- Видео 38
- Просмотров 16 173
MysticOde
США
Добавлен 22 май 2023
"You'll be surprised how much I can cover on this topic."
I'm keen to inform anyone who wants to know about video game secrets and findings. Specifically, the kind I don't see anyone talking about already. Currently focused on ICO. 🪲
Discord Username: mystic_ode
I'm keen to inform anyone who wants to know about video game secrets and findings. Specifically, the kind I don't see anyone talking about already. Currently focused on ICO. 🪲
Discord Username: mystic_ode
ICO - Why Does The R1 Button Do This?
If you think its a waste of time to consider the story implications of game mechanics, this video probably isn't your cup of tea. If you enjoy that brand of overthinking? I have a treat for you!
Video Updates: ko-fi.com/mystic_ode
Personal ICO Wiki: icoshrine.neocities.org/
ICO Trivia: bsky.app/profile/mysticode.bsky.social/post/3lc7gnxqxss2x
ICO Deep Dives: mysticode54.tumblr.com/
Footage was captured via PCSX2 running the PS2 PAL version of #ico
Video Updates: ko-fi.com/mystic_ode
Personal ICO Wiki: icoshrine.neocities.org/
ICO Trivia: bsky.app/profile/mysticode.bsky.social/post/3lc7gnxqxss2x
ICO Deep Dives: mysticode54.tumblr.com/
Footage was captured via PCSX2 running the PS2 PAL version of #ico
Просмотров: 5 429
Видео
ICO - Untitled Music Track [Cut Content]
Просмотров 31721 день назад
This video contains visual spoilers for ICO. Big thanks to Glitterberri for showing me how to parse through these sound files! I'll probably be sharing more interesting audio finds from #ico in the future. The Untitled Track: drive.google.com/file/d/1XGUFeiewXTslRkvZDVOU1qA8y_BvfXUQ/view?usp=drive_link Glitterberri's Site: glitterberri.com/ Credit for this song's arrangement is unclear, but in ...
ICO - That Familiar Pattern
Просмотров 1,5 тыс.2 месяца назад
I haven't found anyone discussing this very interesting facet of #ico in the many years I've been looking through fan analysis posts. Which is interesting because it does have a fair bit of overlap with #shadowofthecolossus and I imagine fans of that game specifically will find this interesting. Also, to elaborate on my claim that ICO wasn't made with Shadow of the Colossus in mind: I do not sa...
ICO - North American vs Japanese Versions
Просмотров 8703 месяца назад
On the 23rd anniversary of the US release for #ico , I give you this massive undertaking. I catalogued near every minor environmental difference that remains overlooked in discussions about the version differences. Footage was captured via PCSX 2 running both the PS2 NTSC-U and PAL versions, specified per clip. Full Kenji Kaido Interview: games.kikizo.com/features/shadowofthecolossus_interview_...
The Last Guardian CM - ICO
Просмотров 2343 месяца назад
Subtitled in both English and Japanese. Technically not an ICO commercial, but it is such a glowing endorsement with a lot of heart. This CM is very charming to me. I do also find it funny how even trailers for The Last Guardian knew the game had taken too long. "Finally."
ICO - Understanding Yorda [Follow Up]
Просмотров 5823 месяца назад
Continuing the subject of last week's video, more unique behavior from Yorda. I just found this earlier today and had to share. Another video is in the works and should be out by 9/25 for the 23rd anniversary of ICO's US release date. Footage was captured via PCSX 2 running both the PAL version and the NTSC-U version. My Website: icoshrine.neocities.org/ My Ko-Fi: ko-fi.com/mystic_ode My Tumblr...
ICO - Understanding Yorda
Просмотров 2,3 тыс.4 месяца назад
This time we're exploring the various physical responses and actions of our friend Yorda. It seems that my videos focusing on her always end up being my longest! And for good reason, as there's a lot to share! More than I even anticipated when I started this. The game is so much richer for having these emerging character moments. The ability for AI to behave differently when exposed to certain ...
ICO - E3 2001 Stock Footage [Best Quality]
Просмотров 1194 месяца назад
This is a portion of the reel provided to the Sony booth at E3 2001. It captures footage of an early PS2 build of #ico , or potentially a number of builds, depending on when each clip was recorded. In some live footage of this same video being shown at the event, I noticed the briefest gameplay segment of East Arena and a big ICO title card were tacked onto the end. I don't know why that differ...
ICO CM 3 - Gameplay Montage
Просмотров 844 месяца назад
According to Kenji Kaido, the producer of #ico, it was himself, Fumito Ueda, and Junichi Hosono who played and recorded the in-game footage for this trailer. Exact quote from his Twitter below. 「今だから明かすけどICOのCMのプレイ動画は僕と上田さんと細野くんで撮ってるんです!プレイ係とカメラ操作係で手分けしてた!」 Translated as: "I can reveal this now, but the gameplay video for the ICO commercial was shot by me, Ueda-san, and Hosono-kun! We split the...
ICO CM 2 - Open New Sense [Music + Clip Variant]
Просмотров 724 месяца назад
This trailer for #ico features the Japanese tagline for the game spoken aloud by a boy narrator. I don't think many have properly translated the poetic phrase into English before, or at least I haven't found any examples. But the tagline was common in Japan's marketing for the title.
ICO CM 2 - Open New Sense [Quiet Variant]
Просмотров 994 месяца назад
This one has been shared on other RUclips pages and doesn't require subtitles, but for the sake of posterity I'm uploading all of ICO's commercials and this one will not be excluded.
ICO CM 1 - Shiori
Просмотров 2444 месяца назад
Subtitled in both English and Japanese. Though it doesn't have a single visual from the game itself, it conveys the theme so succinctly.
ICO - Unearthing The Castle (イ Building)
Просмотров 4724 месяца назад
I'm happy to finally have this video completed, so I can once again share these incredible details hidden in plain sight. The architecture in Ueda's games is endlessly fascinating, and The Castle in the Mist from #ico is no exception. Prepare for more than one revelation in this video! If you noticed something in this area that I didn't talk about, that's likely because it's being reserved for ...
Seigi no Mikata - PAPX 96509 Disc Promo
Просмотров 2610 месяцев назад
正義の味方 (potentially translated as 'Hero of Justice') is an action adventure title developed and published by Sony Computer Entertainment Inc. It was released on November 15th, 2001, exclusively in Japan. The player controls a Tokusatsu hero who remains concerned about his public image, and the goal of the game is to act as a proper 'hero of justice' in front of the reporters' cameras in order to...
Genshi no Kotoba - PAPX 96509 Disc Promo
Просмотров 3010 месяцев назад
Genshi no Kotoba - PAPX 96509 Disc Promo
Formula One 2001 - PAPX 96509 Disc Promo
Просмотров 4910 месяцев назад
Formula One 2001 - PAPX 96509 Disc Promo
The Yamanote Sen: Train Simulator Real - PAPX 96509 Disc Promo
Просмотров 4210 месяцев назад
The Yamanote Sen: Train Simulator Real - PAPX 96509 Disc Promo
PoPoLoCrois: Hajimari no Bōken - PAPX 96509 Disc Promo
Просмотров 1810 месяцев назад
PoPoLoCrois: Hajimari no Bōken - PAPX 96509 Disc Promo
Wild Arms Advanced 3rd - PAPX 96509 Disc Promo
Просмотров 2510 месяцев назад
Wild Arms Advanced 3rd - PAPX 96509 Disc Promo
Legaia 2: Duel Saga - PAPX 96509 Disc Promo
Просмотров 3410 месяцев назад
Legaia 2: Duel Saga - PAPX 96509 Disc Promo
Yoake no Mariko - PAPX 96509 Disc Promo
Просмотров 8610 месяцев назад
Yoake no Mariko - PAPX 96509 Disc Promo
Mad Maestro! (Bravo Music) - PAPX 96509 Disc Promo
Просмотров 2810 месяцев назад
Mad Maestro! (Bravo Music) - PAPX 96509 Disc Promo
Jak and Daxter: The Precursor Legacy - PAPX 96509 Disc Promo
Просмотров 4910 месяцев назад
Jak and Daxter: The Precursor Legacy - PAPX 96509 Disc Promo
Toro to Kyuujitsu - PAPX 96509 Disc Promo
Просмотров 12310 месяцев назад
Toro to Kyuujitsu - PAPX 96509 Disc Promo
ICO - North America's Unique 'Game Over'
Просмотров 444Год назад
ICO - North America's Unique 'Game Over'
This isn't "overthinking". Stop self-depreciating, and depreciating the practice of thinking about games and their meaning. Mechanics are the language of games, and do encode meaning. The question is, what kind, when, and where. I never finished ICO, but I love Fumito Ueda, which is why I am here, and I'm sure I'll love this video, too. 9:58-10:50 don't make me repeat myself. 13:48 I think this interpretation is true, but I abhor the word choice. It is too formal, exact, scientific, and yes, even super-heroey. It's like saying that Silent Hill isn't similar to this-and-that; it doesn't feel, look or taste like so; doesn't seem to be anything, it just *IS* this. Makes it horrifically less interesting. Drop this business, or better yet, invite the reader to wonder with you. 14:19 this again. Extrasensory feats. This is NOT not the Mutants & Masterminds rulebook. 15:23 conjecture without evidence, my sire, does not therefore, significate that an absence of evidence, is itself true. First of all, I frequently watch 10 mins or more, and abhor short-form-video. I think this video could, and should have been shorter, considering its subject, and what was shown about it. Around 10 or 13 minutes. Maybe it "couldn't" have, but regardless, it felt too long to me. Some of the best Ueda videos I have ever seen were around this length, from Nomad Colossus to Siegarettes. It could even be shorter, and be amazing, like Zulie the Witch's. I personally just find around 10 perfect. You credited your songs, which is good, and the text-only format is very nice.
even if ICO seems invincible.. the more damage he faces, the more "shadow like" he becomes. after certain amount of damage / if Yorda is taken, a similar darkness wave like the queen's 1 hit attack, happens instantly, and it's an instant game over.
to answer all these questions... just play shadow of the colossus .. ALL HORN BORN children share the Dark Colossus's gift.. they are thought to be cursed..
Something I found that may have an intended design is that ICO's head comes out of the portal (hexagon) while Wander's comes out from the Devil Horn figure. It's almost like ICO was the kid that came from the other realm, whereas wander was the demon surging out. I feel they are most likely profecies of some sort that embue it with light magic.
Yorda has so much depth to her, I can't help but treat her like a real person. Feeling my heart ache seeing her jump down or climb, sometimes walking slowly so i don't have to yank her around, and just stand there holding hands to make sure she was okay. And after we got separated in that part, I actually was missing her, how she would whimper if she saw me hanging from a ledge. This game does such a good job to make the player feel connected to her emotionally.
I'm on my first play but I never realised she actually follows you in high places or that she runs to you when she sees Ico get hurt. Despite not understanding her language, so much emotion is conveyed subtly through her actions. I wish more games did this to make their characters actually feel real.
"He's a good kid but he won't stop screaming" - Yorda probably
Never heard of this game but that is cool
heard of shadow of the colossus? heard of the last guardian? shadow of the colossus is the prequel to ICO. the last guardian shares the same world with ICO. ICO is a ps2 game released in 2001. 24 years ago.
@TrueInvisible heard of shadow of collosus this being a sequel is really cool
What an amazing video! What a game. Just listening to the ambient sound design as you presented your case sends my mind right back to that beautiful castle. I will never forget this world. I think an area you didn't touch on in this is the shadow versions of the previously sacrificed horned children. Can I just check, was Ico the last soul needed to complete the ritual? All the other tomb chambers were full weren't they? At least they all glow when you defeat them all (apart from your fallen one) With this in mind, I feel like after his fall at the start, the subsequent dream of Yorda might not just be from his horns, but from the ritual starting and almost completing. I think that from that point he is connected to Yorda, The Queen, the shadow creatures and also the items of light such as the sword and the resting sofas. Don't the tribes people use a magic sword to open the castle in the beginning? Ico doesn't have any connection to that item as it's before he's been linked to the shadow/light world of existence. If he had died in his chamber then The Queen would've completed the transfer right then, but I guess they expected him to starve for a few days on his prison box and not suffer a quick death. The shadow creatures often ignore Ico and focus soley on Yorda (the horned shadow children basically flee from the player) but I wonder if all of them also share a bond with Yorda, I wonder if they also see her dreams, feel when she is scared and know where she is at all times, just like Ico. The Queen is so indifferent to Ico and only gets irritated by him as his persistence continues. You get the feeling that collecting all those horned children took centuries of waiting and that she is prepared to wait for another once he meets his death. I know that the R1 button is mechanically streamlined to help the player progress, but it's really interesting to think about in terms of world lore. Obviously shadow of the colossus shares this trait. In fact doesn't it have 2 buttons dedicated to this feature? Doesn't one of the buttons look at the colossus and the other look at weak spots? (I could be remembering that incorrectly) but with his magic sword in in his hand, Wanda can sense where his opponent is (as long as he's found them) and also the path to defeating them. I feel like in sotc the horse button is slightly different and knows to call and look for Agro because of their bond, not so much because of light and dark magic. I'm sure the backstory for sotc is that Wanda is from a horse-folk tribe, which is why he's an excellent rider, but less trained in sword combat. One more question before I stop my essay. The Queen turns people to stone and the castle is empty of people, but it also doesn't have stone people around either. Is it implied that she killed everyone in the castle and turned them into the bulk of the shadow creatures? Were they inhabitants of the castle before she arrived? or were they invaders that failed to defeat her? In fact, the inner parts of the castle seem soley designed for the ritual, so has she always been there? or did she make people build those parts of the castle as she started planning a swap to a vessel? Actually one more question. If the queen is Yorda's mother, who is Yorda's father?
@@Arley42 I think I might have to send you an email or an essay to answer *all* of those questions. 😆 And even then, much of it will be personal speculation, as there's much we can't say for certain. A few questions that I can easily answer here, however: Ico was indeed the 54th, and last soul, needed to complete the ritual. All the other 53 capsules were each occupied by a shadow. In Shadow of the Colossus, once a Colossi reveals itself, you can hit L1 to track it if it's visible. There is no button to point the camera at its weak points, you have to pinpoint that by using the Sword of Light (or any sword from NG+ Time Attack, I think). The lock-on to the colossi is no surprise because, in most every case, they are the definition of 'hard to miss'. Agro, however, is also trackable, with a system very similar to R1, but found instead in the X button. The thing is that, Agro never leaves your side (pretty much always in line of sight or hearing range) until you enter an arena where she can't follow, and then Wander will whistle instead of calling Agro with X. So I bothered to ask some people: "When Wander and Agro are separated in the lead up to the 16th Colossus, what does the camera do when you hit X and call for her?" I was wondering if something similar to what we see in ICO would occur. If the camera pointed down into the chasm below, that would be a common thread between these mechanics. But the evident answer was, the camera does nothing. It's exactly what you'd expect. The mechanic stops applying once Agro has left the scene, highlighting further how unusual Ico's circumstance is. (Seriously, though, I will try and answer all your other questions to the best of my ability if you reach out to me: mysticode54@gmail.com )
It seems pretty consistent that it’s the developer pointing you towards your goal. You can’t progress without Yorda or the sword. The one caveat is that it doesn’t point you towards Yorda in the beginning, but it seems like the first section is supposed to feel disorienting
@@deebee5378 There’s an elevator shaft area that I show at 8:35 in the video. You start from the very top of that map and work your way down to the exit, where you then find the dock with The Queen’s Sword. The entire time the R1 camera is pointing you up towards Yorda, when your goal is to go down. And even when you get to the dock, the R1 camera is pointing back to Yorda, even though your goal in that stage is to explore and find the Sword. If you were meant to follow the R1 camera like an objective marker, you would be mislead in this section because it’s pointing you to Yorda, not your goal for that area.
