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PlayStation2 Ico Developer: SCEA | Publisher: Sony
Rating: B+Bahn
Type: Action/Adventure Skill Level: Intermediate
Players: 1 Available: Now

In recent experience, there's been a low ratio of next-generation titles that have truly captivated me in the same manner as Ico. In retrospect, video games are designed to offer entertaining value. It's by this core principle alone that made the 2D era one of the most exciting periods for the gaming populace. Unfortunately, as time progressed and the transition to 3D development ensued, programmers kicked gameplay and depth to the curb in favor of offering the 'interactive' angle. While these games were essentially fun to look at, it was far from the cutting edge of entertainment gamers expected - do developers truly think gamers want to indulge an interactive movie? Fortunately, with the release of Ico, perhaps the industry as a whole can move beyond the "developer pitfall".

Without a doubt, Ico is one the most unique games to come along in a long time. But with a game lacking an abundance of action, interaction that's practically barren, one would question how Ico could be considered entertaining. Simply put...it's the experience. Ico's attraction is subtle, shaped by an array of visual effects, unprecedented realism and one of the most distinctive gameplay designs to be introduced in an action/adventure title.

Embodying elements of courage, heroism and mystery, Ico's storyline is mildly epic, highly reminiscent of the tales of fantasy and myth found in various literary works. Ico is based upon story of a boy, exiled from his village, as young males born with horns are considered to be a bane of the community. With his fate predetermined, as according to the generation of those before him, Ico is sentenced to imprisonment within a stone crypt in a nearby deserted castle. Driven by fear and confusion, Ico makes every attempt to escape by rocking the stone crypt which holds him captive. By a stroke of a miracle, the stone tomb is rocked off its foundation, causing it to break on the ground below, and setting Ico free. Knocked unconscious in the process, Ico dreams of a young princess (Yorda), imprisoned in a cage located in a region of the castle. When Ico wakes and explores the castle, he discovers that his dream is in fact a reality and lends aid to help her escape. As the game progresses, you'll encounter a myriad of ghastly sprits, governed by a malevolent regal queen which make every attempt to thwart your efforts from escaping.

Although the theme of the damsel in distress has been greatly overused, Yorda's role exists as the linchpin to Ico's puzzle design and essentially defines the game's overall uniqueness. Despite the fact that Ico is exceptionally nimble and agile, the princess is quite frail, affecting the parameters of her mobility. Since you'll have limited access to various areas, the core gameplay revolves around solving the puzzles which will unlock areas for you to explore and progress. Players will face challenges, constructed from the environments of the castle itself...a contrast to the random elements generally introduced in other action/adventure titles. Featuring over 30 levels, players will face a variety of challenges as you navigate throughout the castle.

Because Yorda doesn't move on her own, you'll need to guide her by the hand or call out to her so that she can navigate across short distances. Featuring over 30 levels, Ico's challenges are divided into various layers, combining puzzle and platform elements. While the gameplay essentially revolves around moving from Point A to B, the key is discovering routes to safely lead Yorda. Unarguably, Ico is one of the most masterfully, and fulfilling challenges that I've ever experienced. In similar fashion to Zelda: The Ocarina of Time, a cutscene sequence will ensue when you've unlocked a significant portion of a puzzle...giving players a hint as to the next area that waiting to be solved. In addition, at pivotal moments in the game, a FMV sequence will unfold a significant portion of the story. I found it to be so impressive, from beginning to end, that it's a shame the developers didn't incorporate more of it...as it compelled me to want to learn more about the characters.

Despite the action being very sparse, Ico makes up for this in abundance with the array of impressive visuals. I could honestly sit and admire the game for hours, and never get tired of it. Without a doubt, Ico easily stands as a prime example of the PS2's graphic potential. Every aspect of the game is well defined and incredibly realistic, and nothing looks out of place. The interior and exterior designs are truly a marvel of architecture. The lighting effects are another example of the game's visual splendor. Plus, the character modeling applied to Ico and Yorda are the best I've ever seen in any console game to date. Not only are the characters well proportioned to each other, but their respective movements exhibit a realistic sense of weight, definition, and physics. There's so much detail and distinc elements to admire that the visuals alone is definitely worth every penny.

With solid gameplay mechanics and impressive visuals, the sound effects certainly don't come up short. Ico features a host of ambient sound effects...essentially the only accompaniment that you'll hear throughout the game. Personally, I find this to be a plus, as it helps to set the mood for the entire atmosphere and detracted from the ethereal visuals. Much of the music (if it can be called such) consists of a mix of ambient effects, notably when you encounter the ghastly spirits. Though quaint, each musical score creates the mood and bodes well with the overall experience. As expressed earlier, unlocking a key portion of a puzzle element will trigger a cinematic sequence, and it's at this point in time when players will be treated to a brief musical interlude. The save point music contains a very simplistic, soothing tone; and as other reports have highlighted, I've become very fond of the music which plays at the title screen (believe it or not...I've actually sat and let it play over and over; it really is that good). If only I could hear the vocal version which is played at the end of the game.

The sound effects of course serve as the perfect enhancement to the entire experience as you navigate throughout the castle. It creates the sense of a vast space around you, as everything echoes. From the sound of Ico's voice calling for Yorda, the rushing water in the underground caverns, the crackling of fire burning about in the dungeons. Small details at best, but they all serve as a solid complement to the overall effect which Ico delivers.

Unfortunately, the most apparent shortcoming with Ico is that it's relatively short and limited in the replay department. Although the fact file states the game offers over 30 hours of gameplay, any diligent gamer can complete Ico in no less than 5-8 hours (I personally clocked about 7). I had hoped Ico would introduce some added perks after completing the game, but sadly there's nothing available. Once you've completed the game once, going through the adventure the second time around basically means you'll be able to complete it quicker. And it's at that point, where the interest factor drops substantially. Nevertheless, Ico is still one of the most enjoyable games I've played in a long time, and every PS2 owner definitely must experience this game. Combining virtual interaction, a mildly epic story and immersive gameplay which define it as a rich and unique experience, there's no question that Ico stands as a game that transcends the conventional category of today's genres.

· · · Bahn


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Rating: B+Mezz
Graphics: 10 Sound: 9
Gameplay: 9 Replay: 5
  © 2001 The Next Level