Näytetään tekstit, joissa on tunniste PlayStation 2. Näytä kaikki tekstit
Näytetään tekstit, joissa on tunniste PlayStation 2. Näytä kaikki tekstit

perjantai 17. tammikuuta 2014

REVIEW - Devil May Cry 3: Dante's Awakening | PS2 | 2005

GENRE(S): Action
RELEASED: February 17, 2005
AVAILABLE ON: PC, PS2
DEVELOPER(S): Capcom
PUBLISHER(S): Capcom

I started it, I might as well go all the way; although Devil May Cry 2 didn't give me any extra motivation to do so, I headed straight into the third game after the previous one's invisible end credits to find a remarkably better game. Devil May Cry 3: Dante's Awakening is a prequel to the original Devil May Cry, once again directed by Hideaki Itsuno despite his previous butchery; everything that comes to its thematics and general vibe is a remarkable example of Capcom actually listening to players. The game has received many honours as one of the greatest PlayStation 2 games ever made, but it was also criticized for its tough learning curve in contrast to its ultra-high difficulty. After its initial release in February 2005, the game got a "Special Edition" (Platinum release) in early 2006, which featured revamped difficulty, the Bloody Palace survival mode from Devil May Cry 2, new optional fights, a Turbo Mode allowing for faster gameplay, and finally, the chance to play as main antagonist, Dante's twin brother Vergil. This version of the game has since become known as the "official" version of the game, despite originally being a budget release, as it was included in 2012's Devil May Cry HD Collection instead of the original game. So, because of that, and the fact I'm really not up to totally donating my ass to science, from the two choices I have, I'll take Devil May Cry 3: Dante's Awakening - Special Edition. It's still not easy, and it's ridiculous. But it is good.

Inferno rises

STARRING
Reuben Langdon : Dante
Dan Southworth : Vergil
Kari Wahlgren : Lady
Adam D. Clark : Arkham / Jester
Mary Elizabeth McGlynn : Nevan
Lani Minella : Female Spider / Reaper
Larry Leong : Monsters

Young Dante has just set up his yet unnamed agency and gets a visit from a man calling himself Arkham, who extends him an invitation by his brother Vergil, to a final confrontation between the two - the last time the twins fought, it was the latter who prevailed, but failed to get his hands on what he wants, which is Dante's half of their mother's amulet. This relic has the power of connecting the human and demon worlds. Dante heads to Vergil's tower, unaware that there is another soul seeking revenge on Vergil's associate Arkham, and she, in all her distrust and recklessness, could prove to be another problem.

Settle down, Fido.
I got the Devil May Cry HD Collection from a special Halloween sale on PSN, it was kinda one of the many early Christmas presents I got for myself - hey, there's gotta be an excuse for every purchase! It was fitting 'cause I had just bought DmC for the PS3, and after getting the collection, I decided to hack these games through before taking on DmC. Along came Bayonetta, as well; I thought that if I played and reviewed that game, why not go all the way and get this Satan Might Weep series out of my system at the same time? The first game was a surprise, after all these years it still had power. If I had any of the same respect for it ten years back, it would probably be one of my favourite games ever. The second one was a horrible disappointment. Not even a disappointment - more like an embarrassment, which I'm still sure was carved off some totally unrelated stock draft of an action game. My hopes for Devil May Cry 3 were not very high - which makes it an even better throwback to the good old days. Those good, old, hard-as-hell days, with slick punchlines and cocky demonic antics to cap the deal. It all goes to extremes, but it's enjoyable nonetheless.

In a nutshell; Devil May Cry 3 is out to clean Itsuno's slate and make people forget all about how bad Devil May Cry 2 was, but at the same time, it's out to remind of but outdo the first game in every way, and cut every remaining loose tie to Resident Evil the series might have. Now that sounds like a mess, 'cause the game's familiarity to Resident Evil fans, how it was like a mission-based, much more tense and physical Resident Evil, was one of the keys to its huge success. So what's this like, then? More of those wide open, but also extremely repetitive and completely empty areas? No. Devil May Cry 3 takes a quite linear, but also constantly action-packed, extremely challenging, in a word: TIGHT, route. Let's get that challenge bit out of the way right now: even if this Special Edition is supposed to be easier than the original pressing of Devil May Cry 3, it does not tolerate mistakes. It's totally unforgiving from the very start to the very end. If you thought Devil May Cry was hard, and saw Devil May Cry 2 as what it was - ridiculously easy - then the good news are that Devil May Cry 3 is a step back to the extreme challenge of the first game. The "bad" news are, that it's much harder than the first game. No less than one of the hardest games of the last ten years; right up there with the different editions of the 2004 reboot of Ninja Gaiden; and let me remind you once more that this is supposed to be the "easy" version, kind of like Ninja Gaiden Black and Sigma. The first battle is easy, 'cause it's full of tutorials, but since the game is basically a run from battle to battle, and the second one takes place very soon - with just a cutscene in between - don't be surprised if you get your ass handed to you as early as in that one. I did. Embarrassing, considering I had just beaten both of the previous Devil May Cry games - but only natural, since despite better controls than either one of them, the game really is that much harder.

Blowing the roof off the local nightclub.
Few puzzle-laden buildings built out of backtrack aside, Devil May Cry 3 is pretty much a straightforward run through levels scattered with secrets, including the classic secret missions, which are just as difficult from the very beginning as the rest of the game - actually moreso, very much more. Of course, the "impossible" difficulty of the secret missions is only make-believe on the game's behalf on some occasions, 'cause you can return to any mission at any point with better upgrades to seek out the secret mission and nail it down. Returning to missions is a good idea to grind for red orbs, too. You don't have to worry too much about having the currency to buy stuff - but what you do have to worry about is trying to hold on to that stuff like dear life. That's hard. Although this version of the game introduced checkpoints to the mix - very generous, surprisingly well crafted checkpoints - once again any power-up you might've used before a sudden case of death is vaporware once you respawn. If the current challenge is simply too much for you to bear without those power-ups, and you cannot cope with just maximum health heading into the confrontation once more, there are two options left, as always. You either backtrack to the nearest Watcher (I've been scolded about this, it's officially called a Divinity Statue... whatever!) to buy some of those power-ups with your hard-earned red, or reset the mission.

