Got news?   tips@destructoid.com  |  Never miss a story:   RSS + Twitter + YouTube
Hey! New here? Destructoid is a gaming discussion community, updated nearly every 20 minutes. Make a quick avatar to comment and enter our contests. Take the tour!

 


Home Adventure Games updates

Shadow of the Colossus' controls are an exercise in art

7:26 PM on 02.29.2008, Joseph Leray 71 comments

     Adventure Games

The "videogames as art" movement is a funny thing. Artsy wooks like myself love to wax philosophic about the potential that games have in terms of narration or eliciting meaningful, emotional player responses. We laud innovative game designers for forcing us to make morally ambiguous choices about ourselves and the characters around us. Unfortunately for us in the post-post-pre-metamodern crowd, games as a medium fall short in one crucial, yet easily overlooked, way: They only go half of the distance.

What I mean to say is that while lots of the elements of the game are designed and featured in artistically and culturally relevant ways, a huge part of games is left out of the artistic amalgam: the controls. The controller is the fundamental aspect of videogames as a medium, yet developers and fans alike seem to totally overlook it. Unless the control schema is laughably bad or unnecessarily confusing, it gets nary a mention.

Even worse, the control scheme is almost exclusively relegated to a basic function and fails to convey any sense of artistry or contribute to an overarching metaphor.  I'm not talking about good, responsive controls, or button mapping that is particularly intuitive; I mean a control scheme that, in and of itself, has something artistically important to say.

Intrigued? I hope so. Hit the jump to read how Fumito Ueda's Shadow of the Colossus achieves what so few other games have.

It's hard to appreciate just how creative the control scheme for Shadow of the Colossus is, particularly in the way it achieves an artistic goal, without comparing it to other games. To simplify, ponder this question: How does mapping "jump" to the X button contribute to the overarching themes of a game? Well, by and large, it doesn't, and that's fine. However, I want to argue that Wander and Agro's controls contribute in some important way to the artistry of Shadow of the Colossus.

Take the grabbing mechanic for example. In order for Wander to grab onto things -- ledges, walls, colossi -- the player must hold down the R1 button. The distinction is subtle: You don't just push R1, you have to hold it. The physical associations between holding onto a ledge and holding down the R1 button allow the player to always have a connection with Wander. Similarly, to attack a colossus, the player must press the O button once to raise his sword, and O again to strike. Again, the player is never separated from Wander and controls all his physical actions, that is to say there is never a rift between what's happening on-screen and what's happening in your hand.

Compare this to a game like, say, God of War -- you press X once, and you've killed 8 skeletons, deflowered a virgin, and ransacked a city -- and you realize what a feat this really is. The blurring of the line between Wander and the player becomes particularly important with respect to the Colossi. Unlike God of War, killing your enemies is far from automatic or easy -- it's a concerted effort and a pre-meditated choice.

This choice is inherent in the rest of the game as well. You have to find the Colossi, ride across an entire continent, and then figure out how to kill them. You have to want them to die. The game forces you to make decisions about whether or not to attack the Colossi, a choice you have to make over and over, at each step of the way. Even when you've climbed the colossus, found his weak spot, you have to choose again -- will you push O a second time and strike? Will you push O a last time and actually kill the Colossus?

These moments can be incredibly poignant, and I would go as far as to say that Shadow of the Colossus is the only game in which "no" is an acceptable answer to those types of questions -- all because of the way the controls are mapped.

When Shadow of the Colossus was released, some reviewers criticized it's controls for being unresponsive or clumsy, especially in regards to Agro. Treated like a traditional mount, Agro handles with all the grace and precision of a battery acid enema. Most mounts are relatively straightforward: you get in, get around, and get off. Furthermore, mounts are usually treated, thematically and mechanically, like extensions of the playable character -- it's really just a more efficient way to get from point A to point B.

Agro, on the other hand, has much subtler controls. Once you get him pointed in the right direction, just tap X a couple of times and let him do the rest. Agro makes turns, navigates obstacles, and generally keeps himself out of trouble, allowing Wander to enjoy the scenery and shoot arrows at birds, lizards, and the giant colossi that are trying to kill him. However, if you try to "steer" him , he just spazzes out.

Agro's AI and his ability to take care of himself become crucial later in the game, as some colossi are impossible to beat without his help. By giving Agro the AI and control scheme necessary for him to make decisions while Wander fights enemies, Shadow of the Colossus feels like a one-player co-op campaign. Wander fights the Colossus, and his distinct, separate, intelligent partner Agro helps him out.

