Wondrous. Its not an adjective
that I use for many video games, but I cant think of a better word to start this
review off with. I dont know anything about the story. I have no idea what the
objective of the game is. I dont even know what the title means. But I am hooked. I
just finished playing through the Ico demo on the PS2 Jampack and Im already
counting down the days till when I can explore more of this world. It is the single most
breathtaking experience I have had with the PS2. Forget Metal Gear Solid 2; forget GT3; I
predict that Ico will be the must have game of the year for the PS2.
The game starts with your character being hatched out of a
sarcophagus type thing. The detail and design is simply breathtaking. I havent seen
anything that Ive enjoyed this much visually since Myst. The character animations
are quite fluid as well. The graphics are some of the finest Ive seen. The castle
halls are massive with incredible detail. What really got me was the pond by the windmill.
I was first struck by the reflections in the water, but when I fell in and the water
rippled out from where I landed, my jaw was gaping. Even the grass will make you want to
stop and stare. When I finally got outside the castle, I couldnt believe how lush
and organic everything felt. Screen shots simply cannot convey how beautiful this game
looks.
Not only does it look great, but it has atmosphere. I was completely
sucked into this world and I did not want to leave. The first thing that struck me, apart
from the amazing visuals, was the use of sound. Rather than blasting your senses with a
booming soundtrack, the designers decided to take a minimal approach that effectively
transports you to this place.
The control scheme is fairly straightforward. Run, walk, jump and climb. There is some
basic combat with you swinging a 2x4 at some menacing shadow-like creatures, but the
emphasis on the game is definitely exploration and puzzle solving. What sets this game
apart is the call to the princess-type character. You need to get through this game with
her and therein lies the challenge. By calling her shell come to you and hold your
hand. Youll be able to drag her around on level surfaces and where you climb
youre able to pull her up. The one moment of suspense that I absolutely savored came
when I jumped to a bridge and beckoned her to follow. She jumps, and barely makes it by
catching you hand. I was on the edge of my seat through the whole scene.
I really liked not having to learn a whole lot of button combinations and moves. I find
that if I get too distracted by the controller, I get taken out of the game. I never left
Ico once from the moment I started. Simplicity is the name of the game. There are no
health meters, lives, or other icons distracting you from the settings of the game.
It looks like people are finally figuring out how to wrest the most from the PS2
hardware, and its about time. Ico is mysterious, atmospheric and, above all,
incredibly engrossing. After playing through it last night, I couldnt wait to go
through it again this morning. Ico is the closest Ive come to having a cinematic
experience with a video game. In fact, when my son saw me playing, he asked me, "What
movie are you watching?" He just naturally assumed that it was a film. Heightening
the cinematic feel of the game is the camera work. Ive never played with anything
quite like it. The camera basically follows you around from a fairly distant angle, but it
is also used to focus your attention on certain areas of play. Let me say it again, this
is more like a movie than anything Ive seen before. Like I mentioned, the demo
doesnt hint at the plot or the object, and I hope that they keep it that way.
Im sure theres a lot of back story out there telling us how the boy came to be
entombed and who the girl is, but I dont want to know it; I want to discover it.
Jason
Frank
Original Preview posted May, 2001
by Sarah Wichlacz
ICO (pronounced "eye-ko") made my best of E3 list
last year. It never hit the stores, but this year its back and better at E3. Last
year I had a thing with comparing everything to Resident Evil (please forgive me), and I
mistakenly said that ICO was kind of like Resident Evil. Talk about crummy journalism. ICO
is much more innovative than that. It tries to include something from every game genre:
RPG, strategy, puzzle, fighting, adventure, and more! You play as Ico youre
generations horned boy. Having horns is not as cool as it sounds, at 12 years old
youre slated to be sacrificed to cleanse your community. But before that fate
befalls you, Ico slips into a dream about the princess. Ico must save the princess from
the evil queen, thereby saving all the land. The problem is that the princess is a bit of
an idiot and needs constant help and attention. ICO includes a controller button
completely devoted to calling the princess and holding her hand, and many of the
games strategies and puzzles stem from the problems caused by leading the very dense
princess around. If she is left by herself too long the queens evil sprits will come
and encompass her, and sometimes theyll be bold enough to attack her while
shes with Ico. The game play rewards cleverness over strength and encourages
protecting the princess over attacking the bad guys. The story itself is interesting and
original: is it real, is it Icos dream, or is Ico already dead? It sounds a lot like
Occurrence at Owl Creek. SCEA has succeeded at making a game that looks and plays
like no other. |