Monshroud said:
The scenery is nice, but is mostly devoid of life. There are few and far-between creatures, no NPC's, and there is no sort of interaction between your character and anyone else until the ending.
Well, that's the point. You are supposed to feel like you are a tresspasser in a forbidden land. Completely alone with only your bow, your sword, your steed, and your wits to find and take down these massive enemies. What this game does very well, and that most games seem to ignore, is making you feel how the character is feeling. Wanderer feels like he is all alone in this strange world, killing innocent creatures for something he doesn't even know he will get in the end. I'm not sure about you, but the feeling of dread that I was dealing with something evil and that I didn't fully understand gripped me the whole game, and only got worse and time went on. with the deteriorating appearance of wanderer and the
You don't have any reason to give a crap about the characters. It's pretty obvious that your character (who is nameless) loves the dead or comatose Mono (or Momo?), but is this a true love thing, is it one sided, are you just a creepy stalker trying to bring Mono back to life for selfish purposes, is she the key to peace? The game never says. Now it can be fun to leave certain things open to interpretation, but why couldn't the developer give us some idea of why the heck we care about saving this woman? I mean we are going through a lot of trouble here for her, why are we doing this again?
You're supposed to fill in those blanks for yourself, but really it is unimportant to the game's overall message. The game is about learning to let go. All throughout the game, you are trained to find something on the colossus, and hold on to that R1 button for dear life, to not let go, no matter what happened. Wanderer can't let go you see, that's why he's there. He cannot move on from this girl's death, whoever she is. The end is supposed to be the resolution to that. You are desperately trying to reach mono, even with the winds pulling you back. You see some stairs there, and you do what the game has trained you to do since your adventure began, to find something to hold on to, and not let go. You hang on for a while, but then you realize something. There is no point. You can't hold on forever, and even if you could you can't advance from that point. You're just stopping yourself from moving on. So, in a moment of clarity, you, and wanderer too, learn to do something neither of you could do until that point. You let go. You let yourself fall, and are hence reborn as a new person.