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Review By: Christopher
Coey |
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| Developer: |
Sony |
| Publisher: |
Sony |
| # of
Players: |
1 |
| Genre: |
Adventure |
| ESRB: |
Everyone |
| Date
Posted: |
10-17-01 |
The Japanese
have recognized the emergence of digital graphics and sound as a
form of art for years now. They even have specific award
ceremonies that celebrate the best and most innovative in
various fields of digital medium. The closest North America
comes to this kind of recognition is when "The Matrix"
receives the Best Special Effects Oscar at the Academy Awards.
But let's face it, that's not grand recognition, that's a no
brainer. The Japanese on the other hand go so far as to award
"The Matrix" with countless accolades, and shelves of
trophies. Of course, the US does have the SIGGRAPH awards, where
the opening sequence of a Video Game, Onimushu, won the computer
animation festival's Best of Show award at SIGGRAPH 2000. On the
whole, however, North America is slow to recognize, or accept
'CG graphics' as art.

Ico IS a
work of Art. If screen shots of this game were used as the basis
for painters to reproduce on canvas, the paintings could be hung
in museums. So much time and effort went into the environment
that it blows the mind. The entire game is set in one HUGE,
fully rendered, interactive castle that is as grand and
magnificent as anything seen in any fantasy novel or movie. It's
easy to forget, sometimes, that this is even a game. Players
will often find themselves panning the camera angles around,
simply looking, and marveling at the screen. Especially in the
outdoor areas, as Ico hugs his body close to a wall, standing on
a parapet far above the sea crashing at the rocks, thousands of
feet below.
It's
amazing, as you play, to think that each and every area is
connected to another, in a working model of this incredible
castle. Unlike many (indeed most) games these days, each area is
part of a whole, massive environment. Not simply a separate,
self-contained room. In most games, as you enter an area from
the outside, the dimensions of the room you enter are not
necessarily proportional to the view on the outside. In Ico,
everything is proportional, even the massive tower you approach
from far off as you walk along the stone bridge, and every room
inside the tower.
Again, in
most games, one would rightly believe that when a game's
environments are sculpted and scrutinized in such agonizing
detail, that the characters would take a back seat, and be
somewhat lacking in depth. In Ico, this could not be further
from the truth. These characters are as stylized, and have every
bit as much depth as the environments themselves. The story is
both beautiful and touching, and wraps seamlessly around the
characters whose character development actually takes place AS
you play. You can SEE the relationship between the tragic young
hero Ico, and the waifish prisoner princess Yorda, develop
throughout the game, within the framework of the gameplay.
Ico is a
young boy who, in lands of lore, was born with horns on his
head. Every generation, in a small coastal village, this same
abomination has occurred. Each horned boy, upon reaching twelve
years of age, is taken to the dark, abandoned castle to be
sacrificed in hopes that the gods will be appeased, and
prosperity will once again befall the land. As luck would have
it, Ico manages to escape from the tomb he had been imprisoned
within and attempts to find his way out of the evil castle. He
soon stumbles upon Yorda, also imprisoned in her own cramped
cage. Although from different worlds, and without a means of
communication, Ico takes it upon himself to rescue, and save,
the young girl. He soon finds, however, that an evil queen has
other plans in mind for dear Yorda, as the queen summons her
minions, in the form of evil shadows, to hunt down and return
Yorda to her prison.
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