The best video game secrets are the ones you’re not supposed to find
Secret Secrets Are Real Fun
Our current Special Topics In Gameology series continued this week as Patrick Lee turned an eye toward the deleted world hidden inside Shadow Of The Colossus. Crafty explorers have found loads of land that is thought to be the intended stomping grounds of the eight additional colossi Team Ico cut during the game’s development. Patrick noted these sensitive secrets are a truer breed of secret than we normally see in games, and despite any developers’ protestations, they hold a beautiful mystery and significance for a work’s most ardent fans. Accessing these unfinished areas often involves breaking through the game world’s boundaries, and ItsTheShadsy recalled a similarly meaningful escape:
I have never known an intentional secret in a game with the same sense of transgression and voyeurism as creeping outside the boundaries like this and seeing what rests a little bit further. There’s an oversight in the Master Chief Collection’s version of the Halo 2 level Metropolis, for instance, that lets you climb over part of the stage and run into the distance. The further you go, the closer you get to the background scenery. As is true for many games, the distant buildings are just flat images, like a Hollywood backlot.
It’s all fake—so glaringly, disappointingly fake in a way that you can’t see for yourself in other media. You might notice a bad matte painting in a movie, but you can’t walk up to it. One bug or mistake lets you behind the curtain in ways the developers probably hoped you couldn’t. But a self-guided behind-the-scenes tour is also a chance to appreciate the expert stagecraft that went into the game.
These cases remind me of that story from a few months back about the two friends who snuck into the staging area of Epcot’s Horizons and documented all the machinery and details you can’t see from the ride. It breaks the illusion forever, but it reveals the care taken to make the illusion possible.
Elsewhere, discussion turned to the Ico and Shadow Of The Colossus HD collection that Sony released for PlayStation 3. Regarding Ico’s update, needlehacksaw noted one change that had an artistic drawback:
While I liked the remastered version of Shadow, I switched to playing Ico’s original version on PlayStation 2 before long. The drawing distance on the HD rerelease was greatly enhanced, but much like in Silent Hill, this was not only the result of technical limitation on the original game but also an aesthetic choice. Ico’s novelization is called Castle In The Mist, and there is no mist left in the HD do-over. That’s an interesting situation in itself: a novelization getting less accurate because of technical updates to the version of the text most people will encounter nowadays.
TheSingingBrakeman commented on this dilemma as well:
Fog is one of the most fascinating aspects of preserving and emulating early 3-D games on newer hardware. How much fog contributes to the atmosphere and how much is just a relic of draw distance limitation? Like the greatest work in any medium, designers of the best early 3-D games tended to use fog as an aesthetic choice, like Ico or Silent Hill. Along the same lines, it’s worth noting that recent builds of the Dolphin emulator for GameCube and Wii include a feature to implement fog in a game or disable it, per the user’s preference.
One of Shadow’s more traditional secrets is the garden at the top of the game’s central tower. It’s accessible by players without going through the absurd hoops it takes to find the deleted content, but you’ve still got to work damn hard to get there. Cyanotetyphas broke down the process and theorized about its significance: