| Product: |
Ico (PS2) |
| Date: |
25/06/03 (176 review reads) |
| Rating: |
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Advantages: Excellent Graphics, Atmospheric sound, Superb game play
Disadvantages: Some frustrating puzzles
Once in a while you come across a game that is so unique, so different and yet so full of quality that you wonder if the face of gaming will be changed. Ico is one of those games; produced by Sony, this gem of a game was not a big seller, in fact many will not have heard about it, but this game begins to show a glimpse into the future of computer gaming that promises to be very exciting. There have been some phenomenal trend setting games over the last few years; Final Fantasy 10, The Sims, Grand Theft Auto, Max Payne - all of these expanded the gaming world's experience but all still found themselves with limited appeal - i.e. Final Fantasy appealed to Role Playing game lovers, the Sims appealed to simulation game lovers. Ico is one of the first games I have seen that will probably appeal to most. What perhaps makes it stand out is the 'experience' of the game - although I have gained some attachment to other games, the way in which Ico almost makes you feel the pain of the central characters is amazing, I found myself totally immersed in the game. *****The concept***** Normally this section would be entitled 'The Game', but I feel that the 'game' is so revolutionary (in a very subtle way) that it really should be called a concept. The game concentrates on characterizations and emotions like no other. Removing the constraints of traditional RPG, adventure, puzzle etc games, it presents a living breathing world in which the characters can manipulate their surroundings to achieve a goal. Gone Is the 'point and click' 'pull the lever to open a door that leads to a button' type of game play; Ico introduces a more intuitive and far more interactive gameplay that requires much thought but leaves the player with much freedom. This interactive participation is far more convincing and thus more fulfilling. (There are buttons and the like, but they are used in a far more intelligent and subtl
e way). Ico, perhaps best classed as a fantasy, has an appeal that transcends normal games and becomes one of the most emotive games I have played; I challenge anyone not to become attached to the characters and their plight. Ico tells the story of a boy who becomes a sacrifice to save his village. He was chosen because he was born with horns. Ico is taken to a mysterious castle and imprisoned against his will. Ico though has a depth of character that will not allow him to give up and seek death, and thus our story begins as he starts to search the castle for a means of escape. Almost immediately he is plunged into danger - one of his first tasks is to save a young girl imprisoned in a cage - once he has set her free he encounters strange dark creatures that are intent on the young girls destruction. Essentially Ico has to attempt to escape the castle while protecting the young girl (Yorda); at times she is helpful, and at others she is totally inept. The story line is intentionally stark, leaving much to be questioned, and much to be found out. As you progress through the game, solving puzzles and moving through the castle, the story begins to gently unfold as the bond between Ico and Yorda grows. This type of minimalist game play was strange at first, but really began to make me get deeply involved in each task while building the drama and suspense. Be prepared to be surprised as the plot takes a strange turn along the way - subtly the plot hints at what will happen, and this begins to play on the emotions well as you begin to feel a sadness and foreboding that is intangible. Yorda is an enigma, and perhaps is the biggest puzzle of all. She is very isolated and unmotivated - you almost have to force her along through each puzzle. However she is also strangely drawn to the young Ico, whose energy and drive seem to be like a magnet to her. Although the game is seemingly simple - get Ico and the Yorda to the next section o
f the castle, the way in which this has to be done makes this game excellent. In many games you have a 'hero' who can do anything - Ico is similar to the traditional hero - however he has to ensure that Yorda is safe; this balances Ico's skills well and means that often the obvious way to solve a puzzle is not always the correct way - Ico has to navigate the obstacles and then find a way for Yorda, with her frailties and inadequacies to find a way through the puzzle too. Each character has their own abilities. Ico has great agility allowing him to climb, jump etc - however Yorda does have abilities that assist - she has 'magical' abilities that open passages that Ico cannot open - this is inherently linked to the underlying plot. At times Ico has to coax, or lend a hand to Yorda to get past some puzzles. The game makes you draw a balance between exploration (and puzzle solving) and the need to protect and guide Yorda - leave her alone too long and the creatures will attack her and spirit her away. This creates a link between the two children that permeates to the player themselves - this makes the game incredibly compelling and ultimately satifying and personal. I found a strange sense of almost 'maternal' instinct when I guided Yorda; taking her by the hand and moving her around danger gives you an incredible feeling that no other game inspires. It's amazing the feeling of accomplishment that you attain through playing this game. One aspect of the game that I initially thought was a design flaw is that the children speak different languages - I initially thought this was a problem of translation to the English speaking world, but realized that part of the skill of the game is the ability to communicate despite the different languages. Perhaps the best part of the game was the puzzles. They are all very well designed and require interaction with the environment. An example, the initial
