It's just amazing to realize that Devil would be located at somewhere close to Cenobia, at that part of the map which is so dark and atmospheric, a lost way behind mountains. Those peculiar stairs structures, that can also be seen some alike on Hydrus arena, I believe, but still leading to nowhere, it fits Devil so much. What would be the brick structure at the Dam/Sluice for then? Another leftover?
It'd be close to hydrus, basaran and gaius, only 1 quadrant apart from each of them. Also, if you draw a line between them, the intersection will be close to the devil's supposed location.
I think I was the one that sired the I2 theory in the video with Nomad X'D Again the circumstantial evidence was all we had and we wanted to find possible locations for all of them (except Monkey). Anyway the new info is of course indisputable! I wish you had expanded a bit more on the elevation of the arena with a mockup image. Loving the map at the end.
I always thought the stairs at D2 seemed strange as they appeared important but led nowhere. Thanks for adding more clarity to this. Makes me wonder what the developers plans originally were for the Dam.
I love the detaill in the map at the final of the video, where the icons of the discarded colossi are placed in their respective quadrants, at least "Black Bird" and "Devil". Now the question is which of the colossi could be the next to be analyzed. Amazing work guys of Stage 0 as always. Greetings from Chile ^^
No pensé ver un chileno en un video tan inhóspito sobre sotc en ingles y ademas refiriendose a uno de los 8 colosos no usados las casualidades de la vida xd
Shadow of the Colossus will always stand as an example of a developer who's imagination was so big that he bit off more than the machine the game was made for could chew. Still holding hope that ALL the cut off material will be included one day.
I am totally blown away at how much time and effort was put into this. It's amazing that after how many years we finally find all this stuff and can come up with the most likely areas where these colossi were. You guys are awesome, keep up the good work and I can't wait to see what the next video holds.
I never really believed in the I2 theory, so finally having this almost confirmation is so hype!! D2 was always a strange place to me it's almost fitting for it be Devil's Area :3 edit: WOA THAT MAP AT THE END WAS LIT!!!
Hey, just some constructive criticism: you guys need to leave more time in the videos for us to read the text/subtitles. I’ve noticed this in all of your videos now that you don’t leave the viewer enough time to read them. I’m constantly having to pause to read longer subtitles. Please keep this in mind for future videos. Otherwise amazing work! Thanks!
@@teamstage0987 Sorry to ask too many question but you guys know something about kubunaga,one guy said to me that those extra colossus were early nicknames but kubunaga don't makes any sense and saru_b,knigth_b,griffin_b either don't makes sense because their original colossi should alredy exist.
@@Daniel_Kaiba there's another line in the sheets relating to Kubunaga named "Kubinaga", so it's possible they misstyped the name and the correct name is Kubinaga, that is: long neck. Griffin B has Celosia textures, so it's pretty clear that Griffin eventually evolved into Celosia, and it was a transition period between the two. Saru_2 and Knight_2 are harder to determine because everything about them has been wiped out from the data sheets.
They should add a DLC for the game and add the unused characters/creatures/places or things just so the players can check it out or they should make another game for Shadow of the Colossus 2 and add the unused colossus
So what's up with that H2/DAM structures? It matches pretty well with devil... What if seeing the release date approach, the devs did scramble unused colossi proof to confuse people? They scattered pillars on cenobia's place, ruins on H2 and this entrance on D3 just to confuse ppl, same thing with dionin, roc and adar flam, you can find similar texture and even fully loaded objects of those 3 in very far in-between places on the final version map... There are many misconceptions going on, cenobia was the last colossus added, in Devil's arena should exist a very deep cliff edge, like those on I2, Avion on the beta map had no water whatsoever and the map had a crater with lines which gives me roc vibes, even though we know Roc would leave on B2. Adar Flam lived what in today's map is the "head of the eagle" next to Umbral Glade save. You guys do an excellent work but don't trust the code too much, the beta map says more than you guys give credit for. The beta colossi had more existing arenas for them on the beta map than does the actual colossi, take cenobia for example, the map has no sign for the existing cenobia's city, it's just a plain looked from above, because it was actually not updated because cenobia was the last added colossus to the game, this area was home of dionin, next was roc and neighboring it was Adar Flam. Stone Arch Gorge definitely fostered a colossus but not phollux, maybe it was Yamori, since the place is actually caged, perfect for a crawling shadow. Place the final colossi on what you guys think are the "beta arenas" and you'll see the magic happening. Few were the colossi hat weren't moved those are hydrus, gaius, phaedra, celosia, malus and quadratus, all the others were moved some point or another during the game development.
