Reviews from

in the past


Por ser mt fã de shadow of the colossus, esperei mt esse jogo, pra ele ter lançado e eu não sabia que já tinha sido lançado há 1 ano kkkk, só fui jogar agr por achar caro no ps4, mas surgiu a possibilidade de jogar no Pc então joguei, é um jogo mt interessante, tem os tais colossos e é a 1 vez q um jogo usou o sistema de escalar pelos de gigantes desde sotc e the last guardian, é interessante a ideia dos colossos, mas acho q as mecânicas de survival irrita demais, e o movimento da personagem pode frustrar demais, e a estamina em alguns chefes acaba rápido demais e fazendo você cair e ter q escalar td denovo, o gancho tem q estar uma distância específica para acertar, e o cenário é bem repetitivo, mas valeu a experiência, um jogo ok

Apesar da dificuldade e de ser praticamente impossível replicar o que foi feito em Shadow of the Colossus, eu não pude deixar de ficar empolgado logo que comecei a jogar essa obra em questão. Nunca coloquei na cabeça que seria um sucessor espiritual ou qualquer coisa do gênero, mesmo sabendo que seria uma grande cópia com algumas modificações aqui e ali. Afinal, é uma ideia que me encantou anos atrás, e agora, pode ser que me encante de novo.

Como mecânica básica, eu gostei da introdução do controle de temperatura, sono e fome. Dentro de um ambiente bastante hostil, que nos instiga aventura, é bacana precisar racionalizar os recursos e saber usar as fogueiras com precisão. Além de que, também, cria-se uma constante busca por materiais para reparar as armas. Contudo, isso não foi bem integrado ao modelo de sua base, uma vez que não há uma recompensas o suficiente ou minimamente interessantes por explorar o mapa. Por isso, minha jogatina foi somente pegar o mapa completo e derrotar os colossos.

Contudo, devo dizer que o essencial para a luta contra os colossos, que é o sistema de agarrar, carece de refinamento. Diversas foram as vezes em que a personagem se recusava a se agarrar, ou mesmo que colidia com uma superfície aleatória e soltava o bicho. É só muito frustrante.

O jogo também apresenta um sistema de combates menores, mas são só minions totalmente descartáveis. O que eu pensei ser um artifício divertido para se criar cenários onde se há a constante necessidade de reparar os armamentos, na verdade foi só um loop de rola e bate, sem padrões de ataques interessantes ou legais. Além disso, nem mesmo há uma grande diversidade de armas, e sequer elas são importantes nas lutas dos colossos. Então, como todo esse sistema gira em torno de minions, acaba por ser um grande demérito.

Como último apontamento, os colossos, que são o maior artifício do jogo, são todos uma merda em design, arena e luta. O único que eu fiquei minimamente cativado foi o Trhall, que nitidamente recebeu um cuidado a mais. Outro detalhe é aquele QTE horrível para cada vez que o colosso se move, além dos bichos se sacudirem a cada mísero dano que recebem, o que deixa tudo dolorosamente mais chato.

Ademais, embora a ideia seja bem bacana, ficou apenas no papel. Sua implementação entra em conflito direto com a premissa do próprio jogo, e reflete essa mediocridade em todos os outros aspectos acima citados.

The game is inspired by Shadow of the Colossus and has a add of exploration and adventure.
You can simply ignore the puzzles and totems and go straight to the bosses, and, also, at any order(I found one boss accidentally and killed it).

All mechanics lack refinement, they're all buggy.
Most part of the game is walking and climbing, but even this is not perfect. It can be frustating sometimes, but not too much.

The puzzles are pretty good, none extremely hard.

The lack of information on the map and where to find the pieces of maps is problematic, I needed to use a third-party Interective Map to guide myself(interactivegamemaps.com). And even then I am not sure where are the remaining pages.

The inventory and interactions with items are bad polished. It should have more shortcuts, you need to do everything with your mouse.

Overall, it could be better, but it's still enjoyable.
After I finished beating the bosses, I adventure through the world collecting items and solving the puzzles while listening to podcasts. :)

[Review copied from Steam]

