It is a 10/10 videogame.
It is a 10/10 videogame.
This phonograph "reads" a rock’s rough surface and transforms it into beautiful ambient music pic.twitter.com/PYDzYsWWf8
— Surreal Videos (@SurrealVideos) March 3, 2023
Community-driven video game blog & discussion
It is a 10/10 videogame.
This phonograph "reads" a rock’s rough surface and transforms it into beautiful ambient music pic.twitter.com/PYDzYsWWf8
— Surreal Videos (@SurrealVideos) March 3, 2023
It feels great to be aware of all the small gameplay details/tricks that Ueda leaves for players to discover themselves.
>Ico can block enemies attacks if he's facing towards the direction where attack comes from
>Yorda will automatically kill all the enemies by opening an idol door
>Ico can jump to a ladder, grab it and start climbing if he jumps diagonally towards the ladder
>Yorda will climb a reachable ledge herself if you hold R1 as Ico climbs the ledge first. She will also follow Ico up or down a ladder if you hold R1 while using it
>Ico can light bombs quickly by grabbing them and jumping once or twice next to source of fire. No need to use the stick
Here are some
Pretty neat, I'll have to try those next replay
I bought Ico+SotC for PS3 when it came out and was bored out of my mind by it, but I was also a retarded 16-year-old so I really should give it another chance. Is PS3 the best way to play it? Or emulated perhaps?
>33 music tracks in the whole game
>16 music tracks in the soundtrack disc
It sucks how half of them are missing. SotC got a way better soundtrack disc, which included every track in the game and also a few scrapped ones.
I loved the hand-holding gameplay
that's all Ueda games
maybe I'm gonna get shit on for saying this, but its kind of hard to buy in to the relationship between ico and yorda when they make yorda a burden to the player and they give her the brain of a roomba.
I think its an important game but it doesn't hold up
>director/lead game designer/art director : Fumito Ueda
>producer : Kenji Kaido
>game designers : Junichi Hosono, Tsutomu Kuono, Kei Kuwabara
>animators : Atsuko Fukuyama, Takeshi Anbe, Mizuki Muramatsu
>graphics : Kazuhiro Numata, Katsuhiko Abe, Taijuro Hachiya, Kaihei Hayano, Atsushi Morioka, Nanako Ohmura, Mitsuhiro Shimooki, Mikiko Takeda, Chikara Ueno, Chika Fukui
>programmers : Jinji Horagai, Hajime Sugiyama, Takuya Seki, Shotaro Omori, Toshihiro Ito, Fumiaka Hara
>subtitles : Hideo Sato
>sound designer/effects : Masaaki Kaneko, Keiichi Kitahara
>music composers : Michiru Oshima, Koichi Yamazaki, Mitsukuni Murayama
>voice actors/actresses: Kazuhiro Shindō, Rieko Takahashi, Misa Watanabe
>"You Were There" : Steven Geraghty
Bless this group
nice AI art style
She went through many designs/models before they finally settled on this one.
Early model with ponytails.
Early 2001 trailer. Some graphical differences. It wasn't finished yet.
Maybe my favorite PS2 game. TLOU robbed a lot from this game in concept and mechanics and is still inferior to ICO.
>TLOU robbed a lot from this game in concept and mechanics
explain?
watch made in abyss
>Enemy Zero (december 1996)
>Ico (rushed version : september 2001/finished version : december 2001)
>Shadow of the Colossus : october 2005
>The Last Guardian : december 2016
To think that Ueda has only worked on 4 games since he joined the gaming industry on 1995.
Better to make a few kino than to make dozens of slop
>Ico rushed version
what?
US version came out first and it was rushed. Here are the differences with the finished version released 3 months later on japan (and later Europe)
https://www.tumblr.com/d0rmin/654041100324093952/ico-regional-differences-what-are-they-really
>It was complicated. We had spent so much time developing it on the PS1... and a lot of launch titles for systems end up being not very good, since they don’t know how to use the hardware fully yet. I didn’t want to release a game like that. I think, overall, at the time I would have preferred to see it released on the PS1. However, releasing it on the PS2 turned out to be the right choice, by far. The original version of Ico had so many problems, anyway, and lots of hardware-based limitations. On the one hand, it felt like “damn, to throw away two years of work and start all over!” But on the other hand, it was like, “hey, now we actually have a shot at completing this thing.” At the time I didn’t think the porting process was going to be very difficult. The stage graphics and the character rendering we had done were originally created in very high quality, you see-we had downgraded them for the PSX, so I thought the PS2 would be able to handle the originals no problem. But as it turned out, we had to redo everything anyway. There was also a programmer who joined the project at that point, who had worked on the Playstation 2 graphics hardware. He understood the technical side of the PS2, and he had a background in graphics, so that was a huge help.
Ueda talking about switching development from PS1 to PS2.
Why were the PS2/PS3 so hard to develop for?
>"People have sometimes said the game is just “Yorda Moe“, but what I wanted to do was something very stylish, and very playable. As for the beautiful graphics and such, I guess you could just call that an unconscious habit on my part. What I mean is, I wasn’t trying especially hard to be super “artistic". It was just natural for me to make it that way, a result of all I’d studied and cultivated in myself up to that point"
>Ico
>Devil May Cry
>Grand Theft Auto III
>Metal Gear Solid 2 : Sons of Liberty
>Jak and Daxter : The Precursor Legacy
>Final Fantasy X
PS2 truly became worth owning on late 2001. I'd say these were the first games to truly show its graphical capabilities.
Bros when will Ueda reveal his next game? TLG was years ago by now.
>So, when you actually began developing Ico, how big was the team?
>It was small at first. Maybe 5 people. Eventually we got up to 15, and ultimately had about 20 people working on it. The team next to us, however, was developing Legend of Dragoon at the same time... I think they had over 100 people on that
Ico did share some staff with Legend of Dragoon.
>Masanobu Tanaka, Daisuke Uchikawa, Sōsuke Honda, Tatsuhiko Tachibe, Yuta Kimura, Hironobu Nakano, Koji Hasegawa, Masanori Kajita, Takeshi Okazawa, Kayoko Sato, Kivi Wakisaka, Atsuhiko Terada, Takeshi Ochiai, Takeshi Nakagawa, Teppei Ikeda
Camera Tool Programming Teppei Ikeda, Kazutomo Sasaki, Masashi Kudo, Takashi Izutani, Takeshi Asano, Makoto Yamaguchi
Ueda hired a lot of new people for SOTC. Team Ico grew up a lot between both games.
Embarassing mistake with the green text there. Sorry, i had to leave in a hurry.
nah. the gameplay is shit which automatically disqualifies it from being a 10/10 videogame. good narrative though
This game has debug symbols in its code, which would make it a good contendor for reverse engineering.
You just know if they remade this game they’d make it a Soulslike
i hope the psx build leaks eventually