Video Game Review: ICO for the Playstation 2

Video Game Review: Ico for the Playstation 2

Well, here it is.  My first video game review for this blog.  Now, this isn't my first rodeo as I have posted reviews to places like Screwattack, and have thought to do the same for TGWTG.  Soon enough, I will transcribe when needed  For now, let me get it down here first.  After all, someone has to know to find my other random thoughts, right?  Okie dokie.  That said, let's look at the game in question: Ico

I don't know specifically what drew me to Ico.  It was either the praise it received from industry heads, game reviewers, and fans, or the negativity it received.  On one hand, whenever great classic games for the PS2 are mentioned along the lines of adventure, Ico's name comes up, and its spiritual sequel, Shadow of the Colossus.  People get very giddy with anticipation when Team Ico (the developers at Sony responsible for the game) have a new project in the works.  In fact, Ico not only has scored very favorable high scores across the board, but it was called "The first video game to ever be considered as art".  Now, that is a pretty high standard to follow, wouldn't you say?  Then, I think back to a list I read in EGM magazine.  Now, when it comes to EGM, they have had their ups and downs.  They went from one of the most popular video game magazines with loads of content to a website chock full of content, as their magazine ended publication.  Although EGM magazine may have resurfaced in production, they continue their exploits on the internet.  Now known primarily for their work on 1up.com, EGM writers and contributors came up with a list of the top 10 overrated games ever made.  At the time, it was around the mid 2000s, and the new console generation included the Nintendo Gamecube, Microsoft X-box, and Sony Playstation 2, with Sega's Dreamcast being the final console in their lifetime.  As I read this list, The 10th entry just happened to be Ico.  Now, if there is anything EGM is known for, it's their brutal honesty when it comes to gaming, and at times, their bias, according to some (I still think they have it out for Nintendo, but then again, so did everyone at the time of the list). 

Knowing all this, I received a free PS2 as a gift from my girlfriend after giving her a PS3 for her birthday.  I figured, if I'm going to utilize this system, I'd get the best that could appeal to me.  After securing Shadow of the Colossus, I ran across a copy or two of Ico, and remembered all the talk about it, in the past, and in the present, as PS3 owners were soon to own the 3rd game from Team Ico: The Last Guardian, which is still going through development purgatory with no clear or definitive release in sight.  So, I picked up a copy of Ico and got to playing it to see where it falls in the realm of video gaming.  My system will be similar to that of GamePro magazine, with subtle tweaks as I review graphics (presentation, glitches, etc.), sound (sound effects, music, etc.), controls (complexity, difficulties, etc.), and etc.(story, replay value or lasting appeal, extras, etc).  Now, that we have that out of the way, let's dive into Ico.



Graphics

I will give Ico a break since it was created in 2001, about a year from the start of the PS2's life span, and the game may very well have been a starter title, testing the limits of the PS2.  That said, I do recall the Gamecube releasing Star Wars: Rogue Squadron - Rogue Leader and based on its presentation, it was stated to have pushed the graphical limitations.  Now, that's not to say that the Gamecube was stronger than the PS2, oh no.  But when it came to the game's look, it was very detailed, with little blur, shading issues, haze, and the like.  I played Ico on my PS2, on a 32" flat panel television on S-Video.  I saw all the aforementioned issues.  Now, I'm not sure if it was meant to be that way, to create something like a dream state. But, when it came to the cut scenes, I could barely Ico's face, let alone the bright blur on his face, as if the brightness was turned up on his face and not elsewhere.  But, hey, it's art.  Yea...I don't prefer art I can barely see.  Still, I'm sure there are those who don't see this as such.  And, upon further research, I've learned that the main developer of Ico, Fumito Ueda wanted a "minimalist" approach to gaming when this game was created. Well, if that involves graphics, you might want to re-think your approach.  I mean, this is supposed to be the PS2, the sequel to the powerful PS One, and well, various games after it looks leaps and bounds greater than it.  But, hey, it's art.  Hmm....


