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I'm 3 Collosi in and hating Shadow of the Colossus - should I persist?

Forums - Gaming Discussion - I'm 3 Collosi in and hating Shadow of the Colossus - should I persist?

Biggerboat1 said:

Nice - they've even included the hook-shot :)

In the summary it's says it's being developed by a team of 3... that seems insane to me... unless it ends up in development for 20 years!

I hope not, I backed it on Kickstarter
https://www.kickstarter.com/projects/802508750/prey-for-the-gods
ps4 version coming :)

It looks pretty incredible for 3 guys. Sometimes less is more though (just like SotC!) Too many cooks in the kitchen spoil the broth. That's why Team Ico games turn out so well as ueda is very adamant that everyone sticks to his design. He didn't accept any compromises to TLG, hence it took so long and needed a better system to run the game. Ico was originally a ps1 game as well.



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Biggerboat1 said:

The fact that it took me multiple attempts at the final boss actually detracted from the experience for me as when I'm scaling him for the umpteenth time after falling off because of imprecise jumping or excessive thrashing I'm thinking how much I want it to be over rather than marvelling at the awesome scale and design - which is what I should be doing. It's not about being overpowered - it's about being comfortably in control of intuitive controls.

If you were in that situation, would you feel overpowered or comfortable?

Yeah, that's what the game's trying to do.

Dante9 said:
SvennoJ said:

The two games are nothing alike!

Yeah, it's weird how even the most unlikely games get compared to BotW, when those games have really nothing major in common with each other, other than being games.

Eh, SotC and BotW do have quite a bit in common. The atmosphere between them both is very similar, with minimal music and large, empty and desolate areas to explore. I know the same could be said about most open-world games, but there's just something about BotW that oozes SotC vibes to me. That, and the climbing, of course - BotW even features one boss you climb on in true SotC style. In fact, when I think of how they could've done BotW's final boss better, I always wish it was more like a SotC fight... though I'm not gonna get into spoilers here.

Of course, ultimately, they're not the same kind of game. Not even close. But they do share a few striking similarities, to the point where I'm pretty sure SotC was one of the games the Zelda devs were looking at for inspiration.



I didn't play it on ps2 so I went into the ps4 version without knowing what to expect and I was surprised to know that I really enjoy figuring out how to beat each boss since that is the whole point of the game.  The game isn't perfect by today standard but it was refreshing for me.



mZuzek said:
Biggerboat1 said:

The fact that it took me multiple attempts at the final boss actually detracted from the experience for me as when I'm scaling him for the umpteenth time after falling off because of imprecise jumping or excessive thrashing I'm thinking how much I want it to be over rather than marvelling at the awesome scale and design - which is what I should be doing. It's not about being overpowered - it's about being comfortably in control of intuitive controls.

If you were in that situation, would you feel overpowered or comfortable?

Yeah, that's what the game's trying to do.


I specifically said it's not about being overpowered (it's actually in the comment you quoted). And 'being comfortably in control of intuitive controls' doesn't mean that the game play can't still be uncomfortable - you can do that through challenging level / enemy design / game mechanics. Doing it through sub-par controls and a dodgy camera is not the correct way to achieve this...

Otherwise, no game has bad controls - the devs were all just ensuring you weren't feeling 'overpowered or comfortable'!

SvennoJ said:
Biggerboat1 said:

Nice - they've even included the hook-shot :)

In the summary it's says it's being developed by a team of 3... that seems insane to me... unless it ends up in development for 20 years!

I hope not, I backed it on Kickstarter
https://www.kickstarter.com/projects/802508750/prey-for-the-gods
ps4 version coming :)

It looks pretty incredible for 3 guys. Sometimes less is more though (just like SotC!) Too many cooks in the kitchen spoil the broth. That's why Team Ico games turn out so well as ueda is very adamant that everyone sticks to his design. He didn't accept any compromises to TLG, hence it took so long and needed a better system to run the game. Ico was originally a ps1 game as well.

I'm in two minds about the TLG... Would you say you found the controls less or more frustrating than SOTC?

I just ordered Ratchet & Clank & Horizon Zero Dawn so it won't be for a while anyway but would be good to know...



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Biggerboat1 said:
SvennoJ said:

I hope not, I backed it on Kickstarter
https://www.kickstarter.com/projects/802508750/prey-for-the-gods
ps4 version coming :)

It looks pretty incredible for 3 guys. Sometimes less is more though (just like SotC!) Too many cooks in the kitchen spoil the broth. That's why Team Ico games turn out so well as ueda is very adamant that everyone sticks to his design. He didn't accept any compromises to TLG, hence it took so long and needed a better system to run the game. Ico was originally a ps1 game as well.

