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* Some of the colossi have hands. Yet, when Wander's climbing them, they insist on trying to shake him off, rather than just grabbing and squishing. This is most egregious with the fifteenth and sixteenth colossi, where Wander has to actually crawl around in their palms, completely squishable. Yet Wander never gets squished. The fifteenth is somewhat justified, since [[YouFailBiologyForever stabbing its triceps may have made it unable to close its hand]], but it still bugs me. The 16th Colossi is quite strange because as Wander delivers the killing blow its hand finally springs up onto its head in a motion symbolizing that it is in pain and yet it never does this during the fight itself as Wander was stabbing it.

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* Some of the colossi have hands. Yet, when Wander's climbing them, they insist on trying to shake him off, rather than just grabbing and squishing. This is most egregious with the fifteenth and sixteenth colossi, where Wander has to actually crawl around in their palms, completely squishable. Yet Wander never gets squished. The fifteenth is somewhat justified, since [[YouFailBiologyForever stabbing its triceps may have made it unable to close its hand]], but it still bugs me. The 16th Colossi is quite strange because not only does it stop to look at Wander as he is dangling from his hand but as Wander delivers the killing blow on top of its head its hand finally springs up onto its head in a motion symbolizing that it is in pain and yet it never does this during the fight itself as Wander was stabbing it.
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* Some of the colossi have hands. Yet, when Wander's climbing them, they insist on trying to shake him off, rather than just grabbing and squishing. This is most egegrious with the fifteenth and sixteenth colossi, where Wander has to actually crawl around in their palms, completely squishable. Yet Wander never gets squished. The fifteenth is somewhat justified, since [[YouFailBiologyForever stabbing its triceps may have made it unable to close its hand]], but it still bugs me.

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* Some of the colossi have hands. Yet, when Wander's climbing them, they insist on trying to shake him off, rather than just grabbing and squishing. This is most egegrious egregious with the fifteenth and sixteenth colossi, where Wander has to actually crawl around in their palms, completely squishable. Yet Wander never gets squished. The fifteenth is somewhat justified, since [[YouFailBiologyForever stabbing its triceps may have made it unable to close its hand]], but it still bugs me. The 16th Colossi is quite strange because as Wander delivers the killing blow its hand finally springs up onto its head in a motion symbolizing that it is in pain and yet it never does this during the fight itself as Wander was stabbing it.
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* I'm starting to think that people are simply trivializing and disregarding this game's flaws. Irritating final boss? "But it's a ''living castle''!" Lack of music? "But that makes what little music is there even MORE amazing!" Uncontrollable horse? "But it's just like riding a real horse!" Fuzzy graphics with too much bloom? "The game is ''supposed'' to look like that!" Total lack of anything to do except fight the Colossi in a specific order? "It makes the game more meaningful because you're not just mowing down a bunch of forgettable mooks!" I have had each and every one of these arguments and more given to me at least once when I stated why I did not enjoy this game, and the one used most often was perhaps the following two words: "It's amazing!" and nothing more. As if somehow "It's amazing!" tells me everything I need to know about this game. I can perhaps see someone else enjoying this game more than me, since I've never been much of an adventure game person, but to see someone say it's the best game ever (not their favorite or the best they've ever played, but simply ''the best game ever'') is something I cannot understand.

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* I'm starting to think that people are simply trivializing and disregarding this game's flaws. Irritating final boss? "But it's a ''living castle''!" Lack of music? "But that makes what little music is there even MORE amazing!" Uncontrollable horse? "But it's just like riding a real horse!" Fuzzy graphics with too much bloom? "The game is ''supposed'' to look like that!" Total lack of anything to do except fight the Colossi in a specific order? "It makes the game more meaningful because you're not just mowing down a bunch of forgettable mooks!" I have had each and every one of these arguments and more given to me at least once when I stated why I did not enjoy this game, and the one used most often was perhaps the following two words: "It's amazing!" and nothing more. As if somehow "It's amazing!" tells me everything I need to know about this game. I can perhaps see someone else enjoying this game more than me, since I've never been much of an adventure game person, but to see someone say it's the best game ever (not their favorite or the best they've ever played, but simply ''the best game ever'') is something I cannot understand.




