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ICO on PS2 (2002)

ICO cover art

Average rating: 66%
643668712620
3.5
from 473 members
 
Certificate: 7
User collections: Greatest Movies since 1980, Gaming for the Thinking Man
Developers: SCEJ
Genres: PS2
Number of players: 1
Released: 22/03/2002

Brief synopsis of ICO

The term art-house is rarely applied to games. And when it is, its usually done by a marketing drone having brokered a deal for advertising with a magazine to get the term included, in order to make a pleasant splash on promotional literature.

However, some games really do transcend their low-brow plastic-spooned birth and enter the world of art. This can be a good thing or a bad thing, art being all personal like. Ico on the other hand, will live in to the future as arguably the first attempt at delivering an emotive and interactive piece of console art.

You play Ico, a boy born of a generational curse that sees him grow horn-like growths from within his skull. Cowering under the shadow of an empire that sees his birth as a prophesised threat to its existence, Icos family is apathetic when the ghostly horsemen come to take him away. They always knew it would happen and to fight it would only bring further misery to the already ostracised.

The game begins when Ico is left for dead in a catacomb, buried alive. He pushes it open and it falls, crashing to ground. Immediately the vastness of the castle and the scale of the escape task is realised. The first room is huge, almost overwhelming. All is grey, old, decaying. There is nothing organic in the place, just ramshackled ramparts and staircases that trail away into nothingness. A feeling of loneliness and an empathy with Icos smallness are the first pieces in a puzzle that will change the way you think about videogames for ever. There is no background music in Ico, with the development team opting for environmental noises instead. This delivers further feelings of tangibility, with the scuffing of Icos feet reverberating around his chamber.

The opening scene reaches its climax when Ico finds a translucent, beautiful girl trapped inside a hanging cage in one of the castles giant inner chambers. She is Yorda. Neither Ico nor Yorda know where they are, or how to escape. The massive castle has no exits, the rooms seemingly isolated and singular. However, the bond between the two children, though never vocalised, is about as close to love as a videogame can portray. When Ico, diminutive, unkempt and deformed, rescues Yorda, delicate and angelic, there is an unspoken understanding of a common need and a link between them that simply forces the player to become involved.

And the relationship between the two and your understanding of it, again transcends what is usually possible within a videogame. Perhaps it reminds you of those times when you were younger, 12 or so, still a bit scruffy, and you meet a girl, slightly older, who is beautiful. You play together on holiday and you can do more than her. You can, as Ico can, jump further, run faster, though none of that really matters to either of you. There is a bond forged in the confusion of entering adulthood that is a moment in life passing faster than you could understand at the time.

It is now that the true brilliance of the game mechanic that underpins Ico hits home. Ico is tough and rugged but Yorda is fragile and weak. Holding down R1 makes Ico grasp Yordas hand, and he drags her with him as they seek to escape. But certain problems are too much for the girl. She cannot jump or fall far. She cannot push obstacles and cannot climb. Ico must manipulate the castle at every turn to get Yorda through. At no point during this do you wonder why he must take her with him. You simply understand. Yorda has a connection with the castle. She can operate magical portals into new rooms. There is a delightful balance and co-dependency between the two, something fresh that goes someway towards further underlining the importance of this game.

The castle itself is a fusion of masonry and mechanics, with rusted machinery spewing from the hewn stone. It is set miles in the air, as you realise when Ico and Yorda first set foot into the open air. From the crackly, dusty inner recesses of the place, the atmosphere changes brilliantly when they step outside. The breeze is refreshing, there are birdcalls and from certain viewpoints, the sheer massiveness of the castle can be seen. The attention to atmosphere on show in this game sets a new president in game design. The lighting for instance, is without question the best use light to drive mood ever seen.

The guardians of the castle are smoke-comprised ghouls that evolve in freeform. Interested only in capturing Yorda, they spring from black holes in the ground and sickeningly try and pull her in. Ico must fight them off, eventually with sword, though initially with horns and stick. The ghouls are oppressive when encountered, leading the player, for the first time, to question an aspect of the game. They initially take so long to overcome that a feeling of oppression may take over. Far from being a design flaw, this serves to further highlight Icos strength. The battles are meant to be oppressive. When enemies in videogames are encountered, too often are they dispatched with a simple button press. In Ico, you learn to hate the enemies. If they Capture Yorda and drag her into the darkness, its like the world has stopped for a second. The game ends and you fade back into the real world, distraught.

Some gamers have renounced all other games in favour of devoting themselves to Ico. Giving up buying videogames and just waiting for the next Ico outing to be released is more common a practice than you may imagine.

Though difficult to express in simple words, we hope the above has given you an insight into what may be the most important game in the history of interactive entertainment. In a world obsessed with the progression polygon counts and digital audio output, Ico represents and elementally brilliant display of a computer driving human emotion.

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Rated - 0 starsI wouldn't bother...

Andrew from Manchesterland, UK , 13/04/2007

A game should draw you in and give you incentives to want to persevere, and not have you reluctantly play it for 9 minutes and then slip it back into its paper sleeve and then back into an envelope.

The lack of any instruction manual, or info on how to play it within the game didn't help either.

  52 out of 81 people found this review helpful
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Rated - 2 starsAllright if you like that type of thing...

thundercat thundercat from Manchester , 22/04/2006

I was looking forward too this game... probably a bit too much because when I played it I found it a bit.... boring to not put too find a point on it. To be fair I didnt stick at it so it could get better but I didnt have the patience to find out. Dragging the princess around is a real pain. Saying that, the game is visually stunning, my advice? watch the pretty game while your mate plays it and has to worry about dragging the princess around.

  12 out of 18 people found this review helpful
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Rated - 5 starsGaming aspires to art

A customer from East Anglia , 09/10/2007

Quite simply the best game i have ever played. Utterly original and compelling. Rather than base a game around the usual predictable elements of: kill bad guy - complete level - get bigger sword (ad infinitum), the developers had the guts to create a game where your sole purpose is to rescue a girl from a vast dungeon with only a wooden stick to fight off the shadows that want her back. If this sounds simple, it is, but it is also perfect, and its simplicity is key to that perfection. Every one of the games stunningly crafted, highly atmospheric environments will have you staring in awe. There is simply to much to look at to ever be bored, and the puzzles are great. This is perhaps the closest gaming has come to art.

  4 out of 4 people found this review helpful
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Rated - 5 stars11 out of 10

A customer from Notts , 10/05/2006

probably the best ps2 game i've played

got totally drawn into it

  4 out of 6 people found this review helpful
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Most Recent Reviews

Rated - 2 starsNot as good as the hype

A customer from Manchester, England , 24/07/2006

Ok, maybe it was a bad idea to play this straight after dragon quest 8, and certainly not with the high hopes that I had, but as visually stunning as the graphics were it didn't compensate for having to drag some daft girl around by the hand. If she's too stupid to follow me, then really is she worth rescuing???? Nah, it seemed a decent enough game, but I didn't have the patience to play beyond the first few levels (and that is amazingly rare for me). It's a perfect game if you are ill or it's a rainy day, otherwise I'd go out and do something less boring instead

  2 out of 3 people found this review helpful
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Rated - 4 starsFrustrating combat but addictive

A customer from n.ireland , 11/04/2008

The graphics are relatively poor and dull, the combat is hard to control, the puzzles are very simple with long amounts of walking, there is almost no storyline development or voice acting. But somehow this game is really great and feels fantastic to complete, great to rent.

  2 out of 2 people found this review helpful
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