Reviews from

in the past


imagina jogar isso aqui em 2001 pqp

Ico é uma pedrada atemporal, msm com os controles meio estranhos e a câmera extremamente duvidosa, esse jogo ainda é um absurdo e provavelmente sempre será

a ambientação, as músicas (PQP AS MÚSICAS SAO UM ABSURDO), os personagens, juntos compõem uma peça muito única, o que é padrão nós jogos do Ueda, assim como SOTC, não existe nada como isso aqui

esse jogo é especial, um jogo que, apesar de não ser super desconhecido e underground, nem de longe recebe o reconhecimento que merece

os cara tavam pensando muito na frente fazendo isso aqui, criaram um marco pra épocas deles e uma referência para o que veio depois, simplesmente incrível

PS: o que fizeram com a capa estadunidense disso é passível de prisão perpétua

- Nice puzzles
- A good ambiance and and atmosphere
- simple and Repetitive combat

I was so excited to try this one after playing Shadow of the Colossus. The art is amazing and the cover of this game is one of the most beautiful that I've seen for the PS2 (the surrealist one).

There's not much to do or to explore and the battles are extremely repetitive and boring. In terms of combat, it was similar to The Last Guardian and that was one of the things that I didn't like in the latter.

The game is short and the plot gives you this magical sensation, although it's not explained. It's not a bad game but I didn't find it good either. Like I said, it felt very repetitive (both in terms of playability and physical areas)

Se influenciou o Miyazaki você sabe q é no mínimo 10, jogo com uma vibe dificilmente replicável.

Genuinely beautiful game and the PAL artwork is absolutely gorgeous!


meu queridinho pelo seu aspecto artístico, e impacto na indústria dos jogos. Amo sua trilha sonora, efeitos sonoros. pode ter envelhecido mal por ter puzzles simples, mas acredito que seu gráfico defasado alimenta sua estética.
Dá pra andar de mãos dadas!

A huge escort mission engaged me all the way through, 9/10

Finally got around to fully finishing the game for myself and its still the masterpiece i remember it being years ago.
I think its pretty easy to compare games like Ico to newer games but considering the time it came out and its influence on gaming as a whole i think forgetting about how much games have changed should be taken into consideration while playing something like this
Its not often i cry at a game but damn


wish they used the other game cover for this site though

i understand ueda's design by subtraction philosophy from an artistic perspective but the result of it is combat and movement that suck donkey dick. similar to sotc the vibes are incredible but the gameplay is kinda ass

JOGUEM A VERSÃO EUROPEIA, POR FAVOR

Para pensar: macarrones con tomat ICO

so fucking gorgeous never test my patience like this ever again

se pá talvez seja o que eu mais goste do fumitao

tres bien vieilli, univers intrigant qui donne envie d'en savoir plus

a Jogabilidade desse jogo é horrível , eu não conseguir jogar 20 minutos , talvez depois eu tento jogar ele de novo

you have this game to thank for every first party PlayStation game for the past ten years

I too love Kojima but the fact that he is the darling auteur of gaming while Ueda is relatively unknown marks the entire reason why the gaming industry went the way of pseudo-Hollywood cinematic games instead of embracing strong interactivity aka gameplay.

Ico's gothic setting and haunting ambience sets the stage for a truly unique game which breaks tradition by trading a health bar for a ghostly girl who must be protected at all costs.

dialogue is insane in this game

Kind of a perfect game to come back to after a long kind of absence from the medium. It was so easy to find myself getting lost in the atmosphere of Ico. Even when I would personally get frustrated while playing I was to compose myself right away because everything else just felt so serene. Some of my favorite moments in the game were just jumping around and climbing the castle. With detailed sound design and beautiful visual direction to pair alongside each other.

However what I think what ultimately makes Ico so incredible is its narrative. Its interesting to play this after playing Shadow of the Colossus a while ago because I feel as though their stories are sort of different takes on a central theme. That being the "boy tries to save girl" found in a lot of video games and just stories in general. In Shadow of the Colossus Mono is already under her deep sleep and needs Wander to revive her. Resulting in a journey that he embarks on alone to save her. Whereas here in Ico Yorda is apart of our journey every step of the way. We have to fend off the shadow creatures in order to protect her. Even if these two aren't able to understand each other the simple gesture of holding onto each other is something far more powerful. Ico the boy who was destined to be scarified and Yorda the girl who was destined to be possessed by her evil mother. Coming together like that? How could I not tear up by the end?

incredible!! more games need a literal hand holding mechanic.

the game just felt incredibly magical, the whole time i was just stricken by awe & wonder, then the end tore me apart. there's something so special about games with very limited dialogue & music but still telling a powerful story. i loved that the puzzles were completely up to you, except a very few amount of times where yorda pointed something out to help me after many minutes of wondering around. sobbed my eyes out, now i'm ready for SotC ♥

I've noticed that games like Ico - games that commit their entire being to presenting a particular feeling or mood - are harmed even more by the slightest annoyances, since once the immersion is broken there's a good chance it has no more legs to stand on. At its best, Ico was a beautifully-woven fairytale world portraying the struggle and necessity of absolute trust between two complete strangers. At its worst? It couldn't make me feel anything.

