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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.


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71 comments | showing # 51 to 71

PenguinPD's Avatar - Comment posted on 03/02/2008 02:48
PenguinPD
Awesome game! A friend of mine commented that the Colossi wouldn't be in so much trouble if they just shaved. LOL

Anyway, great writeup and now I know more why I like this game so much.
Samit Sarkar's Avatar - Comment posted on 03/02/2008 04:35
Samit Sarkar
Orcist, this is a fantastic article. I’ve thought about the controls in this way before, but you put it into words so well. As others have mentioned, hanging on by holding R1 really made me feel connected to the character, and the O button stabbing did make me hesitate sometimes. I remember seeing that flying Colossus and thinking, “Man, that’s beautiful. Do I have to kill it?” Also, Agro is one of the most well-drawn characters in a video game, EVER.
Butmac's Avatar - Comment posted on 03/02/2008 12:04
Butmac
Great article - never even thought of the controls in this way.
Poopface Morty's Avatar - Comment posted on 03/02/2008 13:27
Poopface Morty
I consider myself an artistically minded person (shit, my job title is 'creative artist'), and not that I disagree with everything that was said above, but I still haven't finished this game because the controls were such fucking trash. I can understand not being as simplistic and responsive as God of War, just to state the obvious, but there's definitely an even medium that could have been found. The control elements you mentioned (pulling up to a ledge, holding the stab button) weren't things I took issue with, I actually appreciated those elements, and I thought controlling Agro was fairly reasonable experience, but controlling Wander/Wanda whoever on foot and trying to scale the colossus was a chore. Things that were simple, like jumping a small gap, became extremely tedious and obnoxious. Basically, I fit in exactly with what Harassment Panda said.

I'll probably have to go back to it, but I thought a good chunk of the controls were a low point in this game.
Cheeburga's Avatar - Comment posted on 03/02/2008 19:47
Cheeburga
That was beautiful.
I loved every moment of SotC
curtw's Avatar - Comment posted on 03/02/2008 20:31
curtw
I picked this game up when I purchased a ps3 last year. I missed out on it the first go around and wanted to give it a try once I heard all of the praise it received. I loved the concept but absolutely hated the controls and camera. Why was the camera off to the side instead of directly behind the character? This was frustrating to me when I wanted to look off to the other side. As for Agro and the bond that I was supposed to develop with him....it never happened. Call me simple but I liked the horse controls much better on Assassins Creed. I actually laughed at the end when.........I won't spoil it but those who have finished it know exactly what I mean. All in all it was a great game with horrible controls and an over-rated story.
TheGamer's Avatar - Comment posted on 03/02/2008 22:28
TheGamer
Great Read.
Cubilone's Avatar - Comment posted on 03/03/2008 00:14
Cubilone
The game's controls are unique and pleasureable, just like the game... I agree with your article! :)
aDFP's Avatar - Comment posted on 03/03/2008 13:15
aDFP
Agreed, but even more so that SotC: Resident Evil.
Yes, the controls were broken.
No, I wouldn't have it any other way. The sense of panic as you tried to take down a horde of zombies in close proximity was at least 50% due to the controls. To improve them would have been like giving you infinite ammo and a zombie-proof vest.
Also Super Mario 64, but that should go without saying.
SkaGoblin's Avatar - Comment posted on 03/03/2008 13:33
SkaGoblin
[i]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.[/i]

Did I miss something? Can you actually not kill the Colossi and have the story progress? Doesn't the game just kind of stop at that point?

As much as I hate to admit it, but I'm about 5 colossi in, and I have to convince myself to keep playing. I'm good for maybe 1 a week, if that.
aDFP's Avatar - Comment posted on 03/03/2008 13:42
aDFP
Good to see an article on the games-as-art theme that actually references the elements that make it a game, especially after hundreds of articles proclaiming Bioshock as our arty flag-bearer. Mainly because, imho, very little of the artistry in Bioshock had anything to do with the game. The graphics were nice, as were the little sisters and big daddies, but they were nice the first time I saw them, in The City of Lost Children. The game itself was a bog-standard doom clone with an above average story.

