gaming

15 Years On, The Lonely Legacy Of ‘Shadow Of The Colossus’

by Lewis Gordon

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.

In the 15 years since Shadow of the Colossus was released to near-unanimous praise, its reputation has only grown. At the time, Gamespot described it as a “high-concept adventure unlike any other.” When an entirely remade version of the game featuring modern high-definition graphics arrived in 2018, The Guardian affirmed that it was still a “work of extraordinary beauty and quiet profundity.” There’s a mythic quality to the stark game world, one with enough latitude for players to project their own meaning. During this weird pandemic-inflected time, I’ve noticed new and uncanny resonances of the virtual within the real from my home in Scotland. It isn’t just that the game’s rolling vistas share a similarity with the Hebridean islands a few hours to my West; it’s that Shadow of the Colossus is a game in which time appears to have stood still, architecture is filled not with people but an eerie, absent atmosphere, and a sense of dread rolls through the world like the in-game mist.

At 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. This results in a work players feel their way through rather than game — in 2005, this was radical.

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.

When Shadow of the Colossus came out, most players would have sat alone, hunched in front of bulky television sets, their eyes filled with the flickering artificial light of its beautiful naturalistic world. In the middle of the noughties, that was me, marvelling at the game on a Friday night when my more outgoing school friends were sitting in a park drinking beer. I, like millions of others, was probably more isolated than I knew, a condition likely exacerbated by this mostly solo hobby. Loneliness, of the kind which has become common in the digital age, wasn’t really discussed in the West at the time — but in Japan, there was a term for hermit-like teenagers and twenty-somethings who had swapped the real world for the internet and video games: They were called hikikomori, roughly translating as “one who shuts himself away and becomes socially withdrawn.”

Various factors contributed to the rise of the hikikomori. The 1990s, known as the “lost decade” (later revised to encompass the 2000s — referred to collectively as the “lost score”), were a period of economic stagnation, falling wages, and dwindling job opportunities in Japan. At the same time, rapidly advancing consumer technology such as Sony’s PlayStation consoles and home computers offered an escape and respite from such realities. Parallels exist elsewhere in the world — including the U..S, a nation experiencing its own loneliness epidemic, which coronavirus has arguably intensified. People are spending more time indoors, limiting their social contact, and funneling their cultural experiences through home entertainment technology. Shadow of the Colossus appears in tune with these processes, an ode to feeling both out of place and out of time, and a metaphor for what it means to be unmoored.

It’s this aspect of the game that Robin Hunicke, professor of game design at the University of California, Santa Cruz, and producer for the wistful, Ueda-indebted 2012 adventure Journey, encourages her students to consider, even though many of them would have been too young to play the game when it was first released. Compared to popular Gen Z multiplayer titles such as Roblox and Fortnite, Ueda’s game notably lacks a social dynamic, at least with other players. “There are themes not just of connection but a loneliness which stems from not belonging — the feeling of not being part of society,” she says. “There’s a sense of being cast away from the tribe and the sense of a tribe moving in a different direction from you.”

Now, at a moment when distance has cropped up between all of us … these games are even more poignant — virtual expressions of a loneliness which grips so many lives in the modern world.

Robin Hunicke

For players detached from the actual world, Shadow of the Colossus presents the perfect avatar — a small, literally overwhelmed character attempting to grapple with looming, seemingly insurmountable forces they cannot fully understand.

Ueda’s epic could almost be interpreted as a nerdish fantasy in its romanticization of loneliness, appearing to gesture towards the grace and virtue of solitary pursuits. But this doesn’t tell the whole story; there is a bigger tragedy at the heart of the game. Despite its desolate environment, Shadow of the Colossus is about connection — between Wander and his horse, the lifeless girl, and even the colossi. Connection, however, remains just out of reach. Despite their clear bond, Wander can never truly communicate with his steed, nor will he ultimately experience the presence of the girl he is trying to resuscitate. The colossi, too, are unknowable. Now, at a moment when distance has cropped up between all of us, not just between families and friends but societally, these games are even more poignant — virtual expressions of a loneliness which grips so many lives in the modern world.

Despite its acclaim, few mainstream video games in the following years built upon the minimalist foundations laid by Shadow of the Colossus. Open worlds got bigger but also busier, featuring an endless checklist of objectives, waypoints, and collectibles — cluttered environments which recall the noisiness of modern social media. 2019’s Death Stranding is arguably the truest inheritor, relaying a story of physical distance in a beautiful albeit bruised post-apocalyptic world. What it lacks is the moral ambiguity which drives home the isolation of Ueda’s game. As players uncover and kill each of the colossi in the Forbidden Lands, what Suttner describes as a “murderous goose chase,” they will likely reckon with the consequences of their actions — I know I did — the series of masochistic acts eventually turning inwards on the player.

