A BIG misunderstanding (One of the LAMEST Colossi???) | Shadow of the Colossus (PS4) | PandaTron
Shadow of the Colossus is a 2018 action-adventure video game developed by Bluepoint Games and published by Sony Interactive Entertainment for the PlayStation 4. It is a remake of the original game developed by Team Ico and released in 2005 for the PlayStation 2, using ultra-high definition art assets. The remake's development was led by Bluepoint, who developed the earlier PlayStation 3 remaster, with assistance from Japan Studio. The developers remade the assets from the ground up, but Shadow of the Colossus retains the same gameplay from the original title aside from the introduction of a new control scheme. The game received universal acclaim from critics.
Shadow of the Colossus is the second project of Team Ico, a group of staff members within Sony Computer Entertainment's (SCEI) International Production Studio 1 that was led by director Fumito Ueda and producer Kenji Kaido. The game originated from one of Ueda's concepts that he developed directly after the team submitted their debut title Ico, released in late 2001 for Sony's PlayStation 2 video game console, for publication. As the basis of Team Ico's subsequent game had not been decided, Ueda examined "a number of old ideas kicking around in my head ... that couldn't be realized under previous circumstances". After a brief review of those avenues, Ueda chose to explore one that aligned with his own preferences as a game player. Ueda cited The Legend of Zelda series as an influence, as he grew up wanting to make a game like Zelda and designed the Colossi bosses like "inverted Zelda dungeons."
Ueda envisioned a work with an underlying motif of "cruelty as a means of expression".He felt that this theme was widely featured in contemporary titles such as Grand Theft Auto III and wanted to use it in a game that he designed. In a discussion with Kaido, Ueda observed that he had played a variety of video games containing battles with large bosses that the player must shoot from a distance to defeat. Ueda believed that the boss sequences of those games could be streamlined if the player character was able to approach and climb the oversized opponents to kill them with a close range weapon. Accordingly, he chose to base the game around the player character's encounters with enormous fictional creatures, a premise that stemmed from Ueda's childhood fascination with monster movies. This led to an emphasis on the inclusion of a large-scale adventure in the title, an element which Ueda regarded as influential in the shaping of the game's stylistic identity.
Originally, the team considered Ueda's idea alongside another concurrently-developed game. According to Ueda, the game was unrelated to his former concept, and the team did not give it a working title or outline its design while it was in development. Ueda recognized the finished iteration of Team Ico's second title as, "in many ways, a game for boys and men"; conversely, the separately produced game was fashioned to appeal more to a female audience.Its contents, interface and thematic focus differed significantly from those that would ultimately manifest in the team's next game after Ico. The untitled game did not employ 3D graphics, whereas Team Ico applied them to their published game. The team eventually scrapped their plans for a counterpart title to Ueda's intended game, which was advanced into further development.
Prior to the start of the project, Team Ico assessed the opportunity to establish it as a sequel to their first game.This suggestion was opposed by certain staff members who argued that the story and gameplay of their preceding title were largely self-contained, and that the existence of consumer demand for a new Ico game was questionable. According to Ueda, Team Ico assumed that the creation of levels for a single-player game akin to Ico necessitated the construction of elaborate puzzles, a practice that the staff wanted to eschew. Following lengthy deliberations, they decided not to pursue a sequel to Ico and to produce a standalone game provisionally dubbed NICO (a portmanteau of ni, 2 in Japanese, and "Ico"). The team initially agreed to develop NICO as an online multiplayer game that, unlike Ico, "wouldn't require complex level design". Their foundational goal, according to Kaido, was to create a technology demo that represented a tentative rendition of the game's fictional world and features. Development commenced immediately after the December 2001 release of Ico's Japanese version.
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