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Shadow of the Colossus and control

IbizaPocholo

NeoGAFs Kent Brockman


My love letter to a tiny under-discussed hidden gem.
  • (00:01–00:22) The video opens by acknowledging a common criticism of Shadow of the Colossus: some fights can appear mechanically simplistic ("hold R1, climb, stab"). The fourth Colossus ("Chiron") is used as an example where the puzzle solution is straightforward, but the creator argues this overlooks the game's deeper movement and collision systems.
  • (00:22–01:52) The analysis highlights how the game's true complexity comes from navigating living, moving surfaces rather than traditional combat. Humanoid Colossi constantly shift their weight, forcing the player to adapt movement, stamina usage, and positioning dynamically. Traversing the boss becomes the core gameplay challenge, not merely attacking weak points.
  • (01:52–03:35) The creator praises the climbing mechanics for their physicality and improvisation. Different surfaces, ledges, and grip states change how Wander jumps or recovers. Players may reroute mid-climb depending on momentum and stability, making encounters feel emergent instead of scripted.
  • (03:35–04:25) The video argues that Team Ico attempted something still rare today: platforming across irregular, moving 3D bodies. A suggested improvement would have been randomized weak-point locations, which could have increased replayability and forced players to engage more deeply with the climbing systems.
  • (04:25–06:12) Several standout Colossi are examined:
    • The 13th Colossus combines horseback archery, aerial traversal, and timing.
    • The 8th Colossus turns line-of-sight and arena geometry into the puzzle.
    • The 9th Colossus uses geyser timing and body angles to dynamically alter player strategy.
    • The creator emphasizes how these encounters naturally generate emotional tension and improvisation.
  • (06:12–08:47) The video discusses the game's cinematic presentation and emotional immersion. Small details—like Wander's calm call for Agro during exploration versus desperate screams in battle—reinforce tone. Camera systems, zooms, and environmental framing create dramatic compositions while still serving gameplay functions.
  • (08:47–10:20) The 11th Colossus encounter is presented as one of the game's strongest examples of emergent storytelling. The fight evolves emotionally:
    1. Fear and claustrophobia,
    2. Discovery of the creature's weakness,
    3. False confidence,
    4. Failure and desperation,
    5. Finally, guilt and hollowness after victory.
    6. The creator argues the emotional arc emerges directly from gameplay interaction rather than cutscenes.
  • (10:20–12:44) The second half shifts into thematic analysis centered on control. Mono lost control over her fate through ritual sacrifice; Wander rebels to reclaim agency; Dormin seeks freedom despite imprisonment; and the Colossi themselves may lack true autonomy. Wander climbing Colossi is compared to a parasite overtaking a host, while later Dormin overtakes Wander in return.
  • (12:44–14:15) The video connects these themes to gameplay mechanics. Wander is intentionally difficult to control at times, Agro behaves like an independent animal rather than a vehicle, and the player constantly wrestles with unstable movement and momentum. The creator argues this reinforces the feeling that every being in the world possesses its own will and agency.
  • (14:15–15:03) The conclusion focuses on Agro's selfless actions near the game's ending and the contrast between vitality and ruin throughout the experience. The creator argues that Shadow of the Colossus remains special because it juxtaposes immense beauty, struggle, life, sacrifice, and death in a way few games achieve.
Relevant outside commentary supports the video's interpretation that the controls were intentionally designed to feel physical and imperfect rather than traditionally "smooth." Discussions around Agro's semi-autonomous movement and the game's tactile climbing mechanics often frame them as artistic choices tied to the game's themes of agency and struggle.
 
OK. But the game isn't that hard to beat, which means that the supposed complexity of it all really isn't that complex after all.
Also, gamers today would go nuclear if a modern game released and controlled like SOTC. Half of the game is fighting against a clumsy main character and a horse that tends to act on his own will. Gamers were much more tolerating of this stuff - and terrible framerates - 20 years ago.
 
You can actually get onto Colossi IV by jumping from the horse onto its back leg, without all the hide and seek part:



I fell off its back when doing time attack and accidentally grabbed on to the leg part and so I decided to try doing it from the ground. Getting onto it is hard enough but timing the jump upwards to get onto the main body when its lifting its leg is even harder

I'd say Shadow of the Colossus is anything but "under-discussed."