Yorda is a fellow pigeon runner
When you make a very story driven game, expect some story meaning to be sacrificed to make the game easier to beat. Like, Yorda could have helped Ico a lot more to solve he puzzles, but.......... Ai programming is hard. And was harder in 1999-2000.
I've seen 50+ full playthroughs of this game. Everyone makes it through the late game stages just fine without ever knowing this feature exists, because the environments themselves are easy to navigate and the sword can be spotted with the normal camera. They don't need this feature to succeed, and no one criticized those stages for being confusing afterwards. I doubt this setup, under normal circumstances, would encourage a team of developers to add more hints. But if that were the case, and you wanted players to use a function that makes the game easier, you'd normally do something to clue them in. But not one version of the game's manual informs you of this function. The Official Japanese Guidebook which takes you through each stage step-by-step, and informs readers of many secrets, does not bring it up once. This feature is practically hidden. If it was about gameplay, why would the devs counteract their own effort so effectively? Why not tell any one of their consumers about it? It doesn't make sense to me. (Also, you can check out my Hint System video for more info about how Yorda can actively help the player solve puzzles.)
7:28 I NEVER KNEW ABOUT THIS ONE! 😃 8:00 Owwww man, now you're just spoiling me with how cute she is! 😭 Man, the lenghts Fumito Ueda and Team Ico went to program something as simple as "fear" into Yorda... 🥲 I like it when devs go this extra mile to make their game characters feel like they're alive, not just your bot companions. *Also, you're a meanie for pushing poor Yorda into the water.* I aldo noticed Yorda loving to climb boxes, even more than seeing birds. My guess was, she felt safe! If the Shadoww apoeared to attack her, she would be at the hardest for them to reach her on top of a box. 15:22 _Awwwwn, I never noticed that!_ 🥲 Now THIS is how you give life to your characters! Small "insignificant" things like this. Admiring a waterfall in awe. It goes so far to make them feel alive!
Yeah, they put just as much life into their characters as they did the rest of the world! I'm glad you enjoyed the video. There's probably a few more subtle little programmed moments like the waterfall event we just haven't noticed yet. I discovered one more of that kind after this video was published. It's in a follow-up video you can find on the channel. Also, I know I am a meanie for pushing her into water. But at the very least I'm not a monster who pushed a box on top of her. An act players can unfortunately commit as well.
Gorgeous, the Yorda card makes me think of her overcoming her fear of water by putting it in pots to experience it without going near the main body of water. It also makes me think that her mother taught her to be afraid of water since Yorda being able to swim to a boat or another island isn't in the Queen's best interests.
I also just saw your "Mysterious Shadow Weakness" video and now I can see why Yorda being told not to go into the water might've been taught to her by the Queen! Great stuff!
I've... just found this video out of nowhere. _Why haven't I found this channel before?_ 😢 I already knew Nomad Colossus as the guy who delved deeply into Shadow of the Colossus, whether it is in the lore, the theories or just the technical explorations. But I never expected someone to be making content of the same quality for a game as precious, but as forgotten as Ico! 🥲 You've earned yourself a new subscriber and I look forward to watching your other videos on this VERY magical game from my adolescense! By the way, I agree with the theory of there being a narrative dunction for the R1 camera. Whether it is an ESP ability or if it's something more romantic like Ico's bond with Yorda, that we cannot say for sure, but I do believe there's a reason why it is specifically deactivated only at the beginning, then _very specifically_ has a "Target" during the rest of the story. My interpretation? I do believe the R1 camera has a "sixth sense" element, though I also believe there's an element of "focus" to it. Namely: what is Ico's mind focused on right now? That is why I believe his "sixth sense" focus solely on Yorda throughout the entire game, the only positive thing he's met ever since arriving on the Castle, and then it focuses on the Sword during the battle with the Queen, *the one thing keeping him alive and able to fight back against her spells!*
@@MrDibara I’m glad the algorithm push I’ve gotten recently helped you find this channel! Very happy to keep sharing this info and finding others who love to hear it.
Top five game of all time. Beautifully elegent design.
When you mentioned their dream, I remembered that interview about ICO's ending where Ueda says something about it all being a wishful dream of Ico finding Yorda at the beach. I don't know if it could contribute somehow to your view of Ico having some extraordinary perception. Maybe it's premonitory, he dreams of finding her at that spot and that's why we can press R1 to know where Yorda would be, based on what he dreamed (?).