Resetting missions was way easier on the mind before, I tell you - some of the missions in Devil May Cry 3 might be quite damn lengthy and brutal. Just like 90% of its boss fights - my mind travels back to a certain mission on _the first half of the game_ with a huge "puzzle" (relatively speaking), a couple of regular fights against annoying enemies which lasted for ten minutes each, and finally, two major bosses, of whom the latter was extremely likely to kick your ass if you didn't go prepared, as in knowing who or what you were going to face for starters. Not a mission I'd gladly do again... but I absolutely had to. My ass cries blood. The hardest thing about Devil May Cry 3, since it's "just another" hack and slash game? Well, in no other hack and slash game has a slight bump to the head munched away at a quarter of your health. In turn, there aren't many games from that time that gave you the option of changing the difficulty level to an easier one at any time - I think God of War was the first. Devil May Cry 3 lets you do that, and "Easy Mode" has never sounded so good. Still haven't been able to fight off my pride with that issue, I'm still struggling, but I find it very likely that I'll end up beating the game on Easy, just to see how the story "ends".

A dysfunctional family.
My biggest problem with Devil May Cry 3 is a wholly personal one. Devil May Cry was totally over the top, and Devil May Cry 2 was dry as a bone. So, they had to make an even flashier game than the first one, and about triple that flash 'cause the previous game was so bad. It's like Itsuno had to prove he knew what he was doing. So here we have the most annoying version of Dante ever - young, cocky, loud (WOO! WOO! WOO! WOO-HO-HOO!), just everything that everyone always expected. Everyone, except me. I was just fine with Kamiya's original creation. I also could've breathed a little easier if Dante didn't find amusement and entertainment in absolutely everything hazardous, and I definitely could've coped without a demonic guitar being added to your basic equipment at some point. I can't really explain what kind of a main character is a good one, 'cause I know it sounds like I'm always bitching about something especially when it comes to guys like Dante. Let it be known right now that unlike everyone else - who might've liked the game but hated their beloved protagonist's wholly different being, with only his demonic flash and bling intact - I LOVED the Western Dante in the DmC reboot. But, that's a story I'll save for later.

All that being said, I always liked the outline of this story arc of brothers Dante and Vergil - I just always thought it could've been presented better, with better cinematic vision and voiceover work. But, the outline is indeed good, and seeing how Vergil became what he was in the original Devil May Cry is yet another reason to play the game. You can also play this version of the game AS Vergil. A new intro movie makes believe that it's actually a whole different scenario, but unfortunately it's not - it's the exact same game, without cutscenes, and Vergil has instant access to all core weapons and abilities. The last boss is not Dante or Vergil, but a guy stylized like Vergil and dressed like Dante. Fans call him Vante - clever.

Vergil shows how shit's done. But his mode is
actually quite boring.
The only major gameplay change I would like to address before wrapping this baby up is that you have access to four different combat styles - five, if you count Vergil's Dark Slayer. Trickster relies on fast evasion, Swordmaster on effective melee combos, Gunslinger on guns (duh), and finally, Royalguard on neutralizing and countering enemy attacks. You can change your style between missions and at each statue, but the catch to embracing just one style and holding on to it is that you level up after a certain amount of kills - that certain amount being best described as shitload - earning new abilities. This colours up the gameplay quite a bit, even if we're merely talking about a change to one single button's functions. Devil Trigger isn't activated before far along the story, so you might want to check which style suits you the best early on - you're in for some tough shit before you get your hands on godmode.

The best thing is, that you'll want to keep trying, storming through that tough shit. If this game was built like Devil May Cry 2, I'm not so sure if you would've had the interest to push on. In terms of audiovisual presentation, Devil May Cry 3: Dante's Awakening is not my favourite game in the world, and I still prefer the level design and general structure of the very first game, but it's got an interesting plot outline, good controls - which can always be compared to another PS2 game of the same genre, but let's not do that, let's not be unfair - and it definitely does not miss out on extreme amounts of explosive action or legitimate challenge. It's not as good as the first game, but dozens of times better than Itsuno's last take.

UPS
+ Way beyond the first sequel in every possible way in terms of true Devil May Cry
+ Speed, tension, challenge
+ Checkpoints (only in the Special Edition, I gather) - gotta love 'em
+ The option to replay missions
+ Different combat styles available for different players
+ Great graphics, even today...

DOWNS
- ...Just the cinematics (including the music) are not to my personal liking
- A little too extreme and sudden changes in characterization; Dante, from lifeless zombie to attention deficit
- Awkward structure, switching between straight-shot linear and just confusing and disorienting - the latter feelings are mostly brought on by the STILL crappy camera
- It's still unfair when it comes to power-ups; use a health item in a boss fight, die, go back to the checkpoint, the item's gone. Though it's not that hard to stock up on red orbs in the game, a casual player still has to spend most of them on something else than useful, long-term upgrades.
- The chance to play as Vergil (exclusive to the Special Edition) is not as awesome as it sounds; it's just like Trish's extra "scenario" in the previous game 

< 8.2 >

sunnuntai 12. tammikuuta 2014

REVIEW - Devil May Cry 2 | PS2 | 2003

GENRE(S): Action
RELEASED: January 25, 2003
AVAILABLE ON: PS2
DEVELOPER(S): Capcom
PUBLISHER(S): Capcom

So Devil May Cry 2 is announced by Capcom during the English localization of the original game, much to creator Hideki Kamiya's surprise. He waits for the call, it never comes. Be it that he's busy making Viewtiful Joe, or that they got a "different game" planned for a "great story", nothing's for certain except that it isn't a very nice move by Capcom. Most famous for fighting games that were semi-popular in Japan, but virtually unknown in other parts of the world - such as Power Stone and Capcom vs. SNK - long-time Capcom designer Hideaki Itsuno was hired to do his very own interpretation of Devil May Cry. Only one question remains: what the hell was wrong with him?! You might've heard that it's not quite as good as its predecessor, but the truth is Devil May Cry 2 may very well be the shittiest sequel to a great game the world has ever seen.

