Well, a perfectionist like him wouldn't want people to see a janky mess. I'd probably feel the same way. But it's his game, not mine so I'll keep enjoying videos like this.
@@nicolasXDInicolas Wrong. By buying a game you just buy the license to use it on its intended way, which is in this case, playing. Not messing with the codes, assets or other things that are not intended.
I think it's amazing how after more than 10 years there are people/fans who still looking for these "secrets", even when they know that they won't find "the 17th colossi", they just do it because they like the game and that is admirable. Great work, Nomad and Wisi.
Loving this channel, I'd ask if you're planning to cover the remake next year too, but I suspect that they're going to be a lot more economical with the unused assets :(
As he likely wont come back to you for a while: Unlike the original, they knew everything that was going to make the cut in the remake, so they likely didn't end up scrapping lots of unused land and assets. So things like the dam? Likely never remade, unless they included it as an easter egg for data miners.
I love how the boundary-breaking exploration of the far tiles becomes so glitchy and "unnatural". The physics of the world break down the further you try to explore. While obviously just artifacts of the game development, in my mind I like to imagine there are in-universe reasons for this. Mysteries beyond the mysteries. Some real 2001: A Space Odyssey stuff.
There is no more to find sadly. These two map squares were in the code and using some amazing coding skills Wisi managed to make them appear in the game. But we have checked everywhere else and there are no more hidden maps squares.
Nomad Colossus thats kinda sad. Also I've never played shadow of the colossus but I've seen a lot of your videos should i get the ps2 version ps3 version or the remake coming next year?
After watching your vids way back around 2012, it's been so cool to check back and see that you're still finding *more* hidden content in this amazing game! I can't thank you enough for staying so dedicated to adding to the endless mystery and intrigue of this masterpiece, and I can't wait to see what you're able to discover in the new remake!
This is crazy, good job Wisi! Really makes you wonder just how big their scope for this game was originally, with so many more Colossi and an even more expansive map. Saddens me a little that we won't be seeing any of it in the remake but I suppose it makes sense. Is this it? Have we finally seen everything Shadow of the Colossus has to offer? Here's hoping a PS4 emulator eventually gets made, or tools are created for modded PS4s so we can explore The Last Guardian and the SotC Remake :D
I wonder how many times you're going to surprise me. I used to see your speculation videos everyday and now this bring me back many possibilities... Surreal... And the hype is on! A shame that we may never see a Special Edition with the deleted content, but we can dream! Long live, Nomad
Bluedigit Sorry to burst your bubble but Fumito Ueda stated and I quote: "In this game, there are 16 enemies and there's a story about 16 enemies. So to change this history... I don't think about changing this history. It's finished with 16 enemies. It's OK."
Highly doubt that. They were deleted due the fact, that they were too similar to other ones, or it would be bad from estetic poiniew to put them (like including swinging sword from horseback for spider, or just due to fact it would need a large arena)
according to nomad, they were probably deleted because: -some were too hard -they decided to put the colossi in only one square for each one -some of the 8 deleted colossi were too similar, but remember that we got 3 minotaurs in the game so it's probably not true.
Wow, now that's amazing! A dream becomes real(so tnx!). It's really nice to see you achieving it! Cheers to you and the person that made it posible. ;D
Hey there! Thanks ; ) Haven't seen your videos for a while, but it's nice to see your comment here. Yes, this was the most amazing new discovery I have ever seen since 2005! It involved searching the code for hidden assets that were still possible to recover... namely, the two maps squares, i7 and i1. These had a different tag (label) in the program code, but thanks to Wisi (an amazing genius coder), he was able to make these invisible map squares appear in the Preview version. It took a lot of work... he is still writing code for the Preview version btw.
Impressive!!! I hope you guys can find out more about these 'brand new areas' or even more on the possible arena in B3(that's something I would like to see before death haha). =D As always, keep up with your amazing work my friend! I'll stay tunned. ;)
The saddest part of shadow of the colossus is that it wasnt even close to the level of complete that its creator intended. The game we have is amazing but it could have been so much better
Jonah Skiff Yes you could argue that from a content standpoint, no new ideas have been remade; however this does not make it a remaster as assets on a development and technical scale are being remade from scratch. Remasters take the old assets and polish/optimize them for higher end systems as much as the old engine allowed. This is not being done with the newer sotc, so the only fitting category is a remake.
its amazing that nomad is still investing effort into this game. i also think is wonderful that there is still an audience for this even after a decade since the game has been released. amazing man
Eight years! Delving in to SOTC, all that stuff tucked away in the game's hidden corners!... Really mate, Thank you for all these years of dedication to this beloved masterpiece! When I heard that a new "remake" will be released i was overjoyed...and concerned... The first thing that I thought, was that Would take the opportunity to "complete" the game as it was first intended, with the unused Colossi and and some new areas in the map to explore...then I heard the Ueda as not involved, and that esentially the game would remain the same... I was somehow desapointed.
Good work, Nomad. And huge thanks to Wisi. Man, I wish someone released the game anew with all content finished and playable. Scrapped Collosi included. Maybe someday...
It is pretty amazing to see just how much is hidden behind a cliff in SotC, for a non-modder like myself, I think I1 may have been a testing area for one of the unreleased 24 or atleast a path leading up to one. Who knows, back then maybe those deep holes were significant towards the game and not just another mystery for us SotC players to theorize on.
