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Interview of the Colossus Interview

PlayStation 2 Interview by Kristan Reed

7 November, 2005

Shadow of the Colossus has already gone down as one of the greatest games to have ever emerged on any platform. Every bit as stunningly emotive as ICO before it, the SCEJ Studio-developed title takes players on the kind of journey that will be talked about for years to come, and is one of those rare games that delivers a real sense of 'place'.

Conjuring a serene sense of isolation, you ride around on horseback in a diverse and beautiful world in search of 16 fearsome colossi - in the hope that slaying each one will bring your lost love back from the dead.

And it's these vast, screen-filling giants that are the real star of the show, managing to redefine the very notion of what a 'boss monster' should be. They manage to not only look as spectacular as any creatures ever created in a videogame, but tax the player in ways that no other game has before or since.

Shadow of the Colossus is a trip, and it's a game that everyone should play. It's that simple.

And last week, we got to talk to two of the creators of this magical adventure; Kenji Kaido and Funito Ueda, two of the most gifted visionaries this entertainment medium has produced. Read on, as they discuss all the burning issues on Shadow of the Colossus, such as their inspirations, and whether the PAL version will be improved...

Eurogamer: Where did you get the art inspiration from for the game?

Kenji Kaido: Many people have asked the same question, but there wasn't one particular inspiration for the game. Maybe it was something I saw before, in a film, in a cartoon. Maybe it was something I read in a book or something I played when I was little - that sort of mixture might be the inspiration.

'Interview of the Colossus' Screenshot play

Makes us want to play through it all over again.

Eurogamer: The themes of isolation and sadness seem to prevail in both ICO and Shadow of the Colossus - was that deliberate?

Kenji Kaido: The sadness was focussed - in ICO's case, but in terms of Colossus, when you're riding around in the field, maybe that's where you get your isolation. But when you're fighting against the colossus there are similar feelings. Maybe after defeating each colossus, that might make you feel sad, but once you finish the whole game then you get a better picture of the feelings.

Eurogamer: Will you continue to make one-off games, or would you ever consider making a sequel to either ICO or Shadow of the Colossus?

Kenji Kaido: At the moment there is no definite plan for the future. But because we always want to keep challenging new things [unlike] other third party companies - that's our concept as a platform holder. That lets us design all different types of genres and different types of game in the future.

Eurogamer: Did you design the game around the technology, or was the technology designed around the game?

Kenji Kaido: In terms of Colossus, we had to realise how the hero grasped onto the arm of the enemy, so that was how we started the game design, then we thought how the technology could realise it. Apart from that, in terms of something you might call art - the movement, motion, and scenery - that has been made within the limitations of the hardware rather than making something and trying to think, 'I want to make this, so I cannot do it technically'. We made it within the limitation of the hardware, so just thought, 'how can we do it within the technology?'

'Interview of the Colossus' Screenshot sadness

No sadness for us.

Eurogamer: Do you already have an idea of what you'll be doing on the next generation? Do you know what your limitations are already?

Fumito Ueda: We don't know anything about it! It's not anything to do with being secretive or anything; we just haven't seen [the PS3] yet.

Eurogamer: Will the European version of Shadow of the Colossus feature any exclusive content?

Kenji Kaido: At the moment we are doing the development of the European version, so we are considering whether to include any additional elements. In the case of ICO, the European version was the best-completed version, so now we are expecting something similar to happen to this one...

[Another Sony Japan rep at this stage interjects that Ueda-san was talking about the packaging.]

Eurogamer: What are your thoughts on the delay of releasing the European version in February? Do you think that's too long for us to wait? Why is it taking so long?

Fumito Ueda: It takes time in order to get a full screen PAL version working, and also translation into five different languages. Also, from the PR and marketing point of view, they know when the best time to release it, so that the distribution is successful.

Eurogamer: To buy a copy of ICO on eBay costs a lot of money! Any plans to re-release ICO in Europe?

[Sony PR rep interjected at this point and said: "There is a plan to re-release the original. Exact details have not been 100 per cent nailed down as yet, but ICO will be re-released."]

'Interview of the Colossus' Screenshot kaido

Kaido-san, thinking big thoughts.

Eurogamer: Technically speaking, Shadow of the Colossus looks fantastic, but there are issues with the frame rate and a few pop-up issues. Is that something you can maybe iron out for the European version?

Fumito Ueda: We cannot promise everything will be improved because of the limited deadlines, etcetera, but maybe there will be some improvements.

Eurogamer: Obviously, you only fight 16 colossi, and in between there isn't a great deal to do in between, apart from riding around and checking out the scenery. What was the reason for not giving you anything to do between fighting each colossus?

Kenji Kaido: It was in order to enhance the spirit of fighting, and so the team's resources could be concentrated on the [colossi]. The contrast between the quietness of travelling and the fighting is more pronounced.