Perhaps this is what elevates Shadow of the Colossus 15 years on; many play video games because they offer a break from the injustices of the real world — these works run on mathematical code with promises of fairness and order. But the rules, structure, and narrative of Shadow of the Colossus conspire against the player from the start; the game is rigged, and it’s within these circumstances they must find their own meaning and, perhaps, even peace. Ultimately, this feels like the challenge many of us now face as our own behavior is shaped by forces outside of our control. We navigate this new and unfamiliar world alone in front of a computer screen, our eyes filled with its cold blue light.

Lewis Gordon is a journalist and writer based in Glasgow. He writes about culture, technology, and the environment, and has previously written for ViceThe VergeThe Nation, and others.

‘Fall Guys’ Is Candy-Colored Party Battle Fun

by Kaity Kline

When you think of the battle royale genre in video games, you’ll probably think of Fortnite. In Fortnite, a group of 100 players parachute from a plane, land on an island, and the last person standing wins.

I was never the biggest fan of games like that. First of all, I’m not great at shooters; my aim is bad and I panic when people sneak up on me. It’s just no fun when you spend a lot of time setting yourself up in the perfect spot — and you still don’t stand a chance, because everybody else is much better at aiming and, you know, not panicking.

Luckily for me, there’s Fall Guys. It’s a brightly colored battle royale party game where up to 60 players control jellybean-like characters and race through minigames like insane obstacle courses and team events. Players get eliminated every round until there is one winner.

Pretty much anybody can pick up Fall Guys and start playing. But despite the extremely easy controls and instructions, it’s not so easy to win. And it gets super competitive.

I’ve been playing Fall Guys nonstop since it has been released, and I’m surprised my neighbors haven’t filed a noise complaint about me screaming excitedly at the screen. This game is just pure, goofy, competitive fun that keeps you coming back again and again. I look forward to playing it every day.


One particularly wild obstacle course has you and a swarm of other beans running and balancing across rows of brightly colored see-saws to the finish line, and it’s so easy to make a mistake and slide off. Another minigame is called “door dash,” and in it, swarms of players break through rows of doors to the finish line — but some won’t break.

There are also team rounds.One level features a giant pile of eggs in the middle, and the team with the least eggs in their zone when time’s up is out. Another is sort of like a soccer game, but with two balls, and whichever team scores the most points wins.

It’s a blast to play by yourself, and it’s even better to play with your friends. Playing with friends gives you an advantage during team games because you’re always paired up with them. Up to four people can play together at once — but be aware there’s no local multiplayer, so you can’t play with somebody in person unless you both purchase the game separately.

To make Fall Guys even more adorable, you can dress up your blobby racers in fun costumes that you unlock through gameplay and leveling up — and of course, through your wallet. (Yes, I spent five real-life dollars to buy a fast-food costume so my bean man can be a burger. It brought me joy, so I did it.)

There are new costumes for sale in the shop every day, and there are special ones that rotate every three days. Every season of the game has new gear you get through leveling up over the course of a few months, and then it’s gone forever. There are also special costumes that you can only buy with crowns, a currency that you can’t even purchase with real money. You need to win games to get them, and you get a handful from leveling up.

‘Fall Guys’ is fun even if you don’t win, because it’s not about winning. It’s about watching jelly beans in owl costumes get whacked around.

I haven’t won first place yet, but that doesn’t really matter, even though I’m missing out on cool costumes that you can only get by winning games. Fall Guys is fun even if you don’t win, because it’s not about winning. It’s about watching jelly beans in owl costumes get whacked around.

But there are some annoyances with Fall Guys. The game has been plagued with connection problems since its release, though developer Mediatonic is working to fix that. Fall Guys has been a huge hit, and Mediatonic clearly wasn’t ready for its popularity; I get disconnected from races fairly often, and there have been times where the game servers go down for hours.

And the minigames do start getting repetitive after you’ve been playing for a few hours. There are just over 20 minigames in total, and you cycle through them quickly. Fall Guys has the potential to be a long-lasting hit, as long as developers keep adding new content to mix things up — something Mediatonic says they’re planning on doing.

https://twitter.com/FallGuysGame/status/1293208481848270851?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1293208481848270851%7Ctwgr%5E&ref_url=https%3A%2F%2Fwww.npr.org%2F2020%2F08%2F13%2F901735175%2Ffall-guys-is-candy-colored-party-battle-fun

New costumes, too! This makes me really excited for the future of Fall Guys, despite a few hiccups at launch.