Still blows my mind how much there was to find in this game. Seriously we are STILL finding stuff. You are a legend Nomad thanks for the hard work all these years!
Nomad I love your videos and of course this game. Even after finishing it you feel like there must be something else, perhaps another colossi or secret. I love how you try to uncover things around the map, my favorite video must be the one where you showed us all the unreleased colossis like the monkey or the phoenix. I wonder, what´s your opinion about the new remake of SOTC for the ps4? Do you think it will have some of these unreleased creatures?
Spectacular! (and nice music) Can't believe there are still secrets to be found. I wish I knew the stories behind all these leftover pieces of gameworld, and I wonder what the developers think when they see us rediscover stuff like this. On a just slightly related note I must be the only one not at all liking the look of the remake. At least in the trailer they lost that magical Fumito Uedo color palate, the unique lighting, etc. - the main reason I've spent so many hours just wandering around (no pun intended) in the Forbidden Lands. The remaster is looking just like any other game. Even Funkyboy approximated it better in his Unity builds IMO.
No, you're not the only one. The original game has such a deliberate style made for the era, so when a port team remakes all the assets from scratch and slaps a bunch of modern visual effects onto it, the style is gone. From the trailer all of the motion looked kind of hacked together too, like it's a facsimile of the original instead of an enhancement. Another great example is the Crash Trilogy remake, instead of having simple but effective animations they remade them to look wackier and added motion blur, like some shitty sony animated kids movie or skylanders.
StonyHarpy Or everyone can shut up bringing everyone else down with them, because unlike some people, others can be happy that their favourite game is being ported to the PS4 with better graphics and controls. Whenever I read a comment like this, it seriously changes my opinions about a certain topic most of the time and I'm sick of it. The game hasn't lost its style at all, it's had just as much care in it as it had back on the ps2. It's just that the creators now have a full range of options and now they can make what they truly wanted the game to look like... end of story.
"Whenever I read a comment like this, it seriously changes my opinions about a certain topic most of the time and I'm sick of it." ?????????????? That's YOUR fault. I don't owe you some kind of anti-negativity censorship to preserve your excitement.
Sometimes game devs will put land or water in one spot, and pull it up or down as needed to other spots. Look up Shesez's Boundary Break episode on Breath of the Wild. This may be intentional (as in BotW) or accidental (data got partially corrupted and nobody bothered to fix it). If it's accidental, I can't help but wonder if it's a cheat side effect or an emulator error. I don't know the tools Nomad uses, but assuming it's PCSX2 it does still need a lot of work.
Fascinating as always Nomad. To me looking at it strictly at the geometry of those holes, it almost looks like those holes might of had a pillar in it of some sorts? Although that would of been MASSIVE. Just looking at the aesthetics of the rest of the game, along with how close and deep together they are it just doesn't make sense to me that, that was the actual landscape of I1. Who knows though :^) thanks again for sharing Nomad!
Wow, still digging away at the game, uncovering neat bits of stuff like this - crazy that there was still stuff there left to find. Has Wisi done, or planned to do, a write-up of the techniques he used to unearth these?
Two things: 1. This is the overhead view you had of the area around the I7 plateau + ocean: i.imgur.com/C3Mrb51.png You've also shown that image of the Griffin, with the wall that seems to match up on the edge of one of the other map squares. I think the I7 plateau either replaced the Colossi testing arena, or bordered it and was given water to cover it up. Here's a picture from a huge desert in your NICO development builds video: i.imgur.com/8ruLW61.png Notice that the cliffs in the background have the same texture as the I7 plateau. All of the colossi seen in the Alpha video are shown in a super flat, super huge desert with cliffs on one edge and a wide open expanse on the other. In the Beta video, Gaius with a sword is shown there, and there's a split second clip of the goat (I think?) by a wall that looks a lot like the wall where the Griffin was shown: i.imgur.com/EL0kBfe.png The Beta build uses near-final textures, and although they probably use the same dry dirt texture for all the desert areas, it's worth noting that the cut-off parts of the surrounding sectors use what appears to be the same texture as the full area in the videos. The Colossi are huge, but having an ENTIRE SECTOR with flat land dedicated to testing them seems plausible. I would probably see if you could get any views from the ocean in I7 that resemble the mountain formations we can see in the background of the desert area. If you can confirm that this is the sector where they tested the Colossi, that would mean it's the site of the oldest area in the game! 2. Less grounded in correlations than the first thing. Do we ever find any areas that look like they were mined to build the various structures we see, and the Colossi themselves? The jagged areas of I1 seem to suggest heavy mining activity, as do the deep holes - perhaps places where stone was excavated, or where certain minerals were dug up for the Colossi. It could all just be because of the low-res modeling, but a mine by the dam would have been cool.
Thanks! I don't know how I missed it, I always watch any upload I see from you instantly. It may be a vain hope, but it would be fantastic to see some of these unused areas, particularly the dam, make an appearance in the remake.
i still love this game even after all these years. I make sure I play it at least once a year (but always in autumn for some reason)? still have my ps2 opm demo copy, the full game and the hd remaster on my ps3. Really really looking forward to the remake but there is one thing that they need to leave well alone when they do it...and that's the music. Anyway, cool vid nomad colossus, earned a sub mate.
