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Shadow of the Colossus was rebuilt twice after its 2005 PS2 debut: first as a PS3 HD remaster in 2011, then as a PS4 remake in 2018. The distinction matters: the PS3 release upgraded the original for newer hardware, while Bluepoint Games’ PS4 project substantially reconstructed the presentation while retaining much of the original gameplay code.
What are the two rebuilds?
| Release | Platform and date | How it was described |
|---|---|---|
| Original | PS2; October 18, 2005, in North America | The original single-player action-adventure, created by Sony Computer Entertainment Japan. The date is a North American release date, not a worldwide one. Sony Computer Entertainment America |
| First later version | PS3; 2011 | The ICO & Shadow of the Colossus Collection, explicitly presented by Sony as a remaster of the PS2 games. Sony Computer Entertainment America |
| Second later version | PS4; February 2018 | A rebuilt game that Bluepoint’s studio president called a remake, not a remaster. Sony’s North American launch announcement gives February 6; a 2017 PlayStation post gives February 7 in its European context, so neither date should be treated as universal. PlayStation.Blog, North American launch; PlayStation.Blog, European context |
Bluepoint had worked on the PS3 remaster before developing the PS4 version with JAPAN Studio. “Two times rebuilt” therefore refers to those two later releases—not to counting the original PS2 game as a rebuild.
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Shadow of the Colossus (PS4) | Buy on Amazon |
Why is the PS3 version a remaster and the PS4 version a remake?
The PS3 collection upgraded the existing games for a new console generation. Sony listed full 1080p HD, improved frame rates, stereoscopic 3D, 7.1 surround sound, bonus video content, dynamic themes, and Trophy support as features of the collection. These are Sony’s published feature descriptions, not independent image-quality or performance measurements. Sony Computer Entertainment America
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Outbyte PC Repair FREEClear out junk files and repair common Windows errorsFree Scan →Outbyte Driver Updater FREEScan for outdated or missing drivers - takes under a minuteDriver Scan →For the PS4 release, Bluepoint studio president Marco Thrush drew the distinction directly: “With Shadow of the Colossus we’re working on a remake — it’s not really a remaster. One, because we already did the remaster.” Sony’s product page credits Bluepoint Games and JAPAN Studio. PlayStation.Blog
#1 Best Overall
- Experience the wonder and majesty of an acclaimed and beloved video game, now on PS4 and PS4 Pro
- Helmed by Bluepoint games, the emotion, intensity and beauty of Fumito Ueda's original adventure has been given a staggering makeover
- With improved visuals and enhanced performance, every epic moment is more breath taking and memorable than ever before
- Set on a quest to bring a girl back to life, your task is to bring down 16 gigantic beasts; armed with only your wits, a magical sword and a bow, venture out into expansive landscapes on the back of your trusty steed and seek out each Colossus
- But be warned - While each giant has a specific weakness, finding and exploiting it will be far from simple; a thrilling mixture of exploration, platforming, puzzle-solving and action awaits
What did Bluepoint actually rebuild?
“Remake” does not mean every part of the game was recreated from nothing. Bluepoint technical director Peter Dalton said the team used the PS3 remaster as its base, checked parity against the PS2 and PS3 releases, and retained the original Shadow of the Colossus gameplay code for most gameplay. Bluepoint’s engine handled core systems and visual work, including world geometry, particles, and lighting. That combination—a substantial technical and visual reconstruction built around much of the original gameplay logic—is why “major rebuild” is more precise than claiming the game was made entirely from scratch. Peter Dalton’s GDC presentation
Dalton also described an incremental workflow: establish a working retail build, rebuild binaries for the original target, test parity, then make upgrades and port changes in controlled steps. Those comments explain Bluepoint’s broader process; they should not be mistaken for details unique to this game. He noted that missing gameplay code can be especially expensive to reverse-engineer, while original art assets and tool pipelines can help but are not always essential. Peter Dalton’s GDC presentation
What changed, and what stayed familiar?
Visual presentation
The PS4 project rebuilt visual elements such as geometry, particles, and lighting. PlayStation’s launch materials also highlighted a photo mode. These descriptions come from Sony and Bluepoint materials; they are not the result of a controlled side-by-side technical test. PlayStation.Blog
Controls and movement
Producer Randall Lowe said the team wanted controls to feel more comparable to later PlayStation games, but it deliberately preserved distinctive behavior: Wander remains still while aiming and shooting his bow, and his movement retains its weight. The aim was to improve selected interactions without losing the feel players associated with the game. Lowe described that priority this way: “Making the game the way you remember it is the most important mission we have, regardless of everything else.” PlayStation.Blog
Fixes informed by earlier versions
Thrush said the higher frame rate on PS3 had exposed issues, citing a bug that made the third colossus harder. The PS4 project gave the team another opportunity to address problems like that example; it does not establish that every issue from the earlier versions was fixed. PlayStation.Blog
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What were the technical targets for PS4 Pro?
In 2017, JAPAN Studio executive producer Yasutaka Asakura described the PS4 Pro version as targeting dynamic 4K resolution at 30 frames per second. That is an announced target, not a measured result or a guarantee of a fixed resolution in every scene. Sony’s materials also describe the PS4 release’s visual rebuild and photo mode, but they do not provide a neutral, controlled comparison across the PS3 and PS4 editions. PlayStation.Blog
Can you play the PS4 version on PS5?
Yes. Sony’s official product page lists the PS4 game as playable on PS5, with the qualification that some PS4 features may be absent. The page does not specify which features those are. PlayStation product page
Which release should you choose?
- Choose the PS4 version if you want the later visual reconstruction and photo mode, or need the version Sony identifies as playable on PS5.
- Choose the PS3 collection if you want the 2011 remaster as part of The ICO & Shadow of the Colossus Collection, which also includes ICO.
- Choose the PS2 original if your interest is specifically in the original release. The available material here does not establish a current platform or availability comparison for it.
These are practical distinctions based on the editions’ official descriptions, not a claim that one version has been independently tested as objectively better.
What the official figures do—and do not—establish
Sony’s reviewed official materials do not provide a verified sales total, player count, or neutral performance benchmark for these releases. The PS3 feature list and PS4 Pro target describe what Sony announced, not independent measurements. For that reason, a reliable edition comparison should stick to the documented platform, features, development approach, and compatibility rather than treating promotional specifications as test results.
Quick Recap
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