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my wooden charm design for @sotczine !! i’m so honored to be a part of it along with other really am

my wooden charm design for @sotczine !! i’m so honored to be a part of it along with other really amazing artists…i would definitely recommend checking it out if you’re a fan of shadow of the colossus! ️⚔️

preorders are open until march 14 


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My Shadow Of The Colossus Series has been harvested since 2011 by Flickr and Tumblr and Wikia users,

MyShadow Of The Colossus Series has been harvested since 2011 by Flickr and Tumblr and Wikia users, often without any credit to my work (the same for my FFX series)
That said, I’m working on some new stuff since the last weekend. I took some already known pictures giving them a new cut, and some old, unused pictures now presented under a new light. At present, only the first two Colossi were “remastered” in 16:9, 21:9, 2:3 and 3:4 ratio, little by little also the other Colossi will be posted. Take a lookand this time please credit the source if you’re going to use it for your own, rightful purpose, thanks!


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Quadratus from Shadow of the Colossus. Sotc merch available here.~https://youtu.be/lvCYvH30AYY

Quadratus from Shadow of the Colossus.

Sotc merch available here.

~https://youtu.be/lvCYvH30AYY


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Ever since seeing space on the syllabus as a design element I immediately thought of the cover art fEver since seeing space on the syllabus as a design element I immediately thought of the cover art f

Ever since seeing space on the syllabus as a design element I immediately thought of the cover art for both Shadow of the Colossus and Ico. Both covers use scale to develope space in their respective scenes. SotC has a smaller character a little bit in front of a large dark giant figure, which in turn is in front of an even larger castle.

Ico does the same thing with buildings and shadow. the repetition of the light and shadow across the arches opens up the space, instead of it being solid the pattern is then connected/ continued with the building in the back, while the focal characters are put in the middle of the space to be focused on. 

P.S. The Ico eu/jp cover art is a homage to Nostalgia of the Infinite by Giorgio de Chirico 


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Inktober Day 10 - “Gigantic”This ended up being a mix between Gaius from Shadow of the Colossus and

Inktober Day 10 - “Gigantic”

This ended up being a mix between Gaius from Shadow of the Colossus and the Iron Giant. Im so excited for the SotC remake! I hope it accurately captures the feel of the original.


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“Agro!"  Oct 18 2005, Shadow of The Colossus was released for the PS2.

“Agro!" 

 Oct 18 2005, Shadow of The Colossus was released for the PS2.


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Fanart for one of the best games ever

First time trying to render and i gave up at the background <3

LEFTOVER SALES OPEN!Leftover sales are now open for The Sunlit Earth, our beautiful Shadow of the CoLEFTOVER SALES OPEN!Leftover sales are now open for The Sunlit Earth, our beautiful Shadow of the Co

LEFTOVER SALES OPEN!

Leftover sales are now open for The Sunlit Earth, our beautiful Shadow of the Colossus zine! Stock is limited and this will be our last time selling online, so don’t miss out!

Sales will close on 10/10 but depending on interest and stock levels the deadline may be extended. Due to printing errors we have a LOT of slightly defective “seconds” books available at a discount!

>> shop here

Reblogs are greatly appreciated to help spread the word!


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There’s only one week left to preorder The Sunlit Earth, a beautiful Shadow of the Colossus zine fea

There’s only one week left to preorder The Sunlit Earth, a beautiful Shadow of the Colossus zine featuring illustrations and merch from 35+ artists around the world! More information in this post

>> preorder here


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questions-within-questions:

The audience responce to The Last Of Us 2 still fascinates me to this day. The ciritism is that the narrative chews out your characters for making choices you, the player, had no agency in.

And it’s a fascinating critism because it can only come from a video game?

Like we don’t and can’t take it so personally when a book’s narrative punishes a protagonist for enacting violent revenge. We can’t say “hay it’s not fair that my protagonist is facing consequences for a decision I had no ability to stop” because that doesn’t make sense - we don’t expect to be given the option to have Hamlet not try to kill his way to justice.

But then I think about it more… if when playing The Last Of Us, you were repeatedly given the option to not start, or even abandon, the revenge quest, it would feel genuinly out of character for the protagonists to do that. The narrative is written well and it makes sense that the protagonists feel like they have to do this awful thing.

But it’s still unpleasant because the narrative does have us empathise with the protagonists who are powerelssly forced to make mistakes. And this isn’t an uncommon thing in “challenging” fiction. But TLoU 2 raises the question of this experience even WORKS in the video game medium.

Like, it might not be possible to make a good video game tragedy.

Funny thing, I watched TLoU 2 as a video and it was popping in that format.

I haven’t played TLoU2 (or TLoU1, though I watched Games as Literature’s analysis of it), so I don’t have a dog in that race, but Shadow of the Colossus is my go-to for videogame tragedies.

It works for me because I can put myself in the protagonist Wander’s shoes and say “Yeah he made some bad decisions, but they’re exactly the same kinds of bad decisions I would’ve made in his situation,” it seems to work for other people because they can say “I understand why the antagonist opposes this guy and I’m glad he got comeuppance in the end,” and it seems to work for everyone who likes it because the vast majority of players felt bad about killing most of the Colossi, at least on their first run.

It creates this interesting disconnect between the player and Wander because it’s not clear what, if anything, Wander himself thinks of killing the Colossi. He’s a nearly silent protagonist, so players can project anything from “he feels bad about it but considers it a necessary evil for a greater good” to “he doesn’t give two damns about them” on him.

I wonder if it’s a question of being unable or unwilling to approach the story the game is telling on its own terms, as being told about someone who is not the player. I also wonder if the way it was delivered (which I again have no direct experience with) made that a harder sell for some folks. Shadow of the Colossus is very hands-off and never directly scolds the player for Wander’s actions, just presents them as happening. The closest is when the antagonist tells him he’s been used, and this antagonist is easy (for me at least) to read as distrustful - I didn’t feel inclined to agree with his assessment of the situation, so it didn’t sting when he said that.

d0rmin:

Here’s an old drawing I did of Wander! From my alternate ending AU. Unearthing lots of other team ICO drawings I hope to show as well someday :]

wallcrouton:

Dooz’s Virtual Photography Archive [20/?]
↳ Shadow of the Colossus

Room with a viewForbidden Land, Shadow of the ColossusPhotographic series exploring the possibility

Room with a view

Forbidden Land, Shadow of the Colossus


Photographic series exploring the possibility of photography of various places from one room, focusing on video games have allowed myself to continue producing photographs despite having a chronic disability.


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I can’t remember a videogame able to move me like “The Last guardian” did. Thank y

I can’t remember a videogame able to move me like “The Last guardian” did. Thank you Fumito Ueda for this unbelievable experience.


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dionin: unused colossi

dionin: unused colossi


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