Sound

When it comes to sound, Ico barely has any music.  Musical scores only occur when Ico and Yorda are in danger, when there is a cut-scene, or during the end credits.  So, no, not a lot of music.  Again, minimalist approach, right?  Well, for what I heard, the music did speak volumes, atmospherically.  So, no real complaints there.  As for the sound effects and voices, it's up to your preference really.  The sound effects were practically spot on, as you could hear the crackle of fire, the birds calling to each other, and even the gentleness of the rain.  As for the voices, well, it does leave me scratching my head.  I understand that Yorda and those like her are seemingly ancient beings.  So, understanding the native language of the land isn't something they should be known for.  But, Ico himself, well....to be frank, I don't know if he's supposed to be Japanese or Scandavian or something.  It doesn't help that I can barely see his face, and when I do, it's still not clear.  Then again, there isn't much dialogue either.  Minimalist approach, again.  So, can I really complain?  I guess not.  Art!


Controls

Ok, let's get into controls.  Apparently, they attempted the minimalist approach here, too, because I found myself really confounded on a number of occasions.  The face buttons allow Ico to attack, jump, let go or drop, and grab, among other things.  The analog stick can allow for walking or running based on the strength of how you hold it.  Doesn't seem bad enough, right?  Well, when you've played games that can have button schemes that have been far advanced than this game, you can be a bit confused.  But, I didn't mind that.  I did, however, have an issue with the battle mechanics.  Usually, you are armed with a stick, waving it at ghosts to chase them off or damage them.  No big deal, right?  Problem is, when you use the analog stick in conjunction, it's almost like he's going in a completely opposite direction as to who he wants to hit.  Oh, right, this was before targeting was done on the PS2, but not before targeting was allowed in gaming (right, Zelda fans?).  And, yes, this was before the release of the 3-D Prince of Persia games, so Ubisoft definitely made sure not to make this mistake.  And yet, those games aren't considered art, let alone the first set of Prince of Persia games in 2-D, which Ico was sort of taking its cues from.  Basically, I found myself flailing around not hitting the target, and at times, falling to certain doom.  But, in all honesty, I found myself hitting the target and reaching my destination after a well-placed jump, so, it was give and take.  Then, there's Yorda.  You have a button to interact with her (hold her hand, call to her, etc.)  Problem is, you have to make this your best friend, even if Yorda isn't acting as such.  Reason being, Yorda won't follow you to do anything, and I mean anything, if you don't call for her to do so.  She'll just stand there, as oblivious to life as if her name was Bella Swan (though thankfully, she was a little more useful and a lot less annoying, but still just as deadpan).  I found myself coaxing Yorda to do many things, as the game probably had planned for me to do.  I understand that.  But, did you have to make her significantly stupid in certain areas?  I sat down to rest for a save point, and there were times where she would just stand there.  I had to jump from a giant crate to the other side to get to the next door, and avoid bad guys, which I fought at the same time, and as I called to her, she didn't even move that much, because the chain holding up the crate was sort of in her way.  I blew myself up with a bomb accidentally while she was in another room, and she ran outside to check on me, while a little too close to the edge of the bridge.  I had to climb a box to grab a chain to climb up to a ledge, thinking she'd be smart enough to do the same.  She wasn't. I had to press the call button over the ledge to reach out to her, and wouldn't you know it, she did.  Thing was, the ledge really wasn't that high for her to climb it.  And apparently, she can't climb chains.  But, she can climb ladders, just very slowly.  This felt like a ridiculous escort quest.  But, their movements were so lifelike.  It's art!  Yes, there is an art to frustrating controls.  Speaking of frustrating, apparently, there was a minimalist approach to the camera as well.  The darn thing was always, ALWAYS, in the worst places at the worst times.  You can move the camera to look around, but it doesn't help.  No, no it does not.  But, hey, it's art! 


Etc.