@@teone_rgt Personally, I don't interpret it as a dream. Ueda was very clear that he was proposing 'one interpretation' of that scene. I don't think it's a dream because every dream Ico has had is distinguished from reality by the presence of film grain. It's that visual suggestion which allows players to understand that when Ico falls out of his coffin and the next scene is set on this strange staircase: "Oh, I didn't skip a scene, he's dreaming. This isn't real because it looks like an old film." They do it again when Ico is unconscious in the boat, adrift on the sea. When he sees the past events of the game, they have film grain over them. The beach, by comparison, is no different than any outside area of the Castle, really. It's just very bloom-heavy because of the sand. And while I can't fully explain what happened to Yorda, I believe she was capable of surviving, especially given the unnatural power she was granted as the Castle collapsed.
@@Mystic_Ode Yeah, I'm with you.
Thank you for acknowledging ICO. Such a beautiful game
@@xFODDo That’s what the channel is about. Thank you for commenting!
@@Mystic_Ode NP, I'm just really passionate about that game in particular since the first time I've beat it. I actually have a poster of art from ICO in my room, and I don't do posters on the wall often
Wow this video is actually awesome, Never thought I'd genuinely be moved by the 'R1' button on the PS! controller
great video!
Alternative title, 17 minutes of ICO screaming hahaha good video
i've always liked ico's combat since it still respects the fundamentals of spacing and position. i think the mash to recovery technique does look insane in a modern context but it's pretty intuitive imo, in fact i've been doing this for all my playthroughs without even realizing. i didn't know about blocking though, thank you.
baseless speculation but since it sounds way more like combat music, i wonder if team ico had a different idea for what the last shadow encounter would be, maybe it used to be a standard boss fight.
Its a cool theory. One thing it misses is the formation of the bonding Ico-Yorda: The touching hands. Only exception would be the introductory scene, but after that point forward Ico guides Yorda by grabing her hand. And just before the last part of the game the bond seems to "break" as Ico falls to the ocean. However, if the bond didnt break but rather became stronger one might understand why the camera follows Yorda even after the fall and in the boss room. While Ico guided her through the castle she guides him in the final battle. It might seem the Queen had taken Yorda's life force, however the bond she shares with Ico remains, thats how her stone body guides him to the room and why the camera follows the sword. The sword is held with the hand that Ico was hanging on before the fall, hence Yorda, wherever she is might be guiding Ico towards the sword by the same mechanic he guided her the entire time, by the hand. In essence: Holding hands is the key to the formation of the bond between Ico and Yorda, so by the same mechanism Yorda guides Ico in the boss room by their last point of contact they had: the hand that Ico holds his sword with. So then the camera follows the bond they made rather than any other kind of trace
I do wish for a narrative explanation and I would be happy with it if it weren’t for one wrinkle, you might be better suited to answer the following question. Does R1 behavior “Always” point to “objective”? I get that R1 points to the girl and that it even tracks beyond map loads, but to me, that falls under the “make player not lose yorda”, as for the behavior of R1 during times or places where there is no in-game explanation for the boy to know Yorda’s location, it seems to me a developers check mark for a map (R1 points players to objective direction) I think R1 temporarily pointing to the sword is less to do with an in-narrative explanation of the boys powers and more of a (yorda is no longer objective, make R1 point to objective in this map) perhaps the answer can be found by exploring any other behaviors of R1, but the limitation of 3 states (nothing, camera to Yorda, camera to sword) suggests a highly controlled feature meant to guide the player and less of a narrative tool. I’ll need to see R1 exhibit “extra” behaviors before I believe its use has narrative ramifications.
@@lilnoobito Well there is something else that R1 does, and I neglected to bring it up because it was really obvious to me as a frequent player of the game. R1 is often called the “Yorda button” by players, not just because it points the camera to her and calls her over, but because when she’s close, it’s the button you use to hold her hand. Note as well that picking up items or gripping pushable objects (like boxes, turn switches, and trolley carts) is always O, so the function of R1 is clearly distinguished from the typical interactions Ico performs with his hands. You hold it to extend your hand over gaps and catch her, you use it to pull her out of a Shadowy nest of darkness, and you use it to give her a lift up high walls. Yes, these also ultimately tie into ‘objectives’ of escaping together but when your primary use of the button is to hold the girl’s hand, the button’s overall purpose is less remembered as a player guiding tool and more associated with the NPC that 99% of its programming is attached to. I didn’t bring up these uses in the video because they neither added nor subtracted from my investigation of why the R1 camera moves like it does when she’s away. Remember as well, this feature isn’t active before you meet her. Some players could’ve actually used a direction to be pointed in for the first room of the game, because it is a vast area, and the camera doesn’t draw attention to the exit very well. It’s so strictly tied to her, and exclusively her, that the sword mechanic really comes out of left field, and makes you wonder why it was added. I’ve seen many people beat the boss without ever knowing the function existed. No manual ever mentions it. No visual design prompts it. And no player would intuitively try to hit R1 to look for an objective because, to them, it is ingrained in the mind as the Yorda button. I don’t think that fact was lost on the designers.