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*** I didn't truly think the game was ''bad'', not do I think the design decisions were necessarily stupid. It's simply not my type of game, and I can accept that other people's opinions of it will be different from my own. I'm mostly criticizing the fact the some fans are using weak or nonsensical arguments to defend it. Not that this problem is exclusive to Shadow of the Colossus, obviously, but still...
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**** I always liked the last one best: it's the only one where I got the feeling that it was absolutely terrified of Wander. That's why it's stationary, with its back against the wall. After you reach it, the game is over. You know it. IT knows it. Agro is dead. The bridge is out. Wander isn't getting off that island alive. Neither is the colossus. To me, it was the most emotional point in the entire game.
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** One reason there's arguments on both sides for those flaws/virtues is that they were all very intentional, as opposed to flaws that are a result of oversight or laziness. Personally, I agree that the final boss was a letdown, feel that the well-done ambient audio made up for the lack of music (and when there was music, it ''kicked ass''), think that adding generic enemies would have just been [[FakeLongetivity tedious padding]], and that the visuals were quite gorgeous. Whether or not you like it is up to personal preference, but it's not objectively bad (like, say, ''Big Rigs'' or ''Sonic '06'').

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** One reason there's arguments on both sides for those flaws/virtues is that they were all very intentional, as opposed to flaws that are a result of oversight or laziness. Personally, I agree that the final boss was a letdown, feel that the well-done ambient audio made up for the lack of music (and when there was music, it ''kicked ass''), think that adding generic enemies would have just been [[FakeLongetivity [[FakeLongevity tedious padding]], and that the visuals were quite gorgeous. Whether or not you like it is up to personal preference, but it's not objectively bad (like, say, ''Big Rigs'' or ''Sonic '06'').
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** One reason there's arguments on both sides for those flaws/virtues is that they were all very intentional, as opposed to flaws that are a result of oversight or laziness. Personally, I agree that the final boss was a letdown, feel that the well-done ambient audio made up for the lack of music (and when there was music, it ''kicked ass''), think that adding generic enemies would have just been [[FakeLongetivity tedious padding]], and that the visuals were quite gorgeous. Whether or not you like it is up to personal preference, but it's not objectively bad (like, say, ''Big Rigs'' or ''Sonic '06'').
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* I'm starting to think that people are simply trivializing and disregarding this game's flaws. Irritating final boss? "But it's a ''living castle''!" Lack of music? "But that makes what little music is there even MORE amazing!" Uncontrollable horse? "But it's just like riding a real horse!" Fuzzy graphics with too much bloom? "The game is ''supposed'' to look like that!" Total lack of anything to do except fight the Colossi in a specific order? "It makes the game more meaningful because you're not just mowing down a bunch of forgettable mooks!" I have had each and every one of these arguments and more given to me at least once when I stated why I did not enjoy this game, and the one used most often was perhaps the following two words: "It's amazing!" and nothing more. As if somehow "It's amazing!" tells me everything I need to know about this game. I can perhaps see someone else enjoying this game more than me, since I've never been much of an adventure game person, but to see someone say it's the best game ever (not their favorite or the best they've ever played, but simply ''the best game ever'') is something I cannot understand.
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**** And what I was saying is that the developers themselves prove your point incorrect. Again, for the bazillionth time, look at the bloody Time Attack mode. There's no artistic statement in that, it's there purely because the developers realized that there's not quite enough game in their art and so they slapped some on as an afterthought. No art, no story, no point, just a bunch of cool monsters that you can fight in any order you want in return for weapons and other cool items. I'm not asking for anything that isn't already in the game, I just wish it was integrated a little better, in a more seamless way.

