature of Phaedra, and the tortoise-esque Basaran. Other colossi’s characteristics are defined more by their environments. The laser-tusked Pelagia, giant gull Avion, and the electric eel Hydrus all reside along the area of a watery channel or basin, integrating themselves with their aquatic surroundings in varying degrees, but each of them obviously resemble radically dissimilar species. The same dichotomy of colossi types is also found in the desert area of the map, with Dirge burrowing beneath the sand while the sand snake Phalanx (my favorite of the bunch) gracefully soars above it high up in the sky. Surprisingly enough, there is even a trio of miniature colossi with Kuromori, Celosia, and Cenobia. Despite their relative dwarfism compared to their towering colossi brethren, these three are still scaled to the sizes of rhinoceroses with the same level of aggression. The Colossi are a wonderfully assorted bunch of imposing creatures, and whatever common ancestor they all share that has passed down their glowing eyes and arcane armor has formulated sixteen of the most imaginative monsters ever seen in the gaming medium.

Essentially, Shadow of the Colossus is a glorified boss gauntlet with intermittent travel sequences in between each colossus that allows the player to simmer in their latest onerous accomplishment. To divulge the rich gameplay mechanics involved in taking all of these colossi down, I’d have to reveal their puzzle-oriented secrets, and spoiling them would be a disservice to any prospective players and the colossi themselves by sullying their intimidating allure. All the input I can communicate is to not fear using the superior speed of Agro during a few fights and not to underestimate the smaller colossi. One encompassing aspect of defeating the colossi is that all of them will require scaling their mountainous bodies to subdue them. This intimate aspect of the fights is the game’s defining idiosyncrasy, and the prospect of climbing a colossus and riding its backside like a flea on a mangy dog is as exhilarating and unnerving as it sounds. Finding an entry point to scaling their ginormous forms is where the puzzle aspects of the gameplay are relevant, and this may involve taunting them with the bow and arrow or outsmarting them into fracturing their armor. Still, I cannot say which colossi these methods apply to. Once Wander manages to exploit their vulnerability to ascend upward onto the colossi, he must raise his sword as he would to find these beasts in the overworld to expose the tender points of their body signified by a glowing sigil. I guess this modestly-sized blade rivals the might of Excalibur because thrusting it in the designated exterior parts of the colossi will make them groan in agony and gush blood like a sieve. Wander’s only concern at this point is continuing to balance himself on the colossi as it thrashes around trying to knock him off, for they are intelligent enough to register that this puny man is trying to murder them and are rightfully upset. Even though it's illogical from a biological standpoint regarding some of the aquatic colossi, each of their bodies will at least have a clump of fur to cling onto to retain Wander's advantageous position.

Converging a level dungeon and its boss into one fully-fledged experience? Team Ico’s rumhamming of video game attributes is pure, masterful brilliance. Still, the turbulent interactions with the colossi remind me of one prevalent complaint some players share regarding the game’s controls and presentation. Truthfully, Shadow of the Colossus is rather sluggish, operating on a framerate that makes the character movement seem as if it's running in slow motion. This becomes an issue whenever a colossus knocks down Wander and will take what seems like an eternity to recuperate. Sometimes, select colossi will take advantage of Wander’s vulnerability and beat him down until he has been eradicated. The camera also tends to have a hard time holding onto the colossi as Wander does, which can also cause him to make a fatal mistake. These hiccups would normally devastate a game’s overall quality, but I trust that a fraction of Shadow of the Colossus’s imperfections is a deliberate effort from Team Ico. Because the framerate is glacial, it allows the player to feel the full, intended impact of the colossi. Whenever one of these brutes slams its feet into the earth, the shattering of the frame rate that occurs makes defeating them seem like an insurmountable undertaking. Flopping about by the hem of a colossus’s wooly coat in a languid frame of motion effectively highlights how removed from the ground Wander is up top of a colossus like the steep altitude is making his oxygen dwindle as quickly as his stamina gauge. While the presentation is technically unacceptable, one can’t deny that the linear qualities of shoddier mechanical performance make the gameplay resonate with the player.