@ thank you for the well worded explanation. I fear my eyebrows permanently raised and must now click on more of your videos to dig deeper
Looking at how, in Shadow of the Colossus, the main character (who is the same as in Ico, I know) has a way of tracking the colossus that makes sense in universe, the sword... idk, it could be, not saying it is, just that it could
16:45 Instead of looking at the sigils on the colossi as tools intended to destroy them, I see them as sigils of life that animate them. They're imbued with magic through the sigils, and when the lines of the sigils are severed, that magic weakens. I see Wander using light to find them more as abusing a property of the sigils (amplification/absorption of light) to find them, rather than the sigils themselves being magical tools created to guide someone to them. A conclusion is eluding me, but it seems extremely important that the sigils which absorb and emanate light from around them, release void/shadow when destroyed. Almost like being encased in light magic, allows the shadow beings contained within to interface and animate larger physical/material bodies. Or, if they were sealed away inside the colossi as is implied, it's like a form of prison within a consciousness. If you're a nonphysical entity, you'd need a nonphysical prison, the consciousness/will of another being entirely surrounding you. 17:26 It's interesting the detail that adults wear the sigil in full facing both sides, whereas children wear it through the middle. You could almost imagine that Wander's cloak was passed down through the descendants of horned children, eventually being partly damaged and cut in half to be used as the base for Ico's cloak. Especially when comparing the designs like this, Wander's appears identical to Ico's; every little bump is the same.
Took me long enough! It's very odd to see the combination of a castle similar to the one we see in the game, and robots and fluorescent lighting. Thank you for all your recent uploads, I will get to watching them soon enough I hope. Stay safe and happy new year! 🙏🙏
Cool theory, I never thought to look more closely at this camera mechanic in particular. One counterpoint I would have for why the camera finds the sword during the final boss is that the sword makes a noise when it lands after being flung out of Ico's hands; him knowing where it is could easily be explained by him hearing where it lands, I think. Granted, that doesn't explain why he still calls out when you press the button. I'm inclined to believe that the calling out is just a result of how the mechanic is implemented, but I appreciate your interpretation regardless
@@loosemagoose There are situations where Ico can hit the R1 button and not call out. For instance, if he is hanging from a ledge. In that case the camera moves, but no call sound is made. I assume something similar could’ve been accomplished here to stop the call sound at least. To your credit, perhaps the difficulty was finding/creating an animation to replace the shouting animation? And so if he seemed to be shouting, without the sound playing, it would be more jarring? Even so, I believe they would’ve attempted this and we might’ve seen a difference of some kind between the NTSC-U and NTSC-J Sword Call Mechanic, if that were really the case. (And I don’t remember with 100% clarity right now, but I think there’s no difference in the way the camera turns towards the sword as Ico shouts, between versions. I’m trying to confirm it as I type, but I think I lost some saves so I may have to replay the game to check properly.) The months between the American and Japanese releases were prime time to make adjustments and tweak anything the devs didn’t like. Not to say they got everything they wanted to fix in that time, but certainly the major offenders.
@@Mystic_Ode You might be right that they could have fixed it between version releases if it was considered an issue, and I'll take your word for the version differences, as I've only ever played the PS3 HD collection version of the game. Too many unknowns for me to feel strongly one way or the other (or maybe it is known and I'm just ignorant to the answer). I do wonder though, now that you bring up how it works when he's hanging from a ledge, do you have an idea as to why sometimes he would need to call out to "sense" Yorda's location and sometimes not?
@ Something notable about the times where he can’t shout is that Yorda is not programmed to respond to most of them. (The exception is if Ico in his ‘hand extended waiting to grab her on the other side of a gap’ animation, because usually when he does that she can see him anyway, and she’s responding to seeing him do it. He doesn’t need to call when pressing R1 in that situation.) If Ico is hanging on a ledge or gripping a box and he holds R1, the camera will point to Yorda, but Ico doesn’t call, so she won’t do anything. The call, at least for Yorda, is just to actually signal her over. It isn’t needed to sense her, evidently, but it’s what Ico knows to do. …I would perhaps justify him calling out to sense her after she’s gone as a psychological association he has made. Theoretically, he could sense her without needing to call, maybe all it requires is the kind of will and intent that comes naturally when vocalizing like that. He could keep that intent in his mind, without acting on it, and get the same results. But he doesn’t know that, he’s 13, and he’s emotional. He’s going to scream at the stones, and the clouds, and the rain.
@@Mystic_Ode Interesting, I think from that perspective it would make sense that he might feel the need to call out to the sword, even if it's not a necessary step. Like, since he's in a life or death situation with the queen, he resorts to the method of locating it that he knows will work most consistently and reliably, assuming he's not 100% confident in his abilities. Thanks for the detailed responses. I always like learning more about the intricacies of games that are important to me. Gonna have to look at your other stuff on this channel as well
I want to believe
What if Yorda is the one responsible for the camera? Like she guides Ico, even when turned into stone, her magic somehow still shows him the way? I don't think that Ico himself has power over magic. His unnatural endurance is connected to him being a horned being. But I see his horns as mutation of the body not magical power. He represents more traditionaly masculine archetype of physicaly strong character and Yorda is more traditionaly feminine archetype of physicaly weaker character with mystical, mysterious powers of the supernatural origin. Other even dumber theory I came up with is that we don't play as Ico directly. Rather we as player are kinda like guiding hand of fate or destiny that pushes Ico into the right direction. Man that sounds dumb. In my defence I have a slight fever and Im writing this at 4 a.m XD.