There's a lot about this game that feels intentionally awkward in service of that mood - the difficult part is that the things that felt intentional are the bits I like the best! As an example, the combat isn't exactly "fun", and that seems to be a pretty major sticking point for a lot of others who dropped off the game - but my first few combat encounters were absolutely mesmerising. The weightless swings and the tendency of the shades to dodge and outmaneuver rather than overwhelm gave this delicate feel to the combat that perfectly complemented the aesthetic. But it's the little things I picked up on that *didn't* feel intentional - or specifically not in service of anything - that started to get to me. To use the same example, after a while I started noticing that some combat encounters took a wearily long time; as I later realised, shades that successfully 'capture' Yorda disappear into the same portal and seem to take a long time to reappear. You're bound to get knocked about and have her get dragged down at some point, but the feeling it gave off quickly changed - I'm not feeling tension for Yorda, I'm feeling annoyed because I have to wait around for the shade to come back. Parts of the game also felt like they had a *lot* of combat encounters - combine with the intentionally awkward combat and the previously-mentioned issue and I just groaned whenever I heard the cue.

I do want to make it clear that the combat is far from my only issue, and it was a pretty wide spread of minor annoyances that snapped me out of the experience it tried to convey. I just don't want to come off like I'm bashing this game. I have a lot of respect for it, despite my ultimate decision to drop it - I just wanted to express this feeling I've had welling ever since I tried Rain World last year, and Ico was just a much better vessel for doing so.

very charming experience, but in terms of gameplay there isnt much there for me. maybe its a testament to its time, although i think ueda games tend to be a bit janky anyway. more than anything, ico has a very compelling narrative

The combat is so bad that i want to enter the game and beat the shit out of ICO with his stick

Otra obra de arte hecha juego...

Um dos poucos jogos que você pode pegar uma cópia japonesa, americana ou europeia e jogar sem problemas pois ele mal tem UI, as únicas opções durante o jogo vai ser na hora de salvar o game mesmo.


Jfc Backloggd change the cover image to the other region boxarts

if theres one thing to take away from ico, its that it accomplishes a lot with very little.

its clear ico was designed to be as immersive as possible. this manifests as an absence of any non-diagetic elements such as an onscreen hud, button prompts, and music. to counteract the lack of a display, interactable elements are always visually consistent. boxes, levers, chains, and climbable ledges straddle the line between standing out enough to be immediately obvious while also fitting well into the overall aesthetic of the area.

the world of ico feels real in the sense that nothing about the areas looks like it was specifically designed for the player to traverse. everything about the castle looks functional and its only the degradation of it that presents the challenge of moving forward.
interiors are often large and empty, with pulled back camera angles and unsettling ambient noise. in contrast, the outside is sunlit with gentle breezes and signs of life, and its only in these areas will the player find spots to rest and save their game. this serves to align the players motivation with ico and yordas motivations of escaping the castle into the green forest thats constantly teased in the distance. this is taken even further during one of the final areas when the environment suddenly becomes metallic, harsh and unwelcoming, representing the urgency of the current situation.
ico is also a masterclass of environmental storytelling. the ending recontextualizes everything about the environment that the player has seen up until that point, eliciting a profound feeling of melancholy that other games could only ever hope to come close to.

if youve ever played either god of war 2018 or ragnarok, you would know that jumping onto a wall or into a boat causes atreus to immediately be right there behind you. its clear that your companion is teleporting all over the place for the sake of the players convenience. compare this to yorda in ico and the difference is obvious. the player has to wait for yorda to physically move between locations. she wanders off on her own sometimes. it feels like shes a real person bound by the rules of the world in the same way the player is, not only furthering the sense of immersion but also the connection the player feels between the two.
it feels as though the game was created with a distinct goal in mind: immerse the player into the world and make them feel a connection between themselves and yorda. any element or mechanic that didnt directly contribute to this goal was ultimately cut, resulting in one of the most focused and flawless experiences ever seen in gaming.

theres not much more i can say about the genius of this game without spoiling it. if youre a game developer or at all interested in game design it would be irresponsible not to play ico.

Es gracioso los primeros 5 minutos, luego ya no.

Also ha ha funny cover