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Every now
and then I watch a film that genuinely engages my emotions and I've realised
that when I do, I tend to find myself "watching" the credits; not to find out
who the 3rd grip was but as a gentle reintroduction to reality, a
quiet moment to ponder the significance of the experience. Up until now it has
never occurred to me that this might happen with a game. Ico just changed that
and I'm filled with an overwhelmingly positive glow as a result.
Ico was
released over 5 years ago, so I'm rather late to the party, but to my mind that
only increases the significance of the experience. I'm not going to claim I was
moved to tears (of joy or happiness - no spoilers here) or that the game is
perfect, but it does stand out as a landmark game, a pinnacle of artistic
vision and a supreme example of why games are indeed art.
Perhaps
like many good stories, the plot leaves much to the imagination. There is no
detailed back-story, no ham-fisted characterization and no dramatic
introduction accompanied by pounding soundtrack. Instead it begins with a scene
oozing with restraint and directed with masterful precision. Hooves gently
trample the undergrowth as a party of hooded gaolers moves slowly along a
wooded footpath towards an imposing castle set upon an island lying just off
the mainland. Their prisoner is Ico, a young boy with horns and victim of
superstition, destined for imprisonment (and presumably eventual death) in the
depths of the secluded castle.
After the
enigmatic introduction, you take control of Ico as fate releases him from his
tomb within a tomb and you stand alone in a vast crypt. Your quest is quite
clearly to fulfil your destiny and escape the confines of the castle. Torches
crackle and spit, shadows flicker and the silence echoes your every footstep. From
hereon-in the game is essentially a three dimensional platform puzzler if you
strip it to its core - but that's like saying Amelie is a film about a French
waitress. Ultimately the game's beauty derives from a subtle blend of its
brilliantly coherent castle design, its emotive use of audio, lovingly crafted
animations and perhaps above all else the emotional attachment to the ethereal
Yorda whom you meet within a few minutes of beginning the game.
It's hard
to convey in writing how much personality and emotion Team Ico managed to imbue
in their creations simply through animation and occasional voice. Dialogue is
minimal and accompanied by only a few exclamations (in unknown language) to break
the silence but you immediately recognize the sense of wonder that Yorda has in
all she sees, the fear, the uncertainty and the joy in her freedom. Leave her
alone for a moment and she'll be distracted by doves, ask her to make a jump
too far and she'll shake her head and refuse in shy embarrassment, linger too
long in lost confusion and she'll lift her head and gaze towards a possible
clue. You might be reading this thinking "yeah, yeah, idle animations - big
deal, seen it before" and you'd have a point, but there is something very
believable and special about Ico's characters that lifts them above anything
similar that I've seen before.
Perhaps it
is the credibility of the animation that draws you toward Yorda from the outset
but that closeness is reinforced quickly as you learn that leaving her alone
for any length of time will attract the shadowy forces of evil keen to trap her
and return her to their master. Unlike any other game I've played, the levels
in Ico are not generally populated with enemies by default - they only appear
when you leave Yorda alone. There are a few exceptions but as a general rule,
the levels are very sparse and usually enemy free. This allows the game to
force you to choose to abandon Yorda on occasion in order to solve a puzzle and
find your way to the next room of the castle. Get it wrong or leave her too
long and you'll never get back in time to protect her. Consequently you are
constrained by her presence and need to think your way through and around the
puzzles with her in mind. The lack of enemies allows you to pause to do this
and take in the gorgeous surroundings at the same time. Close inspection can
show what, now, might be considered low resolution and ugly textures but the
overall impression is one of stunning beauty. The architecture, the lighting
and the scale of the castle design are incredibly impressive and loading times
absolutely minimal. Lighting in particular is beautifully done and for all the
talk of "next-generation" this game shows just what can be achieved with
skilful artistic direction and intelligent use of hardware.
You never
get the sense you are moving between a series of disconnected levels in Ico, it
always feels cohesive and real. At several points in the game you have the
opportunity to observe the extent of the castle from various vantage points that
let you drink in the details. These are not just static renders placed to fool
the eye; you can observe details and routes that will help you solve puzzles
later in the game. The puzzles are always fair too although I did find myself
occasionally stumped - but never for long enough to become genuinely frustrated
and always with a "doh!" result when I did work it out. Likewise the enemy are
relatively easily dispatched and are more of a distraction than a challenge
once you learn to stay close to Yorda. Throughout the game, patience is the
key: stay with Yorda, give her time to respond to your requests and observe
your surroundings carefully and you won't go wrong.
All too
soon, you'll reach the end of your journey and the credits will roll by. Quite
probably, like me, you'll sit through them in a state of composed serenity and
enjoy the beautifully appropriate closing music - the only "true" musical
accompaniment in the game. In my case, I remembered reading that a second play
through was rewarded with translated dialogue. I could either start Halo 3 or
play through again. The oft-mentioned brevity of the game convinced me a second
play through was the only sensible choice. It had taken me 10 hours the first
time through but can probably be finished in 5-6 hours in truth. I found this
an advantage rather than a fault.
Playing a
five year old PS2 game I bought off ebay in preference to starting what is
billed as the pinnacle of next-generation gaming says a lot about the qualities
of this game and its importance to gaming culture in my opinion. I'm sure Halo
3 will turn out to be a great game in its own right but the draw of playing Ico
again just to experience the dozen or so lines of translated, subtitled
dialogue and seeing the game through again says all that needs to be said. I'm
now tempted to fork-out for the original release of the game complete with
postcards. Probably the soundtrack too. A truly great game that you deserve to
experience and that deserves to be appreciated.
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