Shadow of the Colossus, like its predecessor Ico and successor The
Last Guardian, is an artist's game. Its creative lead, Fumito Ueda, is
an artist and animator with an instantly recognisable style: cracked
stone, bleached sunlight, smoky shadows, frail limbs and pale,
unfocused, unreadable faces. The three games are notable for their
minimalist design, and they are no small feats of engineering, but it is
the art that makes their worlds of innocence and ruin so indelible.
In
the case of 2005's Shadow of the Colossus, it is the art that inspires
awe and sorrow in equal measure as you explore a desolate landscape on a
quest to slay 16 stone giants. The game is effectively little more than
a boss rush, but it has a rare delicacy of mood as well as epic scale.
So
this PlayStation 4 remake is a risky undertaking. The developer,
Bluepoint Games of Austin, Texas, is the undisputed master of remasters
and has even been here before, having made the Ico & Shadow of the
Colossus Collection for PlayStation 3 in 2011. But this isn't a
remaster. This is a remake, rebuilding the game from scratch using new
technology and all-new, much more detailed art. Ueda wasn't involved and
everything he and his team made for the original game has been redrawn
and embellished to satisfy our hunger for fidelity. In a literal sense,
this is an artist's game remade without the original artist and
containing none of the original art. Could its spirit survive such a
process?
Yes. And how. Bluepoint has achieved an unprecedented
feat in game preservation that creates the definitive version of Shadow
of the Colossus and makes a generations-old game feel excitingly modern.
You can read about its technical specification in detail in Digital Foundry's analysis by John Linneman,
or watch his video which I've embedded here. In short: as well as the
new art and stunning new lighting, you get a revised control scheme
which is easier to use (the original controls are also available), a
very welcome reduction in control lag, some optional, moody visual
filters and a photo mode. You also get a beautifully engineered and
smooth-running piece of software on both PS4 and PS4 Pro, far removed
from the original game's chugging performance on PS2 - its grandest
scenes having always been too much to ask of what, at the time, was an
ageing console. On PS4, the game looks stunning and runs at a flawless
30 frames per second at 1080p. On Pro, you can choose between a
Performance mode that boosts frame-rate to 60fps - again, pretty much
flawless - or a Cinematic mode that kicks resolution up to 1440p for
those with 4K TVs. Both look incredible.
It's just as important to note what Bluepoint's developers haven't
changed, even though they might have been tempted to. The stubborn
camera, for instance, which occasionally struggles to find the right
angle and fights user input, always pushing back to its preferred
position. It's far from perfect but it is an integral part of the game's
character; leaving it to its own devices is often the best course. The
same goes for our hero Wander's loose-limbed animation, which is very
lifelike but uses lengthy routines that can be ungainly and unresponsive
to control. This would have been a much harder fix - and it would have
been even more wrong to undertake it. In fact, I'm not entirely sure
it's not deliberate. All Ueda's player characters have a youthful,
clumsy exuberance and a fragility that make for a striking contrast with
the ancient, implacable masses that surround them.
It's on
contrasts like this that the delicate power of Ueda's work rests, and
this remake could easily have overwhelmed them with detail and
spectacle. I'm amazed that it doesn't, because it has both detail and
spectacle in spades: it draws deep into the distance where the original
game dropped a discreet veil of fog, it adds fine texture to stone and
fur and grass, it even physically animates the decorations on Wander's
belt. It helps, perhaps, that Shadow of the Colossus is such an
intentionally sparse game. All this filigree work has plenty of room to
breathe amid its echoing ruins and silent, unpopulated plains. If
pushed, you could argue that a little of the original's mystery has been
lost by snapping the visuals into focus. I wouldn't go that far, and
its grandeur has been amplified tenfold. The shadows of clouds track
across rippling grasslands. Agro, Wander's steed, thunders across the
map with a hefty, animal presence. Sandstorms diffuse the cooling light
of this dying land to a sultry ochre. The colossi heave and crash,
sending impact shockwaves before them.
