Thursday, October 13, 2005

PS2 Game Review - ICO

I C O

A PS2 Game Review
By Le Chupacabra



The story of ICO is rather incomprehensible. Throughout the game there will be hints and glimpses but nothing more. Ico is a boy born with horns and according to village folklore this is a sign of impending doom. Ico is thus locked away in a fortress-prison for all eternity. A sudden earthquake helps him break free of his chamber and taking this chance, he sets out to escape. In the process he discovers an ethereal young woman - a princess - who has been imprisoned. Mysterious shadow creatures try to capture her and it is then that the valiant Ico steps in to save her. Thus begins a story lovingly crafted around the relationship of Ico and Yorda, both on either side of an impenetrable language barrier, yet bound by mutual trust and a simple desire: freedom.

The game tasks you with an objective that is simple to follow but difficult to accomplish: escape. You must traverse the gargantuan castle as you look for a path to freedom. Each area only leads to another and each open window seems to dare you to go further. While the game can be classified as a puzzle title, the experience is simply more than what words can describe. Each ‘puzzle’ is seamlessly and organically integrated into the environment and really gives you an opportunity to put your brain to work. There isn't any complex math logic; all you have to do is let your mind wander and a little imagination and lateral thinking does wonders. The feeling of accomplishment you get after solving any puzzle is incredible. Not only does it fill you with a sense of immense and genuine satisfaction but it fuels your hope and drives you to keep going.

Once you figure out how to pass a certain area, you must now help Yorda. Since she is slightly impaired of mobility, it's upto you to arrange a safer path for her. You may think that it's an inconvenience to be babysitting someone in game, but in Ico you'd be wrong. The game creates this bond between the player and the characters you see. As Ico starts to care more about Yorda, so do you. In return, Yorda's trust in Ico grows. It's a subtle effect yet one that'll immerse you in a way that you can't describe. Yorda will slowly take risks she never would have taken in the beginning. When I played the game for the first time, I was pretty careless and allowed the shadow creatures to capture Yorda many times. When it came to this jump, Yorda didn’t trust me and it took a long time to convince her to jump. Rather than feeling annoyed, I felt guilty since it was my duty to protect her. The next time I played, I made sure I wouldn’t make the same mistake. That time, Yorda jumped the second I called her. True, she never made the gap but somehow she grabbed Ico’s outstretched arm at the last moment and I was able to pull her to safety. It’s moments like these when your heart really pounds and you’re constantly worried that she might not make it the next time. For a game that has none of the ubiquitous ‘trust’ or ‘fear’ meters of current games, the way that ICO evokes such emotion is something that I’ve yet to experience in a video game. While there is some combat it boils down to hitting away at these weird shadow creatures which attempt to kidnap Yorda and take her down into some dark void. Sequences like these have you fighting not for your sake, but to protect Yorda. Not only is it because you have to, it’s also because you want to.

The look and appeal of the environs in Ico are astounding. The ethereal graphics of ICO give off this enchanting feeling of timelessness. For the first time, everything not only looks real but it actually feels so! Each building doesn’t seem to be made of polygons or textures; instead it looks like it was hewn out of stone and brick. Each room is dark, dreary and enormous; it really dampens the spirit. You’ll feel rightfully dwarfed every time! Light is used beautifully. It filters through the small windows and accentuates the darkness you have to traverse through. In open areas it strongly illuminates everything with a radiance that is otherworldly. If you’ve ever read Harry Potter and know what a Pensieve is, then the shadow creatures of this game are a visualisation of the strange mist in the Pensieve. While they look to be made of nothing but dark smoke they feel corporeal and alive at the same time. Everything you see will never feel out of place, and combined with the fact there is no life bar, the game immerses you and will never break that sense till you actually finish the game.

The music in Ico is minimalistic and given the nature of the game and the way it is presented, it’s a perfect choice. The light melodies combined with select guitar chords enhance the evocation that this game so carefully attempts to accomplish.

Ico is like a dream; it’s an experience that always appears to be tangible but is still enigmatic beyond words. Ico will provoke a myriad of emotions within you in a way that’s its simply indescribable. Honestly, very few people will play this game, but those who do and are willing to complete the journey will have experienced something only a dream can offer…

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