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jpgamelog's Shadow of the Colossus (PS2)
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[January 26, 2008 02:38:13 AM]
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“Shadow of the Colossus” (PlayStation 2)
GameLog entry #2:
GAMEPLAY
In this second gameplay session, I found some of the controls to be awkward. For example, when riding Agro, I tired of continually pressing the X button to kick him into action. I would have preferred using one of the analog sticks for movement. I also think there are too many camera-related controls (analog stick, L1, R2)--it is difficult to remember the differences.
I am not sure the camera is entirely successful. The player is able to control it using one of the DualShock analog controls, but the game itself sometimes chooses to move it in a way that prevents the player from seeing where he is going. This happened to me more often when I came upon a rocky impasse, and my horse would turn around and run the other direction, but the camera wouldn't. This is a minor quibble, however, for the camera effectively conveys a sense of excitement--when the horse is galloping full steam, the camera swoops in close, even slightly "jiggling" for a realistic hand held aesthetic.
DESIGN
What is good--very good--about "Shadow of the Colossus" is the challenge of defeating the colossi themselves. Each is a kind of puzzle, in a way, and the player must use logic and skill to defeat them. What is so-so about the game is the time it takes to get to the next challenge. As beautiful as the game world is, I often felt that it took too long to make any progress. The world is vast--so vast--that the player can ride his horse for miles and miles without encountering any body, creature, or object to interact with. The designers have implemented a clue to guide the player to his next destination--he can follow the beam of light reflected off his sword. But even with this as a guide, the pauses between colossi battles can drag on very long. Unfortunately, beyond the initial "wow" factor of the gorgeousness of the game world, this does not make for immersive gameplay. My entire second gameplay experience (1 hr. 10 min.) was spent riding around on my horse, making periodic stops to check the map and calibrate my sword-compass.
The other criticism I have is the map, which is not much help in figuring out where to go next, and how it is implemented in the game. Perhaps I have been spoiled by the convenience of being able to always see both the game world and the map on my Nintendo DS, but I would have liked for the designers to have incorporated a map overlay. As it is, the player must hit "Start," which pauses the action and replaces the game world with the map. I found myself having to toggle back and forth this way all too often--more than I would have liked.
This is a wildly ambitious game with some frustrating elements, but I don't think I will let them deter me from continuing to play and enjoy. Overall, my initial impression is that "shadow of the Colossus" gets more right than it does wrong. If nothing else, the game is a memorable visual feast of the first order.
This entry has been edited 3 times. It was last edited on Jan 26th, 2008 at 02:54:38.
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[January 26, 2008 02:37:57 AM]
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“Shadow of the Colossus” (PlayStation 2)
GameLog entry #1:
SUMMARY
"Shadow of the Colossus" (2005) is an action/adventure game for the PlayStation 2 in which the player, a callow youth, must defeat, with the help of Agro, his trusted steed, the eponymous giant, mythic colossi that populate an expansive fantasy world in order to reawaken his sleeping beauty from an eternal slumber.
GAMEPLAY
I was immersed in the world of "Shadow of the Colossus" from the opening cinematic, and indeed, the entire game has a very cinematic quality. The camera swoops, rotates, pivots, dollies, zooms, retreats; I noted that the designers even used Hitchcock's "Vertigo" technique of zooming in one direction while tracking in another, producing a disorienting effect, along with effective motion blur. The game generally runs smoothly, although its world is so huge that occasionally frame rate suffers.
If I have a criticism of the game, it is that I spent a good hour or so just wandering (I note that the game's original Japanese title was "Wanda to Kyozo," which translates as "Wander and the Colossus") before I encountered the first colossus. The player must climb its leg, make his way up its back, to the top of its head, and thrust his sword through it multiple times to bring the creature down. This was easier said than done, and provided an efficient and exciting challenge.
Other observations:
The graphics in this game are exquisite, and the way the designers have carefully modulated light and shadow as the player moves through the game world is masterful; the game has the feeling of some half-remembered dream. Agro moves and behaves like a real horse, and the colossi are even a little whimsical, with their elephantine lumbering, intermittently furry body and legs, and tiny, beady eyes. I don't know why, but I felt a little sorry for killing them. They remind me of an overgrown Totoro, in their odd, Japanese way, and I mean that as a compliment.
The music, particularly the majestic, fully orchestral piece that plays during the slaying of the first colossus, is suitably atmospheric. There are even some gorgeous choral chants during the opening cinematic.
Also, I was pleasantly surprised to hear the game characters (well, so far, only the disembodied voice) speaking Japanese, as too often domestic versions of Japanese games are dubbed into English, losing part of their unique character and charm.
This entry has been edited 1 time. It was last edited on Jan 26th, 2008 at 02:40:32.
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jpgamelog's Shadow of the Colossus (PS2)
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Current Status: Stopped playing - Something better came along
GameLog started on: Friday 25 January, 2008
GameLog closed on: Saturday 9 April, 2011 |
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