| Article Index |
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| Grudge Match!! Citizen Kane Vs. Shadow of the Colossus |
| Editorial (Pg 2) |
| Editorial (Pg. 3) |
| All Pages |
To argue the point, I'm going to look at one of the few games that I think could legitimately be pointed to as evidence for the motion that video games are in fact art. I'm referring of course, to the aforementioned Playstation 2 classic, Shadow of the Colossus. Why this game? Well, first of all, to state the obvious, it's simply fantastic -- one of the best. It's got it all: breathtaking vistas, a stirring musical score, a compelling narrative, and unique and engaging gameplay to top it all off. I chose this game because as far as video games as art is concerned, Shadow is consistently at the top of players list as evidence for -- and rightly so, I might add. Video games just don't come much better than Shadow.
But if we're going to talk about Shadow as a piece of art, then it's necessary to break it down and figure out what exactly it is that we're talking about. The word 'art' is a pretty nebulous term. It means different things to different people. The type of art to which I am referring in this piece is 'High Art.' We're talking Citizen Kane, War and Peace, Beethoven's 5th, Dogs Playing Poker -- well, maybe not that last one, but you get the idea; important works that are testaments to human nature and vision. According to this standard, immediately 99% of every game ever made fails to qualify (as well as just about everything else for that matter). But when analyzed closely, do the remaining few, among which is Shadow, hold up? Well, let's take a look.
As I mentioned, Shadow can boast some of the most stunning visual and audio designs ever put on screen. I can't imagine anyone who played the game that wasn't immediately impressed when they first encountered the majestic colossi, or the sense of grandeur felt as they initially crossed the massive bridge that connected the ancient and stunning Temple to the bleak environment surrounding it. Many gamers feel that the artistic direction of Ueda San in imagining such a breathtaking world all the way down to each blade of grass is strong evidence to support the artistic merit of the game. The same argument is made for the quality of the musical score that accompanies the protagonist, the enigmatic, 'Wander' throughout his journey. As a point of reference, allow me to refer to something that I often turn to in times of need, Star Wars.
I'm confident that there isn't a soul out there that hasn't at least heard the main theme of the famous space opera. I'm sure it's in your head right now. Further, I can assume with equal confidence that most of us are familiar with the look and shape of the dreaded Death Star, which is now most likely bobbing along to the beat of the main theme already playing inside your head. I bring these up to illustrate the point that the artistic qualities that go into making a game or film i.e. musical/set direction, are not requisite for high art. Doubtless the modelers who constructed the Death Star were artists, and I don't believe anyone would deny that title to John Williams. But do these respective aspects of Star Wars stand alone as art? The fact is, they are supplementary to the film as a whole. I will not for a minute say that I am unimpressed with the works of Skywalker Ranch at realizing the creative vision of George Lucas, just as I am not unimpressed with the work of Team Ico in creating the world of Shadow. However, to point to the visual/audio design of a film or game, as evidence supporting its status as art is inherently flawed. To separate any single aspect of a work, whether it be a film, book, or game and claim it to be art, detracts from the thing itself. In other words, the whole must be greater than the sum of its parts.