Firstly; the I2 archway and the Devil images do not in fact match very well at all - the similarities between them are tenuous at best, and actually going through the sheets we can actually match the texture used on the Devil's tatemono (buildings, as specified3 in the sheets) to an existing rock texture: mk_test_sandwall (it is not the same orange brick structure used on the archway at i2, a reused texture from ICO). There would be no need to 'scramble' things when the intent was to remove all traces of the unused Colossi, especially on a structure like i2 which was left far out of bounds and inaccessible. Avion being at H4 is an interesting case; as the OPM Demo's slow-res H4 shows an entirely different area altogether. The most likely explanation is that Avion did not originally reside at quadrant H4, and thus was moved at a later date (with the beta map showcasing a transitional design to the arena). There is also ample evidence in the sheets that Team Ico went through over a dozen different maps throughout development (as evidenced by the sheets referring to many deleted 'map' textures), so in fact the map that we see in the demos is in all likelihood *NOT* a good representation of how the entirety of the Forbidden lands looked for very long. Things were being updated constantly. The idea that Cenobia is the last Colossus added to the game is a misnomer; based off the seParam files within the game the last Colossus to be added was Evis (a clone of the earlier Buddha colossus). This idea that Cenobia was the "last to be added" is an old idea that Nomad perpetuated because he believed that C2 does not have any slow-res textures (see his "More Map Mysteries" video). This however, is incorrect - C2 does in fact have slow-res textures depicting the Ruins in all versions - Nomad simply missed them while looking through the Dormin/SotC Viewer; so this idea was proven false long ago ( i.imgur.com/wKGA38h.png ) There is also ample evidence to suggest that yamori_a was placed elsewhere, although this is a topic that we will be covering shortly. However, I can also say that in most cases Colossi were not simply 'moved around' without certain extenuating circumstances. This is because once a Colossus and its arena were created there was little point in moving the entire thing elsewhere, as the shape of the entire map was created around the predetermined Colossi arena locations, not the other way around.
We know for a fact that the dam is a very very early structure. It even re-uses textures from Ico. The Devil colossus was cut much later in development.
@@em.b3rr some of the higher ups in BTFL were spreading fake information so we all left to form stage 0, everything in this video was found by us (as shown in the credits in the description) BTFL are still free to use these videos if they wish but BTFL as a source for information was very unreliable due to the higher ups lying about things.
@@thevoid3062 One of the key developers for BTFL impersonated a developer and faked texsegs to make it appear as though there was evidence for Worm at a certain location. Don't not support BTFL though, what they're doing to recreate the unused colossi is more important than some of the devious stuff that happened there
Man, they really rushed this game. There are so many leftovers. Still a great game but the "secrets" are just leftover of something they had no time to finnish. They really wasted an opportunity of making it the right way on the ps4...
They hardly rushed it. The principle mechanics of the game had to be developed meticulously and it's a minor miracle it worked at all on the PS2. The cut colossi were removed because the ideas behind them didn't play well in practice. More time probably wouldn't have fixed a bad idea.
They were mostly bound by the lack of memory on PS2, also they worked on many options and chose the ones that worked the best. About the PS4 it's not really Bluepoints fault, they were tasked to do a faithful remake, adding all this stuff would have required the creative involvement of the full Team Ico but they are working on new stuff, The Sotc chapter for them is closed.