It is an authentic labour
of love, this release, and it improves Shadow of the Colossus in real
ways. It runs better, it's easier to enjoy, it's more beautiful. It's bigger,
which in this game really counts for something. But it's vital that
Bluepoint has preserved the game itself absolutely unchanged, because
Shadow of the Colossus has poetry and economy that you rarely find in
games.
The
storytelling is stark. It drinks from the deepest, darkest roots of
fairy tales, and by doing away with any exposition until the final
moments, it manages to get past centuries of tradition to draw on
something raw and elemental beneath. A young man arrives in an empty,
cursed land with the body of a young woman, who is either dead or in an
eternal sleep. He has a legendary sword at his side. In a temple, a
voice tells him that he may get what he seeks - to revive her,
presumably, although we never truly find out - by finding and defeating
sixteen great guardians.
So his quest begins, but although it
sounds exactly like hundreds of other quests we have read or seen or
played before, it is not quite like them. It discards context and
character-building to the extent that we can't know that we are doing
the right thing. The utter emptiness of the land is ominous, and gives
space for doubts to seed and grow. In the absence of clear motivation,
we push on, partly through curiosity and wonder, partly through a sense
of inevitability - it feels like this has all been foretold - and partly
through hubris, because conquering is what young men with swords at
their side do.
The game has a simple rhythm. Wander and Agro surge
across the land, following a beam of light reflected from his sword, to
find the next colossus. There are sights to see, there's a little
exploration to be done to find the right path, there are a handful of
items that can be scavenged to restore health or improve stamina, but
this time is mostly spent alone with the landscape. Then, the
confrontation with the colossus. In many ways this is a typical boss
fight: learn its behaviour, exploit it, find a weak spot to attack. The
memorable twist is that these giants are more like great, moving
buildings than enemies, and the puzzle is not how to dodge their attacks
and retaliate, but how to manipulate their position until you can find
purchase on them, scale them and find somewhere to drive your sword
home.
What
makes these encounters unforgettable are the colossi themselves. They
are majestic and scary, but there is something mournful about them too.
They are made of a sort of muscled stone, covered in mossy fur and
architectural crenellations, and they move with oceanic slowness. They
seem ancient, and it's noticeable that not all of them are aggressive
towards you at first. Sometimes the music that accompanies their
appearance is stirring and martial, but sometimes it is wistful or
eerie. The first, a lumbering ogre, starts with its back to you and must
be brought to its knees. The third is a towering knight wielding a
gigantic stone pillar like a sword; ascending him is a vertiginous
experience. Several colossi resemble enormous wild beasts. The fifth, a
great bird, swoops down at you and you must make a desperate leap to
grab onto its wing and ride it into the air - a moment of heart-stopping
immensity.
These are epic combats, staged to emphasise their
dramatic scale. David and Goliath had nothing on Wander and the colossi.
So why do you feel as much regret as triumph at the downing of a
colossus? Because they're magnificent specimens, true wonders, and you
don't want to see them die. Because even the angry ones don't seem like
aggressors - it is you who disturbs their isolation, after all. When
Wander drives his sword home, the animation has a painful, desperate
brutality to it. Something black gushes out of the wound and the
colossus roars in pain. When the colossus finally falls, Wander is
assailed by streams of black shadow and passes out. It's not cathartic.
It's pitiable.
The fights feel unfair in the opposite way that you
would expect. The colossi are huge and Wander is small, yes, but they
are slow and he is quick. They are old, so very old, and he is young.
They represent timelessness and tradition, the earth, the gods, the
great forces of the world. He represents man, and he doesn't care. He
wants what he wants and he's going to take it.
Shadow of the
Colossus is such a sad, beautiful, thrilling game. It's so bold in its
austerity; compared to the frantic busywork of today's games, its sheer
emptiness comes as a relief. So does its rejection of the triumphalism
and moral certainty that underwrite virtually every other action game.
It's a classic, and it's a privilege to play it in this stunning new
form.
0 Comments