back of the temple's hall to evoke a whirlwind of light. The supernatural vortex consumes Dormin and Wander, which seals Dormin within the temple once again. As Emon and his warriors escape, the bridge that leads to the temple collapses behind them, and its destruction forever isolates the forbidden land from the rest of the world. Although he has condemned Wander for his actions prior to their encounter, Emon expresses hope that Wander may be able to atone for his crimes one day should he have survived. Back in the temple, Mono awakens and finds Agro limping into the temple with an injured hind leg. Mono follows Agro to the pool into which Wander and Dormin were pulled by Emon's spell, where she finds a male infant with tiny horns on his head. Mono takes the child with her, following the horse to higher levels of the Shrine of Worship, and arrives at a secret garden within the shrine as the game ends. Development Origin Shadow of the Colossus is the second project of Team Ico, a group of staff members within Sony Computer Entertainment's (SCEI) International Production Studio 1 that was led by director Fumito Ueda and producer Kenji Kaido. The game originated from one of Ueda's concepts that he developed directly after the team submitted their debut title Ico, released in late 2001 for Sony's PlayStation 2 video game console, for publication. As the basis of Team Ico's subsequent game had not been decided, Ueda examined "a number of old ideas kicking around in my head ... that couldn't be realized under previous circumstances". After a brief review of those avenues, Ueda chose to explore one that aligned with his own preferences as a game player. Ueda cited The Legend of Zelda series as an influence, as he grew up wanting to make a game like Zelda and designed the Colossi bosses like "inverted Zelda dungeons." Ueda envisioned a work with an underlying motif of "cruelty as a means of expression". He felt that this theme was widely featured in contemporary titles such as Grand Theft Auto III and wanted to use it in a game that he designed. In a discussion with Kaido, Ueda observed that he had played a variety of video games containing battles with large bosses that the player must shoot from a distance to defeat. Ueda believed that the boss sequences of those