I won't cry over it, but damn.

STARRING
Matthew Kaminsky : Dante
Francoise Galewski : Lucia
Sherman Howard : Arius
Flo Di Re : Matier

Lucia, a young woman with powers similar to Dante's, has a run-in with the son of Sparda, who she invites to her home on Dumary Island. Lucia's mother tells Dante that she once fought alongside his father to keep the island safe from harm, but now Sparda is gone and a local businessman is using demonic powers to summon the demon Argosax; if he succeeds, she's pretty sure that her daughter and Dante are the only ones capable enough of taking on this ancient demon.

For a while, I truly believed I didn't give this game enough of a chance back in the day, and that it was all right after all. Well, it turns out that Devil May Cry 2 is The Heretic of video games, as in Exorcist II: The Heretic. If you haven't seen that movie, consider yourself lucky. The Exorcist is still one of the best horror movies ever made, say what you will about the effects, and I don't care if you find it funny rather than scary. Let's just go with how great it was in my opinion, and how scarily realistic and revolutionary it really was in its time - five years later, The Heretic is made. It's got a different director (John Boorman) who has a totally different vision than the guy who made the original (William Friedkin); he wants to add in some voodoo priests, insects that spread Satan (yeah, that's right: spread Satan), some totally irrelevant LSD-fueled sequences to confuse the already confused viewer just a little bit more, and finally, my favourite: a device used in hypnotism, which allows the protagonist's subconscious memories to actually pass on to and be reviewed by another person. In 1978, no less, the Animus from Assassin's Creed was a perfectly standard psychiatric tool. Expensive, I'm sure, but no one really stopped to think about such things too much in the movie. Neither did the writers when they wrote that shit.

Our designated protagonist... and some guy
that has Dante's looks and the social skills of
Claude from GTA III.
Believe it or not, all of this does have a point. Devil May Cry 2 is virtually the exact same thing as The Heretic. The first game was considered a revolutionary masterpiece, made by a true visionary. It had one of the coolest protagonists ever; he wasn't to everyone's liking, but everyone saw that this guy was probably going to be pushed as the generation's greatest hero. He had so much potential. He had a cool look, cooler moves, kick-ass weaponry that you could upgrade at will, and a tough line for every situation (if you could hear it... just saying). The game itself took Resident Evil to a whole new direction, which immediately cast such a dark shadow on the original franchise that it absolutely had to be changed sooner or later. It was all about fast, tight, tense and extremely challenging hack and slash action in kind of familiar, but way more supernatural surroundings that became more and more unique as the game progressed, all set in a medieval castle, the perfect spot for this kinda story. In comes a new director (Hideaki Itsuno) with a totally different vision than the guy who made the original (Hideki Kamiya). Suddenly there's a newyorkish metropolitan area with army vehicles possessed by demons (ehh...) and a large apartment building that is actually a demon (somebody call Ghostbusters, I'm outta here), cutting off a city that's mostly of medieval architecture and rural atmosphere, no less, a more "open world" which is actually just confusing, boring copy-pasted texture over copy-pasted texture, severely decreased level of difficulty, a shitty plot, limited and mostly automatic upgrade system, and the best part of all: Dante is a lifeless, completely emotionless puppet who hardly speaks. I could just end this here, 'cause I just listed pretty much everything that justifies a bomb rating, but I won't let this game go that easy. Disappointment is one thing, but an utter failure is another. I might just and just be able to condone Devil May Cry 2 if it was a handheld game - but it's not, it's a major sequel to a revolutionary game.

After all this, it might sound a bit ironic that the controls are basically really good. For example, shooting and especially dodging are much easier standard feats than they were in the first game. However - here we go - since you can't buy new combos, only gain new abilities and even most of those are exclusive to your Devil Trigger form, and enemies spawn absolutely all the time, you'll get tired using the same damn simple combos that are even harder to keep on piling up than in the previous game. You need to hit an enemy about a dozen times before even a D-combo is registered. By that time, you've probably been flanked by some other bastard or your target is long dead, and the time it takes to get to another target in these vast, empty and once again just as badly angled surroundings, is too long to maintain the combo. So, while Dante is really comfortable to control, he's boring as hell when it comes to combat. Same goes for Lucia, who is officially regarded the game's secondary playable character, but in truth, she's much more lively and protagonistic than Dante. I get this inevitable feeling, especially considering the time of this game's original announcement, and how Capcom treated Kamiya. I get the feeling that someone at Capcom pitched an idea of a totally unrelated game around the same time they started making Devil May Cry, and this same someone figured that hey, since that game did so good, how about we just swipe the franchise and make this draft a part of it? Even if it doesn't fit, we'll force it. It's gonna sell, it's gonna be great, everyone's happy. Well, it sold all right, extremely well at that. Everything else went to shit.

This game is far from "Show Time".
Back to Lucia. She basically has every skill Dante has, except for a special, additional Devil Trigger mode which is exclusive to Dante and activates when he's at critical health. There's nothing more to be said about her, except that the Dante and Lucia scenarios are just like any pairing of scenarios in Resident Evil. She has her very own disc, which is totally unnecessary, 'cause her scenario is virtually identical to Dante's. The story is not nearly strong enough to ease your suffering through two "different" scenarios. Not to mention the gameplay, or the hellishly boring level design. Let's reflect on that, shall we? In the first game, we had but one castle, its vast courtyard and underground tunnels to explore. Here we have a huge city (a fictional one, of course promoted as the biggest city of the world as them fictional cities always are), which sounds awesome on paper, but in actuality, 90% of it is empty, quiet space. Don't bother running down that long tunnel, it seems there's something but I tell you, there's nothing there. The first game was about a hundred times more interesting when it comes to level design. Even the "secret missions" are not anything of the kind they were in Devil May Cry, they're just your basic deathmatches against a couple of random waves of enemies just like the whole game. I'm going to add something to my statement here - Devil May Cry 2 is not just one of the worst sequels ever made, it's probably one of the most ironic bunches of video game concepts I've ever seen.

