mountaindewslave said:
you have to bear in mind when it came out...
to play it years after its become a bit dated in the graphics department and open world games have popped everywhere is totally different. for its time Shadow of the Colossus was pretty unique. The battles on massive creatures to find their weaknesses, the big open world
granted the world is a bit empty, but I always thought it gave the game a bit of charm. maybe its empty because this region of the world has so many terrifying monsters that have destroyed things? maybe its just a world that is entirely different than our own and the world is more sparse in terms of animals and people?
I kind of like the concept of you and your horse being alone in the world just traveling until you find the next legendary creature to destroy. it's like some sort of mythical magical world that you are special to get to interact with, something others wouldn't dare to do
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The game is unique, alright. But a game being unique, or having an interesting concept, doesn't translate to a game being fun to play. Even if I had played it back in the day I'm positive that I wouldn't have liked it much.
Take ICO, for example. ICO is kind of barren, as well, but the map is much more self-contained, and you always have someone you need to protect. at your side, which is an integral part of the experience. Even if the controls are almost as awkward as SotC, they're much more straightforward. Puzzles come from the enviroment you're in, not the bosses themselves, which always end up in a "climb to their brighest point, then strike with your sword".
The person I'm supposed to protect in SotC is already dead. There's hardly any interaction with her, and it's difficult for me to emphatize with the character when all I can do (for a while, at least) is using my sword as GPS, kill a huge monster, get absorbed in a dark mist, rinse and repeat. In ICO, we're stuck together, exploring the castle trying to activate the big doors so that we could plan our escape; there's hardly a safe moment and you can't leave Yorda behind for much or she'll be grabbed by the darkness. The part where you're detached from Yorda in ICO is a powerful one, since you lose the thing that made you fight so blatantly for freedom in the first place; and instead of running away, you penetrate the castle, once more, with the strongest weapon you can find in order to save her. It's a poignant moment, something I couldn't find in SotC. Admittely, I never beat it, but I never could force myself to finish it anyway.