
I am spiraling into a video game binge, so updating may become sporadic in the coming weeks as I play through
[Ace Attorney: Apollo Justice],
[Metal Gear Solid: The Essential Collection], and
[Shadow of the Colossus].
Colossus pushes not only my gaming buttons -one of the best I’ve played- but my design buttons. After playing other Japanese RPGs/adventure games -with their bloated charts and diagrams mapping everything from character, weapon and armor stats to potions inventory- the incredibly sparse interface of
Colossus is a breath of fresh air.
The plot of the game is simple: The player controls a young warrior who has to seek out sixteen colossi. Not enemies other than these gigantic monsters exist, and the only goal in the game is to kill them. No side quests, no character development, no items to collect or buy, no real story line. The interface of Colossus matches the simplicity of the game: a health meter (for the player and the colossus), a box showing which weapon is equipped at the moment, and a circle that doubles as a grip and weapons strength meter.
It was a little alarming for me at first, being accustomed to complicated game play and information design. When traveling to the first colossus I spent a good deal of time riding around trying to find hidden potions or other items that would help me in my battles. But no- all I had was a sword and a bow to defeat the colossus, and nothing to help my health meter should I become injured. So in lieu of assistance from items or armor, the player relies only on they dexterity and puzzle-solving abilities when battling the colossi. You're pretty much left to your own devices.
This can be very scary and overwhelming at times. The colossi are huge, and move around a lot during battle, and the player is constantly in danger of being stepped on. The camera being from the player's POV adds to this sense of full immersion in the game. It's definitely different from most RPGs, in which the player and enemies stand politely on either side of the screen, taking turns exchanging attacks.
But, back to the interface. The lack of information cluttering the screen lends to an incredible sense of freedom in the game play. I've found myself just running around the expansive landscape for up to an hour, just exploring without the goal of finding anything (other than the colossus). Of course there is a map, but it's not needed for finding the colossi, really. And the beautiful design of the interface rewards players for getting lost and exploring.
So, uh, if you get the chance, get out this game. I was lucky enough to get it for $0.89 at Gamestop (using an $18 store card from trade ins). I also want to get a copy of its sister game,
[ICO], but it's harder to find.