Shadow Of The Colossus (2018 Video Game)
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''Shadow of the Colossus'' is a 2005
action-adventure game An action-adventure game is a video game hybrid genre that combines core elements from both the action game and adventure game genres. Definition An action adventure game can be defined as a game with a mix of elements from an action ...
developed and published by
Sony Computer Entertainment Sony Interactive Entertainment LLC (SIE) is an American video game and digital entertainment company that is a major subsidiary of Japanese conglomerate Sony, Sony Group Corporation. It primarily operates the PlayStation brand of video game co ...
for the
PlayStation 2 The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Interactive Entertainment, Sony Computer Entertainment. It was first released in Japan on 4 March 2000, in North America on 26 October, in Europe on 24 Novembe ...
. It takes place in a
fantasy Fantasy is a genre of speculative fiction that involves supernatural or Magic (supernatural), magical elements, often including Fictional universe, imaginary places and Legendary creature, creatures. The genre's roots lie in oral traditions, ...
setting and follows Wander, a young man who enters an isolated and abandoned region of the realm seeking the power to revive a girl named Mono. The player assumes the role of Wander as he embarks on a mission that might entail Mono's resurrection: to locate and destroy the colossi, sixteen massive beings spread across the forbidden land, which the
protagonist A protagonist () is the main character of a story. The protagonist makes key decisions that affect the plot, primarily influencing the story and propelling it forward, and is often the character who faces the most significant obstacles. If a ...
traverses by horseback and on foot. The game was directed by
Fumito Ueda is a Japanese video game designer, game director and visual artist. Ueda is best known as the director and lead designer of ''Ico'' (2001) and ''Shadow of the Colossus'' (2005) while leading Team Ico at Japan Studio, and ''The Last Guardian'' (20 ...
and developed at
Sony Computer Entertainment Sony Interactive Entertainment LLC (SIE) is an American video game and digital entertainment company that is a major subsidiary of Japanese conglomerate Sony, Sony Group Corporation. It primarily operates the PlayStation brand of video game co ...
's International Production Studio 1, also known as Team Ico, the same development team responsible for the acclaimed PlayStation 2 title ''
Ico is a 2001 action-adventure game developed and published by Sony Computer Entertainment for the PlayStation 2. It was designed and directed by Fumito Ueda, who wanted to create a minimalist game based on a "boy meets girl" concept. Originally ...
'', to which the game is considered a
spiritual successor A spiritual successor (sometimes called a spiritual sequel) is a product or fictional work that is similar to, or directly inspired by, another previous product or work, but (unlike a traditional prequel or sequel) does not explicitly continue th ...
. Сonceived as an
online multiplayer A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system (couch co-op), on different computing systems via a local area network, or ...
game titled ''NICO'' directly after ''Ico''s completion, ''Shadow of the Colossus'' underwent a lengthy production cycle during which it was redeveloped as a single-player title. The team sought to create an outstanding interactive experience by including a distinct visual design, an unorthodox gameplay template, and
non-player character A non-player character (NPC) is a character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster (or referee) rather than by a ...
s with sophisticated
artificial intelligence Artificial intelligence (AI) is the capability of computer, computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. It is a field of re ...
such as the colossi and Wander's horse, Agro. Cited as an influential title in the video game industry and one of the best video games of all time, ''Shadow of the Colossus'' is often regarded as an important example of
video games as art The concept of video games as a form of art is a commonly debated topic within the entertainment industry. Though video games have been afforded legal protection as creative works by the Supreme Court of the United States, the philosophical p ...
due to its
minimalist In visual arts, music, and other media, minimalism is an art movement that began in the post-war era in western art. The movement is often interpreted as a reaction to abstract expressionism and modernism; it anticipated contemporary post-mi ...
landscape designs, immersive gameplay, and emotional weight of the player character's journey. It received wide critical acclaim by the media and was met with strong sales compared to ''Ico'', due in part to a larger marketing campaign. The game won several awards for its audio, design, and overall quality. A remastered version for the
PlayStation 3 The PlayStation 3 (PS3) is a home video game console developed and marketed by Sony Computer Entertainment (SCE). It is the successor to the PlayStation 2, and both are part of the PlayStation brand of consoles. The PS3 was first released on ...
was released alongside ''Ico'' as '' The Ico & Shadow of the Colossus Collection'' in September 2011, developed by
Bluepoint Games Bluepoint Games Inc. is an American video game developer based in Austin, Texas. Founded in 2006 by Andy O'Neil and Marco Thrush, the studio is known for video game remasters and remakes, such as '' Uncharted: The Nathan Drake Collection'' (2 ...
, who later developed a remake in
high definition High definition or HD may refer to: Visual technologies *Blu-ray Disc, the universal optical High Definition disc format *HD Photo, former name for the JPEG XR image file format *HDV, format for recording high-definition video onto magnetic tap ...
of the game for the
PlayStation 4 The PlayStation 4 (PS4) is a home video game console developed by Sony Interactive Entertainment. Announced as the successor to the PlayStation 3 in February 2013, it was launched on November 15, 2013, in North America, November 29, 2013, in ...
in 2018.


Gameplay

Described by several commentators as an
action-adventure game An action-adventure game is a video game hybrid genre that combines core elements from both the action game and adventure game genres. Definition An action adventure game can be defined as a game with a mix of elements from an action ...
, ''Shadow of the Colossus'' takes place from a
third-person perspective Narration is the use of a written or spoken commentary to storytelling, convey a narrative, story to an audience. Narration is conveyed by a narrator: a specific person, or unspecified literary voice, developed by the creator of the story to del ...
in a
three-dimensional In geometry, a three-dimensional space (3D space, 3-space or, rarely, tri-dimensional space) is a mathematical space in which three values (''coordinates'') are required to determine the position (geometry), position of a point (geometry), poi ...
(3D) graphic environment and involves combat-based gameplay sequences, as well as platforming and
puzzle video game Puzzle video games make up a broad genre of video games that emphasize puzzle solving. The types of puzzles can test problem-solving skills, including logic, pattern recognition, Sequence, sequence solving, Spatial ability, spatial recognition, ...
elements. The game's environment is largely presented as a seamless
open world In video games, an open world is a virtual world in which the Gamer, player can approach objectives freely, as opposed to a world with more linear and structured gameplay. Notable games in this category include ''The Legend of Zelda (video game ...
. Progression through ''Shadow of the Colossus'' occurs in cycles. Beginning at a central point in an expansive landscape, the player seeks out and defeats a colossus, and is then returned to the central point to repeat the process. To find each colossus, Wander may raise his sword while in a sunlit area to reflect beams of light, which will converge when the sword is pointed in the right direction of the next encounter. The player's journey to a colossus seldom follows a direct route: stretches of varied terrain often require that a detour be taken along the way. Most colossi are situated in remote areas, such as atop cliffs or within ancient structures. Once a colossus is found, the player must discover its weaknesses to defeat it. Each colossus dwells in a unique lair, and in most encounters the player must use some aspects of the current battlefield to advantage, a necessity that becomes more pronounced as the game progresses. The first two battles take place on simple, vast, flat areas of land, wherein the player's only goal is to discover how to scale the colossi and attack their weak points. However, the majority of the following fourteen battles require that the player make use of the surrounding environment. Page 2. Every colossus has at least one weak point, symbolized by a glowing
sigil A sigil () is a type of symbol used in magic. The term usually refers to a pictorial signature of a spirit (such as an angel, demon, or deity). In modern usage, especially in the context of chaos magic, a sigil refers to a symbolic represen ...
that can be illuminated and identified by the sword's reflected light. Each colossus has areas covered with fur or protruding ledges, which Wander may use to grip and scale the colossus while it thrashes about in an attempt to dislodge him. Wander has a limited stamina gauge that decreases as he hangs onto the colossus; the player thus must act quickly when they scale the creature. Aside from the colossi, who are the only enemies of the game, the environment is inhabited by natural animals. Only one species, however, has an effect on gameplay: eating the tail of a certain kind of lizard increases Wander's stamina gauge. Likewise, the player may find fruit that increases Wander's maximum health. Wander's horse, Agro, plays a large role in the game. Aside from her capacity as a means of transportation, Agro enables the player to fight from horseback, a critical avenue to defeating some of the colossi. However, the game contains many environments that players cannot traverse by horse, and colossi are often found in areas within deep water or beyond large obstacles that must be scaled. Agro cannot travel beyond these, and when separated from Wander by such obstacles, cannot participate in the following battle. While throughout the game, Wander's equipment consists of only a sword and a bow with arrows, in subsequent playthroughs players may access bonus weapons and in-game features after finishing optional Time Attack trials, which allow the battles with the colossi to be replayed with a restricted time limit.