About the items... there are small versions of the Vital and Devil Stars in addition to the large ones, and the small ones are usually perfectly enough to get you out of a pinch. There's also a Holy Star, an antidote for poison, which you don't need since a standard poison effect is very brief. Untouchable has been replaced with The Smell of Fear (who farted in the bottle?) that gives you three damage-free hits instead of rendering you completely invincible for a while. Guess they heard how players went about Mundus in the last game... dum-dee-dum... last, and least, the orbs. They all do the exact same thing as before. The thing is, you get more of 'em, you do less with 'em. More irony. Well, to be honest, every upgrade - you never get told what those upgrades to your weapons actually entail - is extremely expensive, and you should keep grinding orbs for those just to make the game faster. It doesn't need to be any easier. The yellow orbs work a bit different than before, and here the game hits another snag. Actually, I think that even the checkpoint system brought on by the yellow orbs in the first game was better. How bad can this be then, exactly...?

No, we don't get to drive that thing.
Well, you can only carry one yellow orb at a time. And that's that - if you find more in the field, they just go to waste, and the game doesn't even have the courtesy to tell you that. You have just ONE extra chance. Big deal, since the game ain't difficult, you say? Well, that's true. There's a simple strategy for each and every enemy, including the bosses: BASH 'EM. But the game CAN be a real fuck sometimes. Mission 5, burning vertical hallway. I miss a jump because the camera's all fucked up. I drop down into the flames, which do not kill me instantly, but I simply cannot see where I can jump up because of the flames and the camera. I'm watching my life drain away, then I can vaguely see Dante using a yellow orb and getting up instantly... just to throw away my second chance. Back to the only checkpoint of this fucking boring drivel of a level (could be any level), many useful power-ups poorer. Might as well reset the game at that point. It's once again a very painful choice, but sometimes it makes more sense. If anything in this dickwad of a game makes any sense.

So, if you beat the Hard Mode with Dante - which makes our real main character, the one whose presence actually counts for something when it comes to the (bad) cinematics, that much more useless since everyone wants to play as (a guy that looks like) Dante - you get to play the game as Trish from the first game. Yay. I can't really measure my excitement. Perhaps if I take a dump... seriously, make a good game if you want to add an extra, almost identical play mode on top of two already almost identical scenarios.

Devil May Cry 2 is one miserable excuse for a sequel. It holds surprisingly decent averages on aggregate sites (73% on GameRankings, 68% on Metacritic), which I really do not comprehend, it's so much worse than I could've ever imagined. Don't know what game this was supposed to be before the success of Devil May Cry, but without the brand name on its back, it would be long forgotten on the piss-spilled pages of history. Play it once for your principles, it's not the unplayable sort of bad, but it is most definitely not just a disappointment, but a failure and a Devil-sized error in judgement.

UPS
+ The ability to equip different accessories was a genuinely good idea
+ Short enough
+ Better controls...

DOWNS
- ...Boring combos that are frustratingly hard to manage, ever-spawning enemies, do the math
- The camera. Seriously. Even worse than before.
- Confusing, extremely boring and empty levels
- I'm willing to bet that this game was a hair away from having nothing to do with the Devil May Cry franchise, it's so off the mark
- A pathetic shadow of a man for a male protagonist, and the other one's just useless
- Weak and horribly designed bosses; it seems the game lacks more and more in imagination towards the end
- Effortless to beat compared to the first game, but I guess the boring gameplay is challenge enough

< 5.2 >

REVIEW - Devil May Cry | PS2 | 2001

GENRE(S): Action
RELEASED: August 23, 2001
AVAILABLE ON: PS2
DEVELOPER(S): Capcom
PUBLISHER(S): Capcom

In 1999, Shinji Mikami and Hideki Kamiya began work on Resident Evil 4, which at that time was in development as a PlayStation 2-exclusive. It was to star a biologically enhanced superhuman pursuing his origins, most likely directing him to Umbrella. Kamiya's directing took the game further from Mikami's vision of Resident Evil with each passing phase - for example, Kamiya felt a fixed camera angle wouldn't do the lead character's fancy moves and cool look any justice. Finally, hearing his over-the-top ideas for enemy design and the lead protagonist's general take on the world around him, Mikami bowed out of the project, wished 'em good luck, and began producing Resident Evil Code: Veronica, in which many early ideas for "Kamiya's game" were used. Kamiya rewrote the whole story, changing the scenario from Resident Evil's fight against bioterrorism to a world of demons, consciously hanging on to some of that classic Resident Evil look. In late 2000, the name of Kamiya's radical Resident Evil spin-off was finally revealed: Devil May Cry. This game revolutionized third-person hack and slash action. Every game in the genre more or less follows its standards like a guidebook. God of War and Castlevania (starting with Castlevania: Lament of Innocence, the most blunt Devil May Cry carbon copy ever seen); through those games, Darksiders, and to not glorify the genre without recognizing its few failures too much, Dante's Inferno. Kicking infernal demons' asses left to right, conquering a bigger boss after another, upgrading your combos to the point of not even seeing much of your character anymore as he constantly flashes across the screen, and usually taking it up the ass towards the end for not upgrading your character properly, have been just some of these games' main draws for years. Indeed, it all started with a little Resident Evil "spin-off", a PlayStation 2 classic called Devil May Cry, to which the years have done wonders. In better and worse.

Why does the key have to be rusty?

STARRING
Drew Coombs : Dante
Sarah Lafleur : Trish / Eva
David Keeley : Vergil
Tony Daniels : Mundus
Howard Jerome : Griffon / Phantom
Jonathan Mallen : Young Dante / Young Vergil

Dante is the son of a human woman, and Sparda, a legendary demon knight from two millenniums ago who fought and defeated Mundus, the self-proclaimed god of the underworld. Some time after Sparda's death, Dante's mother was killed by demons, and he was separated from his twin brother Vergil. In the present day, Dante runs a "cleaning agency" by the name of Devil May Cry, hoping that some day a case will come along that will lead him to the trail of those who destroyed his family. A mysterious woman named Trish comes along with extremely vague intentions, urging Dante to investigate ruins of a dark castle on Mallet Island, where she claims Mundus has settled in, and is planning his return.

