Double Agent
Once more, with feeling - November 12, 2001 - Chris Jones

Disclaimer: The opinions expressed within this column are those of the participants and the moderator, and do not necessarily reflect those of the GIA. There is coarse language and potentially offensive material afoot. NOW I get to do ICO discussion! Don't say we didn't warn you.

Today is full of ICO spoilers, so let me get this out of the way: the highly darwinian GIA selection process has churned out a new and improved DA, so reward her by sending email. Yep, say hello to our newest Double Agent, Erin "Zedelia" Mehlos. Meanwhile, I want to talk about ICO.

Onward.

The required "next step in the evolution of gaming" letter
Chris,

Having just finished ICO a couple days ago, what's really bugging me is that I can't think of a damned thing to write about it. It didn't feel like a video game, and I don't ever remember thinking the things I usually do when I'm playing through a game for review. There are some things I can definitely remember: the feelings of almost agonizing loss whenever I had to leave Yorda behind, frantically swinging my field of view around trying to find her, and - this is silly, but I did this at least five or so times - running up to her after leaving for a while and just standing there, holding her hand, for a few seconds as if to reassure both of us that we were safe and sound for the time being.

Because of the intense realism of the characters and environment, any little thing the characters did had me enthralled. One of the biggest emotional reactions I think I've ever had over a video game was in the first part of the Symmetry section. I was jumping back inside the castle and was about to lower my hand to Yorda when she jumped right up onto the ledge and hauled herself up to stand right next to me.

And yeah, I just realized that I've been talking about the character Ico in the first person.

ICO, to me, represents the next step in the evolution of gaming. Having removed 99% of the artificial trappings (no life meter, no score, no wildly incongruous bonus stages save for the basketball game), we are left with two people and their environment, and those people and that environment feel that much more real and tangible in ICO than in any other video game.

Chris Kohler

PS. Son of a gun. As it turns out, I wrote the SECOND editorial for RPGamer.

I have to question that phrase: "next step in the evolution of gaming" suggests that we'll be seeing more games like ICO in the future, and that such games will be preferable to what we're playing now. The truth is, I don't agree with that proposition, by and large: while there are certainly some things about ICO that I'd like to see carried over into other games, as a whole ICO represents for me something that transcends its limitations, rather than something that has no limitations at all.

What are ICO's pros? Unbelievable art direction, character designs, sense of place, nearly transparent gameplay: these are all great things. But in this case, transparent gameplay also means nearly non-existent gameplay, and there are only so many games that can have ethereal lighting styles before that gets real old real quick. Truthfully, in a way ICO really is exactly what I feared it would be when I played through the demo (Out of This World with better graphics) but it was executed so very perfectly that I didn't much care.

This time.

Four-and-twenty shadow demons, baked in a pie
Did you read the Maurice Sendak picturebook In The Night Kitchen? This is the most terrifying story book since that coloring book adaptation of Kafka's Metamorphosis. A little naked boy (yes, THAT kind of naked, not that copout ass-shot-only naked) gets transported to a world of horror where he is pursued by three of the most terrifyingly jolly (or jollily terrifying, take your pick) italians whose only motive seems to be the child's hot, yeasty doom.

This is the storybook I read religiously as a child, poring over its depictions of a dough-clad youngster flying his dough biplane into a towering glass of milk, until the pages were soggy and yellow with my terrified tears. While the nightmares didn't cease until at least my 9th birthday (at which point they combined with ghostbusters-induced visions of a night kitchen universe marshmallow man), I consider myself a better man because of the stark world it introduced my naive mind to like so many tons of bricks.

Now, had that favorite storybook been some kind of version of the heartbreaking story that ICO tells so eloquently, I might be saving starving children in the middle east right now instead of writing into a videogame letters column.

For me the clinching moment of ICO, the simple scene that cemented it as one of ps2's all-time defining games, was after the credits had rolled, and you find yourself awash in a sea of white sand, waves rolling lazily across your feet, gulls crying out to some distant nothing... and then there she is.

That image of Yorda, wrapped in her half smile and her siren hair, full and found and content and loved and complete.

There has yet to be anything its equal on ps2. I doubt even mgs2 or ffx will be able to completely engrain one canon image in my mind of what games should all strive to accomplish the way ICO did.

Too bad the boxart gives me more nightmares than Sendak's terror bakery opus could ever hope to.

ilameda, who is equally out of gas, road, AND car

Huh?

Ironically enough, even though I don't completely understand this letter, it probably says more good things about ICO's strengths than any amount of positive reviews: people have strong, personal, subjective reactions to it, and that's one of the signs of the dreaded "art" thing. I never associated ICO with any nightmares, but I think the game's ambience did creep into my dreams at one point, and I'll admit that the graphic design was so outstanding that I spent more than a few minutes just standing on building ledges, looking out at distant horizons. I may not care to play too many more games where horned orphans rescue supernatural damsels in distress, but I definitely want more of the kinds of games that get in my head like ICO did.