Synopsis


Setting

Presented through a minimalistic narrative, ''Shadow of the Colossus'' eschews disclosure of detailed information about the backstories and interrelationships of its characters to the player. The game takes place in a
fantasy Fantasy is a genre of speculative fiction that involves supernatural or Magic (supernatural), magical elements, often including Fictional universe, imaginary places and Legendary creature, creatures. The genre's roots lie in oral traditions, ...
world, wherein a vast and unpopulated
peninsula A peninsula is a landform that extends from a mainland and is only connected to land on one side. Peninsulas exist on each continent. The largest peninsula in the world is the Arabian Peninsula. Etymology The word ''peninsula'' derives , . T ...
, known as the Forbidden Land, serves as the main setting for the game's events. Separated from the outside realm by a distant mountain range to its north and sea to the south and east, the area contains ruins and remnants of ancient structures, an indication that it had formerly been a settlement. Page 3. The only point of entry to the region is a small cleft in the mountains to the north that leads to a massive stone bridge. This bridge spans half the distance of the landscape and terminates at a large temple called the "Shrine of Worship" located at its center. It is, however, forbidden to enter the land, which includes diverse geographical features, such as lakes, plateaus, canyons, caves, and deserts in addition to human-made structures.


Characters

The protagonist of the game is , a young man whose goal is to resurrect a girl named . The only established fact regarding Mono is that she was a maiden who was sacrificed because she was believed to have a cursed destiny. Assisting Wander in his quest to revive her is his loyal horse, , who serves as his sole ally in defeating the colossi; the English-language version of the game refers to Agro as a male steed, although director
Fumito Ueda is a Japanese video game designer, game director and visual artist. Ueda is best known as the director and lead designer of ''Ico'' (2001) and ''Shadow of the Colossus'' (2005) while leading Team Ico at Japan Studio, and ''The Last Guardian'' (20 ...
said that he saw Wander's horse as female. Wander also receives aid from an entity called . The story revolves around these characters but features a small supporting cast, represented by Lord and his men. Speaking with two voices at once (one male and one female), Dormin is a mysterious, disembodied entity. According to
legend A legend is a genre of folklore that consists of a narrative featuring human actions, believed or perceived to have taken place in human history. Narratives in this genre may demonstrate human values, and possess certain qualities that give the ...
s of the game's world, Dormin has the power to revive the dead; this premise serves as the driving cause for Wander's entrance upon the forbidden land, as he seeks the being's assistance in reviving Mono. Dormin offers to revive her in exchange for Wander destroying the sixteen colossi. One of the commentators of the game's plot speculated that the name "Dormin", which spells "Nimrod" backwards, serves as a reference to the body of the biblical King
Nimrod Nimrod is a Hebrew Bible, biblical figure mentioned in the Book of Genesis and Books of Chronicles, the Books of Chronicles. The son of Cush (Bible), Cush and therefore the great-grandson of Noah, Nimrod was described as a king in the land of Sh ...
which was cut up and scattered. Lord Emon is a
shaman Shamanism is a spiritual practice that involves a practitioner (shaman) interacting with the spirit world through altered states of consciousness, such as trance. The goal of this is usually to direct spirits or spiritual energies into ...
who narrates a vision in the game's introduction that vaguely explains the origin of the land to which Wander has come and establishes that entry to this place is forbidden. As portrayed by the game, he possesses vast knowledge about the nature and containment of Dormin, and wields the ability to use powerful
magic Magic or magick most commonly refers to: * Magic (supernatural), beliefs and actions employed to influence supernatural beings and forces ** ''Magick'' (with ''-ck'') can specifically refer to ceremonial magic * Magic (illusion), also known as sta ...
. He has a small group of warriors at his command, and is pursuing Wander to prevent the use of "the forbidden spell", the rite that involves the destruction of the sixteen colossi and the restoration of Dormin's power. The colossi are armored, most often enormous creatures with forms ranging from various humanoids to predatory animals, and live in all manner of surroundings and environments, including underwater and flying through the air. Their bodies are a fusion of
organic Organic may refer to: * Organic, of or relating to an organism, a living entity * Organic, of or relating to an anatomical organ Chemistry * Organic matter, matter that has come from a once-living organism, is capable of decay or is the product ...
and
inorganic An inorganic compound is typically a chemical compound that lacks carbon–hydrogen bonds⁠that is, a compound that is not an organic compound. The study of inorganic compounds is a subfield of chemistry known as '' inorganic chemistry''. Inor ...
parts such as rock, earth, and
architectural Architecture is the art and technique of designing and building, as distinguished from the skills associated with construction. It is both the process and the product of sketching, conceiving, planning, designing, and construction, constructi ...
elements, some of which are weathered or fractured. Some colossi are peaceful and will only attack when provoked, whereas others are aggressive and will attack on sight. Inhabiting specific locations in the forbidden land, they do not venture outside their own territory. Once slain they will remain where fallen, as a mound of earth and rock vaguely resembling the original colossus. A pillar of light marks the location of each colossus after they are defeated. The
Latin Latin ( or ) is a classical language belonging to the Italic languages, Italic branch of the Indo-European languages. Latin was originally spoken by the Latins (Italic tribe), Latins in Latium (now known as Lazio), the lower Tiber area aroun ...
names of the colossi, though spread throughout fan related media, are not official and are never referred to within the game.


Plot

As the game begins, Wander enters the forbidden land and travels across a long bridge on his horse, Agro. After they reach the entrance to the Shrine of Worship, Wander, who has carried with him the body of Mono, brings her to an altar in the temple. A moment later, several humanoid shadow creatures appear and approach Wander before he easily dismisses them with a wave of the ancient sword in his possession. After the shadow creatures are vanquished, the disembodied voice of Dormin manifests within the shrine and expresses surprise at the fact that Wander possesses the weapon. Wander explains the plight that led him to seek the forbidden land and asks that Dormin return Mono's soul to her body. Dormin offers to grant Wander's request under the condition that he complete a rite designed to destroy the sixteen idols lining the temple's hall. To that end, Wander must use his sword to slay each of the idol's physical the whose presence ranges across the vast expanse outside the temple. Although warned by Dormin that he may have to pay a great price to revive Mono, Wander sets out to search the land for the colossi and destroy them. An aspect of Wander's mission that is unknown to him is that the colossi contain portions of Dormin's own essence, scattered long ago to render the entity powerless. As Wander kills each colossus, a released fragment of Dormin enters his body. Over time, the signs of Wander's deterioration from the gathered essence start to appear: his skin becomes paler, his hair darker, and his face is increasingly covered by dark veins. The outcome of the battle with the twelfth colossus leads to a reveal of a group of warriors that has been pursuing Wander, led by Emon. Urged to hurry with his task by Dormin, Wander soon heads off to defeat the sixteenth and final colossus, the largest upright colossus. On the way to this confrontation, he rides horseback across a long bridge which begins to collapse as he is halfway across, but Agro manages to throw Wander over to the other side before falling into the distant river below. Soon after, Wander goes on to defeat the final colossus as Emon's company arrives in the Shrine of Worship to witness the last temple idol crumble. Wander appears back in the temple soon after, the signs of his corruption readily apparent: his skin is pallid, his eyes glow silver, and a pair of short
horns Horns or The Horns may refer to: * Plural of Horn (anatomy) * Plural of Horn (instrument), a group of musical instruments all with a horn-shaped bells * The Horns (Colorado), a summit on Cheyenne Mountain * Horns (novel), ''Horns'' (novel), a dar ...
have sprouted from his head. Emon recognizes him as a transgressor who, in an event that occurred before Wander's journey to the forbidden land, stole the ancient sword with which he killed the colossi. Emon orders his warriors to kill the "
possessed Possessed may refer to: Possession * Possession (disambiguation), having some degree of control over something else ** Spirit possession, whereby gods, demons, animas, or other disincarnate entities may temporarily take control of a human body *** ...
" man as he approaches Mono and finally falls once stabbed through the heart by one of Emon's men. However, a newly whole Dormin takes control of Wander's body and transforms into a shadowy giant. While his men flee, Lord Emon casts the ancient sword into a pool at the back of the temple's hall to evoke a whirlwind of light. The supernatural vortex consumes Dormin and Wander, which seals Dormin within the temple once again. As Emon and his warriors escape, the bridge that leads to the temple collapses behind them, and its destruction forever isolates the forbidden land from the rest of the world. Although he has condemned Wander for his actions prior to their encounter, Emon expresses hope that Wander may be able to atone for his crimes one day should he have survived. Back in the temple, Mono awakens and finds Agro limping into the temple with an injured hind leg. Mono follows Agro to the pool into which Wander and Dormin were pulled by Emon's spell, where she finds a male
infant In common terminology, a baby is the very young offspring of adult human beings, while infant (from the Latin word ''infans'', meaning 'baby' or 'child') is a formal or specialised synonym. The terms may also be used to refer to juveniles of ...
with short horns on his head. Mono takes the child with her, following the horse to higher levels of the Shrine of Worship, and arrives at a secret garden within the shrine as the game ends.


Development


Origin

''Shadow of the Colossus'' is developed by Sony Computer Entertainment Japan. Director
Fumito Ueda is a Japanese video game designer, game director and visual artist. Ueda is best known as the director and lead designer of ''Ico'' (2001) and ''Shadow of the Colossus'' (2005) while leading Team Ico at Japan Studio, and ''The Last Guardian'' (20 ...
and producer Kenji Kaido return alongside the rest of the team from the development of ''
Ico is a 2001 action-adventure game developed and published by Sony Computer Entertainment for the PlayStation 2. It was designed and directed by Fumito Ueda, who wanted to create a minimalist game based on a "boy meets girl" concept. Originally ...
''. Translation of paragraph 1:
Ueda Fumito: ''In the first stages of development, "Wander to Kyozō" was called "NICO," short for "Next Ico." The idea for our new game was to use what we had learned in "Ico" and come up with something new. However, "NICO" was nothing more than a temporary project name and it was clear from the beginning that the title would change''.
The game originated from one of Ueda's concepts that he developed directly after the team submitted ''Ico'', released in late 2001 for the
PlayStation 2 The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Interactive Entertainment, Sony Computer Entertainment. It was first released in Japan on 4 March 2000, in North America on 26 October, in Europe on 24 Novembe ...
, for publication. As the basis of their subsequent game had not been decided, Ueda examined "a number of old ideas kicking around in my head ... that couldn't be realized under previous circumstances".
Translation
by Alex Highsmith. )
After a brief review of those avenues, Ueda chose to explore one that aligned with his own preferences as a game player. Ueda cited ''
The Legend of Zelda is a media franchise, video game series created by the Japanese game designers Shigeru Miyamoto and Takashi Tezuka. It is primarily developed and published by Nintendo; some portable installments and re-releases have been outsourced to Flags ...
'' series as an influence, as he grew up wanting to make a game like ''Zelda'' and designed the Colossi bosses like "inverted ''Zelda'' dungeons." Ueda envisioned a work with an underlying motif of "
cruelty Cruelty is the intentional infliction of suffering or the inaction towards another's suffering when a clear remedy is readily available. Sadism can also be related to this form of action or concept. Cruel ways of inflicting suffering may involv ...
as a means of expression". He felt that this theme was widely featured in contemporary titles such as ''
Grand Theft Auto III ''Grand Theft Auto III'' is a 2001 action-adventure game developed by DMA Design and published by Rockstar Games. It was the first 3D game in the ''Grand Theft Auto'' series. Set in Liberty City, loosely based on New York City, the story follo ...
'' and wanted to use it in a game that he designed. In a discussion with Kaido, Ueda observed that he had played a variety of video games containing battles with large bosses that the player must shoot from a distance to defeat. Ueda believed that the boss sequences of those games could be streamlined if the player character was able to approach and climb the oversized opponents to kill them with a close range weapon. Accordingly, he chose to base the game around the player character's encounters with enormous fictional creatures, a premise that stemmed from Ueda's childhood fascination with
monster movies A monster movie, monster film, creature feature or giant monster film is a film that focuses on one or more characters struggling to survive attacks by one or more antagonistic monsters, often abnormally large ones. The film may also fall unde ...
. This led to an emphasis on the inclusion of a large-scale adventure in the title, an element which Ueda regarded as influential in the shaping of the game's stylistic identity. Originally, the team considered Ueda's idea alongside another concurrently-developed game. According to Ueda, the game was unrelated to his former concept, and the team did not give it a
working title A working title is a preliminary name for a product or project. The usage is especially common in film and TV, gaming, music and publishing. It is often styled in trade publications as (wt) and is synonymous with production title and tentative ...
or outline its
design A design is the concept or proposal for an object, process, or system. The word ''design'' refers to something that is or has been intentionally created by a thinking agent, and is sometimes used to refer to the inherent nature of something ...
while it was in development. Ueda recognized the finished iteration of their second title as, "in many ways, a game for boys and men"; conversely, the separately produced game was fashioned to appeal more to a female audience. Its contents,
interface Interface or interfacing may refer to: Academic journals * ''Interface'' (journal), by the Electrochemical Society * '' Interface, Journal of Applied Linguistics'', now merged with ''ITL International Journal of Applied Linguistics'' * '' Inter ...
and thematic focus differed significantly from those that would ultimately manifest in the team's next game after ''Ico''. The untitled game did not employ
3D graphics 3D computer graphics, sometimes called CGI, 3D-CGI or three-dimensional computer graphics, are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of perfor ...
, whereas Team Ico applied them to their published game. The team eventually scrapped their plans for a counterpart title to Ueda's intended game, which was advanced into further development. Prior to the start of the project, Team Ico assessed the opportunity to establish it as a
sequel A sequel is a work of literature, film, theatre, television, music, or video game that continues the story of, or expands upon, some earlier work. In the common context of a narrative work of fiction, a sequel portrays events set in the same ...
to their first game. This suggestion was opposed by certain staff members who argued that the story and gameplay of their preceding title were largely self-contained, and that the existence of consumer demand for a new ''Ico'' game was questionable. According to Ueda, Team Ico assumed that the creation of levels for a single-player game akin to ''Ico'' necessitated the construction of elaborate puzzles, a practice that the staff wanted to eschew. Following lengthy deliberations, they decided not to pursue a sequel to ''Ico'' and to produce a standalone game provisionally dubbed ''NICO'' (a
portmanteau In linguistics, a blend—also known as a blend word, lexical blend, or portmanteau—is a word formed by combining the meanings, and parts of the sounds, of two or more words together.
of ''ni'', 2 in Japanese, and "Ico"). The team initially agreed to develop ''NICO'' as an
online multiplayer A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system (couch co-op), on different computing systems via a local area network, or ...
game that, unlike ''Ico'', "wouldn't require complex level design". Their foundational goal, according to Kaido, was to create a
technology demo A technology demonstration (or tech demo), also known as demonstrator model, is a prototype, rough example or otherwise incomplete version of a conceivable product or future system, put together as proof of concept with the primary purpose of show ...
that represented a tentative rendition of the game's fictional world and features. Development commenced immediately after the December 2001 release of ''Ico''s Japanese version.


Early prototypes

To develop the concept video for ''NICO'', Team Ico formed a small internal group, which was composed of Ueda, one of ''Ico''s designers and a roughly 10-person
animation Animation is a filmmaking technique whereby still images are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Animati ...
team. Their objective was to deliver " movie with an extremely final form" that could serve as a visual template for the finalized game. The first
storyboard A storyboard is a graphic organizer that consists of simple illustrations or images displayed in sequence for the purpose of pre-visualizing a motion picture, animation, motion graphic or interactive media sequence. The storyboarding proce ...
that outlined the video was drafted in January 2002, and the actual
short film A short film is a film with a low running time. The Academy of Motion Picture Arts and Sciences (AMPAS) defines a short film as "an original motion picture that has a running time of not more than 40 minutes including all credits". Other film o ...
was completed that May. It depicted a group of three masked, horned boys who rode horseback across a vast landscape and attacked a towering being reminiscent of the second boss in ''Shadow of the Colossus''. The video was visualized in the ''Ico''
game engine A game engine is a software framework primarily designed for the development of video games which generally includes relevant libraries and support programs such as a level editor. The "engine" terminology is akin to the term " software engine" u ...
and was rendered in real-time on the PlayStation 2 hardware. With those techniques, the team aimed to estimate the extent to which the platform's capabilities allowed the realization of their vision. According to Kaido, the team deemed the resulting video to have attained a very high level of completion, and thus was able to use it as a reference point throughout the game's production. Although they subsequently modified the game's visuals from those of the demonstration reel, its themes of "fighting a giant enemy" and " xploringa giant field" carried over into the final game design. The demo indicated elements that were excluded from the released game. Among these was a showcased gameplay mechanism wherein one of the colossus' attackers who had scaled and killed it proceeded to mount his approaching horse by leaping onto its back from the entity's corpse. The video was later exhibited at many trade shows, such as the 2006
D.I.C.E. Summit The Academy of Interactive Arts & Sciences (AIAS) is a non-profit organization of video game industry professionals. It organizes the annual Design Innovate Communicate Entertain Summit, better known as D.I.C.E., which includes the presentation ...
in
Las Vegas Las Vegas, colloquially referred to as Vegas, is the most populous city in the U.S. state of Nevada and the county seat of Clark County. The Las Vegas Valley metropolitan area is the largest within the greater Mojave Desert, and second-l ...
where Kaido and Ueda
retrospective A retrospective (from Latin ', "look back"), generally, is a look back at events that took place, or works that were produced, in the past. As a noun, ''retrospective'' has specific meanings in software development, popular culture, and the arts. ...
ly discussed the game's development with
Lorne Lanning Lorne Lanning is an American game designer, director, writer and voice actor. He is also co-founder and president of the video game developer Oddworld Inhabitants. He is best known for creating the ''Oddworld'' series including the games '' ...
. In June 2002, a small group of staff at Team Ico started to build a
prototype A prototype is an early sample, model, or release of a product built to test a concept or process. It is a term used in a variety of contexts, including semantics, design, electronics, and Software prototyping, software programming. A prototype ...
of ''NICO'' for testing purposes. In his role as producer, Kaido tasked the team with the inclusion of technological features that he recognized as important
milestones A milestone is a marker of distance along roads. Milestone may also refer to: Measurements *Milestone (project management), metaphorically, markers of reaching an identifiable stage in any task or the project *Software release life cycle state, s ...
of the development. One of the challenges issued by Kaido involved the creation of "organic collision deformation", a term that alluded to his concept of realistic character
physics Physics is the scientific study of matter, its Elementary particle, fundamental constituents, its motion and behavior through space and time, and the related entities of energy and force. "Physical science is that department of knowledge whi ...
in relation to the movement of the colossi. For instance, if a colossus' limb was currently horizontal, Kaido expected the player to be able to run across the limb as though it were any other flat
surface A surface, as the term is most generally used, is the outermost or uppermost layer of a physical object or space. It is the portion or region of the object that can first be perceived by an observer using the senses of sight and touch, and is ...
. Ueda and Team Ico programmers spent over six months to produce a working version of this functionality. They began by adding a character to a virtual environment where the figure was enabled to climb a pole-like object. One of the team's priorities at the time was to code a physics-based
simulation A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in ...
of scenarios where characters were "being shaken off or narrowly avoided being stomped on". In May 2003, Team Ico assembled a demonstrational build of ''NICO'' and presented it at a production meeting. Full development of the game was sanctioned directly after it was pitched, and commenced in the same month. That year, the ''NICO'' technology demo was shown across Sony's foreign offices among a lineup of prospective PlayStation 2 titles, and its exposure excited the spectators. Although the team attempted to work on the game in secrecy, at a certain point images of ''NICO''s horseriding characters were leaked onto the Internet. Their circulation led enthusiasts to speculate about what they perceived as a sequel to ''Ico''. According to Ueda, the team reused elements of ''Ico''s character designs for ''NICO'' to expedite the production of the concept video and minimize its costs. He asserted that ''NICO'' was not related to ''Ico'' despite their stylistic similarities, and that his colleagues did not identify the former game as a sequel. However, contemporary and retrospective sources described Team Ico's second game as both a
spiritual successor A spiritual successor (sometimes called a spiritual sequel) is a product or fictional work that is similar to, or directly inspired by, another previous product or work, but (unlike a traditional prequel or sequel) does not explicitly continue th ...
and
prequel A prequel is a literary, dramatic or cinematic work whose story precedes that of a previous work, by focusing on events that occur before the original narrative. A prequel is a work that forms part of a backstory to the preceding work. The term ...
to ''Ico''. The staff used player feedback to advance the testing of the "organic collision deformation" system by inputting simple objects to experiment its capabilities. Although Team Ico had conducted an elaborate research of the game's technological framework, they did not finish its validation when they entered the production phase. After evaluating the limited number of personnel that was involved with ''NICO'' as well as their professional profiles, Team Ico concluded that they were not qualified to deliver an online-only game. They then resolved to abandon that direction and to reformulate ''NICO'' into a single-player title. The team discarded ''Ico''s development tools that they had used at the outset of the project and moved to write new programming utilities. Relatedly, they opted to create a dedicated game engine for the title in lieu of that from ''Ico''. While the staff had intended to reuse the development practices that they had employed in ''Ico'' to proceed with ''NICO'', the departure from the technology of the older game meant that its successor "was uiltalmost from the ground up again".


