So I finally finished Ico and SotC this weekend.
Let me start by saying I enjoyed Ico. I can easily see why some people think it is better than SotC. If I had to say which world overall I thought was more memorable, it would be Icos castle over SotCs open world (well, except for the bridge leading into the temple). That said, the fact is I found Ico far less satisfying. If someone wanted to commit what would probably be considered blasphemy and bring the game's controls and camera into the new decade, I think it would allow me to get more immersed in the game. It has one of the best atmospheres I've felt in a long time, but I had to take long breaks to get through it without losing my patience. I know that Im spoiled, and I feel bad thinking that I unfortunately will likely never be able to appreciate this game as much as I probably would have if I had played it when it first came out.
I next moved on to SotC. I've frequently badmouthed this game over the years. Any game that gets raised up as an example that games are art makes me immediately skeptical. I tried it once. The game's performance made me physically ill. It seemed simple, almost unfinished. The world felt unnecessarily large and empty, as functional and interactive as a skybox. I fought the first colossus and wondered what the hype was about. "Epic" is more than just a synonym for big.
This HD collection presented me with the opportunity to maybe give the game a second chance. Like anyone, some of my sensibilities have changed over the years, so maybe Id be pleasantly surprised.
After watching the intro and being so happy about the performance, my journey began as it had several years ago, only this time without a headache. As each colossus fell before me and the seemingly empty world stretched out in front of me, things like Masterpiece or Best game ever made did not really pop into my mind. What did materialize however was an incredible respect for a team who managed to create one of the single most effective minimalist gaming experiences Ive had since 8-bit days. What years ago I saw as an empty lifeless world now made sense to me as an open experience with the fat trimmed away. The inclusion of tiny details only, like some creatures and fruit for increasing the only two important stats, or being able to do a trick while riding your horse, or hanging on to a fish underwater, was icing on the cake.
The game is a triumph of focusing on a few very specific concepts, exploring those concepts alone to the extent that they would apply in the game world, and then editing everything out that doesn't work as a part of the whole. It is an example that every single designer should experience to learn how little is necessary not only to make a good game, but to tell a story, realize a vision, and create an engaging and believable world.