I debated whether to turn this into a retro review of Shadow of the Colossus, or to focus this review on whether or not this particular remake manages to re-capture the magic of the original. Honestly though, what could I possibly say about Shadow of the Colossus that hasn't already said? I might as well try to write a retro review of Citizen Kane or Hamlet!
The original game (released in 2005 by Fumito Ueda's Team Ico at Sony) is a classic and a masterpiece of interactive art. It ranks right up there with games like Portal, Half-Life, Super Mario Bros., and Tetris as a contender for the title of "best video game ever made". Virtually every creative decision that the original team made was the absolute perfectly right decision to make. From the desolate and bleak, yet hauntingly-beautiful landscape. To the immense sens of scale and grandeur that embodies almost every crevice of the game and the sheer smallness of the protagonist himself. To the intimidating, yet majestic aesthetic design of the colossi themselves. To the bittersweet death animations of the Colossi, accompanied by Kow Otani's outstanding score, that makes you question the rightness of your actions. To the way that Agro's independent actions, slightly imprecise controls, and occasional insubordination sell the idea that she's an autonomous living character, rather than a simple vehicle that you pilot as an extension of the player avatar. To the decision to not drag down the game's pace or pollute the overworld with a single encounter with grunt enemies. And on and on...
Shadow of the Colossus was like a digital vacation when it was released in 2005.
It's as perfect a video game as has ever been made. It's the centerpiece of any "games as art" argument (if we still even have to have that argument anymore). Critics and analysts before me have already consecrated Shadow of the Colossus far beyond my petty powers to add or detract.
Bluepoint is the masters of remasters and remakes
Why couldn't Bluepoint have done
the Silent Hill HD Collection?!
Because of how absolutely brilliant the original game is, I had reservations about any attempt to remaster or remake it, especially after the debacle that was Hijinx Studios' Silent Hill HD Collection. Fortunately, however, the remake privilege (or burden, depending on how you want to look at it) was given to Bluepoint Games, the veritable masters of remasters and HD collections. Bluepoint had already released an HD remaster of Shadow of the Colossus on the PS3 back in 2011. I never played it because I thought the PS2 version of the game still looked fantastic and didn't need to be remastered to be enjoyed. That HD remaster was very well-received by the general public, as have been all of Bluepoint's remasters, as far as I am aware. Why couldn't Konami have given Silent Hill to these folks?!
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a697dbc5-0ae9-4d08-b310-36e7131bc0ae|2|5.0
Tags:Shadow of the Colossus, Bluepoint Games, Team Ico, Fumito Ueda, Kow Otani, PlayStation 2, PlayStation 4, remake, remaster, colossus, open world, puzzle, platformer, horse, Agro, Wander, Dormin, trophy
A slimmer PS3.
It is being reported that Sony is planning on releasing a slimmer version of the PS3 console this holiday season. I have yet to see any detailed technical specs of the new unit other than that it will be lighter and smaller than the existing PS3 Slim models and will have a bigger hard drive out-of-box (250 gig or 500 gig models will be available).
I don't really see the point in this move; although, I guess if the lighter, smaller unit is going to cut production costs, then it's a smart business move for Sony. But from the consumer standpoint, I don't see any reason why someone would want or need to "upgrade" to the new model.
Maybe they'll release additional technical specs at the upcoming Tokyo Game Show?
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d7d736a8-1c94-4c7c-9278-2413eb553a62|1|4.0
Tags:Sony, PlayStation, PlayStation 3, PS3, PSN, PS2, PlayStation 2, Tokyo Game Show, Demon's Souls, Dark Souls, repair, replace, upgrade
With the Silent Hill HD Collection being lambasted by fans and critics (my review now available here!), I thought I’d take a moment to discuss exactly why I feel it was so important for the original voice acting of the games (Silent Hill 2 specifically) to be retained. And it isn't just a matter of personal preference based on my familiarity with the original actors; although, that is definitely a contributing factor.
Critics tend to make a simple equivocation fallacy when describing the voice acting of Silent Hill as "awkward" and then calling it "bad". But "awkward" does not necessarily mean "bad". In fact, the awkward voice acting of Silent Hill 2 is actually a benefit to the game's narrative and mood. This is something that should be apparent to anybody who is actually paying attention to what's happening in the game.
Let us first take a step back and look at the design principles that went into Silent Hill 2.
James begins to doubt his own mental stability
Silent Hill 2 is a particular kind of horror game. It differs from other horror games at the time - such as Resident Evil and even its own predecessor Silent Hill - in that it is a very emotional brand of horror. The horror doesn't come so much from being "afraid", but rather, from being depressed, confused, and unsure of what is going on around you. Silent Hill 2 is a very dark and gloomy game, and definitely deserves its "M for Mature" rating with its story and themes alone. Team Silent accomplishes this by immersing the player in decrepit environments and introducing elements of surrealism to the game's reality. They then supplement this by slowing breaking down the foundational pillars of what the main character thinks is real, and then forcing the character and the player to wonder whether their own senses can be trusted.
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56dfd391-12ca-465c-a1b2-248e2df8691e|10|5.0
Tags:Silent Hill, Silent Hill 2, Silent Hill HD Collection, James Sunderland, Angela Orosco, Eddie Dombrowski, Konami, Team Silent, PS2, PlayStation 2, horror, depression, equivocation, fallacy, voice acting