Production

After a lengthy preparatory phase, the game's production began in September 2003. Publisher SCEI gave the project a greater amount of development time,
funding Funding is the act of providing resources to finance a need, program, or project. While this is usually in the form of money, it can also take the form of effort or time from an organization or company. Generally, this word is used when a firm use ...
and creative freedom in comparison to the resources of the ''Ico'' team, measures that arose from the company's recognition of that game's critical success. Kaido also noted that he and Ueda endeavored to expand the production with newly recruited staff. They sought out prospective collaborators, particularly artistic specialists, through job advertisements they had distributed across the Japanese trade media and via
word of mouth Word of mouth is the passing of information from person to person using oral communication, which could be as simple as telling someone the time of day. Storytelling is a common form of word-of-mouth communication where one person tells others a ...
publicity. From a pool of five hundred applicants, ten were subsequently enlisted to work on the game; however, Ueda felt that only one or two satisfied his criteria, as he expected every facet of the title to be as well-crafted as possible. Kaido's concern during production was to guarantee Team Ico's ability to meet their
schedule A schedule (, ) or a timetable, as a basic time-management tool, consists of a list of times at which possible tasks, events, or actions are intended to take place, or of a sequence of events in the chronological order in which such thing ...
and budget commitments while ensuring that they had the opportunity "to create everything Ueda was aiming for within the amount of time we had". Kaido remarked that his colleagues needed to "start transitioning into full production", as they had devoted extensive efforts to the preparation of the game's technology. Initially, the team was unable to ascertain the level of sophistication with which they could materialize their ideas in the game. Character designer Shinpei Suzuki recalled that they started to develop the game in an experimental fashion and made progress through
trial and error Trial and error is a fundamental method of problem-solving characterized by repeated, varied attempts which are continued until success, or until the practicer stops trying. According to W.H. Thorpe, the term was devised by C. Lloyd Morgan ( ...
. As the team began, the designers issued instructions that outlined the programmable
properties Property is the ownership of land, resources, improvements or other tangible objects, or intellectual property. Property may also refer to: Philosophy and science * Property (philosophy), in philosophy and logic, an abstraction characterizing an ...
of the colossi enemies–along with the means of their defeat–and that were meant to be gradually implemented into the title. The process in which the staff attempted to introduce those concepts typically led them to encounter problems with their realization, which entailed a revision of previously submitted work. According to Kaido, during the development of the colossi the team struggled to choreograph certain motions of the enemies in line with the expectations of the personnel. To remedy this defect, Team Ico reworked their original programming solution that animated the movements of the colossi in the game. Suzuki described the team's early accomplishments as
empirical Empirical evidence is evidence obtained through sense experience or experimental procedure. It is of central importance to the sciences and plays a role in various other fields, like epistemology and law. There is no general agreement on how t ...
; in the aforementioned period, the staff would routinely test and adjust the game's anticipated components until confirming them to function properly. To plan out the design of the game's visual elements, Ueda used
3D computer graphics software 3D computer graphics, sometimes called CGI, 3D-CGI or three-dimensional computer graphics, are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of perfor ...
instead of sketching them on paper. His rationale was that the necessity to transform the hand-drawn artwork into polygonal shapes in the latter case would cause the reproduced assets' level of detail to be vastly reduced from that of the source images. In defining the inclusion of the game's environments, Ueda outlined his suggestions to the team's scenery designers who then worked to apply them to the title. After the locations of the individual colossi were visualized in the game's engine, the group began to compose the game's setting by adding intermediary areas between the enemies' lairs. During development, the size of the game world frequently changed as the team reorganized the connective material.
Environmental design Environmental design is the process of addressing surrounding environmental parameters when devising plans, programs, policies, buildings, or products. It seeks to create spaces that will enhance the natural, social, cultural and physical environm ...
er Kouji Hasegawa noted that the scenery graphics were drastically reworked on several occasions because Ueda urged him and his colleagues to reinforce the light tones in the coloring of the areas and to accentuate "the brightness and the
saturation Saturation, saturated, unsaturation or unsaturated may refer to: Chemistry *Saturated and unsaturated compounds, a classification of compounds related to their ability to resist addition reactions ** Degree of unsaturation **Saturated fat or satu ...
of the textures". Like ''Ico'', the game displays a distinct style of lighting. The game engine utilizes elements such as desaturated colors,
motion blur Motion blur is the apparent streaking of moving objects in a photograph or a sequence of frames, such as a film or animation. It results when the image being recorded changes during the recording of a single exposure, due to rapid movement or l ...
and partial
high dynamic range rendering High-dynamic-range rendering (HDRR or HDR rendering), also known as high-dynamic-range lighting, is the Rendering (computer graphics), rendering of computer graphics scenes by using computer graphics lighting, lighting calculations done in high ...
; and it places heavy emphasis on bloom lighting. (Translation available a
The Making of Shadow of the Colossus
As Team Ico operationalized the game's physics-oriented features, they continued to refine them with reference to the ''Ico''-inspired character designs from the ''NICO'' concept video. After the systems that modeled the player's interactions with the colossi and generated the game world were established, the team integrated the human
models A model is an informative representation of an object, person, or system. The term originally denoted the plans of a building in late 16th-century English, and derived via French and Italian ultimately from Latin , . Models can be divided int ...
from the prior versions of the game into a newly-designed, singular figure. The necessity for the protagonist to freely traverse a 3D space prompted the team to abandon the presentational format of ''Ico'', whose gameplay is viewed from a fixed perspective, and to introduce a camera system with a third-person view of the character. After the inclusion of the player character's ability to perform climbing maneuvers, the team enabled the game to alter his physical response to instances of falling from a moving colossus; the reaction would vary depending on the distance that the protagonist's body traveled to the landing point. According to Ueda, the moment when he saw the actual effect of that simulation led him to believe that the project offered an exceptional play experience when compared to preceding video games. Character animation is accomplished via
key frame In animation and filmmaking, a key frame (or keyframe) is a drawing or shot that defines the starting and ending points of a smooth transition. These are called ''frames'' because their position in time is measured in frames on a strip of f ...
animation, the game's simulated physics and
inverse kinematics In computer animation and robotics, inverse kinematics is the mathematical process of calculating the variable joint parameters needed to place the end of a kinematic chain, such as a robot manipulator or animation character's skeleton, in a g ...
(IK)–a method derived from the field of
robotics Robotics is the interdisciplinary study and practice of the design, construction, operation, and use of robots. Within mechanical engineering, robotics is the design and construction of the physical structures of robots, while in computer s ...
. Some of the game's characters are procedurally animated; this technique is sparsely used due to the limited computational capacity of the PlayStation 2. While the basic movements of the character models were animated by hand, their physical interactions are simulated in real time by the game's
physics engine A physics engine is computer software that provides an approximate simulation of certain physical systems, typically classical dynamics, including rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics. I ...
. The generated data is input to the IK system to animate the
joint A joint or articulation (or articular surface) is the connection made between bones, ossicles, or other hard structures in the body which link an animal's skeletal system into a functional whole.Saladin, Ken. Anatomy & Physiology. 7th ed. McGraw- ...
s of a model, and, by extension, its entire body. In the process, the system estimates the
displacement Displacement may refer to: Physical sciences Mathematics and physics *Displacement (geometry), is the difference between the final and initial position of a point trajectory (for instance, the center of mass of a moving object). The actual path ...
,
angle In Euclidean geometry, an angle can refer to a number of concepts relating to the intersection of two straight Line (geometry), lines at a Point (geometry), point. Formally, an angle is a figure lying in a Euclidean plane, plane formed by two R ...
and the direction of the finalized motion, and the model is positioned in the environment according to these calculations. As a result, predefined animations are blended with physical effects to create lifelike character movement: for example, the player character behaves like a swinging
pendulum A pendulum is a device made of a weight suspended from a pivot so that it can swing freely. When a pendulum is displaced sideways from its resting, equilibrium position, it is subject to a restoring force due to gravity that will accelerate i ...
as he hangs onto a colossus while it tries to dislodge him. As applied to the protagonist's horse, the technology enables the character to adjust its posture when on uneven surfaces for added realism, a feature that extends to the colossi. With regard to the colossi, Team Ico were keen to ensure that their motions were plausible, and strove to accurately convey the massiveness and energy level of the creatures. The colossi were programmed to react to the occurrence of specific player-driven events within one of the "sensor" areas set by the
artificial intelligence Artificial intelligence (AI) is the capability of computer, computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. It is a field of re ...
(AI) of the enemies across their surrounding territory. For example, if the player character is at ground level and approaches an armed colossus from the front, the creature brandishes its weapon against him. As opposed to a
hard-coded Hard coding (also hard-coding or hardcoding) is the software development practice of embedding data directly into the source code of a program or other executable object, as opposed to obtaining the data from external sources or generating it a ...
program, the colossi's AI could be fine-tuned for each of the game's scenes. Team Ico also developed AI-enabled movement algorithms for protagonist's horse, which was conceived as a realistic representation of its real-life counterparts. This solution allows the horse to occasionally ignore the player's commands and to be
proactive Proactivity or proactive behavior refers to self-initiated behavior that endeavours to solve a problem before it has occurred. Proactive behavior involves acting in advance of a future situation, rather than reacting. It refers to taking control ...
in order to avoid visible sources of danger within its surroundings. However, Ueda admitted that the team had to seek a balance in how often Agro did not respond to player input so as to not sacrifice playability in the pursuit of realism. Kaido admitted that Team Ico's ambitions for the game were partly unimplementable with the PlayStation 2 hardware, and that the team " ostsight of the cardinal rules of game design" several times during production. One of the issues that caused them to discard assets already added to the game was the variety of the colossi. Ueda initially intended to incorporate 48 colossi in ''NICO'', but their amount was afterward reduced to 24 when he concluded that his former vision was unrealizable. Eventually, Ueda settled on the released game's 16 beings due to a concern that the game would not achieve the desired quality level if the previous number of the colossi was maintained. To choose the colossi that were negligible, Team Ico estimated their level of completion at the time and the degree of overlap between the anticipated method of defeating a given entity and a strategy reserved for another enemy. Other omitted elements of the game included a two-player gameplay mode, excluded due to insufficient development time, as well as a simulation of a full day cycle and weather variations, excised because of problems that Ueda attributed to the PlayStation 2's memory capacity. Despite the design-related difficulties, Kaido remarked that the staff managed to reaffirm their creative priorities repeatedly after they had consulted the ''NICO'' technology demo. As the time passed, the development proved to be a strenuous endeavor for the staff, and fan expectations for Team Ico's second game placed them under pressure to surpass their past work in ''Ico''. The team's morale was challenged by Ueda's perfectionistic tendencies, as he was often demanding in his requests for revisions of the game's components. According to both him and Kaido, Ueda's insistence on exercising personal supervision over the game's artistic direction added to the setbacks that the team encountered as they continued to work on the project. Thomas Wilborgh of the Swedish gaming magazine ''LEVEL'' afterward commented that Ueda's hands-on role in the creation of his games was evidence of his familiarity with every aspect pertinent to their development, and that Ueda was able to command the respect of individual personnel because of that personal quality. At the height of production, Ueda stayed in the office after hours to make progress in contributing content to the game; Kaido also refused to leave work early when he felt it necessary to provide other team members who worked overtime with moral support. Kaido commended the staff's dedication in retrospect, as he believed that their output allowed Team Ico to "
tick Ticks are parasitic arachnids of the order Ixodida. They are part of the mite superorder Parasitiformes. Adult ticks are approximately 3 to 5 mm in length depending on age, sex, and species, but can become larger when engorged. Ticks a ...
to the schedule in the end", despite the reductive alterations that the game had undergone over the course of its production. In late 2004, following two years of development during which ''NICO'' was listed on Sony's internal schedules for forthcoming products under that respective name, Team Ico changed the games designation to its final Japanese title. SCEI's
Europe Europe is a continent located entirely in the Northern Hemisphere and mostly in the Eastern Hemisphere. It is bordered by the Arctic Ocean to the north, the Atlantic Ocean to the west, the Mediterranean Sea to the south, and Asia to the east ...
an branch was determined to publish the game under the name ''Ico 2'' in its associated regions. However, Sony Computer Entertainment America proposed that the game's original title, translated as ''Wanda and the Colossus'', be rebranded as ''Shadow of the Colossus'' for a
North America North America is a continent in the Northern Hemisphere, Northern and Western Hemisphere, Western hemispheres. North America is bordered to the north by the Arctic Ocean, to the east by the Atlantic Ocean, to the southeast by South Ameri ...
n release. In naming the game, Ueda intended to move away from the abstract title of ''Ico'' to a simpler and more straightforward
product name In marketing, product naming is the discipline of deciding what a product will be called, and is very similar in concept and approach to the process of deciding on a name for a company or organization. Product naming is considered a critical pa ...
. This resulted in the game's native title, which offered greater public appeal and clarity than that of ''Ico'', and was striking from the perspective of Japanese consumers. ''Shadow of the Colossus'' was unveiled in early September 2004–along with '' Genji: Dawn of the Samurai''–via an announcement on the official Japanese PlayStation
website A website (also written as a web site) is any web page whose content is identified by a common domain name and is published on at least one web server. Websites are typically dedicated to a particular topic or purpose, such as news, educatio ...
. On September 10, SCEI held an official
press conference A press conference, also called news conference or press briefing, is a media event in which notable individuals or organizations invite journalism, journalists to hear them speak and ask questions. Press conferences are often held by politicia ...
where ''Shadow of the Colossus'' was presented by Ueda and Kaido to Japanese trade journalists. The event was accompanied by a
live Live may refer to: Arts, entertainment, and media Films * ''Live!'' (2007 film), 2007 American film * ''Live'' (2014 film), a 2014 Japanese film * ''Live'' (2023 film), a Malayalam-language film *'' Live: Phát Trực Tiếp'', a Vietnamese-langua ...
orchestra An orchestra (; ) is a large instrumental ensemble typical of classical music, which combines instruments from different families. There are typically four main sections of instruments: * String instruments, such as the violin, viola, cello, ...
l
performance A performance is an act or process of staging or presenting a play, concert, or other form of entertainment. It is also defined as the action or process of carrying out or accomplishing an action, task, or function. Performance has evolved glo ...
of selected music from the game's
soundtrack A soundtrack is a recorded audio signal accompanying and synchronised to the images of a book, drama, motion picture, radio program, television show, television program, or video game; colloquially, a commercially released soundtrack album of m ...
, which drew interested visitors to the showcase. Later that month, a trailer of ''Shadow of the Colossus'' was revealed at the 2004
Tokyo Game Show , commonly known as TGS, is a video game trade fair and convention held annually in September in the Makuhari Messe, in Chiba, Japan. It is presented by the Computer Entertainment Supplier's Association (CESA) and Nikkei Business Publication ...
, where Sony alluded to the game's tentative release date in the next year. At an internal meeting in February 2005, Team Ico decided to monitor player feedback to the unveiling of ''Shadow of the Colossus'' in an effort to correct the game's deficiencies. That April, Sony announced the game's American title, and by the next month,
Western Western may refer to: Places *Western, Nebraska, a village in the US *Western, New York, a town in the US *Western Creek, Tasmania, a locality in Australia *Western Junction, Tasmania, a locality in Australia *Western world, countries that id ...
video game-oriented media outlets such as ''
GameSpot ''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady, and Jon Epstein. In addition ...
'' and ''
1Up.com ''1Up.com'' was an American entertainment website that focused on video games. Launched in 2003, ''1Up.com'' provided its own original features, news stories, game reviews, and video interviews, and also featured comprehensive PC-focused conte ...
'' had received a pre-release playable version of ''Shadow of the Colossus'' and reported their early impressions about the game. Also in May, the same version of the game–estimated by a Japanese online news source to be at "60 percent of completion" by that point–was exhibited at
E3 2005 E3 (short for Electronic Entertainment Expo) was an annual trade event for the video game industry organized and presented by the Entertainment Software Association (ESA). It was held principally in Los Angeles from 1995 to 2019, with its final ...
, and, according to ''
Edge Edge or EDGE may refer to: Technology Computing * Edge computing, a network load-balancing system * Edge device, an entry point to a computer network * Adobe Edge, a graphical development application * Microsoft Edge, a web browser developed by ...
'', attracted "heavy crowds, all clamouring to get their hands on and heads around its sheer enormity". However, several spectators complained about the low
frame rate Frame rate, most commonly expressed in frame/s, or FPS, is typically the frequency (rate) at which consecutive images (Film frame, frames) are captured or displayed. This definition applies to film and video cameras, computer animation, and moti ...
of the title, and Andrew Vestal of ''
Electronic Gaming Monthly ''Electronic Gaming Monthly'' (''EGM'') is a monthly American video game magazine. It offers video game news, coverage of industry events, interviews with gaming figures, editorial content and product reviews. History The magazine was fou ...
'', commenting on the game's status in a preview, cited problems that pertained to its
collision detection Collision detection is the computational problem of detecting an intersection of two or more objects in virtual space. More precisely, it deals with the questions of ''if'', ''when'' and ''where'' two or more objects intersect. Collision detect ...
. Ueda later admitted the existence of several flaws in the design of ''Shadow of the Colossus''; at the same time, he had asserted that the staff's adherence to the central ideas that they had envisioned meant that the game's elements eventually coalesced into a coherent product. By July 2005, Team Ico entered the last phase of ''Shadow of the Colossus'' development. They had pledged to improve the game's frame rate, and worked to optimize its physics engine and the rendering of the game world. Ueda noted that the finished version of the "organic collision deformation" technology differed drastically from the iteration that the team originally developed. SCEI demonstrated ''Shadow of the Colossus'' at the 2005 Tokyo Game Show to a positive reception, and Jō Kirian of ''ITmedia'' reported that a long line of attendees queued up near the game's exposition stand at the venue. Ueda told ''
Eurogamer ''Eurogamer'' is a British video game journalism website launched in 1999 alongside parent company Gamer Network. In 2008, it started in the formerly eponymous trade fair EGX (Eurogamer Expo until 2013) organised by its parent company. Fr ...
'' after the convention ended that Team Ico deemed the game to be "pretty much fixed as it is" and that they did not have plans to supplement the game with new content. Although they had repeatedly missed deadlines and exceeded budget limitations, Kaido thought that the implementation of the game's major features instilled pride in his colleagues. According to Ueda, ''Shadow of the Colossus'' ultimately involved a 40-person team. After three and a half years of development, Team Ico completed the Japanese and North American versions of ''Shadow of the Colossus'' in September 2005.


