There are few threshold-crossing moments more dramatic than the one in Shadow of the Colossus, the intro is just pure untouched nature. There are rocky cliffs and deep forests and pouring rain and they all kind of smother our protagonist. Apart from him, there’s really nothing man-made to be seen. And then there’s suddenly something. There’s a building on the horizon, an enigmatic shrine that could be fifty years old or a thousand. And then we step through it.
It just keeps going. Every time I see this I think “ok now we’re almost at the end.” It’s those arches, they never double back, they never vary in their structure. They give the impression that the bridge might as well be endless, its fundamental architecture would never change. The bridge is this kind of perfect microcosm for Shadow of the Colossus. It’s beautiful but lonely, enigmatic but foreboding. It seems unnatural in context of its environment and yet somehow, it’s an indelible part of it.
Lonely and gorgeous, unnatural and organic, these qualities don’t end with Shadow of the Colossus. This is the style of Fumito Ueda, the director and designer for all of Team Ico’s games. And despite my love for his colossus slaying epic, the dense sculpted worlds of Ico and The Last Guardian are where Ueda’s architectural sensibilities really shine. He’s an auteur of ruin and decay, and using the unique aspects of video games, Ueda has created some of the most strangely believable worlds in any recent fiction.