Prey for the Gods Can Learn From Shadow of the Colossus

"If No Matter Studios intend to wow us with giant monsters they need to acknowledge what others have got right"

Prey for the Gods won’t be out for another year but from what I’ve seen it looks promising. The feature that No Matter Studios have showed off the most are the game’s giant boss encounters. It’s no secret that Prey for the Gods has been inspired by Shadow of the Colossus, and even though the latest trailers show a game with more complexity the aforementioned colossi will continue to be its elevator pitch.

If No Matter Studios intend to wow us with giant monsters they need to acknowledge what others have got right. Namely, how to make boss battles that aren’t detrimental to your psyche.

Shadow of the Colossus has excellent level design. No, I’m not talking about the drab monotone world that the game takes place in – I’m talking about the colossi themselves. Team Ico treat the colossi as if they were dungeons. First you have to find it. Then you have to navigate your way up/around/above it. Then you fight it. No two colossi are the same and each one permits a different tactical assault. Very few of the colossi are sitting ducks either. I mean, you’ve just strolled into their home intent on killing them; they’re not going to sit on their ass watching re-runs of Friends, are they? So give us plenty of space to fight in, is what I’m saying.




God of War is the poster child for epic boss fights. It also features colossal beasts but do you know what else God of War has? Cinematic finishers – it has those in abundance. You might hate quick-time events more than you hate Bloodborne but God of War has nailed them. The QTE strings let you watch Kratos rip off appendages and pulverise bone in the most Hollywood of ways while giving you enough control to trick yourself into thinking you’re responsible. Having minimum input while a Titan is obliterated in spectacular fashion is more rewarding than watching your mortal foe disappear in a puff of smoke.




The Legend of Zelda series could not be more different from Shadow of the Colossus. Its bosses are usually trapped behind doors that can only be opened once you’ve lit four torches, captured a fairy in a jar, and found a key literally called a Boss Key. Because subtlety. However, what makes the series special is its format: give Link a weapon. Push Link into dungeon. Kill boss with weapon. Traditionally the only way to progress is to master a brand new weapon every step of the way because each boss is susceptible to whichever weapon you previously acquired. Because logic.




Prey for the Gods should treat its giants as part of the landscape. Make them a puzzle to be solved or a location to be conquered. Glorify the killing blow. Make it an eye-popping moment that’ll never be forgotten. Don’t be afraid to introduce something new. Create challenging moments that require mastering a skill. Oh, and don’t dial the difficulty up to 11 – You’re not Miyazaki.

You can help the development of Prey for the Gods by showing your support on Kickstarter. For updates follow the game on Twitter.


Ross worked here once? what ever happened to him?
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