This took way longer than expected. You'd think that after truly falling in love with the hack and slash style so many years ago with the arrival of God of War, I'd had taken a step back to replay Devil May Cry a lot earlier than 2014. I think it's the whole pile of bad memories I have in store when it comes to this game, and perhaps the sick fascination one of my best friends has on the franchise - yeah, the one that can't stand God of War, but still loves these types of games, especially Devil May Cry. Ironic isn't word enough. (He recently told me it's just that he finds Greek mythology so odd and uninteresting. I'll buy that, I guess.)

Our hero and heroine/villainess/heroine/
villainess/some chick.
What bad memories, exactly? Well, the game was one of the first PS2 games I ever bought. I remember seeing the game long before that, reviewed on a Finnish TV show focused on video games and technology (which sucks, I know), and it looked awesome. I was bedazzled by the graphics at that time, and anything with the word "Devil" or "Demon" in it was sure to catch my attention. When I heard that the lead character was some sort of a hellspawn with a sword that was bigger than his torso, two pistols and moves set to outdo Matrix (never liked it as a movie, though, I'll have you know), I was totally sold. "If I ever get a PS2, I'm getting that game." So I did. Loved it... most of it, from the beginning up to a few chapters. The combat and Dante himself were a little too over-the-top for my taste - even then - I couldn't stand the music, and when I got stuck on some boss for ages, I left the game altogether for a while, deciding it was ultimately not worth the time and effort. When I returned to it, I hacked the game to tiny pieces at a quick pace, only to get stuck in the final boss. And I mean, totally stuck, as in with my chances at an absolute zero. For some reason, I was still hell bent on beating the game; in any other situation, I would've thrown the game out the window. It's absurd to lead the player on into the final confrontation only to deliver this indirect, but obvious message: "You little fucker. How about saving all your power-ups next time? Thank you for playing! -Capcom."

No, I didn't throw the game out the window. I swallowed every inch of rage I had in me, every curse I had in store. For some odd reason I really can't pinpoint, I reset the game in total peace, started over, and started collecting power-ups for the final battle from the very beginning of the game. It's amazing how quickly I got through, and in one single sitting; it's like I was possessed. I used all my power-ups on that fucker - some really cheap-tactics gadgets there, but I was beyond caring at that point - and beat him in under 30 seconds. HA! Then, of course, I realized that it wasn't actually the final battle, but everything from there on out - those glorious 15 minutes - is a breeze compared to this fight. After the credits, the game urged me to try the game out on Hard. I smirked, cringed, smirked, then cringed a bit more, shut down my PS2, and literally laughed and jumped out of insane joy. I put the disc back in its box, and it never left it again; it was an exciting experience, but not a masterpiece. Devil May Cry was one of the many games I ended up selling some years later in absolutely desperate need of money (my ex-girlfriend's idea, she could've just loaned me those few euros but I guess she saw an opportunity she couldn't refuse...). Well, later I saw the game for a decent price at GameStop - might as well been my old copy for all I know - and I was generally in a better financial situation, didn't have any money on me at that moment, though. That's when I decided I wanted all my old games back, and I was going to start with Devil May Cry, 'cause even if the game was a disappointment, it was a very important piece in the construction of one of my favourite styles of action, and despite being so painful(ly difficult), it was clearly the best game out of all the PS2 games I ever sold. I went back a few days later, it was gone - all that was left on the PS2 shelf was a bunch of old EA Sports games and some ill-fated racing jamborees. Karma.

Perhaps partly in promotion of the 2013 reboot of the Devil May Cry franchise, as well as just for keeping with the recent trend, the first three Devil May Cry games were remastered for the PS3 and Xbox 360 as Devil May Cry HD Collection in early 2012. By this point, I had started to really dislike the franchise. I was not impressed by Devil May Cry 4, not at all. It's been so long that I can't really say what bugged me the most about it, but I'm guessing it had something to do with how much better a game like God of War II was from every aspect, and the latter was a God damn PS2 game! Also, back in the day, Devil May Cry 2 already felt like a really strange and off-beat game compared to the first one (that one's up next, as you might've guessed). Devil May Cry 3, that one I skipped completely (or have skipped, for now) - didn't need more than a few promo shots to determine that the game was way too over-the-top for my taste. Anyway, the Devil May Cry HD Collection seemed like a good purchase - I could get the first game back, and who knows, maybe the two other games will turn out good after all? I just couldn't make that purchase, but one night, I was browsing the PSN, and even though I'm not a fan of digital releases of retail games, they had a good offer on the collection (under 15 €), and it was then I figured that well, not even the first game's so good I'd must have it in physical form. And here we are - it's been ten years since I last played Devil May Cry. Some of my views have changed, some remain as they ever were, and the poor remastering does extremely little to hide the game's age. One thing I must say right now, though, is that I have no idea what my 20-year old version was thinking when he said the first half of the game was good while the second one sucked. It's pretty much the other way around, for reasons closely relating to atmosphere.

Sure, let's take on a giant tarantula in a narrow
corridor. Let's.
Many critics once said that Devil May Cry's intentional, superficial resemblance to Resident Evil serves the game good, but puts Resident Evil to remarkable shame - I even heard one critic say that he was more fascinated with the playable demo of Devil May Cry that came along with some versions of Resident Evil Code: Veronica X, than the main game itself - since Devil May Cry is so fast, and Resident Evil so slow. Well, it was fast. Really fast, and smooth - not today, though. Dante isn't quite as agile as time has made us remember, and surely not as much of a fast runner. But, that's besides the point, and it's not that disturbing. Neither are the dated graphics, or the poor quality of the remastering. It's the style of the game - I just played Bayonetta, and Devil May Cry is much closer to my home in terms of presentation, but the dance music drives me nuts in a game like this all the same. And all that jumping around like a (demonic) bunny on dope and being so "damn cool". A huge sword nails you from chest to floor, you just rise up like nothing's happened. This guy's half-demon, I get it, but some small semblance of pain would only be realistic considering you die in the game so damn easily. Same goes for getting impaled by three burning stakes, or my favourite, falling from space. But, the award for worst part - again - goes to the music. Which, however, changes completely for the second half of the game, to much more bearable of its kind, and some epic choirs come along too. It's like a whole different game from a certain point onwards, and it becomes much more playable. Seriously, and more of a gothic horror game than an all-out, Japanese demon bashfest. The transition is remarkable - I didn't get it when I was younger, but now that I do, I could almost call Devil May Cry a positive surprise. Although I already played it long before I even thought of doing video game reviews, or knew much about modern video games anyway.