The way i1 is shaped, with those square holes, makes me wonder something. What was this used for? I've got a few theories on this. Now, I'll just put this little note here. This all under the assumption that something was being tested here. That's a vague statement, I know, but I think I might've stumbled on to something. I believe that i1 could've been a very early landscaping test, someone going mad with the ground painting and elevation tools. I believe this area most likely dates back to the 2003 to mid 2004 range, relatively early in development. I say this because the main texture used in the i1 area happens to be the same one in the 2004 Promo disc, where a blue-clad Wander is facing Valus. Not the most ironclad proof, I know. This texture is used literally everywhere. But is is some sort of link. And using a generic texture could even strengthen the argument that this was a throw-away testing area. Also, it's glitchy nature might also provide some evidence. Over time, some things have gone corrupt, and the code doesn't quite work with the newer engine updates. Might also explain why you couldn't get to i1 before. Now, to answer the question of where the path goes, it goes nowhere. i1 was purely a square for landscape tests only, so it didn't need to go anywhere. Regardless, this is all just speculation, it could be anything (or nothing lol). Next is that it was a testing ground for any grounded colossi. Very boring, I know. But the square arena's just seem like perfect candidates for testing out someone like Valus. This last theory couldn't have been the purpose of i1. I mean, it can. But it can't. I sort of let my imagination run wild here lol. It was the cave where the Monkey would've resided. Around the dam is this arch thing. Perhaps an entrance to the cave where the monkey would've resided. There is no roof, because that would make it look like a mountain from a distance. Possibly one of the reason's they scrapped it. Also, the lack of any cohesion would probably be from early cave landscaping that never got finished, since the Monkey was scrapped. The evidence against this is that there are no screenshots showing the environment of the monkey. So, we can't quite figure out it's location for sure. Next, there is already a cave entrance by the Dam. A more likely place for the monkey probably would've been the scrapped/unfinished cave. And even so, that's supposedly where the Devil was going to be. But that's not the area this video is focused on.
May someone give me the names of the tracks beginning at: 2:24 4:36 6:31 9:25 11:40 And the piano outro? Many, many, many thanks. Man I cannot imagine what those giant holes were possibly for. The little kid in me wants to say they were the refuges of two of the most enormous colossi ever. Thank you to and Wisi for providing this footage. Your channel has been invaluable to all the people who have been captivated by Shadow of the Colossus, as well as Ueda's other works.
Hope u can answer it Nomad. How can u find those things? You hack the game or something? By the way, i really love ur videos and inspired me playing sotc again
I theorize that the holes are testing grounds for walking colossi and the developers just left them in the distant mountains where players would never go.
I mean, if they import the original terrain and work off of that, then there might be a chance that they leave the out of bounds terrain in as well. However, I HIGHLY doubt that this will be the case.
Nomad you are just an amazing person doing amazing things for thos game, the community is very happy with your work and we are hoping to see more thanks for giving us more of thos amazing game and keep up your work because we are going to keep eatching your videos ;)
I would actually contest the interpretation of the I7 map square shown here at 3:40. In fact, the textures of the cliffs and ocean match the intro cutscene of Ico! Still, the geography of the I7 map square does seem to suggest that it was a later addition to the beta mountains; very odd indeed. As for the I1 map square, I always thought that those rough and jagged geometries might have been intentional. A quick look at the preview map shows what appears to be some very angular structures at I1. It's pure speculation of course, but it leaves one to wonder whether there might have been something significant planned for I1.
It's crazy. Considering what we know about this game while it was in development and all of the stuff that's been found in it by fans over the last 10 years. This game's original ambitions must have been off the charts.
Now we can finally explain these two areas- I7- Was simply a REALLY old leftover from either the nico or bva era, and looks to just be a world border either way I1- You’re probably not gonna believe this, but what you are seeing at I1 is actually the unfinished arena of the original final boss; Evis. I know, it’s crazy to think
@@hakaseshinonome7456 Yeah but im referring to the leftover at i7 in the final game, as seen in this video. For some reason, when buddha was moved to f8, they replaced i7 with the older version of it. It’s really weird on why they did that, but it is what it is
Amazing, how all this unfinished/early places lead to imagination, what else could be in this game's world. This is one of my most favorite games ever and it still gives many questions on a completely new level, because it concerns development.
Why do you hear The last guardian's music? I take the ball to leap to tell you that finally the boy's name is known. Ueda says long ago that the boy's name exists by giving a very precious advice: "The boy does have a name, but we just don't use the name in the subtitles. At the end, when the boy returns to the village, the villagers call his name but there's no caption in the ending so it's not apparent in the game what his name is". Exactly following the advice given by Ueda personally tells him that the alleged father hangs him in his arms and takes him to the villagers, right then one of the people he says the name "Ichi", look at the video ua-cam.com/video/pMuGI2Q1oxE/v-deo.html#t=03m09s you have to go to 3 : 0 9 minutes. Excuse friends at this off road commentary on Nomad's published video, excuse me Nomad.
I can see that you think you're trying to be funny? But, you really don't get it. Nomad has been modding and hacking SOTC for years, seeing new stuff like this is incredible. Take your snark somewhere else.
woah dude lol he was just trying to make a joke no need to let the salt run, i'm sure he understands how much new content from a game this old can make huge fans excited.
Damn man 10 years and people are still squeezing content out of it! This is why sotc is my favourite game, because of the mysteries, the secret garden, the 17th colossi, etc!
So that platform has the dry ground texture that you said was in i7 in the beta colossi video! I didn't know where the texture was in i7. I hope there are many more mysteries to discover soon!
