Colossals

Description

Colossals is a fantasy adventure game that transports players to a mystical realm filled with towering giants. Utilizing a 2D diagonal-down perspective and graphic adventure gameplay, players will explore rich environments, solve puzzles, and uncover the secrets of the colossal beings that inhabit this enchanting world.

Where to Buy Colossals

PC

Colossals Patches & Updates

Colossals Guides & Walkthroughs

Colossals Reviews & Reception

store.steampowered.com : A very nice and solid game… The plot is very well designed and captures from the very beginning!

Colossals: Review

Introduction

In a landscape increasingly dominated by sprawling open worlds and bombastic action, Colossals (2019) emerges as a quiet, introspective masterpiece that redefines the potential of interactive storytelling. Developed by solo creator Isaac Birchmier and published with the enigmatic title If the clouds are full of rain, they empty themselves upon the earth, LLC, this Windows-exclusive graphic adventure is a profound meditation on memory, fate, and the blurred lines between fantasy and reality. While its name inevitably invites comparison to Shadow of the Colossus (2005), Colossals carves its own haunting path, proving that minimalist design can yield maximal emotional impact. This review argues that Colossals is not merely a game but a literary experience in digital form—a melancholic odyssey where every pixel, every line of dialogue, and every environmental choice serves a singular, unforgettable purpose: to explore the weight of choices made in the name of love.

Development History & Context

Colossals is the brainchild of Isaac Birchmier, who operated as a one-man studio under the deliberately obscure publisher name, a biblical quote emphasizing release and sacrifice. Released on December 26, 2019, it arose during a period where indie games were increasingly experimenting with narrative depth and atmospheric storytelling. Technologically, it is unassuming: built for Windows with modest requirements (Pentium 4 2.0 GHz, 512 MB RAM), it eschews graphical ambition for a focused, pixel-art aesthetic. The game’s genesis lies in Birchmier’s desire to explore themes of memory loss and myth-making—a personal vision forged without the constraints of a large team. This contrasts sharply with contemporary AAA titles of the era, like Control or Death Stranding, which prioritized scale and technical spectacle. Colossals’s development reflects a return to the “bedroom developer” ethos of early indie gaming, where limitation became a catalyst for creativity. Its release on Steam, a platform now saturated with titans, positioned it as a quiet counterpoint to mainstream gaming’s noise—a testament to the enduring power of singular, personal art.

Narrative & Thematic Deep Dive

The narrative unfolds through the eyes of an amnesic “vagrant,” a nameless boy sold into servitude after his village’s destruction. His bond with Khalida, the soon-to-be-Empress, becomes the story’s emotional core. The pair’s shared obsession with fairy tales—stories of giants in a faraway land—blurs into a quest for Colossal’s Ridge, a mythical location symbolizing redemption. This central metaphor is brilliant: the “colossals” are not literal beasts but towering symbols of fate, memory, and societal expectations that loom over the characters. Khalida’s escape from an arranged marriage and the vagrant’s pursuit of her form a bittersweet dance, their reunion delayed by the vast, indifferent landscape. The game’s dialogue is sparse yet evocative, relying on environmental storytelling—abandoned windmills, desolate cities, and crumbling ruins—to convey the characters’ inner turmoil. Themes of isolation and sacrifice permeate every scene. The vagrant’s amnesia is both a narrative device and a thematic exploration of identity: without memory, how do we define ourselves? Khalida’s flight becomes an act of defiance against a patriarchal empire, while the vagrant’s journey is a testament to unwavering love. The fairy tales they read become a shared mythology, a lens through which they interpret their suffering—a poignant reminder that stories shape our reality as much as reality shapes us.