I think they were trying to do a funny
 
You can actually get onto Colossi IV by jumping from the horse onto its back leg, without all the hide and seek part:



I fell off its back when doing time attack and accidentally grabbed on to the leg part and so I decided to try doing it from the ground. Getting onto it is hard enough but timing the jump upwards to get onto the main body when its lifting its leg is even harder



I think they were trying to do a funny

Oh man that music gives me chills to this day. Amazing, amazing game.
 
Oh man that music gives me chills to this day. Amazing, amazing game.

Tell me about it, I have the sealed vinyl and its worth £150-200 but I cant bring myself to part with it. I'll open it at some point for a full listen.

Then show my niece the game and she'll probably tell me its shit lol

Ah, my mistake.

Sometimes, (often actually), I'm a dumb guy and I miss stuff like this, sorry -_-.

Nah I'm the same, little bit o ✨️ Autism ✨
 
We got a burned NTSC version from the (Glasgow) Barras market because the videos were so mind blowing to us, we'd usually wait for the PAL release just so we wouldnt have to play it in black and white because the CRT we were using didnt have the ability to display NTSC signals properly even with the appropriate SCART cable.

So all our first experiences with this game was 1.00 in black and white on little 15" CRT speakers and it was still epic af. I suppose even okay CRT speakers were probably much better than most modern TVs best efforts due to space constraints.

Then when it came out PAL I bought it properly and we played it all over again, did all the Hard time trials and everything, Christ number IV was a pita I remember.

We even tried to get all the lizards with a map but it got boring near the end cause we already had all the time trials done. I think I'll boot up the remake and do everything this year, including the lizards and fruit for meditative reasons rather than because it helps beat colossi more easily.

Also, why tf isnt there a PS5 or even Pro patch for this game, native 4K60 would be so easy and even some mad supersampled 6K/8K30 mode would be a cool side addition, like Callisto Protocol has.

The game is noticeably softer in the 60fps mode unfortunately, once I saw the grass and fur in the 30fps mode I couldn't go back. I already played the game at 60fps in the HD Collection anyway.
 
Thanks for this thread! Incredible game
 
OK. But the game isn't that hard to beat, which means that the supposed complexity of it all really isn't that complex after all.
Also, gamers today would go nuclear if a modern game released and controlled like SOTC. Half of the game is fighting against a clumsy main character and a horse that tends to act on his own will. Gamers were much more tolerating of this stuff - and terrible framerates - 20 years ago.

the game doesn't have bad controls, and I never had issues with them, nor did I have to fight them at any point.

RDR2 is an example of a game with bad controls, because it is mostly controlled by an animation AI with a huge delay.

SotC has physics driven controls, but they are actually relatively reactive to your inputs.

the low framerate was an issue however. they clearly pushed the PS2 too hard and should have delayed it to release it on PS3. it also would have given the PS3 a much needed addition to its barren library of games early on.
 
OK. But the game isn't that hard to beat, which means that the supposed complexity of it all really isn't that complex after all.
Also, gamers today would go nuclear if a modern game released and controlled like SOTC. Half of the game is fighting against a clumsy main character and a horse that tends to act on his own will. Gamers were much more tolerating of this stuff - and terrible framerates - 20 years ago.
Gamers liked the PS3 remaster and PS4 remake, though?
 
the game doesn't have bad controls, and I never had issues with them, nor did I have to fight them at any point.
No, but it's not the most responsive game either, and Wander being intentionally clumsy does lead to some infuriating moments.


Gamers liked the PS3 remaster and PS4 remake, though?
But the game already had its fandom by then.
I'd wager not a few people double and triple dipped. I myself got the PS3 version, only to feel the climbing was a bit off on the first colossus and never beating the game again. To this day I've only finished the PS2 version.
 
No, but it's not the most responsive game either, and Wander being intentionally clumsy does lead to some infuriating moments.

the og PS2 version had a responsiveness issue mainly due to the bad performance. at 20fps it's hard to have responsive controls.

I never had any issues with the controls tho
 
"Bad controls" because you press triangle to jump (despite it making perfect sense given the controller shape and climbing mechanics) and because Wander and Agro actually react to the environment and bosses. Criticized by the same people who like large souls weapons because they are "weighty".

The game is a masterpiece and there's been nothing like it since.
 
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