All those people (including you Nomad, apparently ;) ) must be feeling pretty silly right about now. Tell Wisi thank you for the advance birthday present. I love this game, and I'm glad other people feel the same way about it.
The landscape in the impossible-to-get-to map squares is so wacky and doesn't seem like the land is supposed to be like that. It's like the map of this game was a slide puzzle, it wasn't done 100% correctly. But it's amazing nonetheless.
I think many parts were created off to the side of the actual game world, to be stuck together later with the rest of the main landmass. That's why that huge dam landmass is floating out in the void.
Something about watching Shadow of the Colossus gives a really eerie vibe. Is it just me. Also, the deep holes don't seem intentional. Similar glitches can be seen in other games including Skyrim.
Years late but i7 definitely seems like it was an intermediate build between beta and preview, and the strange fact that it 'lines up' when looked at from above might be them re-using geometry? Perhaps at first when they needed less land they just raised sea level and adjusted the height placement, later on the rest of the world was lowered even more to the current forbidden land's height
Perhaps the giant square holes were used as arenas to test certain colossi? I could totally imagine some of the simpler land colossi (1 or 2 for example) may have been tested by the developers in these far off sections of the map in order to tweak certain code
Maybe the holes were so developing teams could test some colossi on flat ground? And maybe there are two to test if the game could handle two colossi running at once.
looks like the early block out of a underground temple with those holes acting as sky holes which an ancient city would be perched on hence its very blocky shape even for its estimated time in development, most likely not being meant to be viewed from the top.
It's amazing how Team Ico waited almost a decade for the graphical capabilities to have a fully functioning Trico, yet leave all these unused leftovers lying about, taking up memory. Lol. (I know they needed to wait for the PS4 and that SotC did just fine with some leftover stuff in the background. But still, it's just kinda funny.)
I wonder if Ueda ever sees these videos and is reminded of a part of SotC's development he had long forgot.
I remember hearing that he's not too pleased about people digging for things that they left out.
Well, a perfectionist like him wouldn't want people to see a janky mess. I'd probably feel the same way.
But it's his game, not mine so I'll keep enjoying videos like this.
@@HawkOfGP fuck him then
@@netherworlde if you bought the game, it's yours, and you can do whatever you want with it.
@@nicolasXDInicolas Wrong. By buying a game you just buy the license to use it on its intended way, which is in this case, playing. Not messing with the codes, assets or other things that are not intended.
I think it's amazing how after more than 10 years there are people/fans who still looking for these "secrets", even when they know that they won't find "the 17th colossi", they just do it because they like the game and that is admirable.
Great work, Nomad and Wisi.
The fact that "new" things are STILL found amaze me.
Loving this channel, I'd ask if you're planning to cover the remake next year too, but I suspect that they're going to be a lot more economical with the unused assets :(
Larry Bundy Jr what do you mean by that last part?
As he likely wont come back to you for a while: Unlike the original, they knew everything that was going to make the cut in the remake, so they likely didn't end up scrapping lots of unused land and assets.
So things like the dam? Likely never remade, unless they included it as an easter egg for data miners.
Well everything was still there for the most part
I love how the boundary-breaking exploration of the far tiles becomes so glitchy and "unnatural". The physics of the world break down the further you try to explore. While obviously just artifacts of the game development, in my mind I like to imagine there are in-universe reasons for this. Mysteries beyond the mysteries. Some real 2001: A Space Odyssey stuff.
and there could possibly still be even more.
Probably can have more, if a very old area was still there without anyone having found it until then, surely can have more.
There is no more to find sadly. These two map squares were in the code and using some amazing coding skills Wisi managed to make them appear in the game. But we have checked everywhere else and there are no more hidden maps squares.
Sad :/
Nomad Colossus thats kinda sad. Also I've never played shadow of the colossus but I've seen a lot of your videos should i get the ps2 version ps3 version or the remake coming next year?
Indeed : (
I pray one day Ueda somehow bumps into your channel nomad and you get too meet him, you deserve it. Peace
111895 Don't think their meeting would be very cerimonious, as Ueda doesn't particularily like people who dig through his games.
Yeah, from what I've read, he really hates that people are hacking these games...
I hope you're going to give the remake this same level of dissection, Nomad. Great work :)
After watching your vids way back around 2012, it's been so cool to check back and see that you're still finding *more* hidden content in this amazing game! I can't thank you enough for staying so dedicated to adding to the endless mystery and intrigue of this masterpiece, and I can't wait to see what you're able to discover in the new remake!
This is crazy, good job Wisi!
Really makes you wonder just how big their scope for this game was originally, with so many more Colossi and an even more expansive map. Saddens me a little that we won't be seeing any of it in the remake but I suppose it makes sense.
Is this it? Have we finally seen everything Shadow of the Colossus has to offer?
Here's hoping a PS4 emulator eventually gets made, or tools are created for modded PS4s so we can explore The Last Guardian and the SotC Remake :D
Shadow of the Colossus came out 12 years ago, I'm prepared to wait lol
I wonder how many times you're going to surprise me. I used to see your speculation videos everyday and now this bring me back many possibilities... Surreal... And the hype is on! A shame that we may never see a Special Edition with the deleted content, but we can dream! Long live, Nomad
Eriel Andrade maybe the deleted colossi will be on ps4 :D who knows
Bluedigit
Sorry to burst your bubble but Fumito Ueda stated and I quote:
"In this game, there are 16 enemies and there's a story about 16 enemies. So to change this history... I don't think about changing this history. It's finished with 16 enemies. It's OK."
hollowficate ah well, but im still super excited for it.