The implications of such freedom, and the dependence on Agro that the player develops, are far reaching and important. By creating several situations in which the player is dependent on Agro, Shadow of the Colossus forces you to develop emotional ties to him. This relationship (coerced or not) lends a particularly poignant pathos to the end of the game, both Agro's fall, and his triumphant return. This, in turn, ties into all sorts of overarching themes of the game: loneliness, isolation, and the nature of love and friendship. Granted, other elements in the game also contribute to these themes -- the fact that Agro is the only character with a name, the sprawling, sparse landscapes -- but Wander and Agro's relationship is, at its core, based on how Agro is controlled.

What's happened here is that a really well-done gameplay mechanic (fighting the colossi with Agro's help) has engendered and contributed to a very compelling artistic metaphor (friendship). What's even more impressive is that said mechanic, and therefore said metaphor, is dependent on Agro's control scheme. Just let that sink in for a second: the artistic merit of Shadow of the Colossus is inextricably linked to its control setup.

Given that most designers don't seem to give a second thought to the way game characters are controlled (or, in this case, not controlled), this feat is particularly impressive and goes a long way in showcasing the artistry of Shadow of the Colossus and the vision of Team Ico. Sacrificing intuitiveness or gameplay to make an artistic statement is obviously a risky move and a tough decision, but Fumito Ueda made his choice, for better or for worse. For Shadow of the Colossus, I am of the firm opinion that it was for better.


Next page: More Games as Art stories




Wedge's Avatar
Wedge at 02/29/2008 19:33
I feel the same way about ICO as well. The fact you had to hold a button to hold Yorda's hand, and the way she controlled as you guided her, getting jerked around if you ran, making you want to move slow and carefully when not in danger... that was really something else. And that you could feel her heartbeat through the rumble of the controller... that was the single greatest use of that feature EVER.
Los Tres Ojos's Avatar
Los Tres Ojos at 02/29/2008 19:34
I loved the control scheme of the game, especially the fact that Agro controlled like a real horse, and that Wander tired over time.

This being one of my all time favorite games, I'm interested to see what these developers have in store controls-wise for whatever titles they make this gen.
drMario1337's Avatar
drMario1337 at 02/29/2008 19:35
I liked this game, and yeah, the enemies could have been bigger, lol.
Jonathan Kerr's Avatar
Jonathan Kerr at 02/29/2008 19:42
I love this game and I fully agree with you.
m3ds's Avatar
m3ds at 02/29/2008 19:42
Wedge beat me too it. Then again it's the same developer as SotC.
ZekeThePlumber's Avatar
ZekeThePlumber at 02/29/2008 19:48
I found the interaction of the environment through the controls to be intuitive and satisfying (especially controlling Agro), the only problem I felt was that the face button defaults were ass-backwards. Once I changed that around, everything was golden.
MAFAKKA's Avatar
MAFAKKA at 02/29/2008 19:53
This is one of the best stories I've read in a while. I found the controls of this game to be truly unique. I'd call these controls a primitive version of Assassin's Creed. It's very simple, so much that it can be a little confusing to the traditional action adventure game player. Once you learn the controls, however, you can start to focus and watch the game play out. My hand never got tired from playing this game, and yet it was really difficult at times. I enjoyed this post very much. I'm going to go dust off my copy now thanks to you.
Dexter345's Avatar
Dexter345 at 02/29/2008 19:54
Interesting article (you artsy people always say such weird things sometimes), but I always assumed Wander/Wanda was the name of the girl you're trying to save. Have I been wrong this whole time?
liam2015's Avatar
liam2015 at 02/29/2008 19:56
Huh. I never realized this, but you're right. I appreciate Agro SO much more now. I remember playing through SoTC the first and on one colossus. i did without Agro, and took me forever to beat. Second time through, I used Agro, and had it done it 1/2 the time.
NESWizard's Avatar
NESWizard at 02/29/2008 19:59
The fact that Argo was a mount that you only nudged in the right direction didn't hit me full in the face until the end. I didn't realize what this quite faithful companion meant to me until I had to watch him die to save my life. One of 4 moments in 25 plus years of gaming that has made me cry, actually cry real tears. I really felt like a friend had died.
J4RMZ's Avatar
J4RMZ at 02/29/2008 20:10
It must really suck to be a control scheme designer, if only because the measure of success is when the end user doesn't even notice your work. As if it becomes an extension of his/her own hand. Good read.
bleep's Avatar
bleep at 02/29/2008 20:15
I have to admit I haven't actually played this game, but I watched a friend of mine play it once and he was just trying to find one of the bosses to show me what it was like fighting them...literally took him like a half hour just to ride the horse to one...seemed like a boring game...course I guess he had already beaten it etc...so it could be a blast...but about the controls...I saw him get the horse into a couple of situations where the thing couldn't be pursuaded to do what he wanted and he got frustrated with it.
NightDehumidifier's Avatar
NightDehumidifier at 02/29/2008 20:15
True, but with the framerate it sure is an exercise. AN EXERCISE OF PATIENCE! SNAP!
Magesx's Avatar
Magesx at 02/29/2008 20:29
More like an exercise of MASS MURDER.
SyntaxError's Avatar
SyntaxError at 02/29/2008 20:32
I remember this game.

