The last few games you beat and rate them 5

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Rodgerwilco

Entertainment boards w/ some Hockey mixed in.
Feb 6, 2014
7,802
7,135
I always tell everyone, Policenaughts is what Snatcher would be if Snatcher was cool. Point and clicks are a hard sell especially if the story isn't good (most Sierra games). I get the whole "interactive novel" thing, there's thousands of them out there and a lot of them are translated. I just don't like tacking on the crappy action sequences.

Policenaughts especially didn't need them. It might have been cool with a light gun, but other then that you see the outline of the guys your supposed to shoot and the guys take a lot of shots before you can move on with the story, which is the bread and butter of Kojima point and clicks.

I actually owned Snatcher and sold it at a game convention for 5 grand then laughed after someone actually gave me five grand for a video game when there's emulators out there that are just as good as the og consoles.

To that paper thin small crowd who think games should be played on original hardware and not emulation good luck getting those games with the manufactured "it's extremely rare" prices. A semi big YouTuber offered me 500 bucks for that same copy of Snatcher who was selling copies of Mario 3 for 300 bucks at the same show loose.
I agree about the action sequences. It felt to me as though they put them in there because they felt the game "needed" some type of action so they tossed it together and stuck it in.

That's actually incredible! Wouldn't have guessed that Snatcher would go for THAT much. Good on you!

I try to always play games on original hardware if I can, but spending that kind of money to do it is just asinine.
 
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Kaiden Ghoul

Youppi va t’il devoir chauser ses patins calvaince
Jan 19, 2020
1,062
815
Saints Row - 5/10

The game certainly earns the mixed to mediocre reviews it got, I didn't have any bugs or glitches that interfered with gameplay, the gunplay could be a little wonky but that was poor design over bugginess. The sandbox world was mostly lifeless, the main storyline was meh, and the game was heavily padded with side gigs that felt mostly unrewarding. The characters were forgettable, and for someone who was a fan of the previous series it really didn't feel like a Saints Row game, but more of a generic GTA clone reskinned to be a Saints game.

Easily the worst of the series, and feels like it shouldn't have been a full price game

I deeply regret buying this
 
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Jovavic

Concept of a Plan
Oct 13, 2002
15,559
3,238
New Born Citizen Erased
Ghostwire Tokyo 7/10

Solid game, has some slight horror elements and shooting magic in a FPS at enemies instead of guns is a nice change. The game opens up to a decently sized world with a variety of things to do and collect. If you've played the Persona games you'll recognize the spirits that pop up that you can hunt down to expand your powers. I finished short of 20 hours but left probably more than half of side stuff alone so it's not a terribly long game. It's on Gamepass and Plus now so give it a shot if you got those services.
 

Mikeaveli

Registered User
Sep 25, 2013
5,931
1,874
Edmonton, AB
Resident Evil 4 (2023)

Finished this a few days ago, great game. My only real complaints are that it isn't really a survival horror game even on hardcore difficulty and Ada's voice acting. I prefer RE2 (2019) overall but this game is definitely good enough for me to run through it multiple times for all the achievements. My rating could go up based on how Professional difficulty plays. This will be a game of the year contender for sure.

8.5/10
 
Last edited:

Tw1ster

Registered User
Mar 12, 2008
7,155
5,329
West Coast
Yakuza 7: Like a Dragon - 9/10

Wasn’t expecting to like this game so much. I got it on a whim seeing that it was on PS+. I haven’t played a pure JRPG in a long time and initially I wasn’t sure I’d like the goofy nature of the game as I’d never played a Yakuza game before. With each hour I played though, I kept getting side tracked doing everything but the main quest which was awesome. The mini games were addicting as hell and the side quests were quirky enough to make me wanna keep doing them. With that said, I got the platinum trophy today after 73 hours with the game and it’s inspired me to possibly go through the rest of the series at some point!
 

Unholy Diver

Registered User
Oct 13, 2002
19,799
3,554
in the midnight sea
Gran Turismo 7 - 8.5/10

played PS4 version on PS5, game was still great from a visual and sound standpoint and game play was tight and spot on. I found the menu style storyline to be a good system to keep me on track as I have found myself losing interest in most racing games partway thru
 

LEAFANFORLIFE23

Registered User
Jun 17, 2010
47,073
15,695
Forspoken

6.5/10.