Highly doubt that. They were deleted due the fact, that they were too similar to other ones, or it would be bad from estetic poiniew to put them (like including swinging sword from horseback for spider, or just due to fact it would need a large arena)
according to nomad, they were probably deleted because: -some were too hard
-they decided to put the colossi in only one square for each one
-some of the 8 deleted colossi were too similar, but remember that we got 3 minotaurs in the game so it's probably not true.
New stuff in SotC *STILL!?* Holy shit.
Griffin: No! I'm supposed to live at I7, not you!
Buddha/Malus: haha fireball go woosh
Since one of em is called i1, I guess you could say that... *You won!*
CrashBandicootFan100 that's my kind of jokes man.. Very good
did you get crash bandicoot remastered
FattyWnnaCookie I did
FattyWnnaCookie Can't afford a PS4, yet... Working on it!
Just when you think everything that could be found has been found there turns out to be more left undiscovered!
Wow, now that's amazing! A dream becomes real(so tnx!). It's really nice to see you achieving it! Cheers to you and the person that made it posible. ;D
Hey there! Thanks ; ) Haven't seen your videos for a while, but it's nice to see your comment here. Yes, this was the most amazing new discovery I have ever seen since 2005! It involved searching the code for hidden assets that were still possible to recover... namely, the two maps squares, i7 and i1. These had a different tag (label) in the program code, but thanks to Wisi (an amazing genius coder), he was able to make these invisible map squares appear in the Preview version. It took a lot of work... he is still writing code for the Preview version btw.
Impressive!!! I hope you guys can find out more about these 'brand new areas' or even more on the possible arena in B3(that's something I would like to see before death haha). =D
As always, keep up with your amazing work my friend!
I'll stay tunned. ;)
The saddest part of shadow of the colossus is that it wasnt even close to the level of complete that its creator intended. The game we have is amazing but it could have been so much better
I almost gave up hope that we would ever find anything new about this game. Simply amazing.
Nice and after 12 years we got a remake trailer
Kiko The Puppy Dude i say remake. not remaster. remaster was ps3. remake is complete different models etc.
Oh sorry 😅
remake implies new content. New models isn't anything to jump at, tbh. If they added the 48, however...
Jonah Skiff Yes you could argue that from a content standpoint, no new ideas have been remade; however this does not make it a remaster as assets on a development and technical scale are being remade from scratch. Remasters take the old assets and polish/optimize them for higher end systems as much as the old engine allowed. This is not being done with the newer sotc, so the only fitting category is a remake.
Akarurosuda You give me hope in humanity, such a logical comment, everything that i was going to say... thank you.
Been following you for a while since I found your blog after playing the HD version. Love that there's still new stuff to see!
Good Job Nomad! We love ur work! Cant wait to see u playing the remake!
Hope to re-live Wander's epic journey all over again...
Nomad Colossus, i can see a lot of love and dedication in your videos.
Thanks for the good work man, it truly is inspirational.
Wow, I guess there is still something to find in this game. The search continues.
its amazing that nomad is still investing effort into this game. i also think is wonderful that there is still an audience for this even after a decade since the game has been released. amazing man
Eight years! Delving in to SOTC, all that stuff tucked away in the game's hidden corners!...
Really mate, Thank you for all these years of dedication to this beloved masterpiece!
When I heard that a new "remake" will be released i was overjoyed...and concerned...
The first thing that I thought, was that Would take the opportunity to "complete" the game as it was first intended, with the unused Colossi and and some new areas in the map to explore...then I heard the Ueda as not involved, and that esentially the game would remain the same... I was somehow desapointed.
Check out my PS4 blog post here:
nomads-sotc-blog.blogspot.com.au/2017/11/ps4-version.html
Good work, Nomad. And huge thanks to Wisi. Man, I wish someone released the game anew with all content finished and playable. Scrapped Collosi included. Maybe someday...
It is pretty amazing to see just how much is hidden behind a cliff in SotC, for a non-modder like myself, I think I1 may have been a testing area for one of the unreleased 24 or atleast a path leading up to one. Who knows, back then maybe those deep holes were significant towards the game and not just another mystery for us SotC players to theorize on.
Still blows my mind how much there was to find in this game. Seriously we are STILL finding stuff. You are a legend Nomad thanks for the hard work all these years!
Your channel is gonna be booming when the remake comes out
Nomad I love your videos and of course this game. Even after finishing it you feel like there must be something else, perhaps another colossi or secret. I love how you try to uncover things around the map, my favorite video must be the one where you showed us all the unreleased colossis like the monkey or the phoenix. I wonder, what´s your opinion about the new remake of SOTC for the ps4? Do you think it will have some of these unreleased creatures?
Spectacular! (and nice music) Can't believe there are still secrets to be found.
I wish I knew the stories behind all these leftover pieces of gameworld, and I wonder what the developers think when they see us rediscover stuff like this.
On a just slightly related note I must be the only one not at all liking the look of the remake. At least in the trailer they lost that magical Fumito Uedo color palate, the unique lighting, etc. - the main reason I've spent so many hours just wandering around (no pun intended) in the Forbidden Lands. The remaster is looking just like any other game. Even Funkyboy approximated it better in his Unity builds IMO.