@Dexter:
Wander/Wanda is the guy. The girl is named Mono.

When I get the time and patience to beat this thing again, I'll try going to the secret garden at the top of the shrine/castle.
Mxyzptlk's Avatar
Mxyzptlk at 02/29/2008 20:41
I never understood the complaints about the controls myself, I always thought they made you feel more connected to the character than the typical game in a way I could never quite articulate. Great read, you spelled it out excellently.
Pepillou2's Avatar
Pepillou2 at 02/29/2008 20:41
What aboot KILLER 7, eh?
stevesan's Avatar
stevesan at 02/29/2008 20:47
agro and dogmeat. best game pets evar.
Gameboi's Avatar
Gameboi at 02/29/2008 20:51
Impressive commentary on an equally impressive game, Orcist. Never really thought about the control scheme like that, until now.
slapme7times's Avatar
slapme7times at 02/29/2008 20:58
a well thought out argument...

'Unless the control schema is laughably bad or unnecessarily confusing, it gets nary a mention.'

the goal of a controller and a control scheme is to connect the player in the game so well that the player never needs to remember that they are using an input device, it should feel like they're controlling the game with their mind, because if it does, it means that the player is able to execute in the game exactly the way they want to.

if you don't notice the controller, then the developers are doing their jobs. that's art :)
TurboHyperFighting's Avatar
TurboHyperFighting at 02/29/2008 21:02
Very nice write-up. Enjoyed much.

I'm reminded of another PS2 game that I enjoyed alot that had quirky controls. R.A.D. (Robot Alchemic Drive<--silly US name)

Now, before you say anything, I personally loved the game AND it's silly control scheme. It seemed so cool to me. It was like I was really controlling a remote controlled robot (that happened to be 30 stories tall) with a hand held Radio Controller. Plus you had to constantly re-orient yourself so you could even see your mech.

Ah, memories... I miss my PS2...
Edco's Avatar
Edco at 02/29/2008 21:21
Agree wholeheartedly here. Shadow of the Colossus stands out in so many ways, and I definitely noticed the controls. They were pretty frustrating at first but soon became very fluid to me, and then my other games with more conventional controls became frustrating! Loved this game, nice article, too.
Tubatic's Avatar
Tubatic at 02/29/2008 21:22
@TurboHyperFighting

Dude. YES! I love that damn game. It pulled off a similar idea of putting you in the game with the controls, though arguably not as well.

Orcist, excellent write up. I''m definitely on the same page with you, especially about the holding mechanic. That really pulled me into the gameplay.
Skribble's Avatar
Skribble at 02/29/2008 21:27
Fumito also said that Wanda is NOT a warrior. He stole the sword to save his love and thats it. The controls were designed so that you knew you were not an experienced warrior; the sluggish swings of your sword, tripping on uneven terrain and losing your breathe when overworked were all put in to make you feel like a normal person undertaking these extraordinary feats.

Personally I loved the controls on my first shot and have considered SOTC to have the greatest handling in any game I have ever played. It feels weighted, it's like you can actually feel the gravity in the world.

Agro is difficult to get used to, but when you manage to use his automated running and obstacle dodging, you can use it to great advantage.
Bluefusion's Avatar
Bluefusion at 02/29/2008 21:41
I actually thought the control scheme fit well for but another reason.

As you control Wander, based upon how he runs you can tell he is really just am amateur. He can trip over surfaces, and he seems to haphazardly carry the sword. The controls, being less fluid, really helped to emphasize that point.

