How did a small team of mostly unexperienced people create the in-house Sony game that gets the closest to reaching perfection?
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How did a small team of mostly unexperienced people create the in-house Sony game that gets the closest to reaching perfection?
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Cause it was on Playstation 2. Sony always wins baby.
it's a good game, but it's not perfect
stop sucking its wiener
Games were cheaper and easier to make back then, and Ico is pretty simplistic.
your mom is cheap and easy as well
gottem
turns out the best games come from people who have no interest in games or gamers
Ico isn't perfect, the controls suck, the combat isn't fun and Yorda is moronic.
imagine if you made a Zelda game
that was only ladder climbing and movement
virtually no combat
braindead puzzles
slow, tedious
Snoygays braindead
Don't even know what you're talking about, when combat has always been one of the weakest aspects of the Zelda series and its puzzles are quite simplistic and repetitive compared to the ones you see in games like Alundra.
And Ico it's not even a Zelda game, in terms of atmosphere is much closer to games like Another World and the gameplay is also vastly different, with its focus being the cooperation between Ico and Yorda. Its a very unique and great game. You obtained your (you) anyway, so congrats.
It's nothing like a Zelda game, you need to stop falsegayging. Same as any idiot who's going to randomly talk about Souls.
I want to kill everyone I have ever met.
suckma, and frickma.
I like the combat. Simple, yet satisfying thanks to a combination of many things. Besides you don't have to fight the shadow creatures in every encounter. Sometimes there is an alternative.
ICO is a good game despite the numerous imperfections and problems. Imagine thinking that the game is "close to perfection". That's insane.
Note: when I finished the game for the first time I didn't even realize that the singing was in English, I thought it was the game's fake language, maybe because of the Japanese singer's somewhat bad pronunciation.
Is Ueda never making another game with a fixed camera system like this?
They just knew that holding hands is the pinnacle of interaction.
>Ico, Yorda, Queen, dozens of smoke creatures, three masked horsemen
Memorable cast
Never played it but judging by the DeChirico cover it looks pretentious and shallow
Here's your cover bro
how's picrel?
Worse than Ico and Colossus in the controls department. Protagonist isn't as fun to control.
It had a lot of fps drop on ps4. PS5 resolves most of these issues.
Sometimes camera gives issue but similar to Ico if you resist the urge to move it with the right stick it typically resolves itself on its own. Also, similar to SotC, you'll probably have moments of frustration climbing around on Trico when he's moving and your character getting thrown around. Story is excellent though and really does a great job of allowing you to wonder and find connections to the previous games. I think Ueda's games benefit from repeat playthroughs since knowing the tech limitations decreases these immersion disrupting moments.
Also there's no way to remove the hud button prompts from constantly popping up and ruining the image. The SotC remake, for all of its shortcomings artstyle wise, includes hud removal as an option and you can see even in that game there's no necessary reason to have a hud (sound queues for grip gauge, Wander's hp isn't necessary to see, boss sigils stop glowing when you can't dmg that sigil anymore, etc.)
phenomenal, easily on par with Ico and SotC. The only thing holding it back is the constantly interrupting hud prompts, where Ueda insinuates were Sony-mandated. Once PS4 emulation becomes a thing and they can be modded it out the game will really shine as the masterpiece it is. Also people say there are frame drops but I never had that happen so idk if they were patched or what.
>Ico
>USA : september 2001
>JP : december 2001
>PAL : march 2002
>Shadow of the Colossus
>USA/JP : october 2005
>PAL : february 2006
Long gap inbetween. JP/PAL versions of Ico are way better than USA version. Fortunately, the PS3 port from 2011 is based on those superior versions.
PAL version of Colossus has this background on the "Sony presents" screen at the start, whereas the USA/JP versions only have a black background.
Do Ico and SOTC emulate well on PCSX2 now?
Colossus 6 would be forgettable if it wasn't for the one aspect that makes it unique : you can't leave the fight. Wander is trapped in that underground chamber and has no choice except to kill the colossus if he wants to leave. All the other colossus give you the option of escape from the fights if you want (it's imposible to escape from the huge arena with final colossus tho, because the bridge is broken)
That entire section with Ico exploring the castle alone after Yorda is captured is plain excellent. One of the best sections in a Sony in-house game. There are no save points in that section, so you have to complete it in one sitting.
>press circle next a source of fire in order to lit the wood stick, and then use the stick to activate a bomb
This isn't neccesary. You can activate bombs without the stick. Grab a bomb and start jumping next to the source of fire. It should activate after the second jump.
It was a mid game that aged poorly, very boring and archaic to play these days. It's always praised by people who were literally 12 years old when they played it and decided to morph their entire personality around it. It also gets a lot of praise by non-gamers which shows the sorts of expectations and standards the fanbase has.
Ico is the video game equivalent of people who don't read books regularly but have read a few HP Lovecraft stories throughout the years and will be the first to tell you that he's the best writer to ever live.
>mid
Stopped reading right there. have a nice day zoomer and go back.
Do i emulado PS2 or ps3?
This is just meant to be a simple tale about heroism, trust, and good vs evil. Nothing pretentious about it.
Ico and SotC aren't exactly the same. They have different vibes. Compare the game over music.
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Where does that comparison suddenly come from?
>inb4 what you mean
No shit the games are different.
These 3 programmers were very skilled. Ueda was lucky to have them.
https://www.mobygames.com/person/54331/jinji-horagai/credits/sort:date/
https://www.mobygames.com/person/54334/hajime-sugiyama/credits/sort:date/
https://www.mobygames.com/person/54336/takuya-seki/credits/sort:date/
SotC came out on october 2005, and the particle tools/camera system programmer came from an Xbox game released on november 2002.
https://www.mobygames.com/person/79390/teppei-ikeda/credits/sort:date/