Holy shit what an amazing game, Ico thread? Just finished it

Holy shit what an amazing game, Ico thread? Just finished it

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youtube.com/user/Nomad0168/videos
youtube.com/watch?v=vk5Q7ALNQpc
gamesindustry.biz/articles/2019-04-16-miyazaki-vs-ueda
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Aren't you the guy from yesterday? Play NG+ now

I sure am, I'm glad I stuck through it. It got aggravating at times but it was worth it in the end

Played this last year too, very much regret not playing it sooner.

Glad you liked it. Now play NG+ and don't forget to bring Yorda a watermelon at the beach. And play SoTC after you're done with NG+

>Watermelon at the beach
I never saw a watermelon in the castle, how do I bring her one?

Helluva game. I enjoy it more than Colossus.

I remember playing Ico for the first time. My friend told me I should be playing [Insert New Game Here] and I had to explain to him how much better Ico was.

Remember the beach sequence after the credits? When you finish NG+ there are a bunch of watermelons there, just grab 1 and bring it to Yorda for a nice little cutscene

Based user listening to other anons and delivering

I bought it on a whim pretty close to release and ended up loving it. it was a big change in pace to most games I had played and I thought it did it well.

Is shadow of the colossus worth it

damn I didn't know there was a new game plus, am I missing much or is it just meme shit like funny weapons like in RE?

No, play a real game like Fortnite, Mario Odyssey and Days Gone and not that artsy fartsy garbage

Different ending (it's just more sappy, but it's nice), and Yorda's subtitles are now translated.

There are a couple of secret weapons I think you can get now.

cool, guess I'll replay it.

youtube.com/user/Nomad0168/videos
Here's an interesting channel for you, OP

It's conceptually and aesthetically interesting but it basically boils down to running through an empty world from boss fight to boss fight.

>running through an empty world
Don't want to sound like a pseud but it's intended I think

I beat it in February. Pretty great. I plan on playing SotC sometime this summer.

Not him, but I have a bit to say about that.

When I 17, or 18 when I played it the first time, the large empty open world was quite enthralling. I've got about 50 hours across six saves, both U.S. and PAL versions, and that time is pretty much wandering the landscape, gazing at everything, imagining what it used to be, killing lizards and getting fruits. I cherish those memories, but if I tried to play SotC for the first time at my age? I'd get really bored because I've played more video games since then, and I know in my bones that keeping the boss order linear and rewarding the player minutely with lizards and fruits for going off track is bullshit. Wondering about what the world used to be is fine if you're young and SotC is a new experience, but I've had that experience and then some with other games. The way to solve this issue would be to let us tackle any boss, except maybe Malus, in any order. That way exploration is truly rewarded.

Perfection.

So would you even recommend playing for the first time today?

>popularized escort missions
>obnoxious overuse of bloom
>entire game takes place in drab, downright ugly grey-tiled environments; consider how little personality Ico's castle has to any metroidvania or any other games that takes place in one specific environment
>getting yorda to move is needlessly aggravating. She never simply comes to you if you call her because she constantly has to make pauses mid-walk or mid-sprint
>combat is boring. Sure, seeing yorda get whisked away by shadow creatures is cool...the first time it happens. The game then proceeds that copy-paste that one combat encounter for the rest of the game. Lack of any resource management and the fact that the boy can't die makes combat more busywork than anything.
>jumping/climbing controls are well-implemented, but the actual platforming and exploration in general is very barebones and unengaging
>the story never rises above a generic 'boy saves girl from evil' tale. There's simply nothing compelling or interesting going on, even by the low standards of video game narrative.

It's mediocre at best. It's massively overrated because it started the whole 'games as art' meme.

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I think that's not the case. Shadow of The Colossus is truly one of a kind and it doesn't matter how many games you've played. It would still feel amazing

Definitely. ICO and SotC are important for the medium and are worth experiencing.
youtube.com/watch?v=vk5Q7ALNQpc
You misunderstand. I was specifically talking about in reference to wandering off track. Just following the game as it is since it tells you where to go is fine. Going off track to see what there is is interesting if you're invested in the world, but the rewards are minute and not worth it.

