
Link: https://www.youtube.com/watch?v=pdZQ98mWeto&ab_channel=PlayStation
By: Krow Smith | @coffeewithkrow
Shadow of the Colossus was released on the PlayStation 2 in 2005 and it’s surprising how much Team Ico (the developers) fit into the game. For example, the map is huge, yet there are no loading screens. You can run from one end of the map to the other without any pauses. However, it did come at the cost of a less detailed rendering of the horizon and a slight cloud of blurriness in some places. Shadow of the Colossus was certainly pushing the limits of the PS2 hardware at the time. In contrast, in the remake that was released on the PlayStation 4 in 2018, you can see more detailed landscapes than you were able to before.
When I think of art and video games, one of the first games that comes to mind is Shadow of the Colossus. Similar to art, sometimes there is a need for restoration, and sometimes the restoration changes how it feels or what it means. In the case of Shadow of the Colossus, there was a complete remake and it certainly leaves a different impression than the original.
While that sounds good on paper, it doesn’t always mean the same in practice. That blurriness in the original and that lack of a clear view added to the mystery while giving a strange, dream-like quality to the game. That mystery and surrealism is pertinent to the game overall as so many questions are left unanswered as you explore the Forbidden Lands.
Another example is the scenery. In the original PS2 version, there is a stark difference between the darkness and the light. In the shadows, it gave off a feeling of being cold and damp, whereas the sun seemed oppressive, dry, and as though what it touches is being scorched. Meanwhile, the remake softens the shadows and light, effectively making the temperature seem relatively more even throughout. However, I’m left with an uncertainty as this change can lead you to a feeling of being inside of a temperate bubble, secluded from the outside seasons and weather.
The grass is a big contributor to this feeling as well. In the original, the grass is simply a flat texture on the ground mixed with light-colored dirt. This implies that very little can survive here, something that can be supported by observations throughout playthrough.
In the remake, the grass is lush and abundantly bursting forth from the ground, giving a feeling of liveliness and fertility to these originally barren lands. However, the addition of the flourishing grass can also be seen as an overgrowth: something that has been unkempt and untouched by humanity for a long time.
These things change the perception of the game on a fundamental level. What were initially restrictions from the PS2 hardware became an element of mood and tone for the game. A feeling of surrealism and a sense of being in a place full of secrets that you are not meant to be in. The remake removes this curtain of mystery by improving the graphics and making the Forbidden Lands feel more welcoming.
However, this graphical upgrade is also—objectively—beautifully done, creating a vitality to the lands, as though nature has taken over where humans once roamed. Essentially erasing the human footprint from these lands and making it feel as though you are stepping onto untouched soil and grass.
I can’t form a decision as I find myself going back and forth between these two versions. I’ve seen many people complain about the updated graphics of the remake and I agree, but I also see the vision behind the changes. I suppose I should simply appreciate each one for what they are.
What are your thoughts? Do you prefer one over the other? Let us know!
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Developmental edits by: Peggy Sue Wood | @pswediting
Copyedited by: Katherine Cañeba | @kcserinlee
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