Design

For ''Shadow of the Colossus'', Team Ico adopted a more sophisticated template for their creative process than ''Ico''s principal idea of "design by subtraction"; under the latter approach, they removed the title's integrated elements that detracted players from its reality. Ueda felt that ''Ico''s analogous structure to an
adventure game An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story, driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based m ...
resulted in its limited interactivity, and he wanted ''Shadow of the Colossus'' to be more player-driven by comparison. To that end, he sought to ensure that the game provided players with agency both sporadically–in that they would be able to trigger in-game scenarios by their own efforts–and on an overarching scale–by the creation of emergent solutions to the gameplay. Furthermore, the player can manipulate the camera during
cutscene A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the ...
s, a functionality designed to maintain the impression of controllability–and therefore, the consumers' interest–in those otherwise self-directed segments of the game. At the same time, Ueda strove to make the title accessible to people who did not play video games by simplifying its controls and other components. Kaido and Ueda aimed to challenge the contemporary trends of the
video game industry The video game industry is the tertiary industry, tertiary and quaternary industry, quaternary sectors of the entertainment industry that specialize in the video game development, development, marketing, distribution (marketing), distribution, ...
, and they thus fashioned the battles with the boss-like colossi characters as an unconventional rendition of video game levels. The quality of the battles with the colossi was of critical importance to Ueda, who saw them as an outgrowth of his appreciation for boss fights in video games as a player. During development, the team considered including fights with smaller enemies beyond the colossi and with "optional Colossi you wouldn't need to defeat" in the game. Those suggestions were rejected due to Ueda's belief that the title's play value would not benefit from those confrontations. Relatedly, ''Shadow of the Colossus'' was made exclusive of human
non-playable characters A non-player character (NPC) is a character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster (or referee) rather than by an ...
(NPCs), although the team placed discoverable small-sized animals in the game per Ueda's
specifications A specification often refers to a set of documented requirements to be satisfied by a material, design, product, or service. A specification is often a type of technical standard. There are different types of technical or engineering specificati ...
. The creation of the colossi, as the focus of the game's separate segments, required Team Ico to provide input across disciplines. The ensuing distribution of duties between the title's artists, animators, programmers and designers meant that they needed to make their contributions to the game intercompatible so as not to engender design issues. Ueda wanted the game's presentation to be outstanding and to exhibit "the density of a painting". He visited geographical landmarks of the Southwestern United States such as the
Grand Canyon The Grand Canyon is a steep-sided canyon carved by the Colorado River in Arizona, United States. The Grand Canyon is long, up to wide and attains a depth of over a mile (). The canyon and adjacent rim are contained within Grand Canyon Nati ...
and
Death Valley Death Valley is a desert valley in Eastern California, in the northern Mojave Desert, bordering the Great Basin Desert. It is thought to be the Highest temperature recorded on Earth, hottest place on Earth during summer. Death Valley's Badwat ...
to seek inspiration for the game's setting. The modeling of the game's environments, whose arrangement stemmed from independently constructed battlegrounds tied to each of the colossi, followed a pattern that Kouji Hasegawa described as "a repeating cycle of creating, testing and tuning". The team initially struggled to carry out Ueda's instructions for the shaping of the scenery and altered the game's locations frequently so as to find a satisfactory design for the setting. After researching several
visual arts The visual arts are art forms such as painting, drawing, printmaking, sculpture, ceramics (art), ceramics, photography, video, image, filmmaking, design, crafts, and architecture. Many artistic disciplines such as performing arts, conceptual a ...
genres, Team Ico crafted a distinct graphical style that utilized both grayish and light color tones to underscore the game's ambiance, identified by Ueda as "firm-feeling". This aesthetic was exemplified by the
game mechanics In tabletop games and video games, game mechanics define how a game works for players. Game mechanics are the rules or ludemes that govern and guide player actions, as well as the game's response to them. A rule is an instruction on how to play, whi ...
of searching the setting for the colossi, which came from Ueda's desire to determine a straightforward and visually defined reference for the player. He remarked that the game's completed graphics–as well as its gameplay principles–were produced similarly to those of ''Ico'', as an invocation of stylistic parallels between the two titles. Among the game's characters, the appearance of the human figures was established prior to that of colossi. According to Ueda, Wander and Mono, while fitting the
literary trope A literary trope is an artistic effect realized with figurative language – word, phrase, image – such as a figure of speech, rhetorical figure. In editorial practice, a ''trope'' is "a substitution of a word or phrase by a less literal word ...
of "a little boy and a little girl", were not meant to occupy archetypical roles, and the team attempted to foster a "cool" image in molding Wander's gestures. The colossi's design was derived from that of the gameplay, and was meant to invoke a simultaneous sense of peculiarity and realism while not indicating their true nature. Ueda was keen to achieve a convincing depiction of the colossi's scale, which was underlined by the addition of a climbable fur surface to the creatures. However, the complexity of the game's physics engine meant that the faster colossi needed to be smaller as well. Another concern for Ueda was to materialize a unique connection between the colossi, as NPCs, and the game's audience, by ensuring that victory over an enemy evoked a conflicted sensation in the player. In exploring this aspect, Ueda combined a scene that portrayed the death of a colossus with a
melancholic Melancholia or melancholy (from ',Burton, Bk. I, p. 147 meaning black bile) is a concept found throughout ancient, medieval, and premodern medicine in Europe that describes a condition characterized by markedly depressed mood, bodily complain ...
song from a
film soundtrack A soundtrack is a recorded audio signal accompanying and synchronised to the images of a book, drama, motion picture, radio program, television program, or video game; colloquially, a commercially released soundtrack album of music as featured ...
. He presented the edited sequence to the staff, who "burst out laughing. To have a scene like that ... seemed like a mistake to them". Nevertheless, Ueda resolved to carry the idea over to the rest of the colossi battles, which he asserted to be a well-judged choice after he had asked players to voice their opinions on that matter. While ''Ico''s plot is told partly through
dialogue Dialogue (sometimes spelled dialog in American and British English spelling differences, American English) is a written or spoken conversational exchange between two or more people, and a literature, literary and theatrical form that depicts suc ...
, ''Shadow of the Colossus'' avoids that
narrative A narrative, story, or tale is any account of a series of related events or experiences, whether non-fictional (memoir, biography, news report, documentary, travel literature, travelogue, etc.) or fictional (fairy tale, fable, legend, thriller ...
device and relies more on nonverbal
storytelling Storytelling is the social and cultural activity of sharing narrative, stories, sometimes with improvisation, theatre, theatrics or embellishment. Every culture has its own narratives, which are shared as a means of entertainment, education, cul ...
. Ueda strove to clearly characterize the game's setting within the constraints of the target platform, and thus devised a simple storyline for the title. As part of his approach to the game's environmental design, Ueda emphasized the motif of a "lonely hero" in the game, in keeping with the atmosphere of ''Ico''. Ueda explained that his design practices, together with the technological limitations of the time, meant that he favored "characters that live inside their own heads instead of having complicated relationships with other characters". At the same time, he was interested in the concept of companionship between an AI-controlled character and the player. This led him to construct a partnership between Wander and Agro, reminiscent of the connection between ''Ico''s titular hero and Yorda, an NPC. Based in part on Ueda's own experiences in horseriding, the team prepared a detailed set of maneuvers that Wander could execute in concert with Agro, and gave Agro a crucial supportive role during gameplay. Kaido was especially satisfied with Agro's implementation, and Ueda was inspired by the interplay between the horse and the protagonist to focus his following game, ''
The Last Guardian ''The Last Guardian'' is a 2016 action-adventure game developed by Japan Studio and GenDesign and published by Sony Interactive Entertainment for the PlayStation 4. Players control a boy who befriends a giant legendary creature named Trico. ...
'', on a similar relationship.
Translation
by Alex Highsmith. )


