CRTGAMER wrote:alienjesus wrote:So I'm playing through Ico atm. I'm loving the puzzles, I'm not loving the fights. At this part of the game there seems to be a lot of puzzlesinvolving leaving Yorda on her own, which fills me with dread. Does it carry on like this for the rest of the game?
Currently I just passed a windmill, a stone tower and a sewer, now im in a big new area in the east arena.
Don't want to give away the rest of the game, sometimes you do have to leave her behind. Keep going, lots to see.
Don't leave her alone for too long though........
Anyway, I loved the fights. I think they conveyed a great sense of struggle. I loved seeing
Ico knocked to the ground, then getting up and running towards Yorda and pulling her out of that portal just at the last second before she would have been gone. Little boy with a stick fighting off shadowy, nightmarish creatures to protect someone he barely knows or even understands. And the hand holding is one of those little touches about the game I liked too.
Ico conveys a sense of togetherness between
Ico and Yorda at all times that is lost in most games when they try to do the whole escort thing. Like Yorda's gasp if
Ico falls off a high ledge. It's all in the details, that's what makes Team
Ico stand out. That's what makes these games art in my opinion
God I love that game, my fave PS 2 game and that's really saying something given the PS2's enormous number of quality titles