In regard to Agro, when I was playing the game my friend remarked about how huge Agro is compared to the Wander. Once again less fluid controls help to create the sense that this boy is an amateur and doesn't have full mastery over Agro.

Plus, having to constantly wrestle with Agro to get him to go the the right place really made you concentrate, when you could otherwise lose focus in the large areas.
Eschatos's Avatar
Eschatos at 02/29/2008 21:49
Never really thought of controls that way.
Professor Pew's Avatar
Professor Pew at 02/29/2008 22:29
What's this? Thought-engaging stories on my screen?!?!

Great stuff Orcist, I'm ashamed to say I never played the game, but even without playing it I can see what you mean so props for that.
HarassmentPanda's Avatar
HarassmentPanda at 02/29/2008 22:36
I can definitely understand your point and I actually thought some of the same things while playing--particularly about the "R1" and multiple presses to stab with the sword. But, I think there's a point when you have to sacrifice "art" for the sake of making a better game. While I was entranced with the entire aesthetic of Shadow, I have never finished the game because I found the controls to be too cumbersome. That's just my opinion.
jackdoe's Avatar
jackdoe at 02/29/2008 23:57
Very good points. Damn. I've got to play Shadow of the Colossus again.
Imako's Avatar
Imako at 03/01/2008 00:10
I'm surprised you didn't find the stabbing control as powerful as I did. making the character wait until the power is full is sometimes risky because you don't always know how long you have before he gets tossed around. When released in full, it always feels more powerful than any attack press ever made in a game to me. I did't think the control felt cumbersome imho.
FinalFist's Avatar
FinalFist at 03/01/2008 00:10
Great write-up. I never really thought about how much carefully crafted controls can affect a game. But you are right in the case of Shadow of the Colossus, you really feel like you've exerted the effort along with Wander.
Aurain's Avatar
Aurain at 03/01/2008 01:10
From when I played this game, I have to say, I thought the controls were actually the worst bit. Just felt clunky to me.
B-Radicate's Avatar
B-Radicate at 03/01/2008 02:40
Great write up. Makes me wanna play through the game again. May hafta do that...
The Faux-Bot's Avatar
The Faux-Bot at 03/01/2008 04:14
I get a bit riled by the whole desire to have videogames classified as art. I think the reason is because everyone is always trying to get the medium accepted by the standards set by cinema or literature. This peice is one of the finest I have ever read because it puts across games as art, on their own terms. If people like you keep writing this well, about what makes an artistic game, and not what makes a game artistic, then the world will be a better place. I doff my cap to you sir.
Necros's Avatar
Necros at 03/01/2008 04:42
I have never thought about how controls could be artistic, only efficient. I still need to play this game, but I'll be thinking about how the controls feel when I play now.
Lucca's Avatar
Lucca at 03/01/2008 04:51
...Actually, yes. Never thought of it that way. Very well written.
Kaikara's Avatar
Kaikara at 03/01/2008 05:14
I found SoTC's controls difficult at first, but once I had got used to them I learned to love them. I remember frantically holding onto R1 while Wander feverishly held onto the back of one of the colossi and the tension between the character onscreen was conveyed directly to me the player. Good times, great game.
arun6004's Avatar
arun6004 at 03/01/2008 06:07
I'm having fun with this game right now and I can understand what you're saying about the controls - but giving us the choice to attack a weak spot multiple times is not "art" at least not as the author means it. Its common sense game design considering the factors that Wander has to be affected by when hanging onto the colossi. I agree with the rest though.

Anyway I think games like Super Mario Bros are good enough examples of art - after all good game design is good art.
Anus Mcphanus's Avatar
Anus Mcphanus at 03/01/2008 06:08
I still haven't played SoTC but this still speaks to me and it's great that someone is putting forward an argument on how games can be artistic for being a game and not being like a movie or book.

I tip my trilby to you Joseph -Orcist- Leray. Very well done.
Nefilim's Avatar
Nefilim at 03/01/2008 06:09
I've always loved how you don't controll Agro, rather you controll how Wander controlls Agro.
Bus's Avatar
Bus at 03/01/2008 06:20
Totally in sync with HarrasmentPanda, I gave up on this game very quickly because of the controls.
robcat09's Avatar
robcat09 at 03/01/2008 07:19
What about Lair?

It's sad that most people didn't get it, but in Lair you do not control the dragon directly with your controller. Your hand movements are the hand movements of the guy sitting on top of the dragon, trying to control his dragon. You are holding the reins.