Got this game for cheap through a humble bundle (I had it on my wishlist prior to that) and it was WELL worth my money. Some other reviews say it's a Shadow of the Colossus wanna-be, and i haven't played that game, so I can't really say whether that's accurate. But I do think that it's probably just... the same somewhat niche genre. From what i've seen the world is totally different, and I think the world is where this game really shines. I've never encountered a snowy world in a game that was as interesting as this one. Despite the very limited colour palette this world looks stunning, and the layout of everything is interesting and connects the different areas nicely.
I did have some issues with the climbing mechanic occasionally (not enough to frustrate for longer than a few minutes), and the enemies' attack hitboxes. Multiple times did I get hit or staggered by an enemy that I thought I was well out of reach of, and I let my PC know audibly what I thought of that.
The difficulty curve of the needs decreasing and the weather becoming harsher was a bit steep, especially because I didn't realise it was happening until after the sixth boss. I had left some of the exploring and upgrading till then, and it became extremely tedious to do at that point. So much so that at times I felt it more efficient to regenerate my health with the copious amounts of health potions found everywhere than it was to keep my warmth meter up. It just goes down so fast and the weather turns so quickly. If I could do it over again I would definitely explore the whole map first, upgrade my gear, and only then start on the bosses. If that even is how it actually works. Maybe it goes by playtime or map areas uncovered, I'm not quite sure.

Tl;dr great game with a little bit of jank. Would recommend.


Do you sometimes play a game and feel like you want to play something else? It instantly makes me think I should play Shadow of the Colossus instead

The game feels clunky to play and the artstyle to me feels really cheap.
The only reason I have gotten is because of the Humble Bundle and even then I feel like it wasn't worth that.

I Kickstarted this game quite some time ago, thrilled by the concept, and very easily tempted by anything that apes Shadow of the Colossus.

On that count, it delivers alright. The Gods are intriguingly designed, and the fights have a nice degree of puzzle solving and mechanical challenge.

However, all that surrounds it feels fine at best, and more frequently frustrating and distracting. The survival and crafting mechanics in particular are tedious and take me out of the experience more than adding to it. There was room for the world to be dangerous in a way that these felt necessary, but this execution feels dated and perfunctory.

The world itself is fun to explore, and there are some fun nice traversal challenges, though it could have been served better by less of a focus on the stats granted by clothing and weapons.

The beauty of SotC is found in very large part due to its simplicity of purpose, and discarding what does not serve that, and that feels like a missed lesson here.

BX#12
Survival, Open-world

Great climbable bosses like Shadow Of The Colossus, mechanics and sense of freedom like Breath Of The Wild, survival elements to spice thing up (=cold, rest, hunger), intense atmosphere and beautiful setting

BUT

Clunky movements, combat and shooting, it needs to be refined in every single aspect.

Remember when you were playing Shadow of the Colossus, and thought "You know what this needs? A ton of survival and crafting shit."

Me neither.

I can see the idea of where a lot of the inspiration and passion for this game is, being that its from a very small indie company (just 3 people). Unfortunately, it falls flat in a lot of areas and doesn't reflect that same passion that the developers had. It was a cool concept, taking ideas from SOTC and BOTW to create a more survival based game but a lot of these mechanics feel unnecessary and unintuitive. The controls of SOTC are what made the game have charm, as it felt like you were really struggling to climb the beasts but it was still possible. But here, they just feel sluggish and counter-active to what you're trying to accomplish. I wish I could recommend this game but there's just too many issues with it, not even counting bugs.

Trying to create Shadow of the Colossus with what looks like a very small handful of people can't have been remotely easy I imagine. The end result here shows that in some great ways warts and all.

On an atmosphere side, this game nails it. Love the brutal feeling snowy setting and it evokes a lot of that same isolation that makes SotC so strong. On the idea side, it's got some interesting things borrowed from Zelda to add to the gameplay of SotC, but that seems to be where the game runs into an issue with focus...

You kind of just end up with two games for you to divide your attention between. A lot of those secondary elements feel like fluff. They're really only there if you want them to be and they don't make much impact to the core goal of the game.

Is the game super janky? 100%
Am I glad this exists? 100%
Would I love to see them tackle this again but more focused? 100%

As it stands, it's game with very solid ground to grow on. A flawed gem to say the least, but at least they're trying to make something ambitious.

Also, one key factor missing here: the music feels pretty forgettable. Music was a huge part of what made SotC's identity and that's really difficult to separate from any successor.

👾 Praey for the Gods (🇺🇸 2021)

This is a brilliant homage to Shadow of the Colossus. The colossi battles are as good as their inspirations, you can tell the love in the amazing work. The game could’ve been perfect if they left it that way. However, in an attempt to make something different they introduced survival mechanics, taken straight from Breath of the Wild, absolutely irrelevant in an empty world. Just beat the colossi and ignore the rest.

🎮 Played on Steam Deck

Rating: ❄️❄️❄️🧊▫️

Shadow of the Colossus is often regarded as a somewhat old-school masterpiece of gaming. However, unlike other games which share this title among the community, it is really hard to find games that take heavy inspiration from its thematic or mechanics.

