Back in 2001, a first-party Sony development team led by the little-known designer Fumito Ueda launched ICO upon an unsuspecting industry. This PS2 title quickly became both a critical success and a cult hit – although never quite garnering the corresponding commercial success that it deserved – with its beautifully minimalist art style and story. Yet ICO’s concept was seemingly built around the age-old gaming cliche of two mis-matched characters helping each other through a series of increasingly intricate environments. What made it so different from the Banjo-Kazooies and Head Over Heels’ of gaming history?
Somehow, amidst the bloom lighting and the illegible subtitles, the shadow beasts and the desolate cliff-bound castle, ICO made you care. And Ueda and his team went back to work on crafting their next intricate masterpiece. The gaming world waited with bated breath to see whether Team ICO could do it again.
When Shadow of the Colossus opens, the damsel in distress is already dead and slung across the back of the hero’s horse, Agro. Carrying over the minimalism of exposition which made ICO such an understated joy to play, the reasons for Mono’s death are never made fully clear, nor are Wander’s motivations for doing whatever it takes to bring her back.
Carrying his love – for that much is apparent – into the Forbidden Land, Wander encounters the disembodied spirit Dormin, whose essence has been sealed into sixteen great colossi across the land. Destroy the colossi, and Dormin will return Mono to life. Spurring Agro down the steps of the temple that dominates the centre of the land, Wander prepares to do what he must, no matter the cost.
It’s at this point, as you ride out into the barren wasteland, that you realise this is no ordinary game. There are no grunts to bar your progress, no endless hack-and-slash on your way to your destination. You ride through an empty desolation; the only sounds are the howl of the wind and the rhythmic thunder of Agro’s hooves. Other than occasional trees and grass, the only living things are tiny lizards skittering out of the way and eagles soaring high above.
At first it feels like you’ve been thrown into a Zelda game with all the incidental content ripped out, and it’s a decidedly discomforting sensation. The controls don’t help in those first five minutes of puzzlement; they seem overly complex – what other games need a button for ‘hold on for dear life’? – and counter-intuitive, and Agro fights your heavy-handed hold on the reins with every step.
Even though the world is so desolately beautiful, it shouldn’t work. And it’s a miracle that just a few minutes later, it begins to soak through your preconceptions, and then at last it clicks. Agro’s fighting you because you’re trying to drive him like a car, just like you have to in every other game. He’s a horse; point him in roughly the right direction and give him his head. He’ll take care of the little things like steering round obstacles and not leaping into chasms. You need a ‘grab’ button because when the beam of light shining off your sword points towards an sheer cliff-face, and you have to leave your trusty – and newly appreciated – steed behind, you scramble from outcrop to outcrop, platform to platform up the cliff, relying on catching hold off ledges and vines, having complete control over your climbing ability.
And because once you encounter your first Colossus atop that cliff, you understand that this is not a game about hacking your way through hordes of faceless grunts. This is a game about climbing and clambering, hanging upside-down from the armpit hair of a hundred-foot tall behemoth, and thrusting your sword frantically through hair and flesh as it swings its head from side to side, equally desperate to dislodge you before you bring a cruel and violent end to its ancient life.
Each colossus is a puzzle in its own right, an integral part of the landscape, each requiring you to master different aspects of your abilities. And yet, much like ICO before it, there are no new weapons, no new items to gather and utilise (at least until the game is over). As with any game of this type, there are a few colossi who could be considered to be filler, but on the whole each encounter is different enough to be memorable for a long time to come.
Beyond the basic premise set out at the beginning, Shadow of the Colossus keeps additional intrusive storytelling to a minimum for much of the game, preferring instead to allow the player’s developing relationship with Agro and the Colossi themselves to take centre stage. And with that comes the sense of unease, of guilt, of you being the intruder in this place, disrupting the lives of the Colossi for your own misguided ends. As you thunder across the land in search of your next victim, your perspective of the landscape shifts from barren wastes to peaceful sanctuary, and your role in the story changes accordingly.
Somehow, Ueda and his team have succeeded again in telling more a more effective story through subtle touches of gameplay than most games manage in hours of cutscenes. And for once, such impeccable craftsmanship appears to have been rewarded, with sales of three-quarters of a million in North America alone – in part thanks to a considerable marketing campaign – and considerable critical acclaim including a number of awards.
But you know, none of that really matters while you’re in the Forbidden Land, with eagles flying high above, the sun reflecting off your sword guiding you towards your goal. And that is Shadow of the Colossus’s true success.
Team ICO are currently working on an unnamed PS3 title. Fumito Ueda recently sat down with Nick Suttner at 1UP for a post-mortem interview on Shadow of the Colossus, which can be found here. I’d also highly recommend the 1UPFM Backlog discussion of the game, linked in the interview.