No, you're not the only one. The original game has such a deliberate style made for the era, so when a port team remakes all the assets from scratch and slaps a bunch of modern visual effects onto it, the style is gone. From the trailer all of the motion looked kind of hacked together too, like it's a facsimile of the original instead of an enhancement. Another great example is the Crash Trilogy remake, instead of having simple but effective animations they remade them to look wackier and added motion blur, like some shitty sony animated kids movie or skylanders.
StonyHarpy
Or everyone can shut up bringing everyone else down with them, because unlike some people, others can be happy that their favourite game is being ported to the PS4 with better graphics and controls. Whenever I read a comment like this, it seriously changes my opinions about a certain topic most of the time and I'm sick of it. The game hasn't lost its style at all, it's had just as much care in it as it had back on the ps2. It's just that the creators now have a full range of options and now they can make what they truly wanted the game to look like... end of story.
"Whenever I read a comment like this, it seriously changes my opinions about a certain topic most of the time and I'm sick of it." ??????????????
That's YOUR fault. I don't owe you some kind of anti-negativity censorship to preserve your excitement.
StonyHarpy exactly!
DOOT DOOT I completely agree with your opinion, the remake looks awful.
i feel a sense of exploration and discovery from this video... amazing
The only question that remains is:ARE YOU EXCITED FOR THE REMAKE NOMAD!?
victini pokeparkroad there is no need for such question, we all know he is (sorry about my brazilian english)
Arthur GamerGod Your english is fine,but I really,REALLY want to hear his opinions on the matter.
victini pokeparkroad someone asked him about the remake in the last video, go check it!
Arthur GamerGod Thanks!
Of course I am! Seeing that trailer totally blew my mind!
wonderful! We're so excited for the new remake, and we want that you keep exploring this awesome art. Thanks for all Nomad!
I wonder what those giant holes were for? Colossi testing grounds? Or basic geometry that would have been given more detail further in development?
Might have been a test bed for elevation?
Looks like a placement for Devil
Or Griffin (As Nomad stated)
Sometimes game devs will put land or water in one spot, and pull it up or down as needed to other spots. Look up Shesez's Boundary Break episode on Breath of the Wild. This may be intentional (as in BotW) or accidental (data got partially corrupted and nobody bothered to fix it). If it's accidental, I can't help but wonder if it's a cheat side effect or an emulator error. I don't know the tools Nomad uses, but assuming it's PCSX2 it does still need a lot of work.
or worm arena
I love the views and the music.
I hope you to be there someday discovering hidden stuff inside TLG!
Fascinating as always Nomad. To me looking at it strictly at the geometry of those holes, it almost looks like those holes might of had a pillar in it of some sorts? Although that would of been MASSIVE. Just looking at the aesthetics of the rest of the game, along with how close and deep together they are it just doesn't make sense to me that, that was the actual landscape of I1. Who knows though :^) thanks again for sharing Nomad!
Wow, still digging away at the game, uncovering neat bits of stuff like this - crazy that there was still stuff there left to find.
Has Wisi done, or planned to do, a write-up of the techniques he used to unearth these?
Two things:
1. This is the overhead view you had of the area around the I7 plateau + ocean: i.imgur.com/C3Mrb51.png You've also shown that image of the Griffin, with the wall that seems to match up on the edge of one of the other map squares.
I think the I7 plateau either replaced the Colossi testing arena, or bordered it and was given water to cover it up.
Here's a picture from a huge desert in your NICO development builds video: i.imgur.com/8ruLW61.png Notice that the cliffs in the background have the same texture as the I7 plateau. All of the colossi seen in the Alpha video are shown in a super flat, super huge desert with cliffs on one edge and a wide open expanse on the other. In the Beta video, Gaius with a sword is shown there, and there's a split second clip of the goat (I think?) by a wall that looks a lot like the wall where the Griffin was shown: i.imgur.com/EL0kBfe.png
The Beta build uses near-final textures, and although they probably use the same dry dirt texture for all the desert areas, it's worth noting that the cut-off parts of the surrounding sectors use what appears to be the same texture as the full area in the videos.
The Colossi are huge, but having an ENTIRE SECTOR with flat land dedicated to testing them seems plausible. I would probably see if you could get any views from the ocean in I7 that resemble the mountain formations we can see in the background of the desert area. If you can confirm that this is the sector where they tested the Colossi, that would mean it's the site of the oldest area in the game!
2. Less grounded in correlations than the first thing. Do we ever find any areas that look like they were mined to build the various structures we see, and the Colossi themselves? The jagged areas of I1 seem to suggest heavy mining activity, as do the deep holes - perhaps places where stone was excavated, or where certain minerals were dug up for the Colossi. It could all just be because of the low-res modeling, but a mine by the dam would have been cool.
Would it be possible to further explore the Dam with the tools Wisi created? I would love to see wander standing at that enigmatic arch!
Check my playlist: ua-cam.com/video/iMacKofJEIw/v-deo.html
Thanks! I don't know how I missed it, I always watch any upload I see from you instantly. It may be a vain hope, but it would be fantastic to see some of these unused areas, particularly the dam, make an appearance in the remake.
i still love this game even after all these years. I make sure I play it at least once a year (but always in autumn for some reason)? still have my ps2 opm demo copy, the full game and the hd remaster on my ps3.
Really really looking forward to the remake but there is one thing that they need to leave well alone when they do it...and that's the music.
Anyway, cool vid nomad colossus, earned a sub mate.