The immediate falling action of shedding a colossi’s mortal coil with too many critically deep sword plunges should also resonate with the player. After the expedition of locating the colossus and the mental strain involved in finding a way to extinguish it, one might think that executing the seemingly inexecutable would inspire victorious feelings of joy. Alas, the scene of the colossi’s eyes turning blank and its body collapsing into the earth evokes a potent melancholy. Sure, we accomplished the task at hand, but at what cost? The archetypal story of man conquering beast stems back to at least the Middle Ages to Beowulf and Grendel, and it’s deemed as one of the most courageous feats that defines a man as a hero. Can we really assign Wander to the same celebrated category of men? Sure, this is technically his role if we apply what little context we’re given to the heroic tropes we’re all familiar with. Still, one cannot earnestly follow along with narrative tradition when these docile colossi have inflicted no harm on any other living being or the environment before being provoked by an invasive pest. And was the effort truly worth it when every short-term reward is Wander being knocked unconscious by ghastly tendrils that violently penetrate his body? The brilliant aspect of conveying this is that the game never overtly tells the player that Wander is the real monster in a game filled with them like a contrived plot twist. Through subtle clues, Shadow of the Colossus flips the classic hero versus monster story on its head where the concentrated blood flow gives the conflict some well-considered clarity. When these beautiful, majestic colossi cease to exist at our hands, we all wonder if real-life poachers who kill animals on earth have souls.

In reality, Wander is too insignificant to be the hero. From the beginning, he’s been nothing but the subservient tool to the temple’s undetectable landlord who has been praying on Wander’s desperation. His hinting at how to handle all of the colossi at idle moments during their encounters shows he has too much invested interest in seeing all of them fall, which cannot be a good sign considering the unclear correlation between riding the world of the colossi and the resurrection of Wander’s girlfriend. After finally facing the last colossi, a vertical behemoth named Malus whose head practically brushes up against the clouds, Wander does not travel back to the temple to celebrate his achievement with champagne and ice cream. An even more subtle detail in highlighting that Wander’s actions are injurious is that they are having a toxic effect on his well-being. By the fifteenth colossi, Wander will be covered by so many blue lesions, you’d think he was zombified. When the final colossi has been conquered, Wander is no more. He is a vessel for the ancient demon Dormin, the identity of the voice whose soul had been fractured into sixteen pieces and kept in the colossi as a drastic measure to stave off his return. For the past few cutscenes in between colossi, a group of villagers have been slowly approaching the temple and have managed to cross the bridge by the final cutscene. They are aghast to see that Wander has fulfilled the endeavor of reviving Dormin, chiding the boy for his foolishness. When Dormin fully encapsulates Wander, the player gets the chance to play as a colossus and smash the group of men into a paste. However, the men are wise and know exactly what must be done in the case of Dormin’s return. By throwing Wander’s sacred sword into a pool of water, it creates a ravaging vortex that pulls Wander in, ending Dormin’s reign of mayhem before it had a chance to begin. The men hightail out of the temple, with the bridge eroding from the vortex’s ferocity as a positive sign that entering it and interacting with Dormin will be harder to perform.

Somehow, despite Dormin’s deceptive promises, the girl who has been comatose throughout this whole ordeal awakens from her slumber and finds an infant in the pool who is implied to be a reborn Wander. I’m quite puzzled at how the girl has regained sentience when it seemed proven that she would never see the light of day again because all evidence was leading to Wander running a fool’s errand. The fact that he persists onward just to fail miserably at the end and die is what makes the game’s resolution beautifully tragic. Then again, he admittedly did bring all of this misfortune on himself, for not even Orpheus was this much of a zealous romantic. Like Ico, the fatal blow that befalls the protagonist is treated to a hopeful epilogue to keep the player’s spirits up. I can handle tragedy well enough, but I can admit that plodding further allows the player to consider their experience more after they turn the game off. Really, Agro returning to the temple on a limp leg was all the levity this ending needed. Her fall off of a crumbling bridge before the final colossi is genuinely the most devastating scene of the game, and seeing that she (or at least I’m assuming it's a she considering there is no visible, foot-long horse genitalia protruding from its crotch) survived made me cheer delightfully.