There are probably many reasons for this, but I would argue that what makes SotC an incredible challenge to replicate is that it was a technical marvel for not only it's time, but for modern games still. It is really, really hard to create something that plays and performs as good as that PS2 game. Alongside its technicalities, SotC's gameplay, environment and boss design feels like they were meticulously crafted to create a memorable, emotional and satisfying experience.

So, when a small team tries to replicate a game that feels like lighting in a bottle, they are bound to face lots of challenges. Praey for the Gods feels like one of these so-called "Spiritual Successors" for SotC, which makes it a unique game solely for the lack of other examples on this objective.

The game, however, tries to bring more to the table than the giant slaying of its ancestor. It borrows a lot of modern survival game tropes such as temperature, sleep and hunger management, weapon durability and crafting to fill its large map while you travel between the bosses. It also introduces smaller fights with also-smaller enemies which ambush you as you explore, alongside a single mini-boss which is re-used multiple times in the map.

While the new mechanics are interesting and relatively satisfying to play around, I feel like their implementation clash with the main premise of the game: fighting its massive bosses.

The weapons you use are not relevant to the bosses, only to fight repetitive minions and hunt animals in the open world. Hunger and sleep only affect your stamina regeneration, and they decay so slowly that the only concern you'll probably have is to have them at maximum when starting a boss fight (unless you're playing with maximum difficulty, where their decay is exaggerated and now feels like a chore).

Of all the game's new mechanics, I feel like its best introduction is the grappling hook, the only tool that comes to mind which is useful in both exploration and the boss fights.

Unfortunately, its new ideas are not the only problem. Praey for the Gods has a hard time trying to replicating two of SotC's strong elements: Its varied and interesting environments, and it's appealing boss designs.

Praey's world feels very repetitive, as it's a (very) big chunk of snowy mountains and plains with occasionally same-looking caves, large ice statues and viking-inspired set pieces. While some of it's sections are undoubtedly interesting, the novelty quickly wears off when you spent a long time walking between its objectives. Some way to travel faster (without abusing the grappling hook) or a smaller map would probably have benefited this game.

The same problem could be said about it's boss fights, since out of eight bosses we have three humanoids and three worms (out of which two fly) which dont really differ that much in regards of visual design and gameplay interaction. What really doesnt help is the fact that every boss has a "shaking-you-off" animation that always plays when you damage the boss, forcing you to endure a painfully boring quick time event every time you deal 1 out of at least 9 attacks to win the fight.

So, after all the negatives, I can't say I didn't have fun playing this game. As stated before, recreating such a unique and beloved game is an herculean task, but one that more game developers should feel welcome to try. Despite it's massive flaws, I would recommend Praey for the Gods for people who really loved SotC and want to try another take on it's premise.

Meh. Even aside from not really digging the gameplay loop, I played around with every control option and just couldn't find one that actually felt good to play with.

A lone tribal woman genocides large ancient beasts in order to..reach the..afterlife..?

Was an interesting narrative and world, but all in all the game feels like Breath of the Wild combined with Shadow of the Colossus.
Except it was super jank and made with Unity.
There's some potential in here, but as it is, it just makes me want to play other games instead.

Sorry to say, I can't really recommend this game. Maybe on a deep sale or in a cheap bundle I suppose.

In the Shadow of the Colossus:
It’s no easy feat trying to recreate a masterpiece like Shadow of the Colossus. Praey for the Gods does a decent job of following its inspiration survival mechanics make the game more challenging. There are control/design issues and some creatures are pretty frustrating to take down. It all lacks that special sauce, but it’s still a fine time if you want to climb and take down colossi.

QUE CAMBIADA ESTA VI DEL LOL

Missing goals, unskippable cutscenes, one-hit-kill attacks, some useless crafting and an utterly barren world that I hated to explore. Both the difficulty setting and the photo mode were nonsense. The game mechanics sometimes made me feel like glued to the ground and at others it catapulted me into the air for dozens of meters, inflicting fall damage and offering a generous opportunity for the enemy to attack me while I'm stunned.

An interesting adventure, it's quite unique but it can be quite dull.

Praey for the Gods lifts the Shadow of the Colossus formula near wholesale and ends up delivering some genuinely excellent giant boss battles, some of which even stand up to the one's found in Team ICO's legendary PS2 title. It's such a good idea, I'm surprise more games haven't borrowed/stolen it in the years since its original release and, as Praey for the Gods proves, can still create this incredible, almost unmatched feeling of excitement and heroism and fear and wonder all at once as one of these giants bears down upon you, or you make a death defying leap onto one of them. Truly excellent stuff and a good few of the eight colossi you find here offer unique challenges, quite different from the stuff in Shadow of the Colossus.