You know I almost gave it a 7, and if you wanted to give it a 7 you could and that would be fine.

It's got really good combat, and I personally like the speed that you can travel around the world.

However it has the most predictable story ever, I'm not going to spoil it but if I did I don't think anybody would care because It's not that interesting.

They wanted to make the main character an anti hero, but she's not she's just an awful person, unless you are a cat, otherwise she's an awful person.

I have so Many questions that I can't ask here, because it would spoil the story.

But there is one I can ask.

Why does chapter 13 make me fight all the bosses I fought previously why am I doing this again? The end credits have rolled why is this happening
 

Frankie Spankie

Registered User
Feb 22, 2009
12,401
420
Dorchester, MA
Webbed - 7.5/10

This is a cute little adventure game where you control a spider and make webs. The web mechanics are surprisingly great and a lot of fun all the way through. The controls can feel a little bit wonky at times when you need to move an item to a certain location but that's really my only complaint. The game is rather short with only 4 "levels" in an open world that you can complete in any order (at least the first three.)

Overall it was a fun little experience. The game saves at every room and every item you find so it saves often and you can pick it up and put it down after a quick session or you can just play it for a long session with ease. The music was surprisingly great too. If you look at screenshots/videos of the game and it looks interesting to you, it will not disappoint.
 

Soedy

All Hail Cale
Nov 27, 2012
2,665
2,132
Hamburg, Germany
Dead Island Definitive Edition - 8/10
When I started, I thought it would be boring reeeaaaally fast. I was wrong. It was fun the whole time. In the end got a little bit repetitive and the quests felt a little bit like filller but I still enjoyed it. Solid game, definetly going to pick up DI 2 when it goes on sale in a few months / years.
 

Ceremony

blahem
Jun 8, 2012
113,976
16,785
1682628125112.png

Shadow of the Colossus (PS4, 2018)

Sometimes I start a write-up of a game in a style which explains what it is to people who haven't played or heard of it. Sometimes I do this because I think it's a bit obscure. Sometimes I do this glibly if I think the game isn't any good or if it's a bit ridiculous. I don't really know how to start off writing about Shadow of the Colossus, because if you're reading this you probably know what the game is and don't need it reduced to the simplest description by way of an introduction. At the same time I feel a duty to expand this game's audience if at all possible, so I hope I manage that.

In Shadow of the Colossus you play as Wander, a boy who steals a horse and a sword and takes his dead or dying girlfriend to The Forbidden Lands, a vast, sealed off landscape with a giant shrine in the middle of it. He places his woman on a plinth in this shrine, then a voice called Dormin appears from the ceiling and tells him in the second person that they can bring her soul back if he just goes and kills sixteen "colossi" dotted around the lands.

It's been a while since I've played the original. In saying that I've only ever played the PS3 version, not the original PS2. I'm going to keep my comparisons confined to the one section later on, rather than constantly going on about it.

Gameplay in Shadow of the Colossus is simple. You have a sword, a bow and arrow, and a horse. You hold this sword up and it shines a beam of light in the direction you're supposed to go. You follow it and it leads you to a Colossus. Each Colossus has one or two weak spots and you have to figure out how to reach them to stab them enough to kill them. This usually involves jumping on to and climbing up them, so you have a stamina meter on screen which runs out the longer you're climbing, or jumping, or clinging on while it tries to shake you off. Outside of the Colossus fights there are some trees with fruit on them you can eat to increase your health, or strange shrines with shiny-tailed lizards crawling around which you can eat to increase your stamina.

If you're unfamiliar with the game, it's at this point I surprise you by saying that's it. That's all the game is. Travelling to sixteen boss fights through an open world with virtually no interactive objects. How, then, is the game so brilliant?

Conquering the Colossi is a thrill in itself. It's been long enough since I last played the game that I didn't remember how to beat all of them immediately, so I got to experience the satisfaction that comes when you figure out how to stop one of them, or even get close enough to them to be able to stop them. The game is well named too, because for the most part you feel completely overwhelmed by the sheer size of what you're facing. Some are a bit small (11 and 14 are phoned in, really) but the mixture of feelings when you finally scale one of the giants - awe, fear, relief, panic, desperation, it's not really explainable until you're up there fighting for your life. Wander can take quite a lot of fall damage so you're not really fighting, but you don't remember that when the stamina bar starts ticking.