Man there is a parallel universe in which ICO came out on PS1. It would be most technicaly impressive PS1 game (and would probably run like ass judging by SotC and TLG performance haha). There are some in game clips of this version of the game and they are kinda mindblowing. What is interesting about that pilot movie is that the designs for clothing and enviroment look considerably more modern. In my head SotC and by extention ICO were always post apocalyptic games. Like thousands of years after the apocalypse with society devolving into tribal people who consider the technology to be magic. I wonder if this was what Ueda had in mind at the beginning. Im probably 100% wrong with this interpretation of this universe but deep down in my heart I dream that ProjectRobot is the prequel that shows apocalyptic events that led to the world of Ico being in the state it is.
@@DzikiWaclaw I think the world of ICO is still quite advanced actually. The Castle especially has insane real world advacements in some areas. Stuff we take for granted now but definitely doesn't belong in the medieval setting many assume that it is. I'll probably have to do a video on that subject.
It's wild to hear that they had a deadline after The Last Guardian development cycle 😂 I literally got through middle school and high school between the announcement of TLG for PS3 and it's premiere on PS4.
@@DzikiWaclaw I elaborate a bit more on this in my North American vs Japanese versions video, but back then the team was brand new and they had only as much sway over deadlines as Sony was capable of being generous. And the company was very generous, all things considered. They took a big chance on Ueda and his team of (mostly greenhorn) game devs. This game took 4 years to make, from concept in early '97 to completion in late '01. That's a really long development period, for the time. And just like TLG, they had to transfer everything to new hardware mid-development.
@Mystic_Ode oh yes 4 years back then was a colosal amount of time. Im glad that suits in Sony were more open minded and willing to take chances than they are now. But Ueda wasn't a complete greenhorn I think? Wasn't he a protege of Kenji Eno? On second thought that might have been a detriment after Eno's beef with Sony. So I guess it's even more miraculous that ICO was even made in the first place. By the way I stumbled upon your channel literally few hours ago and I love it. It's 3 a.m here and I can't stop watching.
@DzikiWaclaw My videos will still be here in the morning! (But Ueda served under Eno as an animator, he was proficient in Lightwave 3D, but hardly a game developer. He had to work closely with his producer, Kenji Kaido, who was more experienced in that field.)
@@Mystic_Ode Im on sick leave so I'll keep watching until I fall asleep haha. Thanks for clarifying relationship between Ueda and Eno. I was led to believe that Ueda was already an expirienced dev when he started working on ICO. You have very deep knowlegde and it's awesome you want to share it.
The symbol seems to represent horns pointing upwards and connecting 2 worlds: heaven and earth, above you have 3 dots, with the larger central one that looks like a portal, above these 3 dots there are horns pointing downwards as if to imply that this power is able to connect earthly and otherworldly creatures. 14:00 source of Ueda saying SOTC is a prequel? Never find something like that, there is an interview where he say SOTC is a continuation of ICO.
"Yes, users have thought that Shadow of the Colossus is a prequel to ICO, and that’s my idea as well. I wanted to make it so the imagination is up to the user." web.archive.org/web/20070328082334/www.gameinformer.com/News/Story/200602/N06.0216.1853.30213.htm Ueda, in general, has been very careful to remove his own intent from things as to not make an authoritative 'right answer' (framing it as 'that's my idea' rather than 'that's what it is'), but people tend to take it that way regardless. I remember he similarly proposed that the ending of ICO could've been a dream as 'one interpretation' yet many treat that quote as the truth because the words came from his mouth.
@@Mystic_Ode This is not a confirmation, is more like "if people think this way, it's the same for me, I want to give power to imagination". in a SOTC interview where he is filmed talking say "whether the story is continuation of ICO or is ICO story we built a world who contain both". I don't want to be too harsh but the fake story of Mono the Evil Queen has been spammed too much on the web and many have taken it as official, so much so that surely this rumor has reached Ueda too. But for me it makes absolutely no sense.
@theendisnear1131 The segment you point to says "Though Fumito Ueda has *said he thinks of this game as a prequel*," I was being accurate in my statement. He thinks of it that way, according to himself. I realize that is not confirmation. I know the framing of it in the video is a bit misleading, especially on first reading. It's a compromise I'm not pleased with. I'm on the same page as you, really. I don't really buy into ICO Trilogy connection theories, even the entertaining and detailed ones. As implied in this video, I find more value in analyzing these stories individually. But many people are very attached to their pet theories and personal takes, because ideas that you conjure yourself often become a part of your identity, especially online. I didn't want to make this video nosedive into an argument against them. It would be rude and I have a topic to focus on. So I kept the segment discussing ICO and SotC's narrative separation as quick and effective as I could. I admit that I lost the surrounding context for Ueda's statement in the process of quickly moving from point to point. My only goal was to put people in my shoes and try to analyze this shared symbol, used across two distinct stories. I'll probably add that interview link into the description, now that you've brought it to my attention.