Eurogamer: With hindsight, having now finished the game, would you have done anything differently?

Kenji Kaido: Of course, it's the same as ICO, when you reach that point where you go, 'oh I wish this and that', but it's the same for any other developer, as well.

Eurogamer: What sort of game do you want to do next?

Kenji Kaido: I can't say anything. I can't give exact details, but the same as ICO or Shadow of the Colossus; I'd like to make a game that I'd want to play.

'Interview of the Colossus' Screenshot ueda

Ueda-san signing our copy of ICO for us.

Eurogamer: What is the significance of horns in your games?

Fumito Ueda: I like to leave that to the player's imagination! For us, it's much more fun to listen to what the players have to say, telling us what it meant to them...

Eurogamer: It was one of the greatest endings to a videogame ever, I have to say...

Fumito Ueda: With the ending, there are many films and books that deal with bringing back the dead, but usually it kind of has bad consequences, but what we wanted to provide is use all the humanity to provide a happy ending,

Eurogamer: Is that the definitive ending, or is there another ending if you do things differently...?

Fumito Ueda: In Japan there is much speculation that there are different endings depending on how you play. What I was trying to do, is each time you killed the colossi you can't escape from your own fate...

Shadow of the Colossus is released in Europe in February 2006. Until then, check out our full in-depth review.

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Comments: 1-48 of 48 in total

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Carlo
07/11/05 @ 13:15
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Signed copy????

/rubs hands
sephy
07/11/05 @ 13:18
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lucky goit!
Blerk
07/11/05 @ 13:21
#3
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I love these guys!

/sniff
groovychainsaw
07/11/05 @ 13:22
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Can't believe sony hasn't given them a PS3 dev kit yet - surely that is a no-brainer, sony?
krudster [mod]
07/11/05 @ 13:24
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Or maybe they're just fibbing. Surely a team this important isn't sitting around just tweaking the PAL version of this!
Stickman
07/11/05 @ 13:24
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Go steady on the 'GOTY' talk. Don't forget Halo 2.
krudster [mod]
07/11/05 @ 13:24
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Errrr....
djchump
07/11/05 @ 13:28
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BTW - surely the old "where do you get your ideas/inspiration from" is never a great way to start an interview?
Dizzy
07/11/05 @ 13:28
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ICO didn't sell... probably SotC will also not sell like crazy, Sony most likely considers these guys "cult" developers hence no PS3 kit.
kangarootoo
07/11/05 @ 13:32
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I think SotC will sell pretty well if the marketing is done right. The screenshots alone will shift loads of copies if they can just put them in the right places.
Derblington
07/11/05 @ 13:33
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"Go steady on the 'GOTY' talk. Don't forget Halo 2."

ROFL :D

Good job Krudster. I might have to pick up the double pack on release...
tengu
07/11/05 @ 13:36
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:(
sephy
07/11/05 @ 13:39
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Surely a team this important isn't sitting around just tweaking the PAL version of this!

makes a change!

Other then Hideo kojima, I can't recall a developer that spends time on the Pal version themself
Edited 1 times, most recently on 07/11/05 @ 13:33
djchump
07/11/05 @ 13:41
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BTW - I think SoTC went straight in at number 1 in Japan didn't it?
Teeth
07/11/05 @ 13:45
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w00t interview.

Nice work, shame they weren't a bit more forthcoming with those troublesome word things.
disc
07/11/05 @ 13:46
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You forgot to ask the most important question, "How do I join them?"
Teeth
07/11/05 @ 13:46
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Tengu, have you STILL not got your copy??
Flightrisker
07/11/05 @ 13:46
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:(

What does that mean
------------------------

It's shorthand for a "sad face"
If you turn your head slightly anti-clockwise it becomes more appartent.
disc
07/11/05 @ 13:47
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Yeah SOTC went to number 1, sold about 140k in one week. 100k of that in a day or so.

God of War is the opposite to Colossus I'd say, God of War is all about frenetic action and Colossus is more puzzling action.
tengu
07/11/05 @ 13:49
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Teeth, nope, hence my sadness :(
Teeth
07/11/05 @ 13:49
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Jesus. What's the delay?
Artemus
07/11/05 @ 13:54
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There is a plan to re-release the original, and it will come in a package with Shadow of the Colossus.

Oh yes!
tengu
07/11/05 @ 13:54
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Stolen probably. I have to wait 30 days before they can send a replacement.
disc
07/11/05 @ 13:55
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A pal resolution does use more of the screen and more video-memory and translation can take a little while to do.

Don't see it taking 4 months though, so is it maybe marketing holding it from being released?
SlackMaster
07/11/05 @ 13:59
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I think if it comes packages with ICO in a special edition boxset it'll be worth getting that for the resale value alone when it's flogged on ebay in a few years time.