Speechless. Utterly speechless. This was my stunned reaction to witnessing the falling action of Shadow of the Colossus and its resolution. In all honesty, my mouth was agape through most of the duration of Shadow of the Colossus because the game is nothing short of extraordinary. Team Ico’s austerity is still on display here as it was in Ico, as seen in the game’s open world and the liberal loosening of the game’s narrative leaving the context up to the player’s interpretations. Still, dialing back the strict abnegation of gaming’s frills and thrills for Shadow of the Colossus resulted in a game far more compelling than Ico, while still retaining plenty of artistic triumphs that I admired about the developer’s previous title. Shadow of the Colossus is beautiful in every sense of the word: from the captivating climate of its uninhabited, windswept world, the titans to topple, to its poignant liner notes that make the player ask questions when the protagonist doesn't bother to. At the helm of this emotional rollercoaster is a unique gameplay mechanic that I don’t feel is hyperbolic to call it a visionary feat of innovation. If your character ever finds themselves gripping to the body of a herculean foe to skewer their weak spots, it means that Team Ico is collecting royalties. Does Shadow of the Colossus need more convincing that it should be an essential game to play for gamers and non-gamers alike? I don’t believe so.

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Attribution: https://erockreviews.blogspot.com

Shadow of the Colossus demonstrates perfectly how video games are timeless modern art. Replaying this on an emulator, I will still be in awe about how beautiful this looked, even with its lower polygon graphics. There isn't too much to the plot - you are thrown straight into a forbidden realm, lacking humanity and life. There is no sight of life, except the occasional lizard, crow, or turtle, reminding you of the solace of creatures. Though you venture through abandoned ruins, there is not much suggestion for lore or story development, leaving the game up to interpretation. The introduction to the colossus, an impeding foe who wanders in the desolated land, is an ethereal transformative experience. There is a sense of naivety yet blindless courage when overcoming these foes, feedback into the basic controls to defeat these unformidable beings. It's a simple gameplay formula, one that keeps surprising and challenging players at each fight. I didn't find myself addicted to this game logging in myriad continuous hours, but I found myself returning each night to conquer a giant or two. And the gut-wrenching ending that really does cause you to separate the feeling of isolation, contrasting to that of social alignment with other humans, evokes emotions and ideas about what is fair and just. A perfect game that really does so much, with a clever form of minimalism.

What the hell are the controls in this game? It feels like the character is moving and jumping through mud it is not satisfying at all

Cuando era una nena tenía el sueño de luchar contra gigantes, como algunos cuentos e historias de fantasía que leía, quería sentirme poderosa.
A los 14 me habían regalado Shadow of the Colossus, me enamoré de la portada y pensando ES EL JUEGO QUE SIEMPRE SOÑÉ.
Hasta que vas matando a cada coloso y te sentís como la mierda y el juego te dice "ahhh esto es lo que vos querías? Mocosa"
A este juego siempre lo sentí como una secuela espiritual del primer zelda, aventurarse por donde no deberías y la reacción de la zona por no hacer caso. Wander es una de mis figuras favoritas por todo lo que representa mediante sus acciones.
¿Encima en que otro juego de verdad sentís que estás galopando y con un ser realmente vivo?


O cara foi matar 16 mãe do Renan só pra salvar mulher KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK GADO PRA KRL

I really hope that one day the broader gaming industry (I'm talking to you AAA developers) return to making games like this. Short, passionate, focused, and unique titles that try something new. Games that don't worry about mass appeal or traditional gameplay systems. Games where financial gain is secondary to artistic vision.

I guess this is why boomers say, "They don't make 'em like they used to." Yeah, a lot of my favorite games are indies from the past 10 years, but I can't remember the last time I picked up a AAA game and walked away awe-struck. I can't remember the last big budget game where my expectations were not only surpassed, but it felt like I was playing something original.

It's something that was on my mind the whole time I was playing Shadow of the Colossus for some reason. I couldn't help but feel bittersweet; On one hand, I was blown away and astounded by this game. And on the other, I couldn't help but feel like this era of gaming has passed by, and we might never get it back. It wouldn't be a stretch to call this one of my favorite games of all time, and I wonder when the next time a AAA developer will make something that touches me the same way that SotC did. Looking at the current landscape, it seems I will have to wait quite a while.

As for the game itself, I don't think I have anything too original to say, so I won't. Maybe down the road, I will attempt to put my thoughts and feelings to words, but for now, I'll simply take a que from Shadow of the Colossus, and let the game speak for itself.

Man, playing this again as an adult was a lot less fun than it was when I was younger. Some bosses were still really fun, but a far larger chunk of my time was spent being in a really bad mood. I love this game's story and atmosphere, but actually playing the game is not fun the majority of the time for me. I think my mental health may have played a part in me not enjoying this quite as much though, I have been dealing with a herniated disc for 3 months and it's preventing me from doing a lot of things I enjoy, it's been really wearing at me, and I think a game that really tests your patience is not what I needed right now.