The change in atmosphere helps a lot more than one could ever imagine. After the first couple of missions, I had decided that the game was so dated in its genre, so clumsy, so ugly and sounds so horrible that I should just leave it and review it based on my earlier takes on it. It turned out that I didn't remember half of it, and like I said, back in the day I didn't even notice how much better it gets, after just a few upgrades and when that change in atmosphere comes along. To keep up with "tradition", I ended up playing through the game in one single sitting. Quite a feat from someone who hasn't played a game as hard as Devil May Cry in ten years, I'd say. However, you have to keep in mind that I've experienced just about every Devil May Cry follower there is. I'm more than used to this sort of game now, it comes naturally. Still, I had trouble with the final boss (luckily I was wise enough to once again keep collecting those power-ups from the very start of the game) - and much more trouble with the second-to-last boss than I ever had. Now that's because of a purely technical issue, which has long since been harvested or at least worked on - every action gamer's favourite, the camera.

The camera in Devil May Cry is absolutely horrible, there's no going around that pure fact, and when it comes to the camera, it never gets any easier to cope with it unlike all the other flaws that come with age. The odd thing is that the game is drawn in full 3D, meaning the camera doesn't really have to be fixed to a certain angle as there is a whole world around Dante, so I don't see why they couldn't make the effort to improve the camera for the remastered version. Another technical issue arises in sound mixing. It's really hard to hear what the characters say amidst the noise - there are no subtitles, except for the monsters who speak in a low-frequency garble that's ironically more comprehensible than human speech - not nearly as hard as to determine these guys can't act for shit. The quality of the voice acting - if you happen to actually hear the lines from time to time - is guaranteed Capcom quality circa 2001. You be the judge. Not as bad as the first Resident Evil, not by a long shot, but in that area nonetheless; somewhere between Nemesis and Code: Veronica.

Surely inspired by Castlevania just a little, went
on to inspire Castlevania just a little bit more.
By default, Dante carries a basic sword called Force Edge, and two handguns dubbed Ebony and Ivory. Shooting the pistols happens just like in classic Resident Evil, by holding R1 to draw the gun, and another button to shoot. R1 also works as part of certain combos; the curious thing is that you only need a couple of buttons for every combo you are able to acquire in this game. Combat's really simple and easy to learn, a bit sticky nowadays, sure, but on the other hand, in these times that combat in games in totally out of control - *ahem* Bayonetta *ahem* - it's nice to have a bit of traction and solid ground beneath your feet every once in a while. In time, Dante gains a few more weapons; none of them are exactly useless, nor do you absolutely have to use a certain weapon from time to time. It's more about preference, although sometimes you might find a certain weapon has incredible effect on certain enemies. For example, I had no idea that the Ifrit (a pair of fiery gauntlets) could do so much more damage on those annoying Wolverine-lookalike pricks that come along in very late stages of the game than your sword. Or, I just didn't want to see the potential - I'm more of a sword type. Actually, come to think of it, I didn't use the Ifrit at all back in the day. Like it was to become standard, you can buy new combos for each weapon from the "Watcher of Time", who regularly shows up during missions and you're able to visit his emporium upon each mission completion.

Devil May Cry is indeed mission-based, unlike its most successful follower God of War. Unlike in just about every game that followed Devil May Cry, you may explore the castle freely as much as the plot development allows you to, on each mission. You can return to any cleared spot at any time, assuming it's not crumbled to pieces or there's not a dimensional rift or anything of the sort. If the mission complete screens weren't there to break the game into levels, the game would indeed look a damn lot like Resident Evil. Exploring often bears fruit, as enemies respawn all the time and you can grind 'em for red orbs, which are used at currency at the Watcher's place. Or find a secret mission - which became known in this genre as trials or challenges. These secret missions are often extra-hard, extra-irreverent challenges that would be out of place if they were placed in the plotline, something the developers cooked up for fun using the game's engine, like trying to lure two monsters into killing each other with their extremely damaging, reckless attack, or jumping along a stairway of laughing skulls (fffffFFFFUUUUUUU!!!) to reach a minor collectible. At much fewer times, they're really easy, to cut the player some slack and offer 'em some condolence for finding these missions in the first place.

I've said something about "shotgun to the face"
before. Not sure what it was, but it was most
certainly a compliment.
However, everything you do has a price, paid with your pride. Each mission is ranked just like Resident Evil games have given you a rank at game completion for ages (and for some mighty odd reason, mission completion since Resident Evil 4...), the two determining factors being mission time and amount of red orbs gathered. Every minute you spend exploring, doing secret missions or doing just about anything that does not directly relate to the main task, is a step towards a worse rank. That's already pretty much where we natural explorers calmly say "fuck the rank". The red orbs might need a little more explaining. In short, the more enemies you kill, the more orbs you get. The more you explore (ironically), the more orbs you get. But there's more. You get the best result in red orbs by trying to pull off the best possible combos. Which basically means that you should avoid the use of firearms as far as you can, get up, close and personal with the enemies and stick your sword (or fist) up their ass at a rapid and unbroken pace until you hit rank S for Stylish. Don't hate yourself for not getting those combos, they're extremely hard to keep running.

