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Shadow of the Colossus

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Shadow of the Colossus
Front box art of the North American edition of the game.
The Shadow of the Colossus cover emphasizes the massive size of the colossus compared to the protagonist
Developer(s)Sony Computer Entertainment
Publisher(s)Sony Computer Entertainment
Designer(s)Fumito Ueda
Platform(s)PlayStation 2
ReleaseNorth America October 18, 2005
Japan October 27, 2005
Australia February 16, 2006
PAL February 17, 2006
Genre(s)Action / Adventure, Puzzle
Mode(s)Single player

Shadow of the ColossusWanda to Kyozō (ワンダと巨像, lit. "Wander and the Colossus"), is a Japanese-developed action-adventure video game developed and published by Sony Computer Entertainment (SCEI) for the PlayStation 2. Published internationally by Sony, it was released in North America and Japan in October 2005, and was subsequently released in PAL territories in February 2006.[1] The game was created by SCEI's International Production Studio 1,[2] the same development team responsible for the cult-hit Ico. Well received by critics, Shadow of the Colossus holds an average score of 91% from both Game Rankings and Metacritic.[3][4]

The game's story focuses on "Wander", a young man who must travel across a vast expanse on horseback and defeat sixteen giant beings called "colossi" in order to restore the life of a sacrificed girl.[5] The game is unusual among the action-adventure genre in that there are no towns or dungeons to explore, no characters with which to interact, and no enemies to defeat other than the colossi.[6][7] Each colossus has a weakness, which must be exploited to win the battle; thus, Shadow of the Colossus has also been described as a puzzle game.[5][8]

Like Ico, Shadow utilizes a distinct style of lighting. The game's engine uses elements such as desaturated colors, motion blur and partial high dynamic range rendering, with a heavy emphasis on bloom lighting.[9][10][8] Additionally, both games utilize unique fictional languages.[11][12]

Gameplay

Basics

Progression through Shadow of the Colossus occurs in cycles. Beginning at a central point in an expansive landscape, the player seeks out and defeats a colossus, and is then returned to the central point to repeat the process.[5] To find a colossus, the player must have Wander raise his sword while in a sunlit area, reflecting eight beams of light in the cardinal directions. The beams will then converge when the sword is pointed in the correct direction. However, the journey to a colossus is seldom a straightforward matter; the miles of varied terrain in between often require that a detour be taken. Most colossi are located in remote areas, such as atop cliffs or within ancient structures, and tend to be located progressively further away from the central area.

Once a colossus is found, the player must then discover its weakness in order to defeat it. Each colossus is located in a unique lair, and it is often necessary for the environments in which they are fought to be fully utilized in order to reach or reveal a colossus' weak spots. Every colossus has at least one such weak point, indicated by a blue sigil.[13] If the area is lit by sunlight, the player may use the sword's light to temporarily illuminate these sigils. Additionally, each colossus — including those of an aquatic or aerial nature — have areas covered with fur, which the player may use to scale the creatures and hang onto them while they thrash about in an attempt to dislodge the player.[5] While scaling a colossus, the player must act quickly, as Wander has a limited grip gauge that decreases while he hangs onto the creature.

File:SotCglyphstab.JPG
Wander stabbing the sigil on a colossus

Both Wander and the colossi have life bars to indicate their remaining health. The colossi's health will decrease significantly when their weak points are attacked, while Wander's can be decreased from attacks by colossi or falls from great heights. Throughout the game, Wander is equipped with only a sword and a bow.[13]

Agro and the environment

Agro, Wander's horse, plays a large role in the game. In addition to serving as a means of transportation, Agro plays a key role in defeating several colossi, particularly those of a fast nature. There are, however, many places which Agro cannot reach. Colossi often inhabit areas beyond deep water or obstacles that must be scaled. Agro cannot travel beyond these, and when separated from Wander thus, cannot participate in the following battle.