I see myself having a blast with this game for a long time to come, and for $20, you can’t go wrong.

Kaity Kline is a columnist for NPR’s Join the Game and a producer on 1A. She is a native of New Jersey, a lifelong gamer, and a former gaming YouTuber. She tweets at @kaitykline

How ‘Streets Of Rage 4’ Reimagined Gaming’s Most Iconic Rave

by Vincent Acovino

At the turn of the ’90s, the attention of the video game industry was locked onto two major companies battling for the lion’s share of a growing industry. One was Nintendo, whose ubiquitous Italian plumber was a household name.

The other was SEGA, a brand known for its spiky hedgehog, sure, but also for signaling a specific kind of ’90s cool that set itself against other video games of the time. While Nintendo stuck to their family friendly “games-for-all” aesthetic, SEGA put out video games that were thematically riskier and more mature.

One of SEGA’s biggest titles of that era was Streets of Rage, a beat-’em-up style game released for the Genesis console in 1991. In it, the player assumes the role of an ex-cop out to clean up the streets of a corrupt city. It was a game with an irrefutable style, a counter-cultural cool; its grimy cityscapes were populated by leather-laced street punks, it was violent and unruly. The shock of something new was everywhere in Streets of Rage, the feeling of a freshly realized aesthetic rendered with startling precision and clarity.

At the center of this revelatory difference was the music. Most games of the era were filled with delightful, airy melodies. Rather than looking to contemporaneous video games for inspiration, series composer Yuzo Koshiro wanted to make something that resembled his experience at nightclubs in Tokyo. And so Streets of Rage ended up with music that resembled the broader world — not just the world of video games. Koshiro’s looping compositions were crunchy, gritty electronic tracks that sounded more like a Saturday night rave than the cute chiptune ditties of Super Mario Bros.

Until now, that is. Reviving beloved gaming franchises is a risky business, and game fandoms are a notoriously picky bunch. But the French video game publisher Dotemu has made a surprising specialty out of doing just that: taking beloved but dormant franchises and bringing them back to life.

In 2017, Dotemu, alongside development team Lizardcube, released a remade version of The Dragon’s Trap, part of SEGA’s classic adventure series Wonder Boy. They set out to create a game that felt true to the originals; they had discussions with the original development team, and did their best to recreate the magic of those experiences. It was a critical success, and fans dug it too.

But Cyrille Imbert, CEO of Dotemuwas already dreaming of embarking on an even more ambitious, risky, and daring revival project. The idea was to publish a new addition to Streets of Rage. 

Imbert went back to LizardCube and started thinking about what a new Streets game might look like. “I pitched the game to SEGA in Tokyo and they loved it,” he says.

Things moved quickly, and before long, the team had a green light.

The result of over three years of development is this year’s Streets of Rage 4. Its a game that has, against all odds, managed to gracefully revitalize yet another long slumbering franchise, one that, in its heyday, changed what many believed was possible with video game music.

That’s why early on in the development of Streets of Rage 4, Imbert realized that recreating the magic of the series meant assembling a roster of composers and contributors who would do right by the series’ outsized musical ambitions.

Imbert landed on French composer Olivier Deriviere, who had previously worked on big titles like Alone in the Dark, as well as indie games like Remember Me. But Deriviere says working on a game like this was different. There were a terrifying number of potential directions to take the music in: “Should we go with Koshiro-san’s style? Should we go with 90’s nostalgia?” he says he asked himself. “It was a lot of questions. And it was very frightening for me.”

Rely too much on nostalgia, and you end up with a cheap facsimile of the original. Completely upend what made the original work, and you end up with something antithetical to its spirit.

Until now, that is. Reviving beloved gaming franchises is a risky business, and game fandoms are a notoriously picky bunch. But the French video game publisher Dotemu has made a surprising specialty out of doing just that: taking beloved but dormant franchises and bringing them back to life.

In 2017, Dotemu, alongside development team Lizardcube, released a remade version of The Dragon’s Trap, part of SEGA’s classic adventure series Wonder Boy. They set out to create a game that felt true to the originals; they had discussions with the original development team, and did their best to recreate the magic of those experiences. It was a critical success, and fans dug it too.

