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SOTC was developed largely by the same crew that brought us the delightful ICO back in 2001. While in that game I played a young hero-in-development guiding a waifish girl through a dreamlike castle, puzzling my way part the architecture, in SOTC I was charged with taking a slightly older lad across vast, varied lands to slay mythical beasts in order to restore life to a girl already deceased. In ICO, occasional scraps with shadowy wraiths were simply needed to provide combat and a thorn in the side. In SOTC, the battles are the crux of the game. The game begins with our protagonist carrying the lady down to the base of a huge cathedral-like and placing her on an altar. He pleads with the powers in and surrounding the structure and the land to restore her to life - please, he’ll do anything. A booming disembodied voice responds in a fictitious tongue that he must fell 16 creatures roaming the land, beasts corresponding with idols along the temple’s walls. Shadow of the Colossus, like ICO before it, is in a class unto itself. Like that masterpiece, the color palette, whimsical sound effects and overall environmental design make you feel as if you’re playing in a dream. I don’t know how else to describe it; it’s just a tangible feeling the two games share and a breath of fresh air. I’m traveling in an undisturbed land, uninhabited save for the 16 colossi and the birds in the air and little lizards scurrying about. It’s fun simply to roam about enjoying the breathtaking views of unpassable cliffs and waterfalls, or sunlight piercing the shadows of a tree canopy over a trickling stream. Agro is the only companion in the game, and he’d better animate perfectly. He did, running to catch up when I wandered away too far on foot (I never got tired of the way he brought himself to a stop after a full-on gallop), swung his head whimsically from side to side, whinnied and rose up onto his hind legs when a Colossus got too close, and trotted and ran beautifully when carrying me throughout the great, varied land. A minor sticking point is that the triangle button operates "jump" and "mount Agro," a discrepancy bound to cause frustration as you jump meaninglessly beside Agro with a skyscraper of a foe looming up behind you. Agro is only on screen during five of the sixteen fights (he's even required in one) so it's not a big deal. Most of the time you must leave him behind as you swim or climb to areas your trusty companion cannot reach. So, onward to the first battle.
I spur Agro and head out across the vast fields of green and come to a rocky outcropping. I hop off the horse, jump and catch the ledge, climb up with a few more leaps of faith and voila! A cutscene showing my first foe begins. He (She? It’s hard to tell) is enormous. It looks like an armor-clad bison, only on two feet. Whatever it is, it’d need a bed the length of a football field. The club it carries is the size of an average house. I have to defeat THAT? Without spoiling much, each fight has two essential facets. The first entails discovering how to get atop the colossus. While I simply jumped up onto this one’s left foot and climbed up from there, many require you to either manipulate the environment or have the colossus do it for you. For instance, in the ninth battle, I needed one of the many geysers spewing up blasts of water to lift one side of the creature so I could attack the bottom of its feet.
The only major quibbles I had with SOTC, and I do mean the only ones, is how wildly the camera flailed about as I tried to scale to a higher vantage point, my grip meter piddling away to a little blip and how slowly and feebly I was able to move around atop the creatures. I know I wasn't a superhero gifted with any particular strength or speed, but it did get face-reddingly trying. I had to turn the game off a few times because I thought I was going to throw my controller through the TV screen. Anyway, it was indeed after I plunged my sword into my titan, bison-like foe and it fell gracefully, even in death, to the ground that I felt ambivalent at best and sickened at worst. The catch in Shadow of the Colossus is that the voice at the altar let me know in no uncertain terms that completing my annihilation of the 16 could well be too high a price. I’m made to feel as if I’m not even supposed to be on this side of the impossible bridge that leads to this place. The moral compass swings full circle as I consider what he said before I had so much as ventured out of the temple to view the landscape.
In fact, the thirteenth was a beautiful, orange flying dragon-like animal that did virtually nothing to antagonize me. When I came upon it, it rose up like a snake out of the vast desert, shooting up about 200 feet into the air where it remained lazily floating around in the sky. I literally had to shoot it with arrows to deflate it so it would sink lower to the ground where I could jump from my horse onto it, climb it, and stab it to death. These issues comprise the difficulty I had in playing this. Without killing the colossi, there is no game, save for traversing the gorgeous mountains, plains, waterfalls, temples and all flora and fauna. I saw most of this in my travels from creature to creature anyway. When each beast fell crashing to the ground, despite how treacherous and frustrating a particular battle may have been, I simply loathed what I had done.
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