As the game progresses, the environment must be utilized to the player's advantage more often. The first three battles take place on simple, large, flat areas of land, with the only goal being to discover how to climb the colossi and attack a weak point that is indefinitely unprotected. However, the majority of the following thirteen battles require that some aspect of the battlefield be utilized, often extensively, and the colossi's behavior studied.[14][8]

Plot and setting

During Shadow of the Colossus, the player receives little information concerning the backstories of the characters and their relationships with one another.[5] Most of the game's events occur within a vast, mysterious and unpopulated peninsula seperated from the outside world by a mountain range on its northern side. The presence of ruins and other ancient structures indicate that the area was once a human settlement. The level of technology represented is comparable to that of the Middle Ages, though the architecture featured throughout the land is consistent with no single cultural style.

In addition to the man-made structures present, the land is characterized by diverse geographical features. The region is only accessible via a small cleft in the mountains to the north, which lead to a massive stone bridge. This bridge spans half the distance of the landscape and terminates at a large temple called the "Shrine of Worship" located at its center. It is, however, forbidden to enter the land.[15]

Characters

File:Mono and Wander.JPG
Wander standing before Mono

The protagonist of the game is Wander (voiced by Kenji Nojima), a young man whose goal is to resurrect a girl named "Mono" (voiced by Hitomi Nabatame). Little is known about Mono other than that she was sacrificed by her people because she was believed to have a cursed destiny.[16] Assisting Wander in his quest to revive her is his loyal horse, Agro, who serves as his only ally in defeating the colossi.[17] The story is centered around these three characters, but features a small supporting cast including the Dormin (voiced by Kazuhiro Nakata and Kyoko Hikami) and Lord Emon (voiced by Naoki Bando).

Referring to themselves in the plural and speaking with two voices at once (one male and one female), the Dormin are a mysterious, disembodied entity comprised of several beings that reside in the Shrine of Worship.[17] Their physical form was severed into sixteen components many years prior to the beginning of the game, and became sealed within the colossi for unexplained reasons.[18] In legends of the game's world, it is said that the Dormin have the power to revive the dead,[15][17] and it is for this reason that Wander enters the forbidden land, seeking their assistance in reviving Mono. They offer to revive her in exchange for Wander destroying the sixteen colossi.[19]

Lord Emon is a shaman who narrates a vision in the game's introduction, explaining in vague detail the origin of the land Wander has come to, and emphasising that entry to this place is forbidden.[15] He is portrayed as having extensive knowledge regarding the containment of the Dormin, and the ability to use powerful magic. He has a small group of soldiers at his command, and is pursuing Wander in order to prevent the use of "the forbidden spell", the ritual involving destroying the sixteen colossi.[20]

The colossi are armored, often enormous creatures with a variety of forms, ranging from various humanoids to predatory animals. Their bodies are a fusion of rock, earth, fur and architectural elements, some parts weathered or fractured.[21] When trespassing upon their territory, some colossi ignore the player, while others will attack on sight. Inhabiting specific locations in the forbidden land, they do not venture outside their own territory. Once slain they will remain where fallen as a mound of earth and rock vaguely resembling the original colossus.

File:SotCno13.JPG
Wander and Agro pursuing the thirteenth colossus, a flying serpent

Story

The story of Shadow of the Colossus begins with the protagonist, Wander, entering the forbidden land as he travels across the long bridge at its entrance on his horse, Agro. Led to the massive Shrine of Worship at the center of the region, Wander carries with him a body wrapped in a cloak, which he then lays upon an altar in the shrine. Removing the cloak, the body of a maiden named "Mono" is revealed. A moment later, several shadow-like creatures with humanoid forms appear and prepare to attack Wander, but he easily dismisses them with a wave of an ancient sword in his possession. After vanquishing the shadow creatures, the voice of the disembodied entity known as "Dormin" echoes from above, expressing surprise that Wander possesses the weapon. Wander then requests that the Dormin return Mono's soul to her body, which they state may be possible, but only if the sixteen idols lining the temple's hall are destroyed. They explain that this task can only be accomplished by using the ancient sword to kill sixteen colossi located throughout the land, each containing a portion of the Dormin's own essence.[19][18]

