The time honored
tradition of many gamers on the floor of E3 is to run around wildly and at
random, bumping into things and people, playing the loudest and craziest games
that have the most booth bling. It is nice to see, however, when a game can set
the mood and pace of the show floor just because of its beautiful premise,
dreamlike quality, and distinct lack of gaudy booth attractions - cleavage
included. Shadow of the Colossus, nestled in the empire of a booth that Sony
created, shows that games of today can be calm and peaceful, but pack an
enormous punch with superior controls and cinematic artistry.
The demo starts
with an armored clad warrior in a beautiful sunlit temple. On the stone
pedestal before you lays a damsel in deep slumber, beautifully clad in white.
As you begin to explore, you notice that you have a friend in the temple, a
rather large (but perfect in proportion) black stallion. The game moves into
its adventure and training mode by giving you hints to the controls and what
they do by a simple interface at the bottom of the screen with white printed
text. As you learn to mount and ride your steed, you become aware of another
feature, that of a guidance system contained within your roman-esque looking
sword. By holding the shining blade up to any sunlit area, you can focus the
reflection by moving it around until it forms a cone of light, casting in the
direction in which you are to head.
It is important
to note that at this point that no enemies have attacked you and that no bloody
battle is about to occur. In fact, you get the distinct feeling that no bloody
battle will occur at all. But this is fine, as the pace and fluidity of the
animation and the breadth and beauty of the world have already sucked you in.
With full steam, you and your steed travel across the open fields. This is
probably the best feature in the game, the superb control and guidence of the
horse. Step aside Epona and Link, there’s a new breed of horse in town. The mane
and tail of your stallion use a unique trick to simulate hair by using 2D
sprites that animate wildly. This effect is subtle and gives a nice soft feel
to the game. A wise choice on the artist’s part, as the technique is cheap on
polys but still looks good.