Okay--three years late to the party, I finally finished Ico tonight.
Pros--
--ace level design. I liked the way that the castle seemed all of a piece, instead of a bunch of separate rooms.
--nice art direction and character design, esp. the enemies.
--decent, uncomplicated, whack-a-mole combat to break up the platforming bits.
--nice music.
--nice length for a puzzle-based platformer--I finished in eight hours.
--great ending, especially an end boss that
Cons--
--though all of the areas of the castle blended together nicely, much of the platforming was pretty tedious. Lots of climbing needlessly tall ladders and pushing blocks over long distances and such. Climbing ladders probably takes a third of the playtime. I actually preferred Prince of Persia: The Sands of Time's level design to Ico's, even though I still think Ico's design is ace. In general, I think PoP took everything that was wrong with Ico and fixed it.
--Poor controls. The hot spot for Ico to perform an action or execute a jump is never clearly defined, so that simple actions like lighting torches with sticks are a bitch and a half; Ico moves with respect to the camera, not his own body, which leads to missed jumps when the camera isn't player-controlled and whips every which way; poorly chosen perspectives for the camera lead to more missed jumps when Ico has to jump toward the camera without being able to judge the distance. The final stretch of platforming before the end boss exhibits all of these flaws in spades, and frustrated me more than any other game I've played this year.
--Yorda has terrible pathfinding AI. How many times did she stand at the foot of a ladder and refuse to climb it because she apparently couldn't figure out what it was? Too many. And why can't she follow Ico on her own? Most of the time I had Ico pulling Yorda around like he was going to yank her arm out of its socket. Again, this is something that PoP:SoT fixes.
I spent more time harping on the negatives than the positives because that is the GAF way, but also because even with the game's positives, they are almost dealbreakers. Worth the $15 I paid for it, but if I'd paid $30, or if the game had been even a hair longer than ten hours, I'd be dissatisfied.
Pros--
--ace level design. I liked the way that the castle seemed all of a piece, instead of a bunch of separate rooms.
--nice art direction and character design, esp. the enemies.
--decent, uncomplicated, whack-a-mole combat to break up the platforming bits.
--nice music.
--nice length for a puzzle-based platformer--I finished in eight hours.
--great ending, especially an end boss that
had the good grace to die quickly once you figured out how to beat her, and didn't have six forms, each one more annoying than the one before. And chewing through those minions with a sword that kills in one hit was fun, fun, fun.
Cons--
--though all of the areas of the castle blended together nicely, much of the platforming was pretty tedious. Lots of climbing needlessly tall ladders and pushing blocks over long distances and such. Climbing ladders probably takes a third of the playtime. I actually preferred Prince of Persia: The Sands of Time's level design to Ico's, even though I still think Ico's design is ace. In general, I think PoP took everything that was wrong with Ico and fixed it.
--Poor controls. The hot spot for Ico to perform an action or execute a jump is never clearly defined, so that simple actions like lighting torches with sticks are a bitch and a half; Ico moves with respect to the camera, not his own body, which leads to missed jumps when the camera isn't player-controlled and whips every which way; poorly chosen perspectives for the camera lead to more missed jumps when Ico has to jump toward the camera without being able to judge the distance. The final stretch of platforming before the end boss exhibits all of these flaws in spades, and frustrated me more than any other game I've played this year.
--Yorda has terrible pathfinding AI. How many times did she stand at the foot of a ladder and refuse to climb it because she apparently couldn't figure out what it was? Too many. And why can't she follow Ico on her own? Most of the time I had Ico pulling Yorda around like he was going to yank her arm out of its socket. Again, this is something that PoP:SoT fixes.
I spent more time harping on the negatives than the positives because that is the GAF way, but also because even with the game's positives, they are almost dealbreakers. Worth the $15 I paid for it, but if I'd paid $30, or if the game had been even a hair longer than ten hours, I'd be dissatisfied.