The way i1 is shaped, with those square holes, makes me wonder something. What was this used for? I've got a few theories on this. Now, I'll just put this little note here. This all under the assumption that something was being tested here. That's a vague statement, I know, but I think I might've stumbled on to something.
I believe that i1 could've been a very early landscaping test, someone going mad with the ground painting and elevation tools. I believe this area most likely dates back to the 2003 to mid 2004 range, relatively early in development. I say this because the main texture used in the i1 area happens to be the same one in the 2004 Promo disc, where a blue-clad Wander is facing Valus. Not the most ironclad proof, I know. This texture is used literally everywhere. But is is some sort of link. And using a generic texture could even strengthen the argument that this was a throw-away testing area. Also, it's glitchy nature might also provide some evidence. Over time, some things have gone corrupt, and the code doesn't quite work with the newer engine updates. Might also explain why you couldn't get to i1 before. Now, to answer the question of where the path goes, it goes nowhere. i1 was purely a square for landscape tests only, so it didn't need to go anywhere. Regardless, this is all just speculation, it could be anything (or nothing lol).
Next is that it was a testing ground for any grounded colossi. Very boring, I know. But the square arena's just seem like perfect candidates for testing out someone like Valus.
This last theory couldn't have been the purpose of i1. I mean, it can. But it can't. I sort of let my imagination run wild here lol. It was the cave where the Monkey would've resided. Around the dam is this arch thing. Perhaps an entrance to the cave where the monkey would've resided. There is no roof, because that would make it look like a mountain from a distance. Possibly one of the reason's they scrapped it. Also, the lack of any cohesion would probably be from early cave landscaping that never got finished, since the Monkey was scrapped. The evidence against this is that there are no screenshots showing the environment of the monkey. So, we can't quite figure out it's location for sure. Next, there is already a cave entrance by the Dam. A more likely place for the monkey probably would've been the scrapped/unfinished cave. And even so, that's supposedly where the Devil was going to be. But that's not the area this video is focused on.
Thanks for keeping this game alive, Nomad. Love this game and your channel to death. Hope you'll cover the remake that'd come soon!
May someone give me the names of the tracks beginning at:
2:24
4:36
6:31
9:25
11:40
And the piano outro? Many, many, many thanks.
Man I cannot imagine what those giant holes were possibly for. The little kid in me wants to say they were the refuges of two of the most enormous colossi ever. Thank you to and Wisi for providing this footage. Your channel has been invaluable to all the people who have been captivated by Shadow of the Colossus, as well as Ueda's other works.
4:36 is Forest, from The Last Guardian soundtrack.
Wow, after so many years it still looks like the best game ever
Hope u can answer it Nomad. How can u find those things? You hack the game or something? By the way, i really love ur videos and inspired me playing sotc again
I theorize that the holes are testing grounds for walking colossi and the developers just left them in the distant mountains where players would never go.
And for a moment I was worried that there was no more unseen stuff in this game. You're doing a great job Nomad!
Will they leave the areas betas and quadrants in the remake / remaster?
XD
Nah, there wouldn't be any point in re-creating stuff that no one is going/supposed to see.
Hopefully they'll add an easter egg or something at the very least.
I AM THE UA-cam GHOST
The days of epic easter eggs are long gone.
But I hold hope that the developers love the game like we do.
I mean, if they import the original terrain and work off of that, then there might be a chance that they leave the out of bounds terrain in as well. However, I HIGHLY doubt that this will be the case.
I hope they keep the dam
Nomad you are just an amazing person doing amazing things for thos game, the community is very happy with your work and we are hoping to see more thanks for giving us more of thos amazing game and keep up your work because we are going to keep eatching your videos ;)
12 Years latter... Im crying here... The dream to found more land. Has finally being achieved.
For someone who has explored this game as much as you have, to find something so big after all this time is CRAZY
Oh man, fucking love this game. I fucking love Nomad. This music.... Oh fuck!
My favourite comment xD.
Ver zonas nuevas del mapa es tan emocinante como descubrir un planeta nuevo y explorarlo!!!
Great Video!!
Se puede llegar en modo simple
Thank you for your hardwork! :)
I would actually contest the interpretation of the I7 map square shown here at 3:40. In fact, the textures of the cliffs and ocean match the intro cutscene of Ico! Still, the geography of the I7 map square does seem to suggest that it was a later addition to the beta mountains; very odd indeed.
As for the I1 map square, I always thought that those rough and jagged geometries might have been intentional. A quick look at the preview map shows what appears to be some very angular structures at I1. It's pure speculation of course, but it leaves one to wonder whether there might have been something significant planned for I1.
It's crazy. Considering what we know about this game while it was in development and all of the stuff that's been found in it by fans over the last 10 years. This game's original ambitions must have been off the charts.
Thank you so much for all of your videos. What a great big open world... I wish there was more.
Now we can finally explain these two areas-
I7- Was simply a REALLY old leftover from either the nico or bva era, and looks to just be a world border either way
I1- You’re probably not gonna believe this, but what you are seeing at I1 is actually the unfinished arena of the original final boss; Evis. I know, it’s crazy to think
Didn't Buddha live in I7? (aka Labyrinth)
@@hakaseshinonome7456 Yeah but im referring to the leftover at i7 in the final game, as seen in this video. For some reason, when buddha was moved to f8, they replaced i7 with the older version of it. It’s really weird on why they did that, but it is what it is
This is amazing, you're the best Nomad
Amazing, how all this unfinished/early places lead to imagination, what else could be in this game's world. This is one of my most favorite games ever and it still gives many questions on a completely new level, because it concerns development.
the fact that people continue to research shit about a game from 2005 just shows how great the game is. Regardless, SOTC Remake HYPE!
