The Sunday Guardian

This takes video games back into the pantheon of high art

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Sony Interactiv­e Entertainm­ent, Team Ico, SIE Japan Studio, GenDesign Sony Interactiv­e Entertainm­ent PlayStatio­n 4 Rs 3,999 More often than not, video games are dismissed as childish toys, made for teenagers with too much testostero­ne. This assumption, of course, is completely wrong. Sure, the likes of FIFA and Call of Duty appeal somewhat to this market, but they’re just one side of the industry: the equivalent of superhero and action films compared to other Hollywood flicks. Yet, unlike video games, a huge proportion of films are viewed as works of art.

For lack of space within this review, the idea of video games being an art form will be cut short. However, one such work that is often cited as showing the true artistic capabiliti­es of gaming is Shadow of the Colossus. Released in 2006, the game acted as a spiritual successor to Team Ico’s previous game, Ico, and saw players attempt to take down 16 massive be- ings — the colossi — in order to resurrect a girl named Mono. Just over 10 years later and its sequel,

has finally been released, once again stirring up the question of video games as an art form.

Having been one of those gamers eagerly awaiting

since 2007 when first announced, there were questions regarding whether the game could really live up to the fanfare. For some, it will no doubt be more than enough to appease appetites. For others, it will be a frustratin­g journey as the game’s clunky controls frustrate.

pits you as a young boy attempted to escape a castle with a Griffin-like creature named Trico. As you may have suspected, everything is shrouded in mystery: how did the boy get into this castle? Where did his tattoos come from? Why was this beast chained up? To find these answers, the pair must work together traverse through various challenges while staying alive.I won’t go into too much depth story-wise, as unraveling the secrets of is a unique and rewarding experience often not seen in blockbuste­r games (more so in independen­t games such as Firewatch, Journey, or Inside). What I will say is that journeying alongside these two companions is an emotional adventure featuring multiple heartfelt moments, all of which make for an unforgetta­ble experience — much like Ico and Shadow of the Colossus. Unfortunat­ely, though, it is the gameplay that, at times, lets

down. Much of the game concerns getting barrels — filled with a silver liquid — to Trico for him to consume, each one helping him grow strong and there- fore allowing you to continue past certain obstacles. With awkward controls that take a while to get used to, the challenge is often not necessaril­y working out how to pass these challenges but just navigating them in the first place. Then there’s Trico’s inability get into position: like a stubborn cat, the beast refuses to move at times, blocking the way, and not coming when called. There’s a certain charm to this, but often frustratio­n as you’ll need to climb Trico — using similar mechanics to how Wanda climbed Colossi in Shadow of the Colossus — to access certain points. These puzzels are relatively simple to begin, getting progressiv­ely harder but never insurmount­able. Reguarding the game’s visuals: where many thought they would falter thanks to The Last Guardian originally being designed for PS3, the art style is often stunning, only let down by frustratin­g camera angles and the occasional drop in frame rate, something that happens relatively often on the regular PS4 console. Despite all these nitpicks, though, there’s something more to The Last Guardian than mere puzzle solve. THE INDEPENDEN­T

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