The story behind Ico is this:  Ico was banished to an abandoned castle for growing horns out of his head, out of fear that it was a bad omen.  Upon being locked in his cell, he was freed due to extenuating circumstances, only to look around and find Yorda in a cage.  Upon freeing her, he is fearful of her due to her pale complexion and odd clothing, only to find that she is the object of the desire of some shadowy figures.  You have to save her from them (and no, the game doesn't tell you how, but the manual does.  Though, it doesn't tell you to use the call button right near her to pull her out, if she's sinking into a dark void).  What follows is the ensuing adventure of Ico and Yorda as Ico drags Yorda (seriously, you have to, or she won't move) all over the castle to find the exit, while fighting shadowy creatures and ultimately, the queen of the castle.  Seems simple enough, or in this case, minimalist!  It's a typical "boy meets girl" story where the boy has to be the hero protecting the girl from everything, not quite showing if it's love or anything, but just out of sheer heroism and friendship, I guess.  No problem there as the game does unfold the story progressively.  For the extras in this game.....there are none, unless you live in Europe or Japan.  As an American fan, I'm screwed.  Why?  Oh no reason.  When I finished the game, I had tallied up to 7 hours.  Compared to games that haven't been considered art that could be and with more hours and story (Legend of Zelda: The Wind Waker, Final Fantasy 7, Metal Gear Solid), this is abysmal...I mean, minimalist.  Basically, the problem here is that the game, although rather simplified if you really get down to it, doesn't have enough content to really make it a memorable experience.  It's over by the time it starts.  And, because of this, does it really change the face of gaming?  Does it really make a mark on the gamer?  That's the question that has to be asked.  In my opinion, it doesn't.  I get more out of games that have come out well after this game, that don't really take all of its cues from Ico.  I can see how the Prince of Persia games can be considered artistic, as well as Beyond Good and Evil.  There's enough content, enough story, and enough quality to make them memorable games.  A game can't be considered art to some because of the fact that you control your own destiny.  You are in charge of the story at hand, and the story itself can't be changed.  For a game to truly be art, like a movie, it has to take that controlling or game aspect out or at least give us a chance to make us seem like we're reading a story and watching it unfold.  Truth be told, Ico doesn't do that if not for the control issues, shoddy camera, or poor A.I. on Yorda's part.  When I finished it, I had hoped for more after all the issues I had with the game.  Sadly, there wasn't, not even a final actual word from Yorda, let alone a translation of said word.  But, hey, it's art, in a minimalist approach.



Final Verdict


I wouldn't have a problem with Ico if people didn't praise it to the point where if it sneezed, a golden booger flew out, large enough to feed a family of 40.  Disgusting metaphor aside, it's a decent game.  It's the type of game I could play and enjoy, save for the camera issues, poor A.I., lack of graphical quality, and hampered controls, in some instances.  But, when someone goes out of their way to say it's the first game to be considered art, it's a lofty goal it has to make up for.  This is especially after a handful of games that can or have done this came out after 2001, and are at times overlooked as art (save for Legend of Zelda: Spirit Tracks, which does take the "escort" portion of Ico to heart as you control Zelda in statue form and escort her around).  Heck, there are games that came out before Ico that can be considered art, but are not.  Great games have to make something of an impact.  Ico may very well have impacted the gamers that have played and enjoyed it, but in the long run, will it be remembered as a story or a game you want to tell over and over again?  I doubt that.  7 hours for me to fully complete this makes this prime for, say, a speed run, and we all know you can't enjoy the game that way.  If you like it, good for you.  No judgments there.  However, if you're going to rate this as the best thing since sliced bread, be careful.  I can think of many gamers that can and will disagree, bringing up examples that are poignant, one of which being the spiritual sequel of Ico, Shadow of the Colossus, which although has had its share of controversy, through the ratings given, may actually be considered a more solid gaming experience than that of Ico. That said, Ico is ok, but to place an "n" after Ico in its gaming legacy, may make a Peter Molyneux out of you, or worse.....a Dennis Dyack.  And we all know they never make overrated games or feel like their feces doesn't stink.....hmm...


Share your thoughts if you have any.  Tune in next time, when I bring forth a new review....and a new series of reviews called "The Great Debate."

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