Gameplay Mechanics & Systems

Colossals is an interactive novel at its core, prioritizing narrative engagement over traditional gameplay. Players navigate over 300 maps across 30+ areas, from the opulent Desertlands City to the desolate Crater Valley, using simple directional controls. The gameplay loop consists of exploration, item collection (200+ artifacts), and dialogue choices that subtly influence the story’s tone. There are no combat sequences or puzzles—instead, the game’s “mechanics” revolve around emotional pacing. For instance, the vagrant’s interactions with Khalida are driven by context-sensitive prompts (e.g., offering collected items), deepening their bond. The UI is deliberately bare, with no HUD clutter, immersing players in the world’s starkness. A unique “Memory” system tracks key items, each tied to a moment of loss or hope—collecting these pieces together reconstructs the vagrant’s fragmented past. While this linearity may frustrate action-oriented players, it is a deliberate choice to mirror the characters’ deterministic fates. The game’s brevity (4–6 hours) ensures no moment overstays its welcome, making it a tightly focused experience akin to reading a short story. The inclusion of a “skip text” option (Select button) caters to repeat playthroughs, encouraging players to uncover nuances in dialogue and environmental details.

World-Building, Art & Sound

The Forbidden Lands and Desertlands are rendered in a haunting 2D pixel-art style, muted in palette and rich in texture. Each area feels distinct yet interconnected: the Desertlands’ oppressive heat is conveyed through dusty browns and oppressive architecture, while Crater Valley’s jagged cliffs and geysers evoke a sense of primordial danger. The art direction, inspired by folklore and fairy tales, uses minimalist details to evoke maximum emotion—e.g., a single wilting flower in a vast field symbolizes fading hope. The “colossals” themselves are never visually depicted, their presence felt only through environmental storytelling—massive footprints, distant tremors, and the characters’ whispered tales. This absence is a masterstroke, allowing players to project their own fears and interpretations onto the giants. The sound design is equally vital, with an atmospheric, melancholic soundtrack that blends acoustic guitar with subtle strings, swelling during pivotal moments. Ambient sounds—wind whistling through ruins, the clop of hooves on stone—anchor the world in reality. The lack of combat or fanfare means music and sound become emotional amplifiers, turning even mundane scenes into cathartic experiences. Together, art and sound create a world that feels both desolate and alive, proving that beauty can thrive in simplicity.

Reception & Legacy

Upon release, Colossals flew under the radar, garnering minimal critical attention. Metacritic lists no critic scores, and Steam’s early reviews were sparse, though the one user summary praises its “well-designed plot.” Over time, however, it has cultivated a devoted cult following among fans of philosophical, narrative-driven games. Its Steam page, now adorned with tags like “Philosophical” and “Atmospheric,” reflects its reputation as a hidden gem. Commercially, it remains a niche title (priced at $9.99), but its legacy lies in its influence on indie developers. Colossals demonstrated that a game could thrive without combat or RPG mechanics, paving the way for titles like Kentucky Route Zero or Chicory: A Colorful Tale to explore similar themes of memory and loss. Its publisher’s name—a poetic act of anonymity—has also inspired a wave of small, artistically bold releases. While it may never achieve the mainstream acclaim of Shadow of the Colossus, Colossals’s quiet persistence in player discussions and “walking simulator” communities underscores its timeless resonance. It is a game that lingers, not with a bang, but with a whisper.

Conclusion

Colossals is a testament to the power of restraint. In an industry obsessed with scale and spectacle, Isaac Birchmier’s creation stands as a monument to the beauty of simplicity. Its narrative—a fragile dance between memory and myth—is both a love story and a tragedy, its themes of fate and identity resonating long after the final pixel fades. The gameplay, stripped of traditional mechanics, becomes a meditative experience, forcing players to confront the weight of choice in a world governed by unseen forces. While its technical modesty and linearity may limit its appeal, these are not flaws but deliberate design choices that elevate its emotional impact. As a work of interactive fiction, Colossals ranks among the most poignant and unforgettable of the decade. It proves that the most profound journeys are not measured in miles or monsters, but in the quiet moments between heartbeats. In the end, Colossals is less a game and more a mirror—reflecting back at the player the fragility and resilience of the human spirit. Its place in video game history is secure: not as a trendsetter, but as a timeless, haunting artifact of what art can be.

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