You may remember me from such games as "Makeout King of Montana"
Chris,

I liked the game because it left so many unanswered questions at the end. Questions like, seriously, who saves on a couch? How come, when they both sit on the couch, the "select save slot" screen covers what they're doing. What's going on behind that box? Are they censoring something, or are ICO and his ethereal counterpart laughing at us for even wondering? And why does the couch glow?

I love these real deep games that keep you guessing even after the PS2 overheats and dies.

Vince XII - wants Super Monkey Ball because he see's similar potential.

Couch trip jokes aside, there were two things I liked about the save mechanism: it somewhat made sense (in that Ico and Yorda were actually seen to be resting, moreso than RPGs where everybody files into their beds at the inn for two seconds) and it underscored the relationship between the two of them - you needed Yorda to save, both from a gameplay standpoint (lose Yorda and it's game over) and from a scenario standpoint (the couches, like nearly everything else in the game, only become "powered" when Yorda is nearby).

And that's yet another thing in general the game does right: underscoring the relationship between protector and protectee through gameplay conventions. Watch and learn, other developers.

Kid with stick: 1, insubstantial manifestations of pure evil: 0
Oh yeah,

Anyone who can whup on demons with a two by four prior to puberty is one cool kid in my book.

that damn sailor again

Ah, yes, combat. Most people tended to see it as somewhat ephemeral or obligatory to the game, I saw it as some of the first truly intense fighting I've done since being down to half a heart in the original Zelda while trying to escape from Level 8. As Chris Kohler pointed out above, Yorda was a truly defenseless creature, and you (or at least I) began to panic when she was in danger. Defeating any one shadow demon was child's play (fortunately enough for Ico, who is a child) but fending off a horde of them at once, as they'd feint in to draw Ico away and carry Yorda off to the other side of the room, leaving Ico to run an endless distance before, maybe, reaching her in time to pull her out... well, that's an experience I won't soon forget. Once more, good stuff.

Points of consideration
Everyone has their own opinion on ICO's gameplay/length/whatever, and rather than get into that argument I'd like to focus on something else. I could write a pretty lengthy essay on all the symbolism in ICO (and come to think of it, I probably will be doing just that pretty soon), but to mention just a few points:

1) Did anyone else think the color scheme was deliberately based on first or second-gen NES adventure games? I'm thinking of Zelda in particular here. Each area has its own specific dominant color, and they're usually very monochrome, stark 8-bit style hues.

2) Besides the obvious boy/girl gender roles implicity in the whole relationship between Ico and Yorda, the specific things they manipulate (the stick/sword and gates, respectively) are sort of, um, sexually suggestive. I may be reading WAY too much into that one though. I'm not saying that the game is sexist, exactly, because obviously neither Ico nor Yorda could escape the castle without the other.

3) Obviously the reflector and gate areas are basically symmetrical, but did you notice that the entire game structure is symmetrical, too? Ico arrives (unconscious) through the waterway-- the player's input starts in the tomb-- Ico finds Yorda-- they journey a short way to the gate, where they meet the Queen-- they reach and activate a reflector -- there's a short intermediate sequence-- they reach and activate a reflector-- they journey a short way to the gate, where they meet the Queen-- Ico LOSES Yorda-- the final battles take place in the tomb -- Ico leaves (unconscious) through the waterway.

4) The spirits you fight in the tomb just before the final battle are extremely humanoid, there are exactly as many of them as there are individual stone caskets, a casket lights up for each one you kill, and horns appear to be visible on their heads as they vanish. This is kind of obvious, but I thought it might be worth mentioning anyway; it seems to be saying that the spirits are the ghosts of the dead horned children. (And notice that the only empty casket is Ico's, suggesting that he was the last one the Queen needed to enact her plan.)

Just food for thought. Thanks for letting me rant.

SK

Good points, all of 'em.

1. Not particularly - I more got the impression that the color scheme in the game was simply to divide the game up into inky shadow and brilliant light, so that the divide between inside and outside mirrored the divide between the shadow demons (and Yorda's mother) and Yorda herself. It's also worth noting that only Ico himself realy seems to break up this color scheme, both in that his design's nearly the only thing in the game that's not black, grey, golden or white, and that he himself manages to stick between the two lighting extremes.

2. I'm not touching that one.

3. Good point, hadn't noticed that. On the other hand, it could be less of a true symmetry and more simple reinforcement of the idea that Yorda and Ico are completely dependent on each other, to the point where they're destined to rescue each other.

