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    sorarojas's GameLog for Shadow of the Colossus (PS2)

    Saturday 26 January, 2008

    Gameplay
    As I continued to play the game, I began to notice that Wander’s began to take on a sickly appearance. This worsened, I noticed, after each time I killed a colossus. Also, Mono’s appearance began to improve as time went on. When I noticed this I remembered the conversation with Dormin, where he had mentioned that Wander may have to pay a terrible price to bring Mono back. This is interesting because it shows that his actions are taking their toll on him and the results of the decisions he makes are gradually introduced rather than sprung up on you when the game is over.
    Also, the colossi have gotten harder to beat than the first one I encountered with a couple of them being infuriatingly difficult. The 5th colossus is particularly infuriating in the fact that you are forced to fight a flying colossus. This one encounter took many tries just to get on the colossus in the first place and then resulted in Wander being thrown off, often only seconds later. Aside from this sporadic difficulty, the “battles” result in gratification, mainly because a 5-6 foot person somehow managed to take down several walking mountains using only a sword…and the occasional arrow or two.

    Design
    Seeing as the world of this game is all one large level, it could e said that there isn’t a lot of level variation though the one level itself varies based on the character’s location. On the other hand, it could also be said that the colossi themselves are the levels of the game, thereby making it true that the levels are both similar and varied. Obviously they are similar because they are all colossi, but the variation comes in the form they take and the paths along the bodies that lead to their vital points.
    The game creates conflict not through the use of traditional fighting but through the process of leading up to the strikes needed to take down the creatures (apparently it only takes about 3). Another conflict which is entirely optional is the ability to shoot the lizards with your arrows, with a select few actually giving you stat boosts.

    Comments
    1

    This is fine, with some good thoughts here and there, but could be a bit more in-depth, especially on the design section. Near the end of your first entry you mentioned feeling sad, some more follow-up on that and how the designers made you feel that sadness without much of dialogue or story would be an interesting subject for consideration in the design section.

    Amy Leek (grader)

    Monday 28 January, 2008 by MarsDragon
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