An Ico Retrospective

It’s hard to believe but Ico was released 20 years ago today in Japan and so I thought I'd do a retrospective on one of my favourite games of all time.

 I had a Nintendo 64 and PS1 and my interest in gaming was waning. It wasn't because the games coming out were bad but rather I was at university, discovering the joys of clubbing and just generally socialising. I worked part-time as a youth worker in a youth center in East London, one of the ones always in the papers because of the spate of regular stabbings, and we were creating gaming collages for our games room. It was through this that I saw a review of Ico and the art style of the game intrigued me.

The Ico cardboard cover is in the style of famed artist De Chirico and it was in part this art style that intrigued me. I saw a wrapped copy of Ico for sale at my local second hand video game shop and so I bought the game and a PS2 that same day. The packed cardboard box edition with postcards had me impressed and then I played the game and it blew me away. The first introduction to the character is full of mystery and very little is explained. Why is there a boy with horns? Why is he being taken to the temple? Why is he placed in the sarcophagus? What happened to the people of this land?

The wonderful thing about this game is that very little is revealed to you, even when you finish the game. The world seemed rich and immersed in a history which I didn't know, no lore was presented in Ico but you could create your own narrative through events and the structures within the castle. A lot you had to interpret and guess and for someone who likes media that makes you think and question, that suited me just fine.

Playing the game I fell in love with the simple but powerful mechanic of not understanding my partner Yorda, but knowing that I had to help her escape the castle. The game itself is an escort mission but not annoying; you develop a protective bond with this ethereal girl who you can't communicate with. The bond of holding hands is powerful and later on when you are without her it feels terrible, not many escort missions can achieve that.

When Team Ico released Shadow of the Colossus 4 years later and, after a hefty 11 year wait, The Last Guardian the DNA of Ico was in both. In those games we are given some narrative but events feel bigger than us and the world seems to have existed before our character comes into play, it seems like a lived in world yet so very little is told. There seems to be a connection that you felt if you worked hard enough you could understand, but with the economy of design and lack of voice over work and cut scenes explaining the story, you could create your own narrative based on what you saw and felt.

I have all the Team Ico games but these PS2 original games and soundtracks are my favourite.

There is a majesty to Team Ico games as often there is no ludo-narrative dissonance; the worlds are free to explore as you fulfill your destiny .

These games still resonates with me many years after the release of Team Ico's first game,  and this is in no small part due to their phenomenal soundtracks which were both created by Kou Ootani, who also sound tracked the wonderful Haibane Renmei (one of my favourite anime).

The Ico OST is scarce but perfectly pitched for key events, like the original Prince of Persia game. SOTC has an emotive score full of sadness but also adventure, it suits the mood perfectly and both soundtracks are masterclasses on scoring for a game and how much a score can lend to an overall games impact. The Last Guardian has a sweeping and majestic score and I listen to all three quite often.

So, on its 20th anniversary I want to doff my cap to the stunning Ico, a truly visionary and singular game.

LINK- The Last Guardian: Video Game Review

LINK- Shadow of the Colossus- Book Review

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LINK: Japan: My Journey to the East

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