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**** And what I was saying is that the developers themselves prove your point incorrect. Again, for the bazillionth time, look at the bloody Time Attack mode. There's no artistic statement in that, it's there purely because the developers realized that there's not quite enough game in their art and so they slapped some on as an afterthought. No art, no story, no point, just a bunch of cool monsters that you can fight in any order you want in return for weapons and other cool items. If your assertion about the developers' intentions was correct, this mode wouldn't exist either. I'm not asking for anything that isn't already in the game, I just wish it was integrated a little better, in a more seamless way.

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*** Nobody said you shouldn't have fun with the game. What I was saying was the developers had an artistic goal with the game, and put that artistic goal in mind while creating it. You're supposed to be playing as a single-minded man, who cares only for getting Mono back to life, and is throwing himself in a deal with the devil to get it. Ergo, he's ding Dormin's dirty work, and following his instructions. Team ICO seems to make its games with artistic statements first and foremost, so that's why there's no sandbox mode: They didn't want to lessen the effect.

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*** Nobody said you shouldn't have fun with the game. What I was saying was the developers had an artistic goal with the game, and put that artistic goal in mind while creating it. You're supposed to be playing as a single-minded man, who cares only for getting Mono back to life, and is throwing himself in a deal with the devil to get it. Ergo, he's ding Dormin's dirty work, and following his instructions. Team ICO seems to make its games with artistic statements first and foremost, so that's why there's no sandbox mode: They didn't want to lessen the effect. effect.
**** And what I was saying is that the developers themselves prove your point incorrect. Again, for the bazillionth time, look at the bloody Time Attack mode. There's no artistic statement in that, it's there purely because the developers realized that there's not quite enough game in their art and so they slapped some on as an afterthought. No art, no story, no point, just a bunch of cool monsters that you can fight in any order you want in return for weapons and other cool items. I'm not asking for anything that isn't already in the game, I just wish it was integrated a little better, in a more seamless way.
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*** Nobody said you shouldn't have fun with the game. What I was saying was the developers had an artistic goal with the game, and put that artistic goal in mind while creating it. You're supposed to be playing as a single-minded man, who cares only for getting Mono back to life, and is throwing himself in a deal with the devil to get it. Ergo, he's ding Dormin's dirty work, and following his instructions. Team ICO seems to make its games with artistic statements first and foremost, so that's why there's no sandbox mode: They didn't want to lessen the effect.

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******* Nobody's given the obvious answers because the rebuttals to them are also obvious. You don't need the light on your second play-through, which is when this sandbox mode would ideally be unlocked, because you've already been to each one and you know where they are, not to mention the fact that they're practically ''everywhere''. There isn't a single landmark or landscape feature in the SotC world that doesn't contain a colossus - just pick any random cave or gorge or ruin and you're sure to find one lurking in there somewhere. You also don't need the light of the sword for the Time Attack mode, should that be removed based on your logic, then? Of course not! It's there for people who have beaten the story and want to just have fun fighting the monsters without all the cutscenes in between (That's another minor gripe - what's the bloody point of having all dialog fully voiced if the characters speak a nonsense language that needs to be subtitled anyway?). Same thing. In fact, I'll go so far as to say that there should be no story whatsoever and the colossi should ''respawn'' in sandbox mode. There. Now your hatred of me is complete.
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****** Wow, I can't believe nobody's given the obvious answers. The only way to find the Colossi is with your sword, which only points out one at a time. Not to mention, the whole deal reeks of ceremony, so it likely has to be done in that specific order for the whole 'resurrection deal' to actually work. After all, you fight them in the same order that they're lined up in the temple.
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*** SarcasmMode Oh yes, [[SarcasmMode how dare I]] want to have ''fun'' in this ''game''! This is [[TrueArtIsAngsty serious business]]! Well having played through the story several times and grown bored with it, I don't really mind the idea of undermining it a bit. Frolic we can right from the start (and it is even encouraged by the bonuses fruit and lizard tails provide), and for playing with the creatures we have the Reminiscence and Time Attack modes, which become available as you progress through the game. So all the elements are actually already there, it's just that the developers haven't gone all the way, haven't made that final step and combined them to give us complete freedom and immersion, which I think we should be given if not right from the beginning, then at least once we beat the story mode. Instead, they require us to select the battle we want from what is essentially a menu.

