I think what most of ICO's detractors were expecting something more of an "RPG" experience. Meaning they were expecting more items then you could shake a stick at, combat that was perhaps more "strategic" than what it was, and something with a more overt and overkilled storyline (Grandia 2 anyone?)

Now before people fall upon me as a pack of rabid weasels, I will explain:
The world of ICO IS based on a simple premise- that being (as stated) boy finds girl, boy likes girl, boy saves girl (does that actually happen? I'm not telling). If that is all that you look for, that will be all that you find. ICO is surprising in that it can be as deep-or as shallow, as you like. There is an art to telling a story, and then there is an art to telling a story that tells itself, and lets you experience that world in all it's beauty.

You are ICO, a boy born with the curse of horns upon your head. One child each generation is birthed with this anomaly and it is always seen as a bad sign. When you turn 12, and your horns are fully matured, you are sealed alive within the walls of an old castle to die for your village.

No one asked you for your opinion on that little matter.

Breaking free with the help of a seismic upheaval, you emerge with the vision of a trapped shadow, who turns out to be a pale girl, Yorda. Releasing her from her cage, you seek to escape with her from the castle that was to have been your tomb. Two people that on the determination of one boy, refuse to become victims of the "greater good".

The puzzles you encounter are all of similar mechanics, but there was a nice balance in difficulty. I play a lot of games, but would not be a "Hardcore" gamer, and I found ICO challenging enough. The other end of the puzzle genre being an Alundra like game of frustratingly hard and obnoxious puzzles leaving one frazzled at the end.

In a castle filled with hostile enemies and with a weak girl in tow, one would think that the simplest way to navigate is the best, and that comes through (although even I will admit that some of the things you find are a bit conveniently placed.)
Therefore, items are not overly necessary, other than what you are already given. Anything else would be needlessly encumbering.

There is alot of sound, although very little music. And again, that fits the area. No soaring melodies as you take a particularly hard puzzle, no dangerous-sounding ballads as the shadows emerge to take try and tear Yorda from you.
To do that, I think; would cover the subtler soundsÉ the birdsong, the creaking of old wood and metal, the wind whistling through the leaves and the splash of water. The only sounds you hear, and the pattering of your feet, echoed inside stone walls. I think it added to the entire ambience of the situation, personally. You didn't hear anything you wouldn't expect in a situation like that.

Characters are revealed in their motions, and not in lengthy speeches of their morality and intentions. Instead of proclaiming that one will jump the bridge and catch the other when she leaps across, Ico merely leaps himself, and turns, hand outstretched. His awkwardness is revealed in the way he runs, the way he swings the stick, sword or mace. The way he carries bombs or tugs Yorda unnecessarily hard as they run.

Yorda's insecurity with the world around her, her helplessness, is apparent in the surroundings. Her startled movements, her quick run to you if you fall. You are her protector as much as anything, and that is displayed in many ways. There is no doubt that were you not there, Yorda would never have escaped in the first place, and would have been caught long ago in the insignificantly small chance she did.
And while I am usually the first to attack the "fading flower- eek-help-me-I-am-a-helpless-female" role...on Yorda it fits. She IS helpless. She has reason to be.

The battles range for easy to hard, depending on the first few moments you engage. The thing here is protecting Yorda. While you may be attacked, you are merely knocked away and stunned. The Shadows want the girl, not you. This is evidenced in many ways. Some shadows can fly, and will carry her off to a portal out of direct reach, while other shadows will block your way and hammer you with blows.

They will ALWAYS try to separate the two of you, and you must prevent that as best you can. Once you lose her, it can be a major undertaking to get her back, and you have a limited time to do it in.

Without mentioning ICO's marvelous graphics, this would not be a full review. So here I am mentioning it. ICO's graphics are marvelous. There.

All in all, ICO is a wonderful game, as immersive and deep as you want it to be. You can have a thousand unanswered questions at the end, or none, depending on how you would like.

Bottom Line: This is one game that, rent or buy, you should try. The PS2 displays itself well here.

PRO CON
Beautiful graphics
Amazing attention to detail
Game has a surrealistic atmosphere
Interpretive and open storyline
Glare factor can bother the eyes
Enemies are not overly hard to combat
No real replay value
Storyline can be too open for some





  • Information
  • Characters
  • Walkthrough


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