Clearly highly influential (the Forest Castle in Nier: Automata, for example) and widely regarded as a classic, having come late to it via PS Now, I can't help but feel that Ico hasn't aged well. My main complaint is with the controls, which are manky and janky and as unresponsive to my touch as Melania Trump is to her husband's. Well, ok: seventeen years ago I imagine action animationsClearly highly influential (the Forest Castle in Nier: Automata, for example) and widely regarded as a classic, having come late to it via PS Now, I can't help but feel that Ico hasn't aged well. My main complaint is with the controls, which are manky and janky and as unresponsive to my touch as Melania Trump is to her husband's. Well, ok: seventeen years ago I imagine action animations like slashing, jumping and falling couldn't be interrupted and dodging or simply turning to face an enemy was something that happened to other people but it didn't half make the sporadic action sequences boring. The artistic design is very far from sumptuosity; it's frankly dour and monotonous. I have no idea what Team Ico were attempting to achieve with the camera, which is positioned quite some distance from the main character and hardly ever works well. The story is fairly bland, more of a ramble than a tale, and the music is forgettable.
On the other hand, the shadow monsters were excellently disturbing and gave me a semblance of Bloodbornesque chills. The girl, Yorda, was delightful as a lissome and wayward AI support and the puzzles, for all of the game's brevity, seemed epic and involving. Apart from the (admittedly less important and hardly challenging) combat, the game mechanics were, in most respects, quite lovely.
If I'd played it on the PS2 when it was released, I think my memory of it would be a good one. Sadly, I didn't and it isn't.… Expand