4. Yet another good (albeit somewhat obvious) point. Still, I really liked how the game left you to figure this out for yourself, and couldn't quite understand why so many critics then proceeded to savage the game for having a shallow plot. Much like the suggested, vague monsters in Silent Hill, ICO suggested tons of backstory and history to the castle and world Ico found himself in, and I appreciated that most of the details were left to me to fill in for myself.

Like, wow, man...
Dear Chris,

Where do you begin with a game like Ico? All I'm gonna say is that after seeing the lush flora in Ico, I finally gained an appreciation for the plants and trees in my suburban neighborhood. I never imagined my neighborhood was so alive.

-Fares

All I've got to say is that I've never wondered harder if a game's developers were under the influence when they were programming the title.

With the obvious exception of Vib Ribbon.

Reaching out
Hiya Chris--

If anything, I believe Ico proves that subtlety can speak volumes. There has never been anything like the feeling aroused by this game, or the undertones that are never mentioned but can nonetheless be easily apprehended. If the player has any understanding of compassion, it will be elicited. The first scene where the girl's mother comes into play, for example. The pain evident on the girl's face when she peers up at the boy; it's not stated, it's not overdone, but the mistrust and fear on her face twists my heart. She's not used to compassion. It's almost as though she expects that the boy will simply walk away without her, at any moment.

Then there's the scene where the main bridge splits apart, and begins to separate them. The first time I played that scene, I made the jump and the game continued. I promptly hit reset, wanting to know what happened if I remained on one side of the ledge. I was horrified as the scene continued to play out, the girl staring hopelessly at me from way across the gap. I pressed R1, and he called to her but she couldn't come. It was tragic and incredible.

The understatement inherent to the ending was superbly done as well. The boy's horns are broken off. The girl washes ashore, less pale, more human, than before. They can find a place where they'll be accepted now. There are so many themes underrunning all of this friendship, belonging, compassion.

I'd just like to say that I think Ico did precisely what it attempted to do—it captured a memorable event in a small, precise world. It was short but inexpressibly sweet.

--Codifer Lewis

Ah, yes, the infamous bridge scene: I played that over again for half an hour, not because I didn't know what I had to do, but because I wanted to make absolutely sure I couldn't change things by having her jump over to me. And over and over again I'd fail, only to see Ico's seconds-long plunge down into the sea. Brutal, memorable, and it made fighting back to retrieve Yorda and save her in the end that much sweeter.

Devil's advocate
Chris,

Ico? I think there's some sort of unwritten law that compels me to speak my mind on Ico whenever the opportunity arises. Its a need.

Ico is one of those games that takes the argument that graphics and new-fangled technology can't make a game better, and unloads a few rounds from a 12-gauge shotgun right in its face. Its not a pretty sight. Ico takes the power afforded by the new generation of systems, and uses it to create a game that left me caring about its characters more than perhaps any other game has, and it did it with less readable text than this letter contains. I think that right there is the greatest indictment of what Ico does differently than any other game.

Even outside of the much vaunted character animation and AI, there's just something intrinsically different about it's presentation. The entire design of the castle as being a vast, lonely, serene and mysterious place just sort of looms overhead the entire game to give the player an eerie feeling that perhaps this is less of a game, and more of an experience.

Some people have bitched and moaned that the praise is undeserving because, at its heart, the game is still just a simple adventure game loaded with puzzles--essentially a design that's been around for over a decade. To them, I say its better to look at it all in context, seeing how the puzzles are ingrained in the overall design and artistic flow of the game as much as any of the moody graphical elements. Again, I think its a sight to behold that the game's central gameplay crux, and its biggest artistic and emotional achievement are one in the same (Yorda, of course).

I've always felt that Ico is such an odd and unique achievement, that its almost obsurd to attempt to catagorize it, and score it as one would a standard game (good luck with the game of the year debate, GIA).

Bottom line, Ico really and truely is one of the very few things in existence to have melded technology and artistic design so well.

There; I feel fulfilled.

-Justin Freeman

I'm posting this not because it needs arguing (it's all pretty much true) but because the very thing that Justin correctly suggests makes ICO memorable might also make it difficult to duplicate: how many games can give us that kind of experience, when all's said and done? You can't experience something like that again without some of the magic fading, the development team might have disbanded, or be unable to capture lighting in a bottle again, etc... In other words, what if ICO's important not because it's the future of gaming, but because we'll never see anyting like it again?

One last trenchant comment from Ian P.

~Ian P.

Somebody had to make the joke, I'm just glad it wasn't me.

Closing Comments:

And with that last overly preachy column filled with sad little attempts at humor and levity, I hope I've made you eager for the new and exciting reign of Erin. Agent@thegia.com is hers now, and all that that implies, so send the lady some email and see what she can do. Catch you folks later.

-Chris Jones, come and gone, once more

Recent Columns  
11.11.01
11.10.01
11.09.01
Double Agent Archives
Click here to send the agent email. Look to the left to see who the agent is.