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LordVader's Shadow of the Colossus (PS2)
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[January 18, 2007 12:56:05 AM]
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I never did actually beat the last colossus this time. Too bad, because I really wanted to be able to contol a colossus again. The first time, I wasn't prepared for it, and died quite quickly.
The thing I noticed more the second time through was the music. Most of the time, there is no music, just the wind blowing, Agro's hoofbeats, eagles, and trees and things. But when you get close enough to a colossus, music starts. I think the music choice for this game is excellent. The fact that there is only music close to colossi makes it even more effective. It pulls the player in and envelopes them. Then, when you're actually fighting the colossus, different music plays. The overall effect of the music is excellent.
Now, the only means of transportation, besides walking, is Wander's horse, Agro. Without him, traversing the emense landscape would be slow and boring at best. I found, the second time through the game, that if you start in the general direction of the next colossus and then just let Agro go, he will get there on his own. This is an interesting thing in the game, and I'm not sure if many other players would notice it.
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[January 18, 2007 12:30:36 AM]
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This is the second time I've gotten to the final colossus in this game. It's on hard mode this time, so it's, you know, a bit harder than the last time I played. Most of this session was spent actually getting to the colossus and climbing up it. Even though I knew exactly what to do, that didn't make it any easier, and in fact, it took longer this time to get to the colossus.
What makes this game so effective, in my opinion, is the totaly original battle system and the enemies themselves. What other game has only boss battles the whole time? Many people might think a game that has only boss battles can't be that long, but, in fact, it really is. The first thing that hits the player is the sheer size of the area we find our hero, Wander, in. Exploring by itself is an interesting way to play. The vastness of the landscape is shown by the camera. When you move the camera yourself in a circle around Wander, the terrain blurs like a movie or something and comes to rest, letting the player look all around. I like it.
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