Music

The development of ''Shadow of the Colossus'' music started alongside that of the game itself. Ueda's core idea was to use a "dynamic and gallant" score in the game, akin to traditional
Hollywood film The cinema of the United States, primarily associated with major film studios collectively referred to as Hollywood, has significantly influenced the global film industry since the early 20th century. Classical Hollywood cinema, a filmmakin ...
music. The team's goal with the soundtrack of ''Shadow of the Colossus'', as with ''Ico'', was to differentiate it from conventional
video game music Video game music (VGM) is the soundtrack that accompanies video games. Early video game music was once limited to sounds of early sound chips, such as programmable sound generators (PSG) or FM synthesis chips. These limitations have led to t ...
, and to "express restraint with regards to emotional expression as much as possible". Inspired by the opening theme from ''
Silent Hill is a horror media franchise centered on a series of survival horror games created by Keiichiro Toyama and published by Konami. The first four main games—'' Silent Hill'', '' Silent Hill 2'', '' Silent Hill 3'', and '' Silent Hill 4: The ...
'', Ueda also intended the soundtrack to reflect a melancholic ambiance as well as the history of the game's setting, based on the narrative's elements of
death Death is the end of life; the irreversible cessation of all biological functions that sustain a living organism. Death eventually and inevitably occurs in all organisms. The remains of a former organism normally begin to decompose sh ...
and
resurrection Resurrection or anastasis is the concept of coming back to life after death. Reincarnation is a similar process hypothesized by other religions involving the same person or deity returning to another body. The disappearance of a body is anothe ...
. His other objective was to provide the game with compositions that adopted an elevated and dignified tone to underline the grandiose nature of the colossi. The soundtrack was composed by Kow Otani, who had been previously responsible for the music to the 1990s-era ''Gamera'' films and a number of anime titles. Within the video game medium, his past work consisted of the soundtracks to the PlayStation 2 flight simulator ''Sky Odyssey'' and the PlayStation scrolling shooter ''Philosoma''. In selecting the composer of the game, Ueda sought to deviate from the conceptual perspective of the score for ''Ico'', written by Michiru Oshima. Unlike ''Ico'', which Ueda saw as a game that equally attracted male and female audiences, he saw ''Shadow of the Colossus'' as a work that appealed more to male players. This led Ueda to hire a male composer for the game. The versatility of Otani's musical output and his understanding of folk instruments were further factors in his recruitment by Ueda. Otani began work on ''Shadow of the Colossus'' at the time of its inception as ''NICO'', and Ueda characterized the soundtrack's development as difficult due to the protracted creation of its associated game. The development staff's enthusiasm in bringing the game to completion motivated Otani to deliver tracks with which he meant to convey a sense of wonder (emotion), wonder, and he drew inspiration from the portrayal of Wander's determination to revive Mono in the game. The team worked with Otani through many meetings to develop satisfactory Subject (music), musical themes for the game's individual colossi. According to Ueda, one of the challenges of the music's production was to incorporate compositions whose melody and Musical form, structure Adaptive music, would adapt in response to the changing circumstances of gameplay events. Although the game has an extensive orchestral soundtrack, the music is mostly heard during colossus encounters, beyond which the game's setting is underscored by more subtle sounds of water and wind. The open nature of ''Shadow of the Colossus'' locations and their lack of life, coupled with the restrained use of music in the game, reinforces its atmosphere of solitude, analogous to that of ''Ico''. Team Ico wanted to bring "a unique sound and feel" to each of the player's confrontations with the colossi. At the time that ''NICO''s technology demo was developed, Team Ico used available Sampling (music), sample music. When the finalized material was delivered, the staff invited Otani to see the prototype as a means to communicate the game's direction to the composer. He then worked on the music for the game's discrete segments from the concepts submitted by the team via artwork and storyboards for the game's isolated scenes. Otani was repeatedly asked by Ueda to rewrite his compositions so that the team was able to use them in particular configurations that were compliant with the game's technical specifications. Otani felt that the assembled soundtrack was imbued with a cinematic quality. On December 7, 2005, an Soundtrack album, album containing music from the game was released only in Japan, titled ''Wanda and the Colossus Original Soundtrack: Roar of the Earth'' (ワンダと巨像 オリジナル サウンドトラック大地の咆哮, Wanda to Kyozō Original Soundtrack: Daichi no Hōkō). After the release of ''Shadow of the Colossus'', Ueda stated his appreciation for Otani's work in the game. Ueda was especially fond of the music that accompanied the game's finale, a series of Phrase (music), phrases that had been extracted by Otani from each of the score's other tracks and remixed into a new recording. Although parts of that composition perplexed Ueda at first, he became convinced that it "was a really cool way to use the game's music" after familiarizing himself with the result.


Release

Following a July 15, 2005 news release where SCEI confirmed the publication date for the Japanese version of ''Shadow of the Colossus'', the company divulged details about the limited first run edition of the game, which players could only acquire by pre-ordering, on August 19 of that year. On September 12, 2005, SCEI revealed that it had secured an arrangement to distribute the game through 7-Eleven's Japanese сhain of convenience stores. The companies launched a promotional campaign: consumers who pre-ordered the game at one of the 7-Eleven's retail outlets would receive stylized bookmarks whose designs incorporated artwork from ''Shadow of the Colossus''. On October 7, 2005, several weeks before the game was demonstrated at the 2005 Akihabara Entertainment Festival in Tokyo, ''Dengeki PlayStation''s online news service reported that custom copies of the game bundled with thematic memorabilia would be available for purchase at the event. Branded merchandise, such as calendars, posters and T-shirts, was also sold in the Akihabara district on the occasion, and a promotional image featuring a colossus was placed on a billboard in the area. Unlike ''Ico'', ''Shadow of the Colossus'' received far more exposure, in part because of Sony's willingness to leverage its resources for a massive advertising campaign. It was advertised in game magazines, on television advertisement, television and Internet marketing, via online resources such as SCEI's affiliated websites: for instance, in November 2004 the game's soundtrack was partially made available for listening on the game's official webpage. ''Shadow of the Colossus'' was released in Japan on October 27, 2005 at a list price of 7,140 yen. The limited edition of ''Shadow of the Colossus'' distributed through pre-ordering contained a different packaging from the standard edition, promotional videos that had been screened at the game's initial September 2004 unveiling, E3 2005 and the 2005 Tokyo Game Show, and production footage of ''NICO''. The edition's content also consisted of unpublished screenhots, storyboards and video materials from various periods of the game's development. Prior to its domestic launch, ''Shadow of the Colossus'' had been released in North America on October 18, 2005, accompanied by a nationwide advertising campaign that ran across multiple mediums. The PAL region, PAL version of the game was released in February 2006. Much like the PAL release for ''Ico'', the game came in cardboard packaging displaying various pieces of artwork from the game, and contained four art cards. The game also came with a "making of" documentary, a trailer for ''Ico'' and a gallery of concept art, accessible from the game's main menu. Sony Computer Entertainment also re-released ''Ico'' in PAL territories at the time of ''Shadow of the Colossus''s release, both to promote the game through ''Ico''s reputation, and to allow players who did not buy ''Ico'' during its original limited release to "complete their collections".


