Criteria for game-elements (GE) selection are insufficiently characterized in terms of their adequacy to patients’ clinical conditions or targeted cognitive outcomes. This image from the 2018 remake of Shadow of the Colossus emphasizes the lonely nature of its landscape.Game-based interventions (GBI) have been used to promote health-related outcomes, including cognitive functions. The first time the player is given control of Wander, the young and androgynous-looking protagonist of Shadow of the Colossus, they are confronted with a vast and unfamiliar landscape bathed in a cold yellow sun. Towering cliffs lie in the distance, while a rocky ridge cuts through the scrubby middle-ground. New players won't know it yet, but this place, referred to as the Forbidden Lands, is empty - except for 16 towering giants and a smattering of wildlife. Over the course of the next ten hours, they will empty it further, slowly felling each of the colossi as part of a mystical pact to revive a lifeless young woman. Death becomes life, but the world here is left a little quieter. Shadow of the Colossus is the second of three melancholic video games directed by acclaimed Japanese game maker Fumito Ueda. It's rare to find such quiet sadness in a video game, even rarer in a trio. Ueda's first, 2001's Ico, told the story of a young boy trying to help a child princess called Yorda escape from a magical ruinous castle. His third, 2016's The Last Guardian, focused on the relationship between another pre-pubescent protagonist and a giant creature called Trico. Sandwiched between these two games is the notably darker Shadow of the Colossus, what Ueda described as his "own take on cruelty," a rumination on the violent actions many games ask players to perpetuate.Įach time the player sets out to find a colossus, they must contend not only with orientation but the deafening quietness of their surroundings often, the only thing they'll hear is the whistling wind as thoughts rattle through their brain.Īt its heart, Shadow of the Colossus is a third-person action adventure - the player controls an avatar which sits in the center of the screen and the 3D space. Navigation is key, and as the player ventures deeper into the Forbidden Lands - through deserts, lakes, and forests - well-worn tropes of the genre are notably missing. For a start, the only enemies in the game are the 16 colossi. In other games, smaller enemies and challenges would present themselves, but there is nothing else here, save for the mammoth boss fights. Each time the player sets out to find a colossus, they must contend not only with orientation but the deafening quietness of their surroundings often, the only thing they'll hear is the whistling wind as thoughts rattle through their brain. "So many parts of nature are recreated in what feels like a very intentional way to give you these evocative feelings that fill the space between fighting the colossi," says Nick Suttner, author of a 2015 monograph on the game. "Any other designer would have been tempted to fill that space with things to do." Suttner describes Ueda as an "intuitive designer," one who follows their own instincts and preferences. One example is the Japanese game maker's dislike of games featuring "too many stats and numbers." Acutely observed ecological phenomena and deft character animations tell the player everything they need to know there is no numerical feedback except for one gauge indicating the player's stamina.
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