But Cyrille Imbert, CEO of Dotemuwas already dreaming of embarking on an even more ambitious, risky, and daring revival project. The idea was to publish a new addition to Streets of Rage. 

Imbert went back to LizardCube and started thinking about what a new Streets game might look like. “I pitched the game to SEGA in Tokyo and they loved it,” he says.

Things moved quickly, and before long, the team had a green light.

The result of over three years of development is this year’s Streets of Rage 4. Its a game that has, against all odds, managed to gracefully revitalize yet another long slumbering franchise, one that, in its heyday, changed what many believed was possible with video game music.

That’s why early on in the development of Streets of Rage 4, Imbert realized that recreating the magic of the series meant assembling a roster of composers and contributors who would do right by the series’ outsized musical ambitions.

Imbert landed on French composer Olivier Deriviere, who had previously worked on big titles like Alone in the Dark, as well as indie games like Remember Me. But Deriviere says working on a game like this was different. There were a terrifying number of potential directions to take the music in: “Should we go with Koshiro-san’s style? Should we go with 90’s nostalgia?” he says he asked himself. “It was a lot of questions. And it was very frightening for me.”

Rely too much on nostalgia, and you end up with a cheap facsimile of the original. Completely upend what made the original work, and you end up with something antithetical to its spirit.

Making your way through a stage in Streets of Rage 4 feels like a well-paced DJ set, as methodically built melodies eventually give way to moments of climactic payoff. One sequence near the end of the game has gotten a particularly strong response from fans, as the music and gameplay build to a climactic set-piece battle in an elevator. “You get this sort of very 80’s synth-wave music with a big melody — everybody has been getting excited about this,” Deriviere says.

New musical flourishes aside, so much of what made the original Streets of Rage games memorable were the melodies drawn up by composers Koshiro and Kawashima, who both contribute music to Streets of Rage 4. Koshiro in particular is often thought of as the godfather of Streets of Rage music, and his direct, rave-ready melodies — especially “Go Straight” from Streets of Rage 2 — are essential pieces of the Streets of Rage canon. Koshiro says those compositions were a natural byproduct of what he was listening to at the time, artists like Technotronic, Soul II Soul, Enigma and Black Box.

YouTube

But replicating the sound of studio-crafted club music with ’90s video game hardware was no easy feat. Koshiro first made the music on a computer called the NEC PC, using a piece of software he coded himself called Mucom88. Then, the music had to be painstakingly converted to binary code. Finally, he had to build a custom drive that made the code readable on the Genesis.

For Streets of Rage 4, Koshiro set out to replicate the feel and texture of music that was born from those limitations. One of the things he did was use actual hardware from the ’90s, like old drums and samplers. “I used the Roland TR-909, MKS-80, Junio106s, the M1 from Korg, and the s950 from Akai,” Koshiro says. All of this was equipment that was quite common for making house and techno music of the era.

Koshiro’s new compositions, made with old technology, are central to the game. As soon as you boot up Streets of Rage 4, you’re greeted with melodies that sound familiar. “The one thing that we wanted to do was start with Koshiro,” Deriviere says. “The main theme was written by Koshiro. When you select characters, it’s Koshiro. And when you enter the first half of the first stage, it’s Koshiro’s music. It was very important to us to start with his spirit.”

Deriviere says that because the process of making music with Koshiro was so hermetic — the two never directly worked on music together, or even had conversations about the direction the music should go — it was an exciting feeling to have his work recognized by the original godfather of Streets of Rage. “The first time we talked,” Deriviere said, “was Koshiro congratulating me on Twitter.” So far, fans have been in agreement with Koshiro: Not only has Streets of Rage 4 been a surprise success in terms of sales, but there’s also been demand for the soundtrack itself on iTunes and elsewhere.

There’s something to be said about why the music of Streets of Rage 4 continues to resonate, even decades after the original series. It’s a game that, like its predecessors, takes risks in the form of design decisions. This is true not only in terms of its musical direction, but its thematic direction, too. The original Streets of Rage was a game about fighting street criminals from the vantage point of an ex-cop. In Streets of Rage 4, it’s notable that one of the game’s most oppressive forces are the police themselves. Streets of Rage 4 is never pointed about the many challenging decisions it makes — but that hasn’t stopped it from feeling contemporary, fresh, and vital. Gaming’s favorite rave is back in a pair of new digs.

Streets of Rage 4 is out now on PC, PlayStation 4, Nintendo Switch, and Xbox One.