Reception

''Shadow of the Colossus'' received universal acclaim, with an average critic score of 91% at GameRankings, making it the 11th-highest rated game of 2005. The game received strong reviews from publications such as the Japanese magazine ''Famitsu'', who rated the game 37/40, the UK-based ''
Edge Edge or EDGE may refer to: Technology Computing * Edge computing, a network load-balancing system * Edge device, an entry point to a computer network * Adobe Edge, a graphical development application * Microsoft Edge, a web browser developed by ...
'', who awarded an 8/10, and ''Electronic Gaming Monthly'', who granted 8.8/10. ''
GameSpot ''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady, and Jon Epstein. In addition ...
''s review gave it an 8.7, commenting that "the game's aesthetic presentation is unparalleled, by any standard", while multimedia website ''IGN'' hailed the game as "an amazing experience" and "an absolute must-have title", rating it 9.7/10. GameSpy described it as "possibly the most innovative and visually arresting game of the year for the PS2". A retrospective ''Edge'' article described the game as "a fiction of unquestionable thematic richness, of riveting emotional power, whose fundamental artistic qualities are completely fused with its interactivity." Dave Ciccoricco, a literature lecturer at the University of Otago, praised the game for its use of long cutscenes and stretches of riding to make the player engage in self-reflection and feel immersed in the game world. Many reviewers consider the game's soundtrack to be one of its greatest aspects. In addition to ''Electronic Gaming Monthly''s award of "Soundtrack of the Year", ''GameSpot'' commented that the musical score conveyed, and often intensified, the mood of any given situation, while it was described as "one of the finest game soundtracks ever" by a reviewer from ''
Eurogamer ''Eurogamer'' is a British video game journalism website launched in 1999 alongside parent company Gamer Network. In 2008, it started in the formerly eponymous trade fair EGX (Eurogamer Expo until 2013) organised by its parent company. Fr ...
''. However, the game has been criticised for its erratic
frame rate Frame rate, most commonly expressed in frame/s, or FPS, is typically the frequency (rate) at which consecutive images (Film frame, frames) are captured or displayed. This definition applies to film and video cameras, computer animation, and moti ...
, which is usually smooth while traversing the landscape, but often slows down in fast-paced situations, such as colossus battles. Concern was also expressed about the game's camera, which was described by GameSpy as being "as much of an opponent as the Colossi", "manag[ing] to re-center itself at the worst and most inopportune times". Reviewers are often mixed about Agro's AI and controls; ''Edge'' commented that the controls were "clumsy, crude, and unpredictable". Other critics like ''Game Revolution'' and ''GameSpot'' felt the game was too short (average playthrough time estimated 6 to 8 hours), with little replay value given the puzzle elements to each colossus battle.


Sales

''Shadow of the Colossus'' sold 140,000 copies in its first week at retail in Japan, reaching number one in the charts. Almost 80% of the initial Japanese shipment was sold within two days. These figures compare favorably with ''Ico''. The game was placed on Sony's list of List of Sony Greatest Hits games, Greatest Hits titles on August 6, 2006.


Awards

''Shadow of the Colossus'' has received several awards, including recognition for "Best Character Design", "Best Game Design", "Best Visual Arts" and "Game of the Year", as well as one of three "Innovation Awards" at the 2006 Game Developers Conference#Choice Awards, Game Developers Choice Awards. At the 2006 DICE Summit, ''Shadow of the Colossus'' won the awards for "D.I.C.E. Award for Outstanding Achievement in Art Direction, Outstanding Achievement in Art Direction" and "D.I.C.E. Award for Outstanding Technical Achievement, Outstanding Achievement in Visual Engineering" during the Academy of Interactive Arts & Sciences, AIAS' 9th Annual Interactive Achievement Awards; it also received nominations for "D.I.C.E. Award for Game of the Year, Overall Game of the Year", "Console Game of the Year", "D.I.C.E. Award for Adventure Game of the Year, Action/Adventure Game of the Year", "D.I.C.E. Award for Outstanding Achievement in Animation, Outstanding Achievement in Animation", and "Outstanding Innovation in Gaming". It received one of two "Special Rookie Awards" at the ''Famitsu'' Awards 2005. It was nominated for "Best Original Music", "Best Artistic Graphics" and "Best PS2 Game", yet also "Most Aggravating Frame Rate" in ''GameSpot''s awards for 2005, while it won "Best Adventure Game" and "Best Artistic Design" in IGN's Best of 2005 awards, who cited Agro as the best sidekick in the history of video games. Two years after its release ''IGN'' listed ''Shadow'' as the fourth greatest PlayStation 2 game of all time. ''GamesRadar'' awarded it Best Game of the Year 2006 (being released in the UK in early 2006, later than the US), and appears in the site's "The 100 best games ever" list at number ten. The game's ending was selected as the fourth greatest moment in gaming by the editors of ''GamePro'' in July 2006. The readers of ''PlayStation Official Magazine - UK, PlayStation Official Magazine'' voted it the 8th greatest PlayStation title ever released in the magazine's 50th issue, and it placed 43rd in a later poll presented in the journal's 100th issue. ''Destructoid'' named the game #1 in their list of the top 50 video games of the decade. ''IGN'' named ''Shadow of the Colossus'' the best game of 2005, and the second best game of the decade, behind ''Half-Life 2''. In 2012, ''Complex (magazine), Complex'' magazine named ''Shadow of the Colossus'' the second-best PlayStation 2 game of all time, behind ''God of War II''. In 2015, the game placed 4th on ''USgamer''s The 15 Best Games Since 2000 list. In 2022, the game placed third on ''IGN''s "Best PS2 Games Of All Time" list.


Legacy

''Shadow of the Colossus'' has been cited as an influence on various video games, including ''God of War II'' (2007), ''God of War III'' (2010), ''Titan Souls'' (2015), ''The Legend of Zelda: Breath of the Wild'' (2017), ''Death's Gambit'' (2018), ''Praey for the Gods'' (2019), and ''Elden Ring'' (2022). Film director Guillermo del Toro considers both ''Ico'' and ''Shadow of the Colossus'' as "masterpieces" and part of his directorial influence. ''Shadow of the Colossus'' is also cited numerous times in debates regarding Video games as an art form, the art quality and emotional perspectives of video games. The game plays a significant role in the 2007 Mike Binder film ''Reign Over Me'' as one of the ways Adam Sandler's character copes with his primary struggle – with aspects of the game mirroring the tragedy that befell Sandler's character; ''Shadow of the Colossus'' falling giants mirroring the crashing towers of the September 11 attacks in which his wife and children died, and the game's lead character trying to resurrect his deceased love are two of the main themes which strike a similarity. Sandler is said to have ad libbed a detailed description of the control scheme in a scene with Don Cheadle, who plays his old friend. Both actors are said to have become experts at the game during the filming.


Remastered version

A PlayStation 3 remastered version of ''Ico'' and ''Shadow of the Colossus'' was announced at Tokyo Game Show 2010 and released in September 2011 under the title '' The Ico & Shadow of the Colossus Collection''. Developed by
Bluepoint Games Bluepoint Games Inc. is an American video game developer based in Austin, Texas. Founded in 2006 by Andy O'Neil and Marco Thrush, the studio is known for video game remasters and remakes, such as '' Uncharted: The Nathan Drake Collection'' (2 ...
, both were improved graphically to take advantage of the PlayStation 3's hardware and HDTVs, with numerous other improvements implemented. The updated re-release of ''Shadow of the Colossus'' features High-definition video, high-definition (HD) graphics, content previously missing from the North American release, PlayStation Network Trophies, and 3D support. The HD version was released separately in Japan.


Remake

Sony announced a remake of ''Shadow of the Colossus'' for the
PlayStation 4 The PlayStation 4 (PS4) is a home video game console developed by Sony Interactive Entertainment. Announced as the successor to the PlayStation 3 in February 2013, it was launched on November 15, 2013, in North America, November 29, 2013, in ...
during their Electronic Entertainment Expo 2017 press conference. It was released on February 6, 2018. The remake is led by Bluepoint, who developed the earlier PlayStation 3 remaster. The developers remade all the game's assets from the ground up, but the game retains the same gameplay from the original title along with the introduction of a new control scheme. Ueda had since left Sony, but provided a list of recommended changes to Bluepoint for the remake; he stated that he does not believe many of them will be implemented, nor would they add any of the colossi that had been cut from the original game.


Film adaptation

In April 2009, it was reported that Sony Pictures would adapt ''Shadow of the Colossus'' into a film. Kevin Misher, producer of ''The Scorpion King'', ''The Interpreter (2005 film), The Interpreter'' and the recent attempted remake of ''Dune (novel)#Further film attempts, Dune'', negotiated to produce. It was announced that Fumito Ueda would be involved in the film's production. On May 23, 2012, it was reported that ''Chronicle (film), Chronicle'' director Josh Trank would be directing the film adaptation. Seth Lochhead was due to write the film. In September 2014, Variety reported that ''Mama (2013 film), Mama'' director Andrés Muschietti would direct the film after Trank dropped out due to scheduling conflicts with other projects. In January 2025, while chatting on Radio TU, Muschietti confirmed that the film was still in development, and that there was a script that he likes a lot. However, he acknowledged that there are difficulties securing his desired budget for the project.


Explanatory notes


References


Further reading

* * * {{DEFAULTSORT:Shadow Of The Colossus 2005 video games Action-adventure games Art games Fantasy video games Video games about monsters Kaiju video games PlayStation 2 games PlayStation 2-only games Open-world video games Fiction about resurrection Fiction about sacrifices Single-player video games Sony Interactive Entertainment games Video game prequels Video games developed in Japan Video games scored by Kow Otani Video games with stereoscopic 3D graphics Game Developers Choice Award for Game of the Year winners BAFTA winners (video games) Japan Studio games Video games set in abandoned buildings and structures