The best thing about the sense of scale is probably how different it can feel from fight to fight. Take the fifth Colossus for example, effectively a giant bird. You shoot it to make it swoop down towards you, then jump and grab on to its wing and pull yourself up. The swooshing feeling when you're in the air has you bracing yourself in your chair. You go from that to clinging on for dear life as it flaps its wings and twirls in the air, trying to throw you off. Compare this to the fourth Colossus which wanders around looking to see where you've gone when you duck into one of the holes in the ground you need to use to distract it. Just a large, almost dinosaur-like thing whose house you've wandered into and are now buzzing around like a fly. This is before you even get to the bipedal Colossi who are much more violent. Each fight feels like a struggle, but because of the variety it's never something you just get used to.

I'm going to make one quick comparison to the original here. Part of the sense of scale in the original was down to how the camera and control functioned, or didn't. You could barely see all of the Colossi in the frame at once, especially if you were attached. Wrangling the camera with one stick and Wander with another felt impossible enough, but the clunkiness of the PS2 controls caused by the limitation of the hardware contributed to this. The remake retains this. The camera is a pain in the neck and trying to jump and climb on any kind of surface is even worse. I was so happy at this. Controlling Wander isn't supposed to be easy. He's a young guy who's doing something completely terrifying and unthinkable, and this should be reflected in the controls. Thankfully, it is.

One thing that still surprises me about this game after all this time is the replayability. As much joy as there is in actually reaching a Colossus, then defeating them, this doesn't actually get old. On my way to the platinum here I defeated them all seven times. My first playthrough, normal time attack, hard time attack, a hard difficulty run, an easy difficulty run, another quick run on normal and then one final one on hard. There's a New Game+ option which lets you continue upgrading your health and stamina with each Colossus you beat. There's an in-game reward for this which doesn't really offer you more gameplay, just an extra, small area to explore. The time attack modes offer items such as new weapons or map upgrades, but if you can beat the hard time attacks then you don't need a sword which does slightly more damage. Even after all of those playthroughs, I was never bored. Even knowing the story and what happens, I was never bored. I never stopped being impressed. Even after finishing the game in about two hours on hard, I never felt like I had any advantage over the Colossi.

I think I worried too much about comparing the remake to the original, so I'll get it out of the way before I continue. I've mentioned the gameplay but I was probably more worried about graphical upgrades. Part of the original game's charm was in the sparseness of the environment which seemed like a necessity due to the resources available. Would things change if that detail improved? No. Well, no and yes. Everything is more detailed and more engaging as a result, but it doesn't feel any different. The Forbidden Lands are huge, and they still feel huge. They're empty, and they feel empty, but the sense of atmosphere that makes the world so engaging is still here. It's just a bit less obviously one or two texture tiles copied and pasted as far as the eye can see (or the game can draw).

The best example of how impressive the environment is is a personal one. As I was playing I took loads of screenshots of different areas. I think I have over a hundred sitting in my capture gallery. I did this without the game's photo mode which I didn't realise was there at first, but offers a range of filters and things to really let your artistic side out. For me, I didn't need them. The game and the way the game looks inside of individual images was striking enough for me. The only time I really try to make a point of taking screenshots in games is when I'm capturing a funny subtitle to use to start one of these write-ups. Shadow of the Colossus not only motivated me to just take in the ambiance, it let me. Traversing the Forbidden Lands offers you the time to actually appreciate your surroundings in a way other open world games with a lot more in them just don't.

The two changes I don't like are cosmetic. Originally Wander's stamina bar was a pink circle which would grow and grow until it went outside the boundaries of the screen. I liked this because it was a bit rubbish and didn't really make sense. It's now just an actual bar above the health, and as I type I've realised why I don't like it. When it took up a quarter of the screen you were more acutely aware of it running out, and you felt more urgency to complete whatever you were trying to do. That's lost, and it's a shame.

The most significant change in the remake is probably Wander himself. In the original he looked a bit like a generic potato-faced low-res person from a pre-HD game. Someone whose face looks like it was designed about three minutes before the game went to print. This, along with a plot-sensitive change to Wander's appearance throughout the game, somehow fit the situation because it was easier to see the deterioration as the game went on. He's someone out of his depth doing extremely demanding things, and being able to see the effect of that is a significant part of character development for someone who only talks in the opening cutscene.

