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  • Colbert Bump: Had a bit of one when it was used for Reign Over Me. Adam Sandler was a Big Name Fan of the game when it was demoed to him and requested it be put in the scene where his character plays video games to cope with the loss of his family, mirroring Colossus' plot. The scene where he and Don Cheadle played through it wasn't scripted, but footage of them playing the game naturally and being immersed into the experience.
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  • Development Gag: The game selection screen for The ICO & Shadow of the Colossus Collection has Shadow represented by the abstract artwork that was going to be the cover back when it was going to be called NICO.
  • Development Hell: The film has been announced for some time now but doesn't seem to be coming out anytime soon. Nobody complains.
  • Doing It for the Art: Though all of Team Ico's oeuvre qualifies, this one really stands out for its blatant defiance of many conventional game mechanics. Minimal replay value? A string of sixteen boss battles with no action connecting them? An extremely minimalist set-up, with basically no game mechanics apart from a sword, a bow and a horse? A grand total of four characters with hardly any dialogue between? What was Team Ico thinking, exactly? Simple: they weren't out to make a blockbuster action game that could spawn tons of sequels, they were out to make an interactive art epic that could tell a story through its gameplay and its visuals. If the game's unanimous critical acclaim is any indication, they succeeded. And if the game's commercial success is anything to go by, yes people will pay money for these kind of games.
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  • Urban Legend of Zelda:
    • The fabled 17th Colossus. Same for the upper levels of the temple, above the secret garden. However, hacking the game can lead to some very interesting finds.
    • As to just what the 17th Colossi is, there are a few interpretations. One says it's a boar like creaturenote  that was encounter in the secret garden after completing a certain event. Exactly what the event is varies, but supposedly, the way to beat it was to trick it into the hole that Dormin communicates to Wander through.
    • Another interpretation of a 17th Colossi was a giant sea serpent. It was supposedly encountered by swimming far off into the ocean around the Forbidden Lands in any direction. How it was beaten is unclear, but supposedly, either it would act as Border Patrol and auto-kill Wander or it was a legitimate battle, and/or it was supposedly larger than any of the other Colossi in the game.
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    • Yet another popular interpretation is that the 17th Colossi is supposedly a dragon. Like a good portion of the 17th Colossi that couldn't possibly fit into the secret garden, it was supposedly above Pelagia's lair, across the bridge that extends high above it.note  Notably, this interpretation became far more popular after a really well put together fan animation tribute was posted to YouTube.
    • There were tons of supposed ways you could supposedly win the Hopeless Boss Fight against Emon and his men posted online, which would lead to an alternate ending to the game. Naturally, none of these were true. There were also rumors that if you successfully reached Mono during the Controllable Helplessness segment, it would lead to an alternate ending. While in the original PS2 version, it's possible to abuse a glitch/physics exploit to reach the altar, all Wander is presented with is an Invisible Wall just before the stairs, although it does reveal a funny oversight that was fixed in the later versions where Mono's body isn't loaded in during that scene.
  • What Could Have Been
    • The game was originally planned to be an MMO, but the developers considered it to be an unrealistic venture considering the team's size, skills, and experience at the time.
      • The original setting was to be a massive wasteland.
    • The Shrine of Worship that serves as the hub was, at some point, to have been fully scalable rather than the secret garden being the limit.
    • Futimo Ueda originally wanted 48 colossi to face in the game. After realizing it was technologically impossible, he cut it down to 24 colossi. During the development between the original MMO concept and the final product, 8 of the colossi were cut for various reasons, resulting in the final 16 colossi. This video goes indepth about these cut Colossi, as well as speculates as to where they would have been in the Forbidden Lands. For those who don't feel like clicking it, here's the list of the cut 8 colossi:
      • Aberth, a Spider colossus resembling a daddy long legs. Cut for being too difficult, as it had an instant-kill attack and hitting its legs while moving through the area with Agro was deemed too hard, in addition to the dev team finding it rather tacky for Wander to have an attack animation that would only be used for one fight. It was set to be fought near a body of water, supposedly near the entrance to the Forbidden Lands, and its weak point was located in its mouth.
      • Adar Flam, a Phoenix colossus with an ostrich-like neck. There are two unconfirmed reasons for it being cut: the battlefield was too big than what the dev team wanted for the fightnote  and it was too powerful to balance the fight. It was supposed somehow be knocked into a body of water to extinguish the flames enveloping its body so that it could be climbed.
      • Avus, a Rocnote  colossus and prototype to Avion. Rumored to have been cut due to the fight being too similar to the fight with Phalanx and the dev team having trouble programming the collisions. Modeled with a longer neck than Avion, a head resembling that of a frilled lizard, and bat-like wings. It was to have been fought in a desert area.
