forget the experience of encountering that first colossus. The sounds, the music, the subtle details like trees shaking with each footfall of the giant. The idea of slaying a colossus was intimidating, but actually experiencing that made it seem impossible. The minimalistic nature of the story let my imagination run wild. Without the game telling me everything about the world my mind was constantly trying to figure it out. Why is the land forbidden? Why must I kill these seemingly innocent colossi in order to save my love? What is this black stuff entering my body after toppling a colossus? Needless to say I thoroughly enjoyed the whole experience. B. Objective: "Save the girl" storytelling has been around forever but in this case the impossibility of the task of slaying 16 colossi coupled with a vast empty world creates a distinct sense of smallness. This is a story based game, so people looking for more action and less story probably wouldn't enjoy it. The interesting thing is that the story isn't really given explicitly and is nearly absent completely. You know you want to save your loved one and to do it you kill some colossi. If you're not interested in the world I suppose you wouldn't enjoy the game because the story comes mostly from how you interpret the world. C: Extraction: Any medium can benefit from utilizing the imagination of the user. They can speak to their own mind much better than any outside influence so it's more