Review urbman96 5/5 · Dec 9, 2024
The Last Guardian, Fumito Ueda's masterpiece 10 years in the making, is a seminal achievement in digital art. Telling the story of a small young boy and giant bird dog hybrid's quest to escape a stony prison in the sky, the entire 12 hour journey is an engrossing affair. The game really retains Shadow of the Colossus's titular Colossal scale, …
The Last Guardian, Fumito Ueda's masterpiece 10 years in the making, is a seminal achievement in digital art. Telling the story of a small young boy and giant bird dog hybrid's quest to escape a stony prison in the sky, the entire 12 hour journey is an engrossing affair. The game really retains Shadow of the Colossus's titular Colossal scale, with a heightened sense of detail at each cliff edge and crumbling pillar, each precarious moment requires precise execution, and each scene is constructed to give a breathtaking view at each pause in the action. The design feels much like 2005's Shadow of the Colossus, but whereas that journey took place in a darker constant haze, The Last Guardian, takes place in a giant walled in crater bed, within an ancient skyscraping castle towering into the clouds up to the very top of the crater walls.
All throughout the game there are scenes of you as the child clinging onto the gigantic beast jumping from crumbing jenga pillars of the ancient city in an effort to gain elevation and eventually escape. The whole setting is evocative of the Mines of Moria in the Fellowship of the Ring, if only the mines were in the sky and 5 times taller with swirling clouds at each level. And yet what the game does best is actually much more subtle, maintaining a delicate balance of relaxation and peace and grandiose views and epic action sequences. Each is able to be maintained by neither feeling being insisted at anytime, the player is allowed to experience the adrenaline of climbing up the crumbling towers in one moment, and in the next be inquisitively exploring the environment for a way up.
Finally one can not finish a recommendation of the game without mentioning that it really makes a compelling argument for Video Games as an artistic medium, as your relation with the beast builds in a reactive way over the 12 hour journey, by feeding and stroking the beast to calm it down as well as holding on for dear life in moments of risk and jerking spears out of its side. This realistic way of building a bond with a character could only work in video games where active input is required to advance, rather than a novel or movie where such a passive experience could not convey the same meaning. This game will be remembered as a staggering achievement in design and storytelling in the years to come.