New Wander looks like a secondary character from a Final Fantasy game. Shiny androgyny. It could work, but he looks too good throughout for the same sense of vulnerability to be there. Riding the horse is a pain, grappling Colossi is a pain, and he makes all the same noises, but Wander himself seems less significant than before. Just on that point about the noises he makes, one thing carried over from the original I found slightly unsettling is the sound and the music. The sound in this game is exceptional. Colossi fight music is equal parts tragic, spectacular, desperate and rousing. It'd be nice if each Colossi had their own unique themes, but the music's still good. Wander and his horse Agro's sounds just feel like real creatures going through what they do. The minimalist sounds of the Forbidden Lands perfectly complement the feeling of scale and lost grandeur. The problem is they're all exactly the same and to begin with I found that really disconcerting. All the memories I have of the original were triggered by those sounds, but I was playing something which looked and felt different. I got used to it, but it's something to keep in mind.

I don't want to go into detail about the plot for two reasons. One is if you know the game, you know the plot. Two is if you don't know the game, well, you won't have read this far, but if you haven't played it then go and do so immediately. It's better than I'm making it out to be. Actually a third reason is something I realised after I'd finished this time and was reading up about the game, watching videos and exploring the assorted theories fans have cultivated about this over the years, as well as Ico and The Last Guardian.

Much of the Forbidden Lands and the Colossi is unknown. Each Colossi alone features a raft of details which invite questions that are never answered. What is the structure surrounding 8, 14 or 15? What happened to the top of 12? Why are they the only things here, when clearly some sort of civilisation existed in conjunction with them? Why are there so many things lying around that look like they come from Ico? What connection does the ending have with Ico? The structures you encounter are impressive in their own right, but if you actually speculate about their construction and apparent abandonment they take on a new level of mystique and awe.

This is why I think Shadow of the Colossus is one of the all time great video games. It transcends the format in a way very few others have ever managed. Just starting from scratch with no prior knowledge, you'll finish the game in eight hours at most. You'll know everything there is to know and see everything there is to see. We've already covered the minimalist gameplay. It's the atmosphere, the art direction, the sound, the concept, everything else that combines to make something greater than the sum of its parts. This remake was released twelve years after the original. Twelve years is two generations in video game terms. Yet the game still persists. It still inspires the awe, the obsession, the speculation about everything you see.

There are hundreds of hours of video online of people exploring the original game and finding assets and things cut from the final game. The speculation and theorising about the world is even more imposing than the game itself. In my mind, this is what makes a truly great story and world. The sort of thing which inspires its fans to this extent. I can wonder what the temples and massive structures are, or how they were built. I can wonder what the Colossi are. I can wonder where Wander comes from, or where the priests who chase after him came from. I can wonder what Dormin is, or what they represent, or how they got there. I'll never get an answer. Some things are clearer than others, but for the most part the game remains as shrouded in mystery now as it ever has.

This is why the game persists. The recognition from players that they've experienced a unique world with a clear yet undefined history. Think of the tales that captivated you as a child. Books, television, film, whatever. How much time did you spend thinking about them? How much did you imagine yourself as part of that world, interacting with the characters? That's what Shadow of the Colossus does. The remake is just as effective at this as the original. The greatness here goes well beyond gameplay, even if that minimalism is an integral part of it. The time between original and remake filled with Ubisoft open world collectathons probably exacerbates this feeling, but the notion of an open world video game with sixteen things to do and a largely non-interactive environment feels like something that wouldn't happen now.

As I was playing the game and had the above epiphany, I realised something else. I've played other games where I've had that same reaction, but had an emotional response to go along with it. The moments of realisation when playing Journey and BioShock are probably the two best examples for me. I don't remember if I had that feeling when I played Shadow of the Colossus for the first time. I know it took a while for Ico to get under my skin as much as it did, so I'd guess and say no. Right now, for everything I've just described, that all feels like an objective assessment rather than an emotional one. The rush of taking on the Colossi is an immediate, visceral response but I still feel like I'm recalling all of this consciously in a way I never did with the other games I mentioned.

Part of this is probably my age. Or the amount of time I've spent writing things like this, at probably 99% my own benefit. If anything I think this makes the game even more impressive, that it's still able to cut through to me and make me appreciate it.

I can only end here by repeating what I said at the start. If you know, you know. If you've never experienced it, you should. Whichever the case is, I'm glad this game exists. I'm glad the remake was a success, and I hope a some point that genuine gaming landmarks like this get the respect they deserve, and get preserved like this.
 
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Shareefruck

Registered User
Apr 2, 2005
29,172
3,921
Vancouver, BC
Shadow of the Colossus (PS4, 2018)

Sometimes I start a write-up of a game in a style which explains what it is to people who haven't played or heard of it. Sometimes I do this because I think it's a bit obscure. Sometimes I do this glibly if I think the game isn't any good or if it's a bit ridiculous. I don't really know how to start off writing about Shadow of the Colossus, because if you're reading this you probably know what the game is and don't need it reduced to the simplest description by way of an introduction. At the same time I feel a duty to expand this game's audience if at all possible, so I hope I manage that.

In Shadow of the Colossus you play as Wander, a boy who steals a horse and a sword and takes his dead or dying girlfriend to The Forbidden Lands, a vast, sealed off landscape with a giant shrine in the middle of it. He places his woman on a plinth in this shrine, then a voice called Dormin appears from the ceiling and tells him in the second person that they can bring her soul back if he just goes and kills sixteen "colossi" dotted around the lands.

It's been a while since I've played the original. In saying that I've only ever played the PS3 version, not the original PS2. I'm going to keep my comparisons confined to the one section later on, rather than constantly going on about it.

Gameplay in Shadow of the Colossus is simple. You have a sword, a bow and arrow, and a horse. You hold this sword up and it shines a beam of light in the direction you're supposed to go. You follow it and it leads you to a Colossus. Each Colossus has one or two weak spots and you have to figure out how to reach them to stab them enough to kill them. This usually involves jumping on to and climbing up them, so you have a stamina meter on screen which runs out the longer you're climbing, or jumping, or clinging on while it tries to shake you off. Outside of the Colossus fights there are some trees with fruit on them you can eat to increase your health, or strange shrines with shiny-tailed lizards crawling around which you can eat to increase your stamina.

If you're unfamiliar with the game, it's at this point I surprise you by saying that's it. That's all the game is. Travelling to sixteen boss fights through an open world with virtually no interactive objects. How, then, is the game so brilliant?

Conquering the Colossi is a thrill in itself. It's been long enough since I last played the game that I didn't remember how to beat all of them immediately, so I got to experience the satisfaction that comes when you figure out how to stop one of them, or even get close enough to them to be able to stop them. The game is well named too, because for the most part you feel completely overwhelmed by the sheer size of what you're facing. Some are a bit small (11 and 14 are phoned in, really) but the mixture of feelings when you finally scale one of the giants - awe, fear, relief, panic, desperation, it's not really explainable until you're up there fighting for your life. Wander can take quite a lot of fall damage so you're not really fighting, but you don't remember that when the stamina bar starts ticking.

The best thing about the sense of scale is probably how different it can feel from fight to fight. Take the fifth Colossus for example, effectively a giant bird. You shoot it to make it swoop down towards you, then jump and grab on to its wing and pull yourself up. The swooshing feeling when you're in the air has you bracing yourself in your chair. You go from that to clinging on for dear life as it flaps its wings and twirls in the air, trying to throw you off. Compare this to the fourth Colossus which wanders around looking to see where you've gone when you duck into one of the holes in the ground you need to use to distract it. Just a large, almost dinosaur-like thing whose house you've wandered into and are now buzzing around like a fly. This is before you even get to the bipedal Colossi who are much more violent. Each fight feels like a struggle, but because of the variety it's never something you just get used to.

I'm going to make one quick comparison to the original here. Part of the sense of scale in the original was down to how the camera and control functioned, or didn't. You could barely see all of the Colossi in the frame at once, especially if you were attached. Wrangling the camera with one stick and Wander with another felt impossible enough, but the clunkiness of the PS2 controls caused by the limitation of the hardware contributed to this. The remake retains this. The camera is a pain in the neck and trying to jump and climb on any kind of surface is even worse. I was so happy at this. Controlling Wander isn't supposed to be easy. He's a young guy who's doing something completely terrifying and unthinkable, and this should be reflected in the controls. Thankfully, it is.