Comparatively, SotC was a gaming magnum opus. The way the controls drew the player into the role of the innocent, fragile hero...
Or the way the designers dared to give the player vast, empty spaces that took an age to traverse, but gave you a real sense of place...
Or the veiled morality of the game, where you were a stranger in a strange land, murdering beings that were part of the landscape, and often not even hostile to you.
100% Genius. I still go back to it, and wish there was an HD version available.
KMCC's Avatar - Comment posted on 03/03/2008 16:17
KMCC
Glad to see this write up, as I was struck by the elegance of the games controls from the moment I started playing it.
Pixel Blue's Avatar - Comment posted on 03/03/2008 18:39
Pixel Blue
What a great post, and you're right on every count. I've heard a hundred times that game controls are too simple for us to really "connect" through them (please; you don't push anything watching a movie...) but the significance of holding on to R1 is spot on. Thanks for such a well-written piece.
skAnarky's Avatar - Comment posted on 03/03/2008 21:25
skAnarky
I have to emphasize what skagoblin has already pointed out - that while you have made a very interesting connection between the control scheme in the game and freedom (one that I feel is very interesting) there is no real 'freedom' in your actions. Yes you can choose not to kill the colossus, but it provides just as much freedom as I have in any Zelda game, walking around in circles instead of walking into the next room to fight a boss or solve a puzzle. I really think that you are onto something with how the control scheme dissects the actions of attacking the colossus, but I think it has less to do with freedom and more to do with the consequences of the act. The process of killing the beast is emphasized. After all, Wander finds colossus after colossus and stabs them over and over. I haven't thought about it enough to come to any conclusions, and I don't want to talk about the ending and ruin anything for anyone, but maybe that can tie into it somehow.

I really like that you decided to approach Shadow of the Colossus with this analysis. It could have been done with many other more obvious games (the idea screams Wii so much that you almost have to analyze a non-Wii game to give the idea justification) but this was a great choice. Good work!
double2's Avatar - Comment posted on 03/04/2008 03:41
double2
in other news - i dunked my balls in boiling oil...just for funsies
fatmacdaddy's Avatar - Comment posted on 03/04/2008 12:27
fatmacdaddy
I really don't know what I'm getting into here.... I do like the Destructoid jingle. Very cool.... Basically I would like to get started Game testing asap.... All the other stuff looks pretty good.... actually.... Very gooood....Keep up whatever you need to keep up...... with all the rest, well just let it hang. LATER DUDE
KyleGamgee's Avatar - Comment posted on 03/04/2008 12:57
KyleGamgee
I can't beat the Collossus with the guysers. I'm stuck there. Great game though. I really hope I get to finish it.

This article reminds me of what we've heard about the dog in Fable 2. That you don't control it, but instead it reacts to you on its own.
zombiekiller13's Avatar - Comment posted on 03/05/2008 10:39
zombiekiller13
This was one of those games that at first, I kinda hated. A friend of mine brought it over for me to try out, and I just couldn't get the hang of taking down the first colossus.

"You have to hold down R1 to hang on? That's stupid," I remember saying.

About a week after playing it, I started thinking more about it and realized how cool it was that you had to do that. And how the game is just a series of boss battles...really kick-ass boss battles.

So I borrowed it, and eventually bought it (which led me to a recent purchase of Ico).
GrayFox's Avatar - Comment posted on 06/26/2008 20:28
GrayFox
Just bought the game today and just read this for the first time. Brilliant fucking article.
Kakalukia's Avatar - Comment posted on 06/26/2009 15:49
Kakalukia
I also appreciated the stabbing controls. :) I loved the feeling of readying yourself and gathering strength on the first button press and releasing a powerful blow on the second. It just felt satisfying, and it added a lot to the game for me.

I actually liked Agro's controls, once I got used to them. In a lot of other games it seems as if it switches the being you're controlling when you mount, but in Shadow of the Colossus, it still feels like you're in control of Wander, who happens to be in control of Agro. I didn't find the horse controls clumsy; I think you just have to approach them with a different mentality than most games. I thought of it more like driving a car in racing games than controlling a horse, with the exception being that you're tapping X instead of holding it down. You're not the "vehicle" itself, you're the one at the controls (or, in this case, reins).
Hail's Avatar - Comment posted on 08/28/2009 11:01
Hail
I agree completely. Once I'd got over the innitial agro of controlling the horse, I found myself enjoying the rides to the colossi as much as finding them. The way you have steadily turn to convince agro to turn. Also making the X button call the horse instead of jump adds to the feeling of dependancy on the horse.
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