Why do you hear The last guardian's music? I take the ball to leap to tell you that finally the boy's name is known. Ueda says long ago that the boy's name exists by giving a very precious advice: "The boy does have a name, but we just don't use the name in the subtitles. At the end, when the boy returns to the village, the villagers call his name but there's no caption in the ending so it's not apparent in the game what his name is". Exactly following the advice given by Ueda personally tells him that the alleged father hangs him in his arms and takes him to the villagers, right then one of the people he says the name "Ichi", look at the video ua-cam.com/video/pMuGI2Q1oxE/v-deo.html#t=03m09s you have to go to 3 : 0 9 minutes. Excuse friends at this off road commentary on Nomad's published video, excuse me Nomad.
it just blows my mind how after so many years new things just keep on appearing
it's quite amazing
Guys lets all give this vid a like to show our appreciation to nomad for doing all this.
M-more flat landscape?
*_A-MAZING!_*
I can see that you think you're trying to be funny? But, you really don't get it. Nomad has been modding and hacking SOTC for years, seeing new stuff like this is incredible. Take your snark somewhere else.
woah dude lol he was just trying to make a joke no need to let the salt run, i'm sure he understands how much new content from a game this old can make huge fans excited.
Guys, this is literally nothing
@@LegitPotato he was being stupid anyways :)
2:25 I couldn't help but scream "TRICOO"
gracias por tanto nomad :)
Keep up the good word. You are truly a wonderful person. I like your videos. Thanks once again XD
This is mind blowing! I hope that there's a way to see other maps
Damn man 10 years and people are still squeezing content out of it! This is why sotc is my favourite game, because of the mysteries, the secret garden, the 17th colossi, etc!
17th collossus confirmed \o/
I just want to keep dreaming
12 years and we're *STILL* finding new things in this game.
What could have those holes been used for ? Were they testing areas for smaller colossi ?
So that platform has the dry ground texture that you said was in i7 in the beta colossi video! I didn't know where the texture was in i7. I hope there are many more mysteries to discover soon!
All those people (including you Nomad, apparently ;) ) must be feeling pretty silly right about now. Tell Wisi thank you for the advance birthday present. I love this game, and I'm glad other people feel the same way about it.
The landscape in the impossible-to-get-to map squares is so wacky and doesn't seem like the land is supposed to be like that. It's like the map of this game was a slide puzzle, it wasn't done 100% correctly.
But it's amazing nonetheless.
I think many parts were created off to the side of the actual game world, to be stuck together later with the rest of the main landmass. That's why that huge dam landmass is floating out in the void.
It looked to have a path
Imagine if you found a colossu stucked on the scenario
Something about watching Shadow of the Colossus gives a really eerie vibe. Is it just me.
Also, the deep holes don't seem intentional. Similar glitches can be seen in other games including Skyrim.
Arion Varfis-van Warmelo nah I feel you dude. I get the same feeling.
Observing these gigantic areas, they would probably be arenas of battles against the Colossi, I wonder which colossi would be in those enormous areas
What's the music at 7:44?
Demise of the Ritual, the song that plays when you fight Malus, the 16th and last colossus.
@@thedarkwolf3577 A year late. xD
That plateau looks like it could have been part of a boss arena.
I've heard rumors that this quadrant used to house evis in the beta stages... Is that True?
Years late but i7 definitely seems like it was an intermediate build between beta and preview, and the strange fact that it 'lines up' when looked at from above might be them re-using geometry? Perhaps at first when they needed less land they just raised sea level and adjusted the height placement, later on the rest of the world was lowered even more to the current forbidden land's height
Agreed, it seems like the ocean level might have been left at this level, but the devs never got around to lowering it?
Perhaps the giant square holes were used as arenas to test certain colossi? I could totally imagine some of the simpler land colossi (1 or 2 for example) may have been tested by the developers in these far off sections of the map in order to tweak certain code
The i1 mountains are so glitchy but still so pretty
Maybe the holes were so developing teams could test some colossi on flat ground? And maybe there are two to test if the game could handle two colossi running at once.
12:48 that path could have lead to a Colosi area, one of the 8 discarded.
looks like the early block out of a underground temple with those holes acting as sky holes which an ancient city would be perched on hence its very blocky shape even for its estimated time in development, most likely not being meant to be viewed from the top.
melhor youtuber que testa o shadow of the colossus
joao vitor concordo
I'll say that's the path to connect the two areas between spider and gargoyle?
What are the 8:45 and 10:10 rock formations and flying island?
Wish they recreated those areas in the remake :(
10:14 what is that structure? Is it the dam?
Can't wait to see what this all looks like on PS4
Nomad colossus is a modern day explorer. This is awesome !
The music at 4:45 isn't from SotC, right? I can't remember it being in the OST.
Nevermind, it's Forest from The last guardian.
Magic and beautiful
It's amazing how Team Ico waited almost a decade for the graphical capabilities to have a fully functioning Trico, yet leave all these unused leftovers lying about, taking up memory. Lol.
(I know they needed to wait for the PS4 and that SotC did just fine with some leftover stuff in the background. But still, it's just kinda funny.)
Has anyone though that i1 might be the place the Devil colossus was supposed to be
Isn't his location near the 3rd colossus?