@@DarylDevine I disagree. Why would they leave so many leftover in the game? The useless garden, the bridge that leads to nowhere, the east area in the map (They didnt even change the map, they simply covered it up with clouds), the paths that lead to nowhere and so on.
they actually used the "shadow" of the colossus to figure out where its arena was. good shit
We were making that joke at the time
thank you guys for using calm music instead of blasting sotc hype music :)
I also like to add that this calm music kind of fits in the feel of SOTC.
It's just amazing to realize that Devil would be located at somewhere close to Cenobia, at that part of the map which is so dark and atmospheric, a lost way behind mountains. Those peculiar stairs structures, that can also be seen some alike on Hydrus arena, I believe, but still leading to nowhere, it fits Devil so much. What would be the brick structure at the Dam/Sluice for then? Another leftover?
Most likely a leftover from the original NICO concept as the area seems to have been abandoned very early on
It'd be close to hydrus, basaran and gaius, only 1 quadrant apart from each of them. Also, if you draw a line between them, the intersection will be close to the devil's supposed location.
I think I was the one that sired the I2 theory in the video with Nomad X'D Again the circumstantial evidence was all we had and we wanted to find possible locations for all of them (except Monkey). Anyway the new info is of course indisputable!
I wish you had expanded a bit more on the elevation of the arena with a mockup image. Loving the map at the end.
i never expected that we would find this information from the ps3 version of the game, amazing work guys! perhaps one day there will be a bigger find
I always thought the stairs at D2 seemed strange as they appeared important but led nowhere. Thanks for adding more clarity to this. Makes me wonder what the developers plans originally were for the Dam.
I love the detaill in the map at the final of the video, where the icons of the discarded colossi are placed in their respective quadrants, at least "Black Bird" and "Devil". Now the question is which of the colossi could be the next to be analyzed. Amazing work guys of Stage 0 as always. Greetings from Chile ^^
No pensé ver un chileno en un video tan inhóspito sobre sotc en ingles y ademas refiriendose a uno de los 8 colosos no usados las casualidades de la vida xd
the games community is still alive, what a goddamn miracle. Well done lads!
I'd never expect that much information to be discovered, this is amazing work as always!
Shadow of the Colossus will always stand as an example of a developer who's imagination was so big that he bit off more than the machine the game was made for could chew. Still holding hope that ALL the cut off material will be included one day.
One day the map will be complete. I can't wait until then!
0:00 An idol of Pholux!?!? This is gonna be good
fan made :)
@@mrroblinx i don't care, We need Idols from every deleted Colossi!!!!
@@haydenyamarashi5522 I'm making them haha
@@mrroblinx i don't even know you but, thanks
I am totally blown away at how much time and effort was put into this. It's amazing that after how many years we finally find all this stuff and can come up with the most likely areas where these colossi were.
You guys are awesome, keep up the good work and I can't wait to see what the next video holds.
As a tribute I went to D2 quadrant on the map and listened to Running with the Devil. By Van Halen and climbed up the save shrine located there.
I never really believed in the I2 theory, so finally having this almost confirmation is so hype!! D2 was always a strange place to me it's almost fitting for it be Devil's Area :3
edit: WOA THAT MAP AT THE END WAS LIT!!!
Absolutely amazing! Congratulations on solving the mystery.
Fantastic work, you guys deserve way more recognition.
Loving these videos guys!! Killer work.
this then begs the question, what was at the dam
A connecting point between the quadrants H2 and I3
Can't wait for more
Insane work !
Hey, just some constructive criticism: you guys need to leave more time in the videos for us to read the text/subtitles. I’ve noticed this in all of your videos now that you don’t leave the viewer enough time to read them. I’m constantly having to pause to read longer subtitles. Please keep this in mind for future videos. Otherwise amazing work! Thanks!
I'm sorry that was an issue, we'll try to improve in our next videos. Thanks for the feedback!
I don't know how this video end up on my recommended but either way I still finish watching it. And its 2am Lol
Holy shit every fan of sotc must to see this video
...