Despite a warning from the Dormin that he may have to pay a great price in order to revive Mono,[22] Wander sets out to search the land for the colossi and destroy them. With the death of each colossus, his physical appearance deteriorates, his skin becoming paler and his hair darker. Meanwhile, Mono's complexion improves and her voice can be faintly heard after each colossus has been killed. After the death of the twelfth, it is revealed to the player that Wander is being pursued by a group of warriors led by the shaman called "Lord Emon". Urged to hurry with his task by the Dormin, Wander soon defeats the last colossus. On the way to this confrontation, however, Agro falls from a crumbling bridge into a canyon river far below. Lord Emon's company arrives in the Shrine of Worship just as the last temple idol crumbles, and Wander appears soon after, his eyes and skin now both entirely pale, and two small horns protruding from his head. Declaring that Wander has been possessed, Lord Emon orders his warriors to kill him while he struggles to reach Mono,[23] one warrior shooting Wander in the leg with a crossbow, while another stabs him through his heart. Black blood sprays from the wound as Wander's body becomes covered in darkness and falls to the floor - a death identical to those suffered by the colossi.

Dormin's spirit then possesses Wander's body, transforming it into a shadowy giant. They explain that their own body was separated in order to seal away their power.Cite error: A <ref> tag is missing the closing </ref> (see the help page). While his men flee, Lord Emon casts the ancient sword used to kill the colossi into a small pool at the back of the temple's hall, creating a whirlwind of light that consumes both the Dormin and Wander. Emon and his men then flee the forbidden land as the bridge connecting to the temple collapses behind them. As they safely arrive at the entrance to the forbidden land, Emon expresses hope that if Wander survived, he will someday be able to atone for his actions.[24]

In the temple, Mono awakens, restored by the Dormin in accordance with their agreement with Wander, and Agro limps into the temple with a broken hind leg. Mono then follows him to the pool into which Wander and the Dormin were pulled by Emon's spell, finding a male infant with tiny horns on his head. She takes the child with her, following the horse to higher levels of the Shrine of Worship, and arriving at a secret garden within the shrine as the game ends.

Connections to Ico

Shadow of the Colossus is considered both a spiritual successor[25] and prequel to Ico.[6] For several months during and after the game's release, the game's director and lead designer, Fumito Ueda, maintained that the game's status as a prequel was simply his personal take on the game and not necessarily its canon nature, as he largely intended for each player to decide the specifics of the story for theirself. However, during an interview in March 2006, Ueda revealed that a specific connection between the two games exists, the world featured in the two being the same, and with Shadow of the Colossus taking place at an unspecified time before Ico. Additionally, he revealed that Wander sires the line of horned boys of which Ico's protagonist is a descendant.[7] Moreover, the shadowy figures which appear in the Shrine of Worship are connected to the shadows which the player must fight in Ico.[17]

Development

File:SotCNicoshot.JPG
A screenshot from Nico, depicting battle with an early colossus design

Developed with a team of thirty-five people, Shadow of the Colossus began development in 2002 under the project name "Nico" and was intended to be a direct sequel to Ico.[26][2] "Nico" is a portmanteau of the Japanese word ni ("two") and "Ico".[2] An early technology demo for the project shown at the DICE Summit in 2003 depicted a group of masked, horned boys riding horses while attacking and defeating a colossus.[26][2] However, Fumito Ueda has expressed that at the time, it was simpler to reuse the character design of Ico's protagonist, and that he never explicitly desired a sequel to Ico.[27] Japanese pre-orders of Shadow of the Colossus later included a bonus DVD with the concept video, a trailer describing Nico's plot, and an introduction the development team states they wanted to use in Shadow of the Colossus.