One thing that still surprises me about this game after all this time is the replayability. As much joy as there is in actually reaching a Colossus, then defeating them, this doesn't actually get old. On my way to the platinum here I defeated them all seven times. My first playthrough, normal time attack, hard time attack, a hard difficulty run, an easy difficulty run, another quick run on normal and then one final one on hard. There's a New Game+ option which lets you continue upgrading your health and stamina with each Colossus you beat. There's an in-game reward for this which doesn't really offer you more gameplay, just an extra, small area to explore. The time attack modes offer items such as new weapons or map upgrades, but if you can beat the hard time attacks then you don't need a sword which does slightly more damage. Even after all of those playthroughs, I was never bored. Even knowing the story and what happens, I was never bored. I never stopped being impressed. Even after finishing the game in about two hours on hard, I never felt like I had any advantage over the Colossi.

I think I worried too much about comparing the remake to the original, so I'll get it out of the way before I continue. I've mentioned the gameplay but I was probably more worried about graphical upgrades. Part of the original game's charm was in the sparseness of the environment which seemed like a necessity due to the resources available. Would things change if that detail improved? No. Well, no and yes. Everything is more detailed and more engaging as a result, but it doesn't feel any different. The Forbidden Lands are huge, and they still feel huge. They're empty, and they feel empty, but the sense of atmosphere that makes the world so engaging is still here. It's just a bit less obviously one or two texture tiles copied and pasted as far as the eye can see (or the game can draw).

The best example of how impressive the environment is is a personal one. As I was playing I took loads of screenshots of different areas. I think I have over a hundred sitting in my capture gallery. I did this without the game's photo mode which I didn't realise was there at first, but offers a range of filters and things to really let your artistic side out. For me, I didn't need them. The game and the way the game looks inside of individual images was striking enough for me. The only time I really try to make a point of taking screenshots in games is when I'm capturing a funny subtitle to use to start one of these write-ups. Shadow of the Colossus not only motivated me to just take in the ambiance, it let me. Traversing the Forbidden Lands offers you the time to actually appreciate your surroundings in a way other open world games with a lot more in them just don't.

The two changes I don't like are cosmetic. Originally Wander's stamina bar was a pink circle which would grow and grow until it went outside the boundaries of the screen. I liked this because it was a bit rubbish and didn't really make sense. It's now just an actual bar above the health, and as I type I've realised why I don't like it. When it took up a quarter of the screen you were more acutely aware of it running out, and you felt more urgency to complete whatever you were trying to do. That's lost, and it's a shame.

The most significant change in the remake is probably Wander himself. In the original he looked a bit like a generic potato-faced low-res person from a pre-HD game. Someone whose face looks like it was designed about three minutes before the game went to print. This, along with a plot-sensitive change to Wander's appearance throughout the game, somehow fit the situation because it was easier to see the deterioration as the game went on. He's someone out of his depth doing extremely demanding things, and being able to see the effect of that is a significant part of character development for someone who only talks in the opening cutscene.

New Wander looks like a secondary character from a Final Fantasy game. Shiny androgyny. It could work, but he looks too good throughout for the same sense of vulnerability to be there. Riding the horse is a pain, grappling Colossi is a pain, and he makes all the same noises, but Wander himself seems less significant than before. Just on that point about the noises he makes, one thing carried over from the original I found slightly unsettling is the sound and the music. The sound in this game is exceptional. Colossi fight music is equal parts tragic, spectacular, desperate and rousing. It'd be nice if each Colossi had their own unique themes, but the music's still good. Wander and his horse Agro's sounds just feel like real creatures going through what they do. The minimalist sounds of the Forbidden Lands perfectly complement the feeling of scale and lost grandeur. The problem is they're all exactly the same and to begin with I found that really disconcerting. All the memories I have of the original were triggered by those sounds, but I was playing something which looked and felt different. I got used to it, but it's something to keep in mind.

I don't want to go into detail about the plot for two reasons. One is if you know the game, you know the plot. Two is if you don't know the game, well, you won't have read this far, but if you haven't played it then go and do so immediately. It's better than I'm making it out to be. Actually a third reason is something I realised after I'd finished this time and was reading up about the game, watching videos and exploring the assorted theories fans have cultivated about this over the years, as well as Ico and The Last Guardian.

Much of the Forbidden Lands and the Colossi is unknown. Each Colossi alone features a raft of details which invite questions that are never answered. What is the structure surrounding 8, 14 or 15? What happened to the top of 12? Why are they the only things here, when clearly some sort of civilisation existed in conjunction with them? Why are there so many things lying around that look like they come from Ico? What connection does the ending have with Ico? The structures you encounter are impressive in their own right, but if you actually speculate about their construction and apparent abandonment they take on a new level of mystique and awe.