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Not him but yes. It's one of those games that will still be special even 15 years later. Just like Ico and The Last Guardian

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No, I understand that it's a stylistic choice and helps convey that you're in a cursed land etc. etc. but it arguably doesn't make for a very mechanically interesting video game.

It's very unique and it's strict adherence to it's own design philosophy is admirable, whether you enjoy it or not will depend on the type of person you are. It's a lot of downtime followed by relatively brief puzzle like combat encounters.

>popularised escorts
>game was a flop and not popular
What did the retard mean by this

It's a pasta

>What did the retard mean by this
So? Kill Switch also wasn't a success, but it led to cover-based shooters becoming the hottest genre during the PS3/Xbox360 generation.

Games flopping, but still having influence is fairly common, you retard.

He’s wrong about everything except the combat.

Yeah except escorts missions were a thing before ico

Ok

>game was a flop
How is that relevant? It being influential doesn't require CONSUMERS to buy it, it just requires other DEVELOPERS to play it. Which they did:

Ico is stated by Chris Kohler of Wired to have influenced numerous other video games, borrowing from its simple and visual design ideals.[60][63] Several game designers, such as Eiji Aonuma, Hideo Kojima, and Jordan Mechner, have cited Ico as having influenced the visual appearance of their games, including The Legend of Zelda: Twilight Princess, Metal Gear Solid 3: Snake Eater, and Prince of Persia: The Sands of Time, respectively.[20] Marc Laidlaw, scriptwriter for the Half-Life series, commented that, among several other more memorable moments in the game, the point where Yorda attempts to save Ico from falling off the damaged bridge was "a significant event not only for that game, but for the art of game design".[64] The Naughty Dog team used Ico as part of the inspiration for developing Uncharted 3.[60] Vander Caballero credits Ico for inspiring the gameplay of Papo & Yo.[65] Phil Fish used the design by subtraction approach in developing the title Fez.[60] The developers of both Brothers: A Tale of Two Sons and Rime have Ico as a core influence on their design.[60] Hidetaka Miyazaki, creator and director of the Souls series, cited Ico as a key influence to him becoming involved in developing video games, stating that Ico "awoke me to the possibilities of the medium".[66]

Patrice Désilets, creator of Ubisoft games such as Prince of Persia: The Sands of Time and Assassin's Creed, cited Ico as an influence on the game design of The Sands of Time.[67][68] Jenova Chen, creator of art games such as Flower and Journey, cited Ico as one of his biggest influences.[69] Ico was also one of the first video games to use a bloom lighting effect, which later became a popular effect in video games.[1]

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You best be trolling

>Yeah except escorts missions were a thing before ico
Nowhere to the same extent as Ico where it's a central mechanic.

The only example pre-Ico I can even think of escort missions is classic Resident Evil, where the 'escorts' only occured during sections where there were no enemies, so the escort wasn't really a gameplay consideration.

>The Legend of Zelda: Twilight Princess
Damn this game always reminded me of Shadow of The Colossus aesthetically. Now I know why. Twilight Princess = Ocarina of Time + Shadow of The Colossus

Blaming a game that did escorts right for the sins of retarded developers that followed is pretty stupid.

Fumito Ueda and Hidetaka Miyazaki did a keynote in some fucking European country last week and there is ZERO footage of this yes I'm mad.

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Wow look at all those people saying it influenced escorts missions!
Oh wait

Wtf? That’s an issue. Is there at least text?

It's probably Miyazaki saying how much he loves Ueda's games again as usual. Nothing interesting

Found some bits
gamesindustry.biz/articles/2019-04-16-miyazaki-vs-ueda

>"[It's] not a focus on reality, but more a focus on the game itself," he says. "It needs to play well, feel good as a game, and I'm willing to sacrifice the feeling of reality in order to achieve that stronger, tighter gameplay. From my perspective, being able to do attacks or defence, those sort of animations need to feel really tight."
B-based?