      • Dionin, a Worm colossus with a flower bulb-like head. Rumored to have been cut due to being too powerful and it required a huge arena in order to dodge its attacks. Its bulb-like head was its weak point, with the Sigil being located in it's mouth. It was said to have been a Sequential Boss to another unmentioned colossus that was fought in the same arena, likely Dirge, as a leaked preview version of the game has Dormin mention Dirge (another Sandworm like boss) "has a friend".
      • Kyos, a Griffin colossus with withdrawn joints and decorative wings. Meant to have been fought while riding Agro like Dirge, as it was fast moving, and was weak to fire like Celosia. Said to have been cut due to the significantly lengthy climb to reach its back and the fact that it was easy to fall off of it.
      • Monkey, a Monkey/Gorilla colossus that hung from the ceiling. It was supposed to be fought in a cave-like area and possibly needed to be shot down with the bow to expose its weak point. The reason it was cut is unknown. Doesn't have a Fan Nickname and is referred to by the development nickname.
      • Pholux, a Devil colossus resembling a winged gargoyle. Extremely small when compared to other colossi and the fight was considered to be fierce. Needed to have been baited with arrows and then jumped from behind while hiding in tall grass. The reason it was cut is unknown.
      • Sirius, a Boar colossus similar in size to both Celosia and Cenobia, who are roughly the same size as an adult African elephant. It was set to be fought in an earlier version of quadrant G7, the Green Cape, but was cut due to the means of defeating it not working out. Sirius was unarmored, and ergo very fast, and the only obstacle was getting on its back. A Stonehenge-like monument found at the Green Cape was to have been used for defeating Sirius, and it's speculated that Sirius was to be baited to run between the monument and subsequently get stuck, allowing its Sigil to be attacked.
    • At one point in development, there were going to be optional Colossi to fight within the world. Ultimately, it was decided that having optional Colossi clashed way too much with the games story and themes.
    • On the subject of beta-Colossi, in an interview for the HD re-release of the game, Futimo Ueda said they actually were considering adding some of the beta Colossi and other beta-elements back into the game, but were worried that "If we put just a few extras in, though, gamers would naturally expect more than what we could provide." As a result, they felt it best to stay faithful to the original build, though he did say if the game was remade again, they may end up "changing things quite alot".
    • When it comes to the Colossi in the game, several of them went through several different designs and battle setups before they finally became what they are in the game proper.
      • Originally, Valus, the first Colossi, was supposed to be fought along side Agro. The ruins located in the area also played a part in the battle, with Wander being able to lure Valus' head down like Barba's by hiding in them. Eventually, Agro was considered redundant because she didn't add anything to the battle, and the ability to lure the Colossi's head down was given to Barba, leaving us with the Valus we know today.
      • Gaius' sword originally resembled an actual sword instead of a large sword-like club. Instead of stabbing it into the ground, it instead swept across the ground, and you were supposed to get onto it by timing your jumps. Once again, Agro was originally going to be accessible for this battle, likely to help get on to the sword easier. Presumably, a combination of wonky hitboxes and timing the jumps being difficult changed it into what it is today, and with the slower pacing of the battle, Agro was once again considered redundant.
      • Avion originally had a much smaller tail. In order to differentiate Avion from the Roc, it was given a longer tail, which was originally how you were supposed to get on it instead of tricking to down with arrows. After the Roc was scrapped and merged into Avion proper, this part of the battle was scrapped, with Avion's long tail being rendered The Artifact as a result.
      • Basaran went through several different changes before it became what it was proper. Originally, it was a lot more straight-forward. It would shoot at you with laser eyes, and you got onto it by grabbing onto its sweeping tail. After being considered too dull, it was, for better or worse, reworked into what it is now.
      • Malus was originally supposed to move his feet around in his battle, and his arena was going to be a giant circle with multiple ways to get to him, instead of the one static way in the game proper. However, time and RAM constraints forced Malus to stay static, and his battlefield to be cut down to what it is now. His original design was also more akin to a shaman tribesmen rather than a sorcerer.
    • There was originally supposed to be an alternate ending if the game detected a save file for ICO. Mono was to have woke up earlier and spooked away Lord Emon and his men before Dormin made itself known. The result was Mono being together with a still-adult Wander, who looked like humanoid shadow with horns protruding from his head.
    • Instead of the end credits showing the Colossus' "corpses", the original idea was to show flashbacks of your battles with the Colossus in the form of memories Mono saw through Agro so she'd realize what had happened. It might have been changed for not really making sense as Agro didn't witness every battle.
    • The mysterious Dummied Out Dam is a notable example. It's now only accessible through hacks and patience and nobody knows what purpose it served before it was cut out. The most common fan theory is that it was a way of accessing one of the Dummied Out Colossi.
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