sequence involves rescuing Yorda. She is trapped in a cage but is unreachable - you must climb up to the top of a tower and release her cage - however doing this isn't quite enough as you then have to jump on the cage to add just enough weight to break the chain that suspends the cage. Thus the puzzles are not simply a case of pressing a button, but require thought and interaction with the environment. As you progress through the game you gain an incredible sense of achievement. *****Graphics***** Initially, while watching the opening sequences I wasn't that impressed with the graphics; however I did feel that they were very atmospheric and detailed. Once you get into the game you begin to realize just how good they are. I was very impressed with Final Fantasy 10's graphics, but Ico blows this game away. What stands out is the presentation and attention to detail. It is subtle and doesn't show off, it just simply provides a 'real' environment that can simply be classed as 'grand'. The colors of the game are not overdone, giving the game a pleasant undertone - the walls and doors are excellently drawn and textures - they really give the feel of being in an old castle - from the stonework, to the clothes they wear, the graphics are well done. Perhaps the most impressive feature is the way in which the sense of scale is presented. You feel a depth and reality in the castle that is second to none - it's as if you are walking around a real castle. I am unsure how the creators have achieved this, but you really do get a feel that you are in a 'whole' castle rather than in a sequence of levels. The castle is simply splendid, ( having lived in Wales I have visited many castles), and somehow manages to capture the feel of a real castle. What perhaps makes the graphics stand out is the concept of WYSIWYG. If you can see a location in a castle, then you can get there - the architecture i
s true, i.e. if you look from a courtyard at a tower, when you visit the tower, you will be able to see the courtyard - this makes the game even more believable. The spot effects such as water, light etc are incredible. I have never seen such attention to detail paid to secondary graphics - again this provides an amazing feel and atmosphere that propel the game ever upward. The ripples in the water are particularly splendid. The graphics somehow meld well with the game play, rather than taking place of the game play - thus they enhance the game well. The animations of the characters is also very good. From the way the dark monsters envelop Yorda, to the simple way in which Ico holds Yorda's hand, it is obvious that a great deal of time has been spent perfecting the animations. As an example, the animations allow for joint reaction - thus if you fall from a great height, the body will react realistically - legs will tense or buckle - stunning work. (As an aside we did find the way Ico carries objects particularly funny at times, it looked like he was struggling with constepation!) *****Sound***** The sound in this game is very subtle; it has an almost esoteric feel as it pervades the game and the senses. With the soft and beautiful music accompanying the journey (occasionally), as well as the haunting and echoing voices, the same attention to detail has been applied to the sound. Music is used to highlight important emotions during the game and thus adds to the overall atmosphere. At times you are in total silence, apart from the movement noises and chatter of the main characters - this highlights the isolation the characters must feel. Spot effects are again well done - from fires to water trickling, they all enhance the environment giving it an uncanny realism. Footsteps adapt to the surfaces you walk over; environmental sounds do the say. The voices are very well played, although I must ad
mit I was very confused initially. The quality of desperation in the voices is well done and again adds to the atmosphere. *****Conclusion***** Although far from perfect this is one of the best games I have experienced on the PS2. The game is short and at times lacks save points, but these flaws do not detract from the game. Ico is a fantastic emotive journey through a real world; intellectuall y challenging at times, it sets the standard for intuitive, environment driven games. It raises the bar for all other games, and hopefully sets a standard that can only be good for the gaming industry. If you only ever buy one game, buy this one.
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Last comments:
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- 26/06/03 Sounds interesting, but one I'll have to miss out on as I went for a Game Cube instead of a PS2... |
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- 25/06/03 Wow! You really convinced me. Now to nick the PS2 off my sister... |
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- 25/06/03 Brilliant review of a beautiful game. |
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