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*** SarcasmMode Oh yes, [[SarcasmMode how dare I]] want to have ''fun'' in this ''game''! This is [[TrueArtIsAngsty serious business]]! Well having played through the story several times and grown bored with it, I don't really mind the idea of undermining it a bit. Frolic we can right from the start (and it is even encouraged by the bonuses fruit and lizard tails provide), and for playing with the creatures we have the Reminiscence and Time Attack modes, which become available as you progress through the game. So all the elements are actually already there, it's just that the developers haven't gone all the way, haven't made that final step and combined them to give us complete freedom and immersion, which I think we should be given if not right from the beginning, then at least once we beat the story mode. Instead, they require us to select the battle we want from what is essentially a menu.
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*** Having played through the story several times and grown bored with it, I don't really mind the idea of undermining it a bit. Frolic we can right from the start (and it is even encouraged by the bonuses fruit and lizard tails provide), and for playing with the creatures we have the Reminiscence and Time Attack modes, which become available as you progress through the game. So all the elements are actually already there, it's just that the developers haven't gone all the way, haven't made that final step and combined them to give us complete freedom and immersion, which I think we should be given if not right from the beginning, then at least once we beat the story mode. Instead, they require us to select the battle we want from what is essentially a menu.

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*** Having SarcasmMode Oh yes, [[SarcasmMode how dare I]] want to have ''fun'' in this ''game''! This is [[TrueArtIsAngsty serious business]]! Well having played through the story several times and grown bored with it, I don't really mind the idea of undermining it a bit. Frolic we can right from the start (and it is even encouraged by the bonuses fruit and lizard tails provide), and for playing with the creatures we have the Reminiscence and Time Attack modes, which become available as you progress through the game. So all the elements are actually already there, it's just that the developers haven't gone all the way, haven't made that final step and combined them to give us complete freedom and immersion, which I think we should be given if not right from the beginning, then at least once we beat the story mode. Instead, they require us to select the battle we want from what is essentially a menu.
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***** I don't think that's true, after the first one or two the difficulty seemed pretty constant to me (up until it spiked suddenly with the last one, but see above about that). The only progression I've noticed is that Dormin's hints get more and more useless the further in the game you are ("Thou cannot aim for its vitals as thou art now..." - "Gee, really? I didn't notice that, thanks a bunch for pointing that out, buddy. That helps me a great bloody deal."). But even if it was frue, so what? Dormin could still ''recommend'' which one you should go after next. Plus if the sandbox mode was unlocked after beating the game, it wouldn't be a problem at all, since you already know the colossi and their difficulty by that point. Again I point to the Time Attack mode, in which you can do them in any order you want to, so as I said before, the element of non-linear selection is already in the game, only in the form if what is essentially a disguised menu.

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***** I don't think that's true, after the first one or two the difficulty seemed pretty constant to me (up until it spiked suddenly with the last one, but see above about that). The only progression I've noticed is that Dormin's hints get more and more useless the further in the game you are ("Thou cannot aim for its vitals as thou art now..." - "Gee, really? I didn't notice that, thanks a bunch for pointing that out, buddy. That helps me a great bloody deal."). But even if it was frue, so what? Dormin could still ''recommend'' which one you should go after next. Plus if the sandbox mode was unlocked after beating the game, it wouldn't be a problem at all, since you already know the colossi and their difficulty by that point. Again I point to the Time Attack mode, in which you can do them in any order you want to, so as I said before, the element of non-linear selection is already in the game, only in the form if of what is essentially a disguised menu.
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*** It serves a gameplay purpose. The simpler ones go first, and they get harder as you go.