Ueda and producer Kenji Kaido held their team to a high standard throughout production. An admitted perfectionist, Ueda felt that only one or two out of 500 programmers who applied to work on Shadow of the Colossus met his criteria, and often demanded thorough changes in design until it matched his vision.[26] For his part, Kaido challenged the programmers to meet the concept of realistic physics in relation to the movement of the colossi and the subsequent effect this movement would have for Wander, both in terms of how he might be displaced and how he may be able to use this movement to his advantage. For instance, if a colossus were to shake, Kaido wanted Wander's position to shift realistically in response. Additionally, if a colossus' limb was currently horizontal, Kaido wanted the player to be able to run across the limb as though it were any other flat surface. He referred to these two concepts as "player dynamics and reactions" and "organic collision deformation".[26] The realistic physics engine produced as a result required that colossi intended to be faster than others actually be smaller as well.[27]

A specific objective that Ueda wished to achieve with the game was an overall unique presentation[6] and a change in how both players and developers perceived the idea of what bosses should be in video games. As part of this goal, he ensured that the game's only enemies would be the sixteen colossi, that they could only be approached one at a time, and that they would have various behavior patterns.[27][28] Though limiting the presence of enemies to only bosses was partly intended to differentiate the game from others, Ueda has also expressed that it was to ensure that the programmers' focus be entirely on the colossi so that their quality could be as high as possible.[7] Additionally, in accordance with this focus upon the colossi — and his own preference for simplistic controls — he intended that one button on the game controller be used solely for targeting the colossi during battles.[28]

A focus on a theme of companionship between the player and an AI-controlled partner was also a concern for Ueda.[28] In Ico, this theme was presented through the protagonist and the character Yorda, whom the player was required to work with and protect while navigating the game's environments.[29] As such, another key element in the vision behind Shadow of the Colossus was the relationship between Wander and his horse, Agro. Intended to be a realistic representation of a horse, Agro does not always respond to commands. In Ueda's words, "a real horse ... doesn't always obey. It's not like a car or a motorcycle, it won't always turn when you say 'turn!'". However, he has admitted that the team had to seek a balance in how often Agro didn't respond to commands so as to maintain both realism and playability.[28]

Additionally, Ueda has explained that the game's atmosphere of a "lonely hero" was an important emphasis of the game's development. All elements of the game — including audio, gameplay and visuals — were utilized to achieve this objective. Lighting, in particular, was utilized to establish a dark, fearsome setting for the forbidden land, while the protagonist's sword would provide a means of navigation that was "direct and only expressible visually".[29]

Audio

While the game has an extensive orchestral soundtrack, the music is only heard during cut scenes and colossi encounters, while time spent at the Shrine of Worship and traversing the landscape is silent save for the sounds made by the protagonist, his horse and their surroundings.[30] The open nature of the game world and lack of life coupled with this limited use of music is utilized to aid in establishing an atmosphere of solitude,[29][31] similar to that of Ico.[14]

Roar of the Earth is the soundtrack to Shadow of the Colossus. It was released in Japan on December 7, 2005. There are currently no announced plans to release the album in other territories. The game's score was composed by Kō Ōtani (credited in-game as "Kow Otani"), whose previous video game work included the soundtracks to the PlayStation 2 flight simulator Sky Odyssey and the PlayStation shooter Philosoma. He has also worked on several of the 1990s-era Gamera films, as well as a variety of anime. Roar of the Earth won the award for "Soundtrack of the Year" in the United States-based video game magazine, Electronic Gaming Monthly.[32]

The 42-track disc includes seven bonus tracks not used in the game. Additionally, track 22, "Sky Burial", only appears in the PAL version of the game.[33]