If the dragon misinterprets your hand gesture, it is because you have been too imprecise to give him a clear command. Sadly, for some people, that translated into 'SIXXAS is sluggish and inaccurate'. For me, it made the experience more intense and exciting, as I tried to be as careful with my commands as possible.
donssword's Avatar
donssword at 03/01/2008 07:35
Thanks for this post -- I am glad to hear someone in the press finally "get" how completely wonderful SotC is, from the tips of its pixels to the bottom of its Dual Shock feedback -- and why its fans love it so much.

Some of the criticisms that have been leveled at the game remind me of this kid in my elementary school math class who said Star Wars (a New Hope here kids, not that modern stuff, yeah, 1977 was a long time ago) talked endlessly about how bad Star Wars was. Statements like that to a 12 year old were sacrilege. Turned out his parent's would not let him see it, leaving his criticisms unfounded.
sushi111's Avatar
sushi111 at 03/01/2008 09:55
Shadow of the Colossus is arguably my favorite game of all time and I compeltley agree with the article.
Satsumomo's Avatar
Satsumomo at 03/01/2008 11:39
I never had any trouble controlling Agro. I think most people's troubles could be blamed on a lot of people thought that you had to press forward to make Agro actually go forward, which made controlling him quite difficult.

Also, I think that his mild un-responsiveness only adds to the artistic feeling, he behaves like a real horse. If you've ever ridden on a horse, you will know that it's not like a car, the horse will respond however it wants, because it's a living, thinking animal, not a metal box with pedals.
Video Cognito's Avatar
Video Cognito at 03/01/2008 11:53
I'm not gonna lie: When I played Assassin's Creed, I was subconsciously hoping the horses would control just like Agro. *sigh* I loved SotC so much.
LordRegulus's Avatar
LordRegulus at 03/01/2008 19:59
Great article, Orcist!

I especially liked the fact that striking the colossi was not done with a single button command. Each plunge of the sword was more of a release than an all-out attack, which infused each blow with regret and doubt.

Also, clinging to that R1 button for dear life made the whole experience far more desperate. The interaction really makes you feel like you've been pushed to the edge.
cezarx's Avatar
cezarx at 03/01/2008 23:16
This is very nicely written dude! And it does open up my mind to the idea of somthing as simple as the controls contributing to the artistic marit of a game!! Game developers better have read this!! lol

- Peace
prev next 50 comments

Returning Dtoiders: login now to post a comment

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just Create an avatar now - it's fast and free: PLUS you also get your own gaming blog and begin posting stories and uploading videos in our open community area that may also appear on our home page. Sign up and we'll guide you through it, it's easy and 100% anonymous.




 Original Videos

 Reviews
Mad Dog McCree Gunslinger Pack
Overlord II
Yosumin Live!
Let's Tap
Ghostbusters: The Video Game (Wii)
View all Game Reviews

 Community blogs -   39688 Dtoiders!

This month's theme: Untapped Potential

New to Dtoid? Read the survival guide


 Originals

Retroforce Recap: so what about those dirty games, now?











more original Destructoid stories



 Popular now more













Destructoid is:
Nick Chester
Editor-in-Chief
Jim Sterling
Reviews Editor
Dale North
News Editor
Hamza Aziz
Community Manager
Anthony Burch
Features Editor
Rey Gutierrez
Video editor & director
Niero
Founder, publisher
Letters to the editors
tips@destructoid.com
Associate Editors
Ashley Davis Jonathan Holmes
Brad Nicholson Jonathan Ross
Brad Rice Jordan Devore
Chad Concelmo Matthew Razak
Colette Bennett Tom Fronczak
Conrad Zimmerman Topher Cantler
Dyson Samit Sarkar
Contributors
Adam Dork
Ben Perlee
Daniel Lingen
Joseph Leray
Joe Burling
Mikey
Will Maddock
Stella Wong




get involved

register or login
post a blog
post a forum
enter a contest
discuss a review
contribute a news tip
write a guest editorial
support

new member's guide
login assistance
tech support
report abuse
email our editors
read our dev blog
nuclear crisis?
keep in touch

RSS feed
Twitter
Facebook
Myspace
Flickr
Game nights
Meet-ups
seriously

about us
advertising
terms of use
privacy policy
jobs at MM
buy our crap
our network

Tomopop
Japanator




Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
living the dream since March 16, 2006