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Harmony in Digital Form | Print |  E-mail
Written by Mike Wierenga   
Sunday, 20 January 2008

My giant friend...Once I returned NiGHTS it occurred to me that such an awful experience has to have an opposite extreme to keep the universe in balance. If I have had such an experience in any single game it would have to be Shadow of the Colossus. Several years ago some Genius must have been psychically linked to me for a long enough time to realize that the best thing ever might be a game entirely made of boss battles.

I would always get giddy when I was at the final level of so many games and they would allow me to fight all those epic struggles against titans that make the hero seem miniscule. But beating them fills one with the noble notion that determination and skill can overcome any odds.

 

There was something so right about this game beyond the near perfect basic premise. The music was distant and haunting, almost like the long forgotten spirits of a land lost to time. I felt like an unseen history was singing about what had transpired in this now abandoned land.

Now, add that to the to an environment that has a personality of it's own. The geology of this land alone is natural, complete and teeming with only the smallest of living things. Almost as if all higher life had fled, or was consumed in its arrogance.

Upon this rich foundation was built great structures of immense beauty. And then left for thousands of years. So as you emerge from one striking geological formation to walk through vistas created for ancient and great civilizations. And I hate to repeat myself but these places feel like they are haunted by the soul of long dead societies.

Now navigating this complex tapestry of atmosphere is an unnamed hero who, in essence, is simplicity incarnate. He has no great back-story, he has no super powers, and has only a simple agenda, and follows instructions without any question to accomplish his goal. Even controlling him is very simple. He moves as awkwardly as any human can, so it throws the magnificence of the colossi into even more contrast. The only thing special about him is that is sword helps him know where to go and where to strike.

Now every aspect of this game is a testament to what a complete and masterfully designed offering should be. Compare that to ICO, a game that was part of the original PS2 lineup and set quite some time after the events of Shadow. I only played a little of ICO but the basics where there, the movement and the haunting environments. But I could never get into it because the basic premise of ICO was a protection mission. Which I dislike, but can forgive if the rest of the package is there.

There are hints that there is another installment in the series apparently in the works, but not much is known. I would only be disappointed if they didn't break with tradition again and deliver another unusual masterpiece.

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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

Last Updated ( Wednesday, 13 February 2008 )
 
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