  1. Prologue ~To the Ancient Land~ - 03:26
  2. Prohibited Art - 01:53
  3. Commandment - 01:54
  4. Black Blood - 02:03
  5. Resurrection - 01:54
  6. Sign of the Colossus - 01:52
  7. Grotesque Figures - 02:05
  8. The Opened Way - 01:57
  9. The End of the Battle - 01:42
  10. Idol Collapse - 00:34
  11. Green Hills - 00:33
  12. A Violent Encounter - 01:57
  13. Revived Power - 02:18
  14. Lakeside - 00:26
  15. Silence - 01:49
  16. In Awe of the Power - 02:12
  17. Wander's Death - 00:46
  18. The Farthest Land - 03:23
  19. Creeping Shadow - 01:47
  20. A Messenger from Behind - 01:52
  21. Counterattack - 02:04
  22. Sky Burial - 01:45
  23. A Closed-off City - 00:30
  24. Liberated Guardian - 02:07
  25. A Despair-filled Farewell - 02:20
  26. Prayer - 01:51
  27. Swift Horse - 01:45
  28. Gate Watcher of the Castle Ruins - 02:03
  29. Sanctuary - 00:32
  30. Demise of the Ritual - 02:20
  31. A Pursuer - 00:30
  32. Premonition of Revival - 00:50
  33. Epilogue ~Those who Remain~ - 07:09
  34. Hope - 02:10
  35. The Sunlit Earth - 01:31
  36. Memories - 01:21
  37. Wilderness - 00:28
  38. Voice of the Earth - 00:27
  39. Marshlands - 00:30
  40. Anger - 01:52
  41. Final Battle - 01:54
  42. The Farthest Land (Reprise) - 03:21

---

Total Running Time: 1:15:36

PAL version

The PAL version of the game was released in February 2006. Much like the PAL release for Ico, the game came in a cardboard sleeve displaying various pieces of artwork from the game, and contained four art cards.[34][35]

The game also came with a "making of" documentary, a trailer for Ico and a gallery of concept art, accessible from the game's main menu. Sony Computer Entertainment also re-released Ico in PAL territories at the time of Shadow's release, both to promote the game through Ico's reputation, and to allow players who did not buy Ico during its original limited release to complete their collections.[34]

Some confusion has arisen in PAL regions concerning the official name of the protagonist, due primarily to the manual's usage of "Wanda", while the North American manual and the game itself uses the name "Wander". This confusion results from a failure to account for the Japanese language lacking an "er" phonetic. A common compromise is to use an "ah" syllable instead, in an effort to simulate a non-rhotic "er" phonetic when transliterating foreign words into Japanese.

Reception

Shadow of the Colossus's commercial reception was positive, with sales of 140,000 copies in its first week at retail in Japan, reaching number one in the charts. Additionally, 80% of the initial North American shipment was sold within two days.[36] These figures compare favourably with Ico, which was well received by critics but failed to sell a significant number of copies.[37] In August 2006, the game was placed on Sony's list of Greatest Hits titles.[38][39]

Unlike Ico, Shadow received far more exposure, due in part to Sony putting its weight behind a massive advertising campaign.[40] It was advertised in game magazines, on television and on the internet, including a viral marketing campaign that was launched by a website called "Giantology" in October 2005. The site posted links to several websites claiming that the remains of five giants resembling certain colossi had been discovered in various parts of the world. Some speculate that Ico's sales figures could have been improved if similar advertising effort was made prior to its release.[41]

Critical response

Shadow was well received by the media, and given high scores by some of the more prominent gaming critics. These include the Japanese magazine Famitsu, who rated the game 37/40,[42] the UK-based Edge, who awarded an 8/10,[43] and the US-based Electronic Gaming Monthly, who granted 8.8/10.[32] GameSpot's review commented that "the game's aesthetic presentation is unparalleled, by any standard",[5] while multimedia website IGN hailed the game as "incredible", "an amazing experience" and "an absolute must-have title".[44] GameSpy described it as "possibly the most innovative and visually arresting game of the year for [the] PS2".[45]

Many reviewers consider the game's soundtrack to be one of its strongest aspects. In addition to Electronic Gaming Monthly's award of "Soundtrack of the Year",[32][46] GameSpot commented that the musical score conveyed, and often intensified, the mood of any given situation,[5] while it was described as "one of the finest game soundtracks ever" by a reviewer from European gaming site Eurogamer.[8]

