R
Razilin
Guest
Original poster
ICO
The spiritual predecessor to Shadow of the Colossus, ICO is a puzzle game story of a horned boy named Ico and his quest to rescue a waifish, mysterious princess locked in a tower full of shadowy enemies.
The game is extremely minimalistic in plot, character traits, and dialogue; even the game mechanics are minimalistic, requiring about 1 minute of reading an in-game control map. Its an interesting direction in an era of time when PS2 action-adventure and action-RPG games were all about in-depth storytelling and characters. Somehow, NOT knowing anything about the characters and the strange tower they are in makes it easier for our imaginations to fill in the details as well as makes it easier to pay attention to the sheer level of detail in the game world - from the architechture, to the sounds, to the soundtrack.
The selling point of the game is its emphasis on utilizing the princess. Ostensibly one long escort mission, ICO's princess doesn't do anything other than follow you if you hold her hand; otherwise, she just stands there. This makes her immensely useful as a prop to push down weight-requiring buttons and panels or to activate doors requiring her presence or the presence of two people in different locations. However, you spend a lot of the time leaving her side briefly to solve the puzzle in the area, which invites attacks from your enemies, the unkillable shadows - for they are truly unkillable and can only be forced to retreat briefly before they inevitably return.
The minimalist storytelling is a deliberate and intriguing move on the game creators, one they carried over to their more action-oriented puzzle game, Shadow of the Colossus. You can definitely see the ideas being laid out in ICO that eventual reach full flower in its spiritual sequel.