@@Mystic_Ode Oh no problem, it's ok if these games also have a subplot that Ueda will never explain and people enjoy make theories, i just pointing out the fact that he never confirmed anything, except the fact that ICO at the end of the game is dreaming eating watermelons with Yorda LOL (she is probably dead or became a giant Dormin by absorbing all those black shadows).
I may be wrong, but I think those are some impressive calculations for PS2. Taking into account inverse kinematics, map data etc. Team ICO could pull off literall black magic with this hardware. Makes me think how would ICO look on PS1.
Boring explenation - probably something to do with tech limitations, lack of memory for animations of shadows interacting with waterin more complex scenes. Fun explenation - Dormin was sucked into a magical pool of water right?
@@DzikiWaclaw Huh! I never thought of the parallel there. That's really neat. As far as technical reasoning, your guess doesn't quite line up, because the Shadows have no reason to go into water. They go after Yorda pretty much exclusively and though she has the capability to swim, her AI actively refuses to do so. They wouldn't be in water unless pushed like you see here, and in that case they'd probably just fly out of it to target Yorda again. I don't think it'd break the game since they wouldn't be doing it for long, and Ico's own swimming doesn't push the system's capabilities.
Pal look more finished and ambience look less empty but ntsc have some unique nice details
I feel that this R1 camera function is one of those trick that ueda use to complement a useful gameplay mechanic with lore and world building: to me it feels like the intention is to tell to the player about the boy's magical abilities given by the horns to perceive yorda from everywhere in the castle, like you said, and that was held true throughout the most of the game except for the beginning (which wouldn't make sense since yorda and the boy have yet to meet) and during the queen bossfight where such a mechanic would have only interfered, so the devs decided to target the sword instead maintaining the continuity of this camera function only gameplay wise. This is what my gut feeling is telling me, there's not much more than a clever way to combine gameplay with lore. Nice video
This literally sounds like a Half Life 2 track lmao Might be from the old sci-fi version
Great and interesting discoveries from you, as always. Thanks and Happy New Year!
Technically, that kind of garment is called a tabard.
Thank you!
A wonderful gift for the end of the year, thank you! I think that the evolution of this mechanic throughout the game represents the the connection itself, as it forms between the two. Ico can call for help when he is alone in the beginning, but nothing comes out of it, he is still alone. After the deja vu dream sequence, Ico steps into Yorda's dream, forms a sympathy and understanding for her just by the act of seeing with her eyes. And after that, he is never completely alone, his call for help finds a recipient in the form of Yorda, and she always pulls his attention in the direction of what is the most vital thing to get out. Which is mostly Yorda herself, as both the goal and the fail-state in any part of the castle are connected to her. And when you can't help her anymore, she helps Ico find the sword, it being the "next best thing" that the current goal and Ico's salvation relies upon. So for me, the source of the ability is both of them - one to call, and one to answer. For the nature of the connection in-game, lore-wise, it's hard to tell. Perhaps Ico is the source of a physical act, and Yorda is the "supernatural" part of the equation, using the Light magic to pull his focus. When Yorda is being dragged by the shadows out of frame, she instigates the connection herself, without Ico's call, because it's urgent for him to help her, so the camera directs us to her location without an R1 button. But only two of them combined form the whole mechanic. The sad magical girl and the brave proactive boy build a connection that is deeper than words, it transcends the castle that entraps them. Maybe it's the most important mechanic of this game thematically. Thanks again, the analysis is very thoughtful and stimulating, for some reason I never noticed that Yorda stays asleep when Ico talks to her for the first time! Happy New Year!
The lyrics in the song You Were Here say 'countless visions haunt me in my sleep.' It seems like the song was sung by Ico after the ending but I thought it was worth mentioning.
@@couchpotato3197 The lyrics of the song were written by Lynne Hobday. Lynne was a complete outsider to development, only being given a summary of the plot and some guidelines. We can assume the presence of the word ‘nonomori’ was dictated by Team ICO in the guidelines, but we’re left in the dark as to what else was their specific contribution. (The word ‘nonomori’ is spoken by Yorda in the game, and means ‘Thank You’, so the proper use of it in the song would point to Yorda being the singer, if it is from the perspective of any one character.)
@@Mystic_OdeI was listening to the song again because of your videos and I have a completely unrelated question but do we know what the weird sounds are at the beginning and end of the song?
@@couchpotato3197 I don't know that there's ever been confirmation for all the instrumentation used in the opening and ending of the track, but I know it sounds like wind chimes and various woodwinds+synths.
6:25 Fun fact. During gameplay (which I thought needed a small change) when Yorda is far away from you, she's not reacting to ICO's voice but rather the R1 button before she approach him.
Bro is consistenly making Nomad-level of content about ICO and thought we wouldn't notice.