However, the game has been negatively criticised for its erratic frame rate, which is usually smooth while traversing the landscape, but often slows down in fast-paced situations, such as colossus battles.[5] Concern was also expressed about the game's camera, which was described by GameSpy as being "as much of an opponent as the Colossi", "manag[ing] to re-center itself at the worst and most inopportune times".[45] Reviewers are often mixed about Agro's AI and controls. While gaming website Thunderbolt insists the realism of his movement and behaviour "create[s] a videogame experience unlike any other",[47] and IGN regards this design as "nearly flawless in every aspect of [its] implementation",[14] Edge comments that the controls are "clumsy, crude, and unpredictable".[43]

Awards

Shadow has received several awards, including recognition for "Best Character Design", "Best Game Design", "Best Visual Arts" and "Game of the Year", as well as one of three "Innovation Awards" at the 2006 Game Developers Choice Awards.[48][49] At the 2006 DICE Summit, the game won the award for "Outstanding Achievement in Art Direction" and was nominated for "Console Game of the Year" by the Academy of Interactive Arts & Sciences,[50] while it received one of two "Special Rookie Awards" at the Famitsu Awards 2005.[51][52][53] Additionally, it was nominated for "Best Original Music", "Best Artistic Graphics", "Best PS2 Game" and "Most Aggravating Frame Rate" in GameSpot's awards for 2005,[54][55][56][57] while it won "Best Adventure Game", "Best Artistic Design" and was a runner-up for "Game of the Year" in The Best of 2005 awards held by IGN,[58][59][60] who cited Agro as the best sidekick in the history of video games.[61] The game's ending was selected as the fourth greatest moment in gaming by the editors of GamePro in July 2006.[62]