Um jogo incrível que consegue expressar muito com pouco. Com batalhas incríveis, um cenário vasto e diverso (porém vazio e abandonado), uma trilha sonora perfeita e memorável, Shadow of the colossus é um jogo único, que definitivamente não se lança toda década. Jamais vi outro jogo expressar tão bem o sentimento de solidão. O único defeito da versão do ps2, seria o péssimo FPS e problemas técnicos com os gráficos, que até são compreensíveis, dado o quão inovador e único esse jogo é.

I was obsessed with this game for a while, I made a whole ass guide and everything.

It has one of the greatest scores of all time, all the bosses are incredible, a delightful experience.

Should you be alive... If it's even possible to continue to exist in these sealed lands. One day, perhaps you will make atonement for what you've done.

I played this game on my cousin's PS2 when I was a kid and had a great time. However, I never managed to beat it back then. Years later, I played and successfully beat the remastered version for the PS4.

Wander and I share the same physics engine.

The most simp protagonist of all time

There has not been a single day since I first started playing SOTC that I have not listened to "Prologue ~ To the Ancient Land ~", the intro music for this game.

One of the most beautiful pieces ever composed for a video game to perfectly go with one of the best video games of all time.

Cara... sinceramente não sei nem como começar, que jogo incrível, parece que vai te conquistando e te sugando pra aquele mundo cada vez mais, tem uma magia naquele mundo que eu acho que é inexplicável, a famosa "solidão" de SoTC, é doideira o quanto esse jogo grudou na minha mente e fazia eu ficar pensando nele o tempo todo que eu não estava jogando ele, eu não sei como e nem o por que mas o jogo é tão simples mas também de certa forma tão chamativo, é tão gostoso a atmosfera e a imersão criada por esse jogo, não é atoa que ele é um gigante da indústria e mais um daqueles jogos que a marcou, não só ela como marcou a mim tbm.

A gameplay EXTREMAMENTE divertida, cara não sei como conseguiram fazer um combate que poderia ser tão simples, algo tão divertido e mágico, sério acho que nada explica o que tu sente quando você pula do seu cavalo na asa de um colosso e ele te leva pro céu e nisso você andando pelo corpo inteiro dele no céu, é insano, épico e muito bem executado, a maneira com que você aprende oq tem q fazer no meio da luta é algo incrível, que eu acho que é uma mescla de sentimentos tão grande que acaba te dando uma satisfação IMENSA quando vc derrota ele, cada colosso tem seu charme e uma maneira diferente de ser abordado, claro, alguns acabam sendo só bem ruins mesmo ou mal pensados, tem uns ai q me tiltaram demais, ainda sim o jogo não perde a sua magia pra mim.

Eu sinto que de certa forma o jogo queria puxar muito pro realismo, tanto nos gráficos quanto na gameplay, a movimentação do Wander, a movimentação do Agro, o peso que vc sente em cada ação que o Wander faz eu acho um detalhe incrível, eu realmente gosto muito do jeito como o jogo passa tudo o que o Wander ta sentindo na gameplay, sei que é um detalhe bobo mas eu achava muito legal quando o Wander tropeçava em alguma coisa ou então como quando você apertava pra se pendurar em algo acima de você e ele pegava impulso antes de se jogar pra cima, isso pra mim adiciona muito nos detalhes e deixa o jogo mais vivo, e é DOIDEIRA pensar que esse jogo é de ps2. Uma coisa que eu senti e pensei muito enquanto jogava é que parece que esse jogo saiu até mais cedo do que deveria, numa geração que não deixou o Ueda mostrar tudo o que ele queria mostrar, mas também acho que o jogo é perfeito do jeito que é no ps2, sem tirar nem por.

O jogo é insano, pode ser que no começo alguns fiquem meio em duvida com o jogo principalmente pelos controles q não são muito fáceis de se acostumar, não foi o meu caso pois eu já estava com muita vontade de jogar esse jogo a um bom tempo então pra mim era um prazer estar jogando esse jogo e vendo se ele era tudo isso mesmo, e a conclusão é que ele realmente era tudo isso, recomendo DEMAIS.