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*** **** It serves a gameplay purpose. The simpler ones go first, and they get harder as you go.
***** I don't think that's true, after the first one or two the difficulty seemed pretty constant to me (up until it spiked suddenly with the last one, but see above about that). The only progression I've noticed is that Dormin's hints get more and more useless the further in the game you are ("Thou cannot aim for its vitals as thou art now..." - "Gee, really? I didn't notice that, thanks a bunch for pointing that out, buddy. That helps me a great bloody deal."). But even if it was frue, so what? Dormin could still ''recommend'' which one you should go after next. Plus if the sandbox mode was unlocked after beating the game, it wouldn't be a problem at all, since you already know the colossi and their difficulty by that point. Again I point to the Time Attack mode, in which you can do them in any order you want to, so as I said before, the element of non-linear selection is already in the game, only in the form if what is essentially a disguised menu.
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*** It serves a gameplay purpose. The simpler ones go first, and they get harder as you go.
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*** Also, I have to disagree that it would in fact even be opposed to the spirit of the game at all. One of the strongest emotions players seem to feel (myself included) when playing this game is sorrow for having to kill these wonderful beings, and that's with them being there only one at a time when it's convenient for the story (which it really even isn't, there's no real reason for Dormin to assign them to you in the order that he does, it's entirely arbitrary). Imagine how even more powerful this emotion would be if you began the game in a world populated by mythical creatures and ended it in a barren wasteland where only the huge, ruin-esque carcasses hint at what once was, knowing that it was you who created this desolation.
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*** Having played through the story several times and grown bored with it, I don't really mind the idea of undermining it a bit. Frolic we can right from the start, and for playing with the creatures we have the Reminiscence and Time Attack modes, which become available as you progress through the game. So all the elements are actually already there, it's just that the developers haven't gone all the way, haven't made that final step and combined them to give us complete freedom and immersion, which I think we should be given if not right from the beginning, then at least once we beat the story mode. Instead, they require us to select the battle we want from what is essentially a menu.

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*** Having played through the story several times and grown bored with it, I don't really mind the idea of undermining it a bit. Frolic we can right from the start, start (and it is even encouraged by the bonuses fruit and lizard tails provide), and for playing with the creatures we have the Reminiscence and Time Attack modes, which become available as you progress through the game. So all the elements are actually already there, it's just that the developers haven't gone all the way, haven't made that final step and combined them to give us complete freedom and immersion, which I think we should be given if not right from the beginning, then at least once we beat the story mode. Instead, they require us to select the battle we want from what is essentially a menu.
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*** Having played through the story several times and grown bored with it, I don't really mind the idea of undermining it a bit. Frolic we can right from the start, and for playing with the creatures we have the Reminiscence and Time Attack modes, which become available as you progress through the game. So all the elements are actually already there, it's just that the developers haven't gone all the way, haven't made that final step and combined them to give us complete freedom and immersion, which I think we should be given once we beat the story mode. Instead, they require us to select the battle we want from what is essentially a menu.

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*** Having played through the story several times and grown bored with it, I don't really mind the idea of undermining it a bit. Frolic we can right from the start, and for playing with the creatures we have the Reminiscence and Time Attack modes, which become available as you progress through the game. So all the elements are actually already there, it's just that the developers haven't gone all the way, haven't made that final step and combined them to give us complete freedom and immersion, which I think we should be given if not right from the beginning, then at least once we beat the story mode. Instead, they require us to select the battle we want from what is essentially a menu.
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*** Having played through the story several times and grown bored with it, I don't really mind the idea of undermining it a bit. Frolic we can right from the start, and for playing with the creatures we have the Reminiscence and Time Attack modes, which become available as you progress through the game. So all the elements are actually already there, it's just that the developers haven't gone all the way, haven't made that final step and combined them to give us complete freedom and immersion, which I think we should be given once we beat the story mode. Instead, they require us to select the battle we want from what is essentially a menu.
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** Because that's not what the game is ''about''. It's about a man on a mission, and his singleminded determination in carrying it out. The game's progression is a function of the storytelling: Wander has accepted the deal, so he's doing Dormin's dirty work, with that being his only purpose. Letting you frollic and play about with the creatures would've been directly opposed to that whole idea and would undermine the story.
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* Some of the colossi have hands. Yet, when Wander's climbing them, they insist on trying to shake him off, rather than just grabbing and squishing. This is most egegrious with the fifteenth and sixteenth colossi, where Wander has to actually crawl around in their palms, completely squishable. Yet Wander never gets squished. The fifteenth is somewhat justified, since stabbing its triceps may have made it unable to close its hand, but it still bugs me.

