A game about architecture, first and foremost, with the camera either positioning itself at the best angle to reveal the space, or making it clear to the player that they have to explore the offscreen space. Not exactly a masterpiece - the puzzles are sometimes perfunctory, and the combat is actively annoying - but there is something stirring about the hand-holding mechanic, the controller vibrating with Yorda’s every movement. She’s a fragile, real presence, with the standard “escort quest” frustrations - get over here, do that - a conscious part of the experience. (There’s a psychosexual triangle to be drawn between the virginal Yorda, the jealous mother, and possessive teenage boy Ico, whose “horns” are eventually removed/castrated.) All of which to say I found the ending very powerful. The castle we’ve grown so familiar with crumbles, and the power dynamic between the pair reverses - we are made helpless by a beautifully-scored cutscene, the untranslated farewell a perfect note to end on. (The epilogue is a mistake.) Clearly inspired many a developer to make their game as pretentious as possible, though Hidetaka Miyazaki would take the ball and run with it with Boletarian Palace.

Reviewed on Dec 28, 2020


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