A closer look
Why waste processing power on annoying little goblin enemies when your boss can be the entire level? Fumito Ueda stripped away every conventional action-adventure trope when designing Shadow of the Colossus. There are zero dungeons, zero towns, and zero grunts. Instead, the sixteen titular Colossi act as dynamic, moving architecture. Figuring out how to grab onto a monster's fur, utilizing the environment to trip it, and surviving its violent thrashing while clinging to its spine effectively merges traditional platforming level design directly into a single, breathtaking boss rush encounter.