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* Some of the colossi have hands. Yet, when Wander's climbing them, they insist on trying to shake him off, rather than just grabbing and squishing. This is most egegrious with the fifteenth and sixteenth colossi, where Wander has to actually crawl around in their palms, completely squishable. Yet Wander never gets squished. The fifteenth is somewhat justified, since [[YouFailBiologyForever stabbing its triceps may have made it unable to close its hand, hand]], but it still bugs me.

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*** Yes, that's what I said. A gun turret. And while yes, that does make it ''sound'' better, it still doesn't make it ''play'' better. That boss is TheScrappy of this game, as far as I'm concerned.
* Two other points: One, whose bright idea was it to make Wander aim his bow in the direction he's facing rather than the direction the camera's looking (ie. at the intended target)? That started bothering me the very first time I drew the damn thing, and it's still bothering me now. How did they miss that in playtesting? Honestly... And for that matter, why don't we control the bow aim with the right thumbstick while still retaining control of Wander or Agro with the left? (Yes, skilled horse archers can control the horse with just their legs, and while Wander may suck with a sword, a skilled horse archer he obviously is.)
* Second point, the fact that we have to fight the colossi in a given order and only the next target actually exists in the game world at any given time. There's not really any reason for this, they're not connected in terms of the narrative in any way that would necessitate taking them on in this particular order, and the difficultly curve isn't exactly smooth either. In my view, it would've been a lot better to have more of a sandbox feel to the game, with the colossi present at all times and give the player the ability to choose which one the beam points to by interacting with the respective idol (or simply ride around and find them on his own). To have a land that actually ''is'' populated by huge lumbering mythical monsters, rather than one in which the monster spawns only when it's time for you to fight it. Having beaten the game several times, I still love to ride around and admire the scenery, but it's... empty. Riding around is only half the fun, the other half is climbing the colossi. I would absolutely love to have the ability to just go to a colossus I like, hitch a ride on it for a while just for fun, without killing it, then be on my way again. Sadly, that cannot be done.
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** It's all a matter of perspective. Think of it this way. ''You're fighting a sentient castle.'' Sounds a bit better when you present it that way, doesn't it?
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*** Only after you shoot an arrow at it. Initially it just sits on its perch and watches you cautiously. And it is very much aware of your presence, it'll adjust its position on the column so that it always has a clear view of you if you try to circle it.
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* From a gameplay point of view, the final Colossus, specifically the fact that he's stationary. The whole game is built around spectacular, breathtaking moments like leaping from a speeding horse onto the wing of a giant flying monster before proceeding to run down the length of its body while it's doing barrel rolls to try and shake you off. [[ZeroPunctuation Flying snakey speeding horsey leapy stabby wahey]] is the core and focus of this game, it's the climax it builds towards, it's what the player looks forward to on the long trips through the wilderness to their next target, it's what they savour when it finally happens. In contrast to that, the final boss is for all points and purposes a glorified gun turret and the most dangerous part of the fight is [[DeathCourse running towards him]]. Hm.
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** Some of them do outright attack him, though. Like that lizard thing and the final colossus, both of them fire off lightning bolts at Wander as soon as they see him. One of the earlier ones tries to hit you with his sword. The big eagle tries to attack you as well.
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** It seemed to me that the Colossi are barely aware of Wander's presence until he attacks them. This is kind of a guess, but perhaps their nature as "pieces" of Dormin means that they sense Wander as though he were an itch or vague feeling, not a person climbing on them. They react to the sword wounds, but not to the person carrying the sword.
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** The only one who references this curse is Wander, [[UnreliableNarrator who has a vested interest in making her as sympathetic to Dormin as possible]]. And as the above Tropers pointed out, we don't know if she was actually cursed or not. "She was sacrificed because she had a cursed fate" could simply mean that they were going to sacrifice ''someone'', and Mono was randomly chosen.

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