I've had the US version of SOTC for about a week now and although I've only been able to play on it for about 1hr it's great. Defeated 3 colossi already but I'm thinking if there are 16 of them and they're all pretty similar fighting them could get old pretty quickly.

disc
07/11/05 @ 14:01
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Slackmaster I think you need to sit down and play a little more :)
Teeth
07/11/05 @ 14:01
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They're different enough that you shouldn't get bored of it.
Feanor
07/11/05 @ 14:07
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"Go steady on the 'GOTY' talk. Don't forget Halo 2."

LOL! Halo 2 came out in November 2004. You know, last year.

RE 4 for GOTY for me.
sephy
07/11/05 @ 14:08
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A pal resolution does use more of the screen and more video-memory and translation can take a little while to do.

Don't see it taking 4 months though, so is it maybe marketing holding it from being released?


To be honest I'd rather niche games like this and Katamari be released in the "quiet periods" because it means they stand a better chance of doing so well like they deserve to.
Stickman
07/11/05 @ 14:11
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For the record, the Halo 2 comment was a joke, but I didn't realize it came out last year so slapped wrists for me.
Edited 1 times, most recently on 07/11/05 @ 14:05
Teeth
07/11/05 @ 14:15
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You'll never live it down.
Dr.Haggard
07/11/05 @ 14:25
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I'm thinking if there are 16 of them and they're all pretty similar fighting them could get old pretty quickly

Not at all, not for me anway. My first time through took 15 hours and I didn't get bored once, in fact the more I played the more I loved it. I'm now on the 7th colossus on hard mode and the magic is still there, and I still can't get enough of it.

There were times on my first play through when I sat down and played the game for a one or two hour session and didn't even go on to fight the next colossus, just explored. Even now, having completed it, just taking in the views and getting sucked into the atmosphere is still immensely satisfying, and the Colossus battles are even better on hard mode.

GOTY doesn't do it justice.
tiddles
07/11/05 @ 14:27
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Does anyone know how SotC has done in the States sales-wise?

I think it's simply a myth that these kinds of games can't be successful. It's all in how they are presented - not every game has to be a blockbuster, you can have niche successes. In the movie world companies like Miramax worked this out a long time ago. Obviously it depends how much you spend on the game in the first place... :)

Word of mouth is tremendously important - few people are going to impulse-buy games like SotC and ICO, but when the opinion-formers and early adopters start raving about a title, it trickles down. If you can harness this, you can turn an obscure gem into a cult hit - but often you'll need to step beyond traditional mass marketing techniques. The recent success of a title such as Fahrenheit (No. 3 in the charts 2 months before Christmas) shows that it can be done.
krudster [mod]
07/11/05 @ 14:48
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No US sales data yet - maybe in a few weeks.
disc
07/11/05 @ 14:55
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Regarding sales, dont forget that the US get a few european buyers as well
Baronen
07/11/05 @ 15:18
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I'm getting this for the European release, and I don't even own a PS2. Bloody hell, it looks amazing.
Dr_Actually
07/11/05 @ 15:57
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"Is this better than God of war. Which I didnt enjoy too much "

You are ill
Yossarian
07/11/05 @ 16:13
#38
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I think when the PS2 price nosedives even further sometime next year I'll pick one up. I might even buy the double pack of this in anticipation.
ElephantMonkey
07/11/05 @ 16:30
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So does SOTC have differend endings?
Derblington
07/11/05 @ 16:42
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I don't think so.
Yossarian
07/11/05 @ 16:47
#41
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also, they haven't seen a PS3 yet? worrying.
Derblington
07/11/05 @ 16:48
#42
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Aren't they working on a PSP title, or am I making that up?
disc
07/11/05 @ 20:28
#43
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So at least 3 years until a new game from team Ico?

Ack, but then why not with such quality.
Derblington
07/11/05 @ 23:02
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lavalant, it's out next febuary.
8bitMofo
08/11/05 @ 02:39
#45
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Why didn't they ask the question: "What was the thought process behind the fact that you fight 16 bosses that take no time at all once you've figured out how to defeat them, with fuck-all inbetween?"

The REAL reason why this is getting released in Feburary bundled along with ICO, is that it'll just about worthy of a full RRP price tag.
3william56
08/11/05 @ 05:25
#46
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Dude, you have no soul. Back to NfS for you.
Huntcjna
08/11/05 @ 09:11
#47
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Woot my question from the forum was broken down into two questions at the start of the interview.
Dr_Actually
08/11/05 @ 11:21
#48
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The REAL reason why this is getting released in Feburary bundled along with ICO, is that it'll just about worthy of a full RRP price tag.

You clueless, pathetic man.

Comments: 1-48 of 48 in total

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