This is why I think Shadow of the Colossus is one of the all time great video games. It transcends the format in a way very few others have ever managed. Just starting from scratch with no prior knowledge, you'll finish the game in eight hours at most. You'll know everything there is to know and see everything there is to see. We've already covered the minimalist gameplay. It's the atmosphere, the art direction, the sound, the concept, everything else that combines to make something greater than the sum of its parts. This remake was released twelve years after the original. Twelve years is two generations in video game terms. Yet the game still persists. It still inspires the awe, the obsession, the speculation about everything you see.

There are hundreds of hours of video online of people exploring the original game and finding assets and things cut from the final game. The speculation and theorising about the world is even more imposing than the game itself. In my mind, this is what makes a truly great story and world. The sort of thing which inspires its fans to this extent. I can wonder what the temples and massive structures are, or how they were built. I can wonder what the Colossi are. I can wonder where Wander comes from, or where the priests who chase after him came from. I can wonder what Dormin is, or what they represent, or how they got there. I'll never get an answer. Some things are clearer than others, but for the most part the game remains as shrouded in mystery now as it ever has.

This is why the game persists. The recognition from players that they've experienced a unique world with a clear yet undefined history. Think of the tales that captivated you as a child. Books, television, film, whatever. How much time did you spend thinking about them? How much did you imagine yourself as part of that world, interacting with the characters? That's what Shadow of the Colossus does. The remake is just as effective at this as the original. The greatness here goes well beyond gameplay, even if that minimalism is an integral part of it. The time between original and remake filled with Ubisoft open world collectathons probably exacerbates this feeling, but the notion of an open world video game with sixteen things to do and a largely non-interactive environment feels like something that wouldn't happen now.

As I was playing the game and had the above epiphany, I realised something else. I've played other games where I've had that same reaction, but had an emotional response to go along with it. The moments of realisation when playing Journey and BioShock are probably the two best examples for me. I don't remember if I had that feeling when I played Shadow of the Colossus for the first time. I know it took a while for Ico to get under my skin as much as it did, so I'd guess and say no. Right now, for everything I've just described, that all feels like an objective assessment rather than an emotional one. The rush of taking on the Colossi is an immediate, visceral response but I still feel like I'm recalling all of this consciously in a way I never did with the other games I mentioned.

Part of this is probably my age. Or the amount of time I've spent writing things like this, at probably 99% my own benefit. If anything I think this makes the game even more impressive, that it's still able to cut through to me and make me appreciate it.

I can only end here by repeating what I said at the start. If you know, you know. If you've never experienced it, you should. Whichever the case is, I'm glad this game exists. I'm glad the remake was a success, and I hope a some point that genuine gaming landmarks like this get the respect they deserve, and get preserved like this.
Good stuff. Agreed on pretty much all counts. It doesn't quite hit favorite/masterpiece territory for me, but it certainly goes down as one of the most important, deeply worthy of appreciation, and awe-inspiring moments in gaming, in my opinion.
 
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Ceremony

blahem
Jun 8, 2012
113,976
16,785
Good stuff. Agreed on pretty much all counts. It doesn't quite hit favorite/masterpiece territory for me, but it certainly goes down as one of the most important, deeply worthy of appreciation, and awe-inspiring moments in gaming, in my opinion.
It was everything I wanted it to be, but in a way where I didn't even really notice the changes. About as perfect a remake as you could want.
 

Shareefruck

Registered User
Apr 2, 2005
29,172
3,921
Vancouver, BC
It was everything I wanted it to be, but in a way where I didn't even really notice the changes. About as perfect a remake as you could want.
Oh, I guess I do disagree on that part as well. For me, the remake was like.... I don't think it was bad, and I deeply admire their entire philosophy and attitude to remaking games as authentically as possible (it almost gives me the feeling of a really great Criterion release), and 98% of it is perfectly done, but the 2% that changed is unfortunately a really big deal to me, conceptually. How hazy the world feels, how frail, desperate, and in-over-his-head Wander looks (especially the face), and the gradual transformation being visible really makes the game for me, and that's unfortunately the exact part that was lost in the remake.

