The finale smacks players in the chest with its poignancy, hammering home the gravity of the themes the narrative has been dancing around throughout the course of the game. On top of this, Wander’s story is one of the most heart-wrenching in all of gaming. In fact, Shadow of the Colossus presented a world so filled with wonder that a very dedicated community of players spent years attempting to obsessively explore every last nook and cranny of it. Good level design gives you things to do, not just things to look at, right? But Shadow makes its pristine world such a brilliant display of art that it’s hard to experience any area in this game without being emotionally affected, even if it’s difficult to articulate exactly what those emotions are that you’re feeling. That’s an accomplishment that very few game developers can list on their resume, as it seems to run counter to the core expectations of good level design. There are vast spaces that offer nothing for meticulous explorers besides the sheer beauty of looking at them, yet that beauty is far greater than any quantifiable reward Team Ico could have offered the game’s players. The world inside the game is so gorgeous and spacious that meandering around in it is intoxicating. Shadow of the Colossus is simply one of the most beautiful and emotionally powerful games in existence. It was such a poignant moment in an already emotionally overwhelming game experience that I simply can’t judge you if that scene made you sob like a teenage girl going through her first breakup. The closest I’ve come, however, was when I saw Argo’s limp in the finale of Shadow of the Colossus. Needs vblank rate set to 120hz.\nMost IGC (in-game cinematics) Camera movements are still tied to 30 fps and are sped up as a result." Canary Patches Anchors:įpsiconotes:
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