I'm in two minds about the TLG... Would you say you found the controls less or more frustrating than SOTC?

I just ordered Ratchet & Clank & Horizon Zero Dawn so it won't be for a while anyway but would be good to know...

The same, except there is a lot more to stumble over. The trick is to navigate the terrain efficiently. If you try to dash over everything you end up tripping a lot. To me TLG controlled very well. The character has real weight, once you get used to not being able to reverse instantly and start treating him like a real person navigating the terrain you won't have any problems. It's less finicky than Ico where you have to stand on the right pixel spot to grab onto a chain. Yet it requires more precision from you than stuff like TR and Uncharted where ledges act like magnets., or Infamous, AC and Spiderman where you can simply push the stick in one direction for auto parkour. In a game that's about navigating the terrain, it would be kinda pointless to automate that....



SvennoJ said:
Biggerboat1 said:

I'm in two minds about the TLG... Would you say you found the controls less or more frustrating than SOTC?

I just ordered Ratchet & Clank & Horizon Zero Dawn so it won't be for a while anyway but would be good to know...

The same, except there is a lot more to stumble over. The trick is to navigate the terrain efficiently. If you try to dash over everything you end up tripping a lot. To me TLG controlled very well. The character has real weight, once you get used to not being able to reverse instantly and start treating him like a real person navigating the terrain you won't have any problems. It's less finicky than Ico where you have to stand on the right pixel spot to grab onto a chain. Yet it requires more precision from you than stuff like TR and Uncharted where ledges act like magnets., or Infamous, AC and Spiderman where you can simply push the stick in one direction for auto parkour. In a game that's about navigating the terrain, it would be kinda pointless to automate that....

Cool, will give it a go at some point then! Good thing about coming to the ps4 party so late is that there's tonnes of great games for stupid cheap! 



SvennoJ said:
super_etecoon said:
I'll be honest. I loved Ico...and I loved Shadow of Collosus. But After Breath of the Wild, it would be difficult to go back to SotC. There just isn't enough to keep you moving forward. BotW owes a lot to SotC, but sometimes the student becomes the master.

The two games are nothing alike!

I spend an hour exploring this area, there is no reason to go there, nothing to find, no distractions, just peace.


Exploring the map is reward on its own. I don't need a fight every few minutes or a trinket.


I recently started to play Forza Horizon 4. Great game, yet after a few days I was burned out on it already. Icons everywhere. Do one race, 3 more pop up. At some point I figured I wasn't having fun anymore, the game had turned into a giant to do list.

BotW luckily kept the icon nonsense hidden, However there I couldn't move normally anymore either after the assassins kept popping up and the 'regular' enemies had all leveled up the maximum. It's nice to have a game where you can simply wander around without getting interrupted all the time. The student did not become the master, the student missed the point. That is, if the games were anything alike. What keeps me moving forward is my curiosity to see what's beyond the next hill, around the next corner, in that cave, what's hidden in the forest etc.

Bluepoint did such an impressive job.

I really hope the next remake they are doing it either Demon's Souls (would love it) or The Legend of Dragoon, but to remake LoD would take them around 5 years or so I guess, lol, even so, I would cry in awe, cry like a little girl.



BraLoD said:

Bluepoint did such an impressive job.

I really hope the next remake they are doing it either Demon's Souls (would love it) or The Legend of Dragoon, but to remake LoD would take them around 5 years or

I still have my hopes up for a proper remake of ICO. The remaster is ok yet the backgrounds are still the same blurry ps2 backgrounds. To be able to see the castle in all it's glory would be awesome. SotC remake arguably looks better than TLG! Runs better as well. That is an example of the student outdoing the master!

These needs new screenshots






I think you either have to drop it or get into the mindset of the controls. The controls are a bit clunky because they are a bit more realistic than the usual game. Most games don't have a button for holding on while climbing, etc. it is all in place to bring you into the rules of the world.
Once you master the mechanics of running around, jumping and climbing, you will have a much better time I think. Because the mechanics are consistent even if the enemy isn't.
It is important to take in every part of the game (music, sound, art, and story) while playing. So even if the world is barren, there is still value in its barrenness.

If anything I think you should look at the bosses as a challenge to take on rather than being frustrated at the controls. If you cannot do that then i am sorry to say but you are missing out on one of the best-designed video games of all time.