What makes combos easier, along with your life, is a very neat feature by the name of Devil Trigger, which you'll acquire in the second mission of the game along with a new sword. Each successful hit, be it to a smashable object or a smashable demon skull, fills a bit of your Devil Trigger meter, and when there are at least three icons lit up, you can unleash Dante's inner demon and simply let it rip. You are very tough to hit in this state, your health regenerates all the time, and your combos are at least twice or thrice as effective. Do not spare this widget. Do not underestimate it. In later genre games, these "rage modes" are pretty much used as last resorts - at least I use them as such - but in Devil May Cry, Devil Trigger is a must. You won't survive without it. If you do, stop playing games. There's simply not enough challenge in this world for you.

There are no puzzles in this game - you just fetch items and you don't have to guess where they're used as the game pretty much holds your hand when it comes to key items and their usage. I wouldn't even note this if it wasn't for the stupidities and inconsistencies carried over from Resident Evil (but since there were actual puzzles, you could see past these). These sound much stupider said out loud, though. The first door Dante sees, he says it's locked and he'll need a Rusty Key to open it. Uh, we're all out of stock when it comes to rusty keys, how about a brand new one? No? Well, here's my old car key, it's at least a bit rusty. Good enough? Has to be - the only specification for the key was that it has to be rusty. This is my actual first reaction from a decade back, when I saw that door for the first time. It doesn't hold any relevance to the review, but I figured I'd have to explain the headline. Sorry for the distraction.

A mysterious, relentless dark knight that
plays a pivotal part in the original series' storyline.
So, red orbs equal to money, green orbs to health, blue orbs increase your maximum health, purple orbs increase your Devil Trigger limit, and finally, yellow orbs allow you to return to a checkpoint whenever if and when those demons get the best of your ass. Here's another problem. Even if you are given a "second chance", often it's not much of a chance. Let's say you spent all your power-ups on a boss, simply trying to figure him out. Well, you did, and then you died, to be brought back to life. You start at the nearest checkpoint, all fired up and ready to go, but even if you just learned the boss' ways inside out, you feel you need those certain power-ups. The power-ups are still there since this is a checkpoint, so what's there to worry about? That's where you're wrong, slick; the game also saves the state of your inventory whenever you die, meaning you have to go at it without the power-ups you just had (in the case of the Vital Star health tank, you can only buy one at a time anyway, and they're not found from the field). So, either you backtrack your way to the Watcher and spend all of those orbs you've saved up for new combos to those same damn power-ups as ever (some of which get more expensive towards the end), or make the even more painful, but sometimes more practical choice, and reset the game back to the beginning of the mission. So be prepared. It's a tough game. Although at least one boss is much easier than I remembered, there are also bosses that are way harder than I remembered, and that last one is really, truly, one God damn bitch. Cheap tactics for even cheaper tactics, eye for an eye! Fuck! Yeah! ...Got a bit carried away, there.

Seems I got carried away even more, as this review turned out much longer than I would've ever expected. I would also never have expected that after clashing through dozens of Devil May Cry followers - most recently the "Devil May Evolve" game called Bayonetta - then returning to the original article ten years after I laid it to rest, that it would shine even this brightly. It's still a very good game, but it has technical issues, clearly some issues with gamers in general as it keeps fucking them up the ass, not with legitimate challenge, but unfairly difficult statements at unfair points of the game, and the literally insane audiovisual style of the game's first half, just the kind of shit that Bayonetta's presentation is all about besides sex, is just not my thing. I have to point out yet again, though, that it was the first half of the game I liked back in the day, while I disliked the second half which is clearly better in every way. That marks quite a change in opinion, or at least vision. Hell, I might've just got excited for Devil May Cry 2. Oh yeah, and when it comes to Bayonetta vs. Devil May Cry, the pitting of two of Hideki Kamiya's favourite children that led me to finally review this game, I must say that even though it's venomously bitten by the fangs of time, Devil May Cry takes the slight, ultimate win for what it started, and how genuinely addictive it still is at its absolute best.

UPS
+ Lots of legitimate challenge despite the utter unfairness of certain late stages
+ An effective dual-wielding combination of pistols and melee weapons, with the chance to upgrade both - the first one of its kind; a fucking awesome idea in terms of immersive gameplay
+ Just about a dozen other, amazing genre-defining concepts that may have been improved over time, but they originated here; secret missions, Devil Trigger, etc.
+ The presentation of the later half of the game is just what I expected from the game when I first about it...

DOWNS
- ...The presentation of the earlier half isn't; it's littered with horrible techno and dance music, one-dimensional over-the-top action, and even the missions are not on the same level of quality; can't believe I preferred this half of the game back in the day!
- Just as a sidenote (doesn't affect the rating of the original game), I have to say the PS3's high-definition remaster looks extremely poor in comparison to what other HD classics have looked like
- The camera is outright terrible, impossible to work with
- Bad, not to mention badly recorded voiceover work
- I have tried enough and read enough different walkthroughs to dare to claim that the final boss is nearly impossible to beat without certain power-ups and especially early knowledge of their need, so you can afford them in time and know not to use them recklessly

< 8.5 >

lauantai 23. maaliskuuta 2013

REVIEW - Shadow of the Colossus | PS2 | 2005

GENRE(S): Action / Adventure
RELEASED: October 18, 2005
AVAILABLE ON: PS2, PS3 [Ico & Shadow of the Colossus Classics HD]
DEVELOPER(S): Team Ico, Bluepoint Games (PS3)
PUBLISHER(S): Sony Computer Entertainment

Shadow of the Colossus went into development in 2002 under the working title of Nico - "Next Ico" - and it was intended to be unleashed as a sequel to their still quite obscure debut, soon to be cult Ico. In time, Fumito Ueda made it clear that he didn't want to make sequels, so the game quickly began to take a whole different form from its "predecessor" - another just as minimalistic, but much more straightforward game with the simplest of goals. There's a whole new story that could easily be linked to that of Ico, but the connecting strands could be spotted by the players themselves - the development team didn't force any direct connections to their first-born. A small team of 35 people got Shadow of the Colossus on North American and Japanese shelves by the end of October 2005, and this time, they had both a critical and commercial success on their hands. Praised for its unique gameplay outline and awesome audiovisuals, Shadow of the Colossus is widely considered one of the best video games in the world. I liked it when it came out, but I didn't appreciate it, as ironic as it sounds. Let's see if time's been kind to my ability to judge... and of course, to the game.

