It's immediately obvious that Shadow of the Colossus influenced Titan Souls: a mostly empty overworld, restrained and simplified controls (two buttons, used for a roll and shooting/recalling your single spirit arrow), and gameplay centralization around the thirteen boss fights are all reminiscent of Team ICO's most acclaimed work. Unfortunately, Titan Souls is nothing more than a poor man's carbon copy, because its boss designs leave something to be desired. Bosses go down in one hit, and so does the player: there's no room to learn on the fly when any hit will end the fight and respawn you outside of the arena, forcing yet another trek back. This devolves into spamming "all or nothing" attempts via trial and error: dodge through attack patterns until the boss displays its pink weak point, taking your shot when the moment presents itself and ending most fights in a minute or less. As a result, the game fails to create an engaging difficulty curve and never hits that sweet-spot, because there's just a sudden jump between struggling and breaking through, replacing the journey in-between with sheer tedium. It's the classic mistake of conflating difficulty with punishment, made even more flagrant in hard mode by simply accelerating enemy attacks/throwing out more projectiles instead of utilizing trickier and unique patterns to stratify different playthroughs.

Most importantly, Titan Souls lacks Shadow of the Colossus's ability to create a realistic feeling of presence. There's no intimacy to be found due to the brevity of fights and the absence of any other significant NPCs, and the game fails to build up any anticipation due to how condensed the overworld is (resulting in little travel time), failing to provide any cooldown or catharsis for similar reasons. After all, volume swells cannot exist if there are no punctuated moments of stillness to break up the action (something that this game desperately needs, considering how background tracks are constantly playing throughout the overworld). Ultimately, Titan Souls is yet another indie imitator that will forever live in the shadows of its influences: it appears to capture the surface appeal well enough, but fails to emulate any underlying details that would elevate it beyond a homage to something greater.

Reviewed on Sep 19, 2023


5 Comments


7 months ago

While I do like Titan Souls and think positive of it, I completely agree with pretty much everything you said here; even if the game does manage to hit several of the notes it strives for and I like many of the fights and moments, it does have a ton of issues, walking back to the boss is a chore, and I agree in that it feels too empty. And you nailed it in the last paragraph, you could even say it lives at the shadow... of the colossus...

...I'm so sorry xD. Excellent review as always!

7 months ago

hard agree with all this

7 months ago

@DeemonAndGames: The pun occurred to me but I held myself back, so thanks for making the joke in my place! Yeah, I think it had a lot of potential for interesting fights (especially utilizing the recall of the spirit arrow as a "backstab") but the actual design of fights all being one hit really put a dampener on this. Not much room to experiment freely or observe when everything takes one hit after all. The constant walking back to bosses definitely wore my patience down too, might not be an exaggeration to say that time spent walking easily dwarfed my time spent fighting.

@curse: Glad we're in agreement. Too many times I immediately went from "here we go again..." to "wait that's it?", but not a single time did I ever go "aha!" or really feel satisfied. The search for a good spiritual successor to Shadow of the Colossus continues I suppose...

7 months ago

I honestly feel like Titan Souls is one of those games that really highlights the difficulty of turning an game from an game jam into an full blown title, since some concepts are just much harder to pull off in an much longer game than others, and Titan Souls is the perfect example of an game that doesn't really work that well outside of an small game jam-esque project.

7 months ago

@Rogueliker: Couldn't agree more, in its game jam form it works just fine as a proof of concept with clear influences. Unfortunately, as an expanded game, it doesn't come close to capturing the scope of its influences and unfortunately lacks the payoff to tie everything together.