|
|
| Over 1 Million Visitors a Month! |
|
Occasionally a game comes along that not only transcends genres, but also steps outside the self-imposed, limited boundaries of game development to allure the fickle mainstream gamer. Ico is such a game and, while there are a few niggling problems that prevent it from being the first PS2 game to be classified as classic, it will manage to equally appeal to adventure, strategy and puzzle gamers alike.
Ico now takes it upon his
horny head to lead not only himself, but also his newfound friend
to freedom. As is soon revealed, his choice was wise as portions of
the crumbling castle are sealed off by magical barriers that can only
be opened by Yorda. Since every good game or story must have an opponent
so too does Ico, but in this case it is the castle; a rambling, sprawling,
larger-than-life structure in which every dark corner and crumbling
ledge must be explored and conquered. Oh sure, there are the usual
monsters that are prevalent in every console game since the beginning
of time (when will the dunderheads who develop console games realize
that killing or fighting does not have to be an option), but in this
case they Yorda is - and I really
don't want to give away anything from what is already a paper-thin
plot - slightly taller than Ico and seems to be very demure.
She is also easily startled and non-aggressive. Now, while being non-aggressive
can be a virtue, especially in the world of console gaming where violence
seems to be the end-all to everything, Yorda's refusal to lift even
a finger in her defense even while being attacked by hoards of shadow
warriors eventually becomes not only frustrating but also shatters
our suspension of disbelief. For while Ico is doing his best to beat
off the shadow men what does Yorda do? Oh, she lays on the ground
in submission or, even worse, she will just wander away allowing herself
to be captured and dragged down a shadowy hole thus requiring the
player to start all over again from the point of the last save. Just
as bad is Yorda's refusal to do anything of her own accord. If you
want her to follow Ico through a doorway, you must almost always literally
drag her through by her hand. Other times she simply will not follow
unless you first call to her. While this was a wonderful touch early
in the game, by mid-game it had become intrusive and annoying. Any
character growth at all, especially given the circumstances, would
not only have been embraced But for all my misanthropic mumblings, it is also these small touches that elevate Ico above other games. Ico and Yorda's personalities are defined through their movement and body language as is the eventual fondness they develop for each other. At times they will even speak to each other, but as neither understands the other's language (nor do we) they learn to communicate via hand expressions and eye contact. They are easily two of the more memorable characters in gaming history. The puzzles are your standard
push a box, shimmy up a chain, jump across a chasm variety, but they
are so ingeniously placed as to seem fresh to even the most jaded
gamer. Much of this can be attributed to the feeling of discovery
you experience along with Ico while exploring the castle ruins.
This is a castle that never has and never will exist except in our
minds and for that reason it is the perfect fantasy structure. Sunlight
speckled with motes of dust stream through cracked stained glass windows.
Waterfalls and drawbridges and windmills all seem as natural in this
environment as a walk through your local park. It is a perfectly imagined
world where gazing out a tower window provides a whimsical vista that
evokes memories of every fantasy movie you have ever seen or every
book you have read. Yet, you never once think, "This reminds
me of Lord of the Rings or this reminds me of the movie Legend,"
for every area of Ico fits together as natural as a jigsaw
puzzle and, to be trite, the whole is the sum of all the parts. Looking back at my earlier complaints concerning the lack of character development, was I a little harsh in my judgment? Probably. But, when a game is so close to perfection it is frustrating to watch it temporarily falter because of some perverse loyalty console developers have to conventions such as fighting and killing. Still, Ico is easily the most addictive game I have played this year on either console or computer and would be a welcome addition to any adventure gamer's collection. Final Grade Ico - A. If you liked Ico then: |
|
|