References

  1. ^ IGN site staff, ed. (2006). "IGN: Shadow of the Colossus". IGN. Retrieved 29 July. {{cite web}}: Check date values in: |accessdate= (help); External link in |work= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  2. ^ a b c d PlayStation.com Australia site staff. "NICO: the game that never was". PlayStation.com Australia. Retrieved 30 July. {{cite web}}: Check date values in: |accessdate= (help); External link in |work= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  3. ^ Game Ratings site staff (ed.). "Shadow of the Colossus Reviews". Game Rankings. Retrieved 23 July. {{cite web}}: Check date values in: |accessdate= (help); External link in |work= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  4. ^ Metacritic site staff (ed.). "Shadow of the Colossus Reviews". Metacritic. Retrieved 23 July. {{cite web}}: Check date values in: |accessdate= (help); External link in |work= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  5. ^ a b c d e f g h Shoemaker, Brad (2005). "Shadow of the Colossus for PlayStation 2 Review". GameSpot. Retrieved 17 July. {{cite web}}: Check date values in: |accessdate= (help); External link in |work= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  6. ^ a b c McNamara, Andy & Berghammer, Billy (2006). "Colossal Creation: The Kenji Kaido and Fumito Ueda Interview". Game Informer. Retrieved 9 July. {{cite web}}: Check date values in: |accessdate= (help); External link in |work= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)CS1 maint: multiple names: authors list (link)
  7. ^ a b c Kohler, Chris (2006). "Behind the Shadow: Fumito Ueda". Wired News. Retrieved 9 July. {{cite web}}: Check date values in: |accessdate= (help); External link in |work= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  8. ^ a b c d Reed, Kristan (2005). "Review - Shadow of the Colossus". Euro Gamer. Retrieved 21 July. {{cite web}}: Check date values in: |accessdate= (help); External link in |work= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  9. ^ Nishikawa (2005). "Shadow of the Colossus PS2 Preview". Impress Watch. Retrieved 2 August. {{cite web}}: Check date values in: |accessdate= (help); External link in |work= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help) Translation available at The Making of "Shadow of the Colossus"
  10. ^ IGN site staff (2005). "Shadow of the Colossus PS2 Preview". 1UP.com. Retrieved 2 August. {{cite web}}: Check date values in: |accessdate= (help); External link in |work= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  11. ^ The Gaming Intelligence Agency site staff (2001). "Interview with Fumito Ueda". [www.thegia.com/ The Gaming Intelligence Agency]. Retrieved 2 August. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  12. ^ Bettenhausen, Shane (2005). "Afterthoughts: Shadow of the Colossus". 1UP.com. Retrieved 2 August. {{cite web}}: Check date values in: |accessdate= (help); External link in |work= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  13. ^ a b Kohler, Chris (2005). "Colossus Is Giant Leap for Games". Wired News. Retrieved 17 July. {{cite web}}: Check date values in: |accessdate= (help); External link in |work= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  14. ^ a b c Roper, Chris (2005). "Shadow of the Colossus Review". IGN. Retrieved 21 July. {{cite web}}: Check date values in: |accessdate= (help); External link in |work= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  15. ^ a b c Emon (narrating): That place... began from the resonance of intersecting points... They are memories replaced by ens and naught and etched into stone. Blood, young sprouts, sky--and the one with the ability to control beings created from light... In that world, it is said that if one should wish it one can bring back the souls of the dead... ...But to trespass upon that land is strictly forbidden... (Shadow of the Colossus) Tokyo: Sony Computer Entertainment, 2005
  16. ^ Wander: She was sacrificed for she has a cursed fate. Please, I need you to bring back her soul... (Shadow of the Colossus) Tokyo: Sony Computer Entertainment, 2005
  17. ^ a b c d Sony Computer Entertainment staff (2006). "Shadow of the Colossus English (UK)". Shadow of the Colossus official site. Retrieved 29 July. {{cite web}}: Check date values in: |accessdate= (help); External link in |work= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  18. ^ a b Dormin: Thou severed Our body into sixteen segments for an eternity in order to seal away Our power... (Shadow of the Colossus) Tokyo: Sony Computer Entertainment, 2005
  19. ^ a b Wander: Please, I need you to bring back her soul... / Dormin: That maiden's soul? Souls that are once lost cannot be reclaimed... Is that not the law of mortals? With that sword, however... it may not be impossible. / Wander: Really?! / Dormin: That is of course, if thou manage to accomplish what We askest. / Wander: What do I have to do? / Dormin: Behold the idols that stand along the wall... Thou art to destroy all of them. But those idols cannot be destroyed by the mere hands of a mortal... / Wander: Then what am I to do? / Dormin: In this land there exist colossi that are the incarnations of those idols. If thou defeat those colossi--the idols shall fall. (Shadow of the Colossus) Tokyo: Sony Computer Entertainment, 2005
  20. ^ Emon: Have you any idea what you've done?! Not only did you steal the sword and trespass upon this cursed land, you used the forbidden spell as well... (Shadow of the Colossus) Tokyo: Sony Computer Entertainment, 2005
  21. ^ Hayes, Jonahthan (2005). "Larger than Life - New York Magazine Video Game Review". New York Arts & Events. Retrieved 28 July. {{cite web}}: Check date values in: |accessdate= (help); External link in |work= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  22. ^ Dormin: But heed this, the price you pay may be heavy indeed. / Wander: It doesn't matter. (Shadow of the Colossus) Tokyo: Sony Computer Entertainment, 2005
  23. ^ Emon: Eradicate the source of the evil. Look... He's possessed by the dead. Hurry up and do it! It is better to put him out of his misery than to exist, cursed as he is. (Shadow of the Colossus) Tokyo: Sony Computer Entertainment, 2005
  24. ^ Emon: Poor ungodly soul... Now, no man shall ever trespass upon this place again. Should you be alive... If it's even possible to continue to exist in these sealed lands...one day, perhaps you will make atonement for what you've done. (Shadow of the Colossus) Tokyo: Sony Computer Entertainment, 2005
  25. ^ GameSpot site staff, ed. (2005). "The Long-Awaited Spiritual Successor to ICO Arrives Mid-February in Europe". GameSpot. Retrieved 1 July. {{cite web}}: Check date values in: |accessdate= (help); External link in |work= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
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Official sites

Media and interviews