Amazing job, seriously
This is so fucking cool.
Amazing job!!
one thing that intrigues me at the dam is an opening that people call the cave and now that the devil is not there maybe there is a space for monkey?
Monkey was cut very early in development, its unlikely he ever had a location in the world map
@@teamstage0987 and debil was in the archives my friend has a theory that it's just devil writted wrong.
@@Daniel_Kaiba and your friend would be right :D
@@teamstage0987 Sorry to ask too many question but you guys know something about kubunaga,one guy said to me that those extra colossus were early nicknames but kubunaga don't makes any sense and saru_b,knigth_b,griffin_b either don't makes sense because their original colossi should alredy exist.
@@Daniel_Kaiba there's another line in the sheets relating to Kubunaga named "Kubinaga", so it's possible they misstyped the name and the correct name is Kubinaga, that is: long neck.
Griffin B has Celosia textures, so it's pretty clear that Griffin eventually evolved into Celosia, and it was a transition period between the two.
Saru_2 and Knight_2 are harder to determine because everything about them has been wiped out from the data sheets.
BILLION DOLLAR IDEA, They NOW have the tech to make the unused collosi a thing. Why aren't they DLC for the remake?
This video is art
Boy i love this game
Fantástic video!
With that much evidence to back up, its pretty much confirmed no?
Piece of history
Wdym "Piece of history" my boy you even forgot this video existed💀💀💀💀
time to trending #releasethecollosi
Shadow of The collosus tribute: do you challenge our abilities of the devil to be immortal?
Monster OST? Like Monster the anime?
yes
They should add a DLC for the game and add the unused characters/creatures/places or things just so the players can check it out or they should make another game for Shadow of the Colossus 2 and add the unused colossus
Beyond the Forbidden Lands, a fan project, is currently doing that, bring back the unused colossi and locations
Are you doing this for beyond the forbidden land game
So what's up with that H2/DAM structures? It matches pretty well with devil... What if seeing the release date approach, the devs did scramble unused colossi proof to confuse people? They scattered pillars on cenobia's place, ruins on H2 and this entrance on D3 just to confuse ppl, same thing with dionin, roc and adar flam, you can find similar texture and even fully loaded objects of those 3 in very far in-between places on the final version map...
There are many misconceptions going on, cenobia was the last colossus added, in Devil's arena should exist a very deep cliff edge, like those on I2, Avion on the beta map had no water whatsoever and the map had a crater with lines which gives me roc vibes, even though we know Roc would leave on B2. Adar Flam lived what in today's map is the "head of the eagle" next to Umbral Glade save. You guys do an excellent work but don't trust the code too much, the beta map says more than you guys give credit for. The beta colossi had more existing arenas for them on the beta map than does the actual colossi, take cenobia for example, the map has no sign for the existing cenobia's city, it's just a plain looked from above, because it was actually not updated because cenobia was the last added colossus to the game, this area was home of dionin, next was roc and neighboring it was Adar Flam. Stone Arch Gorge definitely fostered a colossus but not phollux, maybe it was Yamori, since the place is actually caged, perfect for a crawling shadow. Place the final colossi on what you guys think are the "beta arenas" and you'll see the magic happening. Few were the colossi hat weren't moved those are hydrus, gaius, phaedra, celosia, malus and quadratus, all the others were moved some point or another during the game development.
Firstly; the I2 archway and the Devil images do not in fact match very well at all - the similarities between them are tenuous at best, and actually going through the sheets we can actually match the texture used on the Devil's tatemono (buildings, as specified3 in the sheets) to an existing rock texture: mk_test_sandwall (it is not the same orange brick structure used on the archway at i2, a reused texture from ICO). There would be no need to 'scramble' things when the intent was to remove all traces of the unused Colossi, especially on a structure like i2 which was left far out of bounds and inaccessible.