That's what kids these days call "Kino"

A very unique experience in the video game world. It has a very good subjective narrative, enemies, ambiance, and of course, soundtrack. The gameplay is a little clunky; it won't take away from the experience, but it's noticeable. One of the best games of all time and a very original one. A must-play on every console.

i played this years ago back in 2018. Ever since I was younger I dreamed of a game like this and this game answers my primal urge to take down big enemies

What a perfectly done, strongly intentioned and beautiful game. My only gripe is that i never quite got used to the way wander controls

I play this game once a year (7 times as of now) and I have to say, to this day this is one of the best videogames I'll ever have the pleasure to beat.

This is one of those games I wish I couldn't remember to play it for the first time once again. If you're ever able to play it I wholeheartedly suggest you do so,

a humanidade não merece esse jogo. Encontrem um artista com a sensibilidade de Fumito Ueda no século XXI, porque quando ele parar talvez não haja outro do mesmo calibre

Faz dois dias que zerei isso e fiquei esse tempo todo pensando sobre o que eu deveria escrever nessa review e o porque de eu amar esse jogo com todas as minhas forças, mas simplesmente não tem como, nada que eu escrever aqui vai ser o suficiente pra mostrar como esse jogo é uma obra de arte absoluta, é só inexplicável da minha parte mesmo, eu só sinto, é isso.

Mas posso dizer que Shadow of the Colossus, de todos que já joguei, é o que mais chega perto da perfeição, eu de verdade não consigo pensar em nenhum defeito sequer, absolutamente nada, tudo que esse jogo faz é de um nível de perfeição que me assusta. Não é o meu jogo favorito, mas chega perto e com certeza é um dos jogos mais consistentes que já joguei e que me entregou uma experiência excepcional do início ao fim e acho que nenhum outro jogo vai ter o mesmo efeito em mim, foi o jogo que me fez perceber que vídeo game também é arte e não apenas entretenimento barato.


O zelda do poderoso sonysmo, não tem jeito é master peça!

The spectacle of the colossi is absolutely incredible. I can’t believe this came out in 2005. Way ahead of its time. My favourites were the 9th and 13th colossi. There’s definitely some issues I have with the game though. I thought it was incredibly tedious when you were attempting to stab the colossus and your character continuously slips and is unable to hold on. It adds realism, sure, but it makes it a lot less fun. I also wasn’t a fan of the open world, I understand why it was the way it was and with the obvious limitations of the PS2, but it just felt like wandering through empty environments on the way to your next objective was there to fill some time. I’ll for sure be giving the PS4 remake a go sometime. Even if it’s just a graphical overhaul, I can imagine enjoying it even more.

Shadows of the Colossus, released in 2005 by Team Ico to the ever popular PS2, is a game that I cherished as I child, playing it on my sibling and I's own console. After procrastinating to find time for a good moment in which to do it, I finally decided that it was time to relive an old game, and it did not disappoint at all. I certainly have some issues with this game such as the controls for Agro being infuriating to the point I would sometimes just walk to places in annoyance, or my complaints on 2 of the Colossi this game makes you fight (12th & 15th) in which they would seemingly elongate the fight beyond what it should've taken by simply not doing the attack they were meant to do for extended periods of time, though this may just be a me issue and something in which my patience or lack there of takes the reigns and makes me dislike the bosses more than they may be experienced by others, however even with these complaints or critiques I still don't believe them to be something worthy of reducing my score on this game or ruining my thoughts, simply because of how easily those 'flaws' can be counteracted by the absolute positives of this game, which include basically everything else: from the amazingly beautiful 'show don't tell' type story surrounding Wanderer and others, an absolutely enthralling atmosphere, and clunky controls that at least to me with SoTC, are quite charming.

Speaking of positives in this game to counteract the negatives, beyond the 2 negative Colossi this game provides, the rest of the boss cast are either of average ranking or something I'd consider good (5th, 14th, and 16th) and even beyond those, one fight in particular stands out to me as being probably one of the best fights I've done in a game before. That boss referenced previous is Colossi 13, Phalanx, a seemingly simple fight of shooting them down to board their wings and stab them down turns into an absolutely mesmerizing fight when taken into account with its beautifully composed melody tunes in as you soar through the sky.

Overall this experience has been an absolutely fantastic one and one I'm happy I got back to replaying.

Já zerei incontáveis vezes, masterpiece