I'm still inclined to say that the PS3 version is probably the best version of the game, IMO. Unless those issues have been fixed in mods or something (is the remake even available on a mod-able format yet?).
 

Ceremony

blahem
Jun 8, 2012
113,976
16,785
Oh, I guess I do disagree on that part as well. For me, the remake was like.... I don't think it was bad, and I deeply admire their entire philosophy and attitude to remaking games as authentically as possible (it almost gives me the feeling of a really great Criterion release), and 98% of it is perfectly done, but the 2% that changed is unfortunately a really big deal to me, conceptually. How hazy the world feels, how frail, desperate, and in-over-his-head Wander looks (especially the face), and the gradual transformation being visible really makes the game for me, and that's unfortunately the exact part that was lost in the remake.

I'm still inclined to say that the PS3 version is probably the best version of the game, IMO. Unless those issues have been fixed in mods or something (is the remake even available on a mod-able format yet?).
I guess that part doesn't matter as much to me because I know the story. If I played it fresh and didn't know Wander was supposed to change, I might be more disappointed when I realised how poorly it was done for what it's supposed to represent. I don't notice it as much because I'm not looking there. I also thought the world was great and felt the way it should, apart from the forest section when you were going southwest where you had to dismount the horse each time to actually get through it then the game didn't bother making the horse follow you it just spawned a new one in the desert.
 

Andrei79

Registered User
Jan 25, 2013
15,946
29,390
I finished Breath of the wild for the second time. Last time was in 2020. This game might be the closest I could give to a 10/10. Maybe a 9.75 or 9.9. It's not for everyone, but in my case I enjoy every second I play in that world, despite it having so many features I usually dislike in games.
 
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Unholy Diver

Registered User
Oct 13, 2002
19,799
3,554
in the midnight sea
Horizon Forbidden West : Burning Shores DLC 8.5/10

Felt like a natural continuation of the story that fit perfectly with the main game, some new machines to battle in a destroyed future Los Angeles, good new Zenith villain and backstory
 

Rodgerwilco

Entertainment boards w/ some Hockey mixed in.
Feb 6, 2014
7,802
7,135
Spiderman - 6.5/10

As I said in the currently playing thread, it's fine.
I thought your assessment in the currently playing thread was pretty good. The game felt like it had a good build-up and peak of fun, and then it bottoms out quickly. Too much fetching and chasing objective points and the number of gadgets gets a bit redundant.

I find it most fun when you really start to get the hang of web-slinging and swinging around the city. Some of the combos are really fun when you start hitting a stride. The characters and dialogue aren't quite as memorable as most of the Arkham villains, either.
 

Jovavic

Concept of a Plan
Oct 13, 2002
15,559
3,238
New Born Citizen Erased
Final Fantasy IV Pixal Remaster

Best version of my favorite game ever. The battles seemed really easy, like they took off 25% of the enemies HP from the previous versions. I believe they lowered the encounter rate but upped the amount of EXP you get per battle, I finished at 17 hours doing everything but my party was level 63 at the end, which is pretty normal for me. I only used "run" in towns, never in dungeons, and I didn't mess with the EXP slider either.
 

pistolpete11

Registered User
Apr 27, 2013
11,730
10,564
I thought your assessment in the currently playing thread was pretty good. The game felt like it had a good build-up and peak of fun, and then it bottoms out quickly. Too much fetching and chasing objective points and the number of gadgets gets a bit redundant.

I find it most fun when you really start to get the hang of web-slinging and swinging around the city. Some of the combos are really fun when you start hitting a stride. The characters and dialogue aren't quite as memorable as most of the Arkham villains, either.
Yep. It's mostly just open world checklist filler. Grows old quickly.

The web-slinging is a helluva lot more fun than riding a horse across a massive open world, though, you're right. Having a smaller map also helps in not getting bored getting around, too.
 

Rodgerwilco

Entertainment boards w/ some Hockey mixed in.
Feb 6, 2014
7,802
7,135
Yep. It's mostly just open world checklist filler. Grows old quickly.

The web-slinging is a helluva lot more fun than riding a horse across a massive open world, though, you're right. Having a smaller map also helps in not getting bored getting around, too.
I really loved the 1st one and put a ton of time into it. I tried to get into Miles Morales, but it just feels like a DLC. Couldn't get into it. Not a ton of replay-ability for those games, IMO.
 

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