Avion being at H4 is an interesting case; as the OPM Demo's slow-res H4 shows an entirely different area altogether. The most likely explanation is that Avion did not originally reside at quadrant H4, and thus was moved at a later date (with the beta map showcasing a transitional design to the arena). There is also ample evidence in the sheets that Team Ico went through over a dozen different maps throughout development (as evidenced by the sheets referring to many deleted 'map' textures), so in fact the map that we see in the demos is in all likelihood *NOT* a good representation of how the entirety of the Forbidden lands looked for very long. Things were being updated constantly.
The idea that Cenobia is the last Colossus added to the game is a misnomer; based off the seParam files within the game the last Colossus to be added was Evis (a clone of the earlier Buddha colossus). This idea that Cenobia was the "last to be added" is an old idea that Nomad perpetuated because he believed that C2 does not have any slow-res textures (see his "More Map Mysteries" video). This however, is incorrect - C2 does in fact have slow-res textures depicting the Ruins in all versions - Nomad simply missed them while looking through the Dormin/SotC Viewer; so this idea was proven false long ago ( i.imgur.com/wKGA38h.png )
There is also ample evidence to suggest that yamori_a was placed elsewhere, although this is a topic that we will be covering shortly. However, I can also say that in most cases Colossi were not simply 'moved around' without certain extenuating circumstances. This is because once a Colossus and its arena were created there was little point in moving the entire thing elsewhere, as the shape of the entire map was created around the predetermined Colossi arena locations, not the other way around.
@@Intrepid_Explorer Evis and Malus are the same the only difference being their design, isn't it?
We know for a fact that the dam is a very very early structure. It even re-uses textures from Ico. The Devil colossus was cut much later in development.
What happens after you find the devil colossus? You kill it?
Ese es el ídolo de piedra del colosso,porque lo censuran?
yay
also you should really show this information to the people making Beyond the Forbidden Lands, they could really use this info
@@naisagathefirstdestronmand8559 oohhh
@@em.b3rr some of the higher ups in BTFL were spreading fake information so we all left to form stage 0, everything in this video was found by us (as shown in the credits in the description) BTFL are still free to use these videos if they wish but BTFL as a source for information was very unreliable due to the higher ups lying about things.
@@KrateKarrot out of curiosity, what did they lie about?
@@thevoid3062 One of the key developers for BTFL impersonated a developer and faked texsegs to make it appear as though there was evidence for Worm at a certain location. Don't not support BTFL though, what they're doing to recreate the unused colossi is more important than some of the devious stuff that happened there
@@Bunny-zg4hd thanks for the info, it’s a shame they did that but I’m still excited for BTFL nonetheless!
Wow
You draw this roc d6 arena or find somewhere?
drawn
his name is pholux >:(
Pholux is the unofficial fan name
In real life...? Or in a game
What kind of an irrelevant question is this? XD why even bother to ask..
@@ziggyzaggs4949 i.... I just wanted to know? I'm not going there heck no but just wanted to know... people get curious its what people do -_-
Man, they really rushed this game. There are so many leftovers. Still a great game but the "secrets" are just leftover of something they had no time to finnish. They really wasted an opportunity of making it the right way on the ps4...
They hardly rushed it. The principle mechanics of the game had to be developed meticulously and it's a minor miracle it worked at all on the PS2. The cut colossi were removed because the ideas behind them didn't play well in practice. More time probably wouldn't have fixed a bad idea.
They were mostly bound by the lack of memory on PS2, also they worked on many options and chose the ones that worked the best. About the PS4 it's not really Bluepoints fault, they were tasked to do a faithful remake, adding all this stuff would have required the creative involvement of the full Team Ico but they are working on new stuff, The Sotc chapter for them is closed.
You are completely wrong. And out of bounds stuff like this exists in so many open world games.
@@DarylDevine I disagree. Why would they leave so many leftover in the game? The useless garden, the bridge that leads to nowhere, the east area in the map (They didnt even change the map, they simply covered it up with clouds), the paths that lead to nowhere and so on.
@@FriendZone75 But in this game, things inside the boundaries are still leftover.
The devil looks like watto from star wars. Change my mind