Unfortunately, the areas where Praey for the Gods tries to differentiate itself from SOTC is where it slips up. The combat with enemies found around the map isn't particular inspiring and the wilderness survival/crafting elements can either be ignored almost completely or act as a tedious roadblock between you and getting into one of those brilliant boss fights. There's a sprinkle of Breath of the Wild's traversal and stamina management in here, which isn't a huge leap from what was found in SOTC anyway but works well, albeit the journey to the boss fights isn't anywhere near as curated and as interesting as it is in SOTC, nor the world as fun to explore as Hyrule in BOTW.

The fact that this small team manages to get even close to SOTC's legendary boss fights is worthy of respect but a lot of what Praey for the Gods does is simply remind you of how good a game SOTC is.

This is the worst kind of game for me personally.

It gets so much stuff right, there's honestly cool shit and good ideas in here. Sadly this is the kind of game which is worth less than the sum of it's parts.

Let's get the most obvious and glaring stuff out of the way first.
Shadow of the Colossus is a game which came out in 2005 and is generally regarded as a classic. Laser focused design, no compromise whatsoever.

Praey for the Gods is a game that came out in 2021 and is born of conflicted priorities and also apeing Shadow of the Colossus.
I really hate to do this but if anyone would claim that the comparison is not invited I'd probably advise that person to visit a doctor of some kind.

This game, for better and for worse, mimics everything Shadow of the Colossus did. And I mean everything.
Open world, boss encounter focused gameplay, a deity which help you on your quest, the protags motivation, the climbing and sword stab mechanics to damage bosses and basically everything else.

Honestly there's nothing wrong with this in my opinion. The problem is that the developers took everything from Shadow whole cloth without contemplating if this is healthy for their game or not. This becomes painfully obvious once the mechanics of the other big inspiration for this game kick in. Zelda: Breath of the fucking wild. This game also has survival mechanics. Upgradeable gear, hunger management, temperature management, another meter which I didn't understand or care about (I beat this game lol), breakable weapons, stamina and health upgrades after collecting a certain number of something, crafting and of course a glider or a sailcloth in this instance.

These 2 sets of gameplay mechanics are at constant odds with each other, with the exception of the sailcloth. They basically don't even intertwine at all. The survival and crafting mechanics are only really relevant during the traversal to the next boss location. Once arrived the game switches into shadow mode and the kinda puzzle like boss fight begins, ignoring everything which came before. For example you do not need any form of weapon to beat these bosses. Every boss conveniently has boss kill switches etched into it's body. These switches work exactly like the stab mechanics in shadow by the way.

This is turning into a bit of a ramble but it's just so glaringly obvious that the game tried to do waaaay to much than was good for it. There are really well designed pretty looking normal enemies scattered throughout the open world. But killing these enemies is straight up useless. Killing these guys doesn't help you in any way shape or form. The ones I killed didn't even drop anything. No joke, after realising this I ran past every single enemy without any form of consequence whatsoever. Fighting them isn't fun either, they have too much health and drain your resources, mainly health, so why bother.

All of these problems are summed up before even starting the game. On the difficulty select screen you are able to just straight up disable most of the survival aspects of the game. I have never seen so little confidence in their own ideas and vision which this team of developers has displayed here. So scared to put their foot down and say: "This is not just a Shadow game, it's also a survival game.". No no you can disable it all and have your inferior little Shadow of the Colossus clone.

That's sad, almost depressing honestly. Especially if you consider that some of the bosses in this game are fucking awesome. The 4th boss is straight up better than some bosses in Shadow. The visuals are great, I really liked some of the animations and the sound design is commendable for an indie title. Really great art direction here too. I would say I love everything about the visuals but that's not quite true I'll get to that in a bit.

There is some jank throughout but considering the budget and experience of the team I'd say they did great here. Amazing work put in all the wrong places.

Okay last thing and this is a bit of a personal point. They setup this world right, a post apocalyptic frozen wasteland. Humanity is done basically. All hope is lost, yaddah yaddah yaddah. So for their main character model they go with a absolutley pristine looking person, which by all accounts could've just washed ashore from a cosplay convention. She's wearing makeup, doesn't have a single wound or scar, she has rosy cheeks, her clothes look fashionable and the model doesn't change throughout in anyway shape or form. Not even blue lips when she's about to freeze to death. The model honestly looks fresh out of the new SFM porn collection on pornhub. You set up this desolate world with almost no hope left and the model looks like it was made by Mattel. Why skimp out there? Just thinking about the Wander's model and how it changes to look sickly, almost undead like as the game goes on makes this look embarassing. Again Shadow came out in 2005. As of the time of writing that was 17 years ago.

This game could've been amazing and I honestly think the team working on it learned alot from this. I'm interested to see their next project.
Can't recommend playing this one though.