Killer of giants

See that crap on his club? That's you.
Believing she was wrongfully accused and sacrificed, a young man named Wander brings the dead body of a girl named Mono to the Shrine of Worship. There, he makes contact with the entity Dormin, who is said to possess the power of resurrection. Dormin says that returning the girl's soul to her body is possible, but seeing that Wander is in possession of a powerful, ancient sword, he will only help if Wander sets out to slay the sixteen colossi that walk the land.

Previously on VGMania...

If you read the Ico review, let's save the recap and go straight to business. Since I talked a lot about Shadow of the Colossus in the last review, it's safe to think that this little speech is about Ico, but the truth is I never played Ico before the HD collection came along, despite all the praise and my sudden realization that the game had strong ties to Shadow of the Colossus. This is a story about that HD collection, and how it ended up in my hands.

So, I gave up my copy of the original Shadow of the Colossus, and as always, I've regretted parting with it - just as I regret parting with subpar games such as Castlevania: Lament of Innocence and Blood Omen 2. I'm a collector, and Shadow of the Colossus' packaging really wasn't from the most typical end of a standard commercial release - but that was pretty much the only reason for me to regret parting with it, for the longest time. Well, then I met a girl. We both have a strong passion for games, only she's a PC nerd and we still have arguments that are about PC vs. consoles. (Back in the day, those arguments ended a little bit differently, if you catch my drift.) If she liked a console game, it had to be GOOD. Better than GOOD, capitally AWESOME. She played some games that were exclusive to consoles with a bitter smile, but Shadow of the Colossus was a game she truly wanted me to have. She had a glint in her eye when she spoke of Shadow of the Colossus. When I told her that I actually used to have the game, but I gave it away, that glint turned into a blue flame. So, the next time we were at GameStop, she bought me the HD collection of Ico and Shadow of the Colossus for the full price of fifty. What's a man to do but to play the game?

Barf bags ready.
Well, I didn't play it. She took Shadow of the Colossus for an almost immediate spin, but we didn't stay together for all that long after that, and when we broke up, the collection ended up just another big ole' dust ball on the shelf, never to see the innards of the PS3 again... before the moment I got my third mail concerning Ico, as well as some newsletter that had information about Team Ico's latest eternity project, The Last Guardian (or "Ico 3", as some call it). "Hell or high water", I thought to myself, and finally, after all these years, played and finished Ico. The next logical step - from every possible angle - was to take on Shadow of the Colossus. It's been seven years... and Shadow of the Colossus still feels the same as ever. Unlike in the cases of Resident Evil 4 or God of War II, or [insert PS2 classic here], in the case of Shadow of the Colossus that's not an entirely good thing. Not from my perspective. Although I still like it, I still find it hard to appreciate it.

Shadow of the Colossus' original release nearly coincided with the launch of the Xbox 360, and the European release came out about a year before the expected halt in the production of PlayStation 2 games - which was quite damn far off, actually, as you all know. Anyway, Shadow of the Colossus was slated to be one of the last big games of the PS2, and with that in mind, the developers went all the way with how they originally envisioned the game: minimalistic design, epic proportions. Just like Ico. When the game starts, you surely won't expect to see one of the most visually stunning PS2 games, but when the first boss passes you by with his extremely heavy feet, the truth reveals itself. Team Ico went all in with the colossi. As a friend of mine would put it: this looked good on the PS2, but imagine playing the HD version on the PS3, in stereoscopic 3D, from a 48" screen. THAT'S something else, I hear. The variety in characters is still the very same - there are only three central characters, apart from the corpse that sets the whole plot in motion, and the voiceover work can't really be judged by one who doesn't understand a word they're saying. Which would be just about everyone, since even though the spoken language sounds like Japanese, it's entirely fictional. Like Icoish or something. The music is just outlandish - epic as hell. It might start to get on your nerves if you've been spending the last hour just trying to make it past your opponent's ass to his lower back, but that's a flaw we will discuss in another context.

I would definitely not like to see your momma.
If Ico had a simple concept, then Shadow of the Colossus is a whole new high - or low - on that front. You simply take down the sixteen colossi one by one. Nothing else. There's nothing else you need to do to finish the game. There are some collectables - all of which come with Trophies in the newer release - but they are not relevant. You start at the Shrine of Worship, where you are presented with the next task, meaning the next huge fucker you need to kill. Then you get on your horse, see how the sunlight reflects on your sword and use that sunlight to locate the colossus. In constantly increasing difficulty, you need to figure out how to slay the behemoth before your eyes - its vulnerable points, and the way to get to them. It starts out nice and easy - you don't have to do much else than climb the sumbitch from his feet up to his head and stab his brain, but later, challenge is thrown into the mix by ways of the introduction of different forms for the colossi, such as a bird and an earthworm. Sometimes you even need to figure out a way to get their attention, otherwise they're out of your reach - like whistle like you would call your horse, or if that's not enough, put an arrow between their eyes.

Back off, dude. I have a knife.
The concept sounds so simple and weird that you wouldn't believe just by reading that this game is truly considered one of the finest, most unique video games in history. I seriously don't understand why - as far as the concept goes, I agree: as weird as it sounds, it works. It would work even better with a faster tempo and better controls, though. Shadow of the Colossus is one of the most frustrating games of this basic caliber I know. I had fun with well over a half of it now that I finally got around to truly playing it instead of merely "testing" it, but I truly don't understand why people are so worked up about the game. I know the slow tempo of the game and Wander's overall clumsiness could - and probably should - be interpreted as a simulation of the futility of this David vs. Goliath round trip, but I'm the kind of gamer who takes it as just what it is. Frustrating drivel, which only gets more frustrating with each colossus. I seriously considered breaking the controller in half and wiping my ass on the game disc when I got to the tiny one who keeps ramming you all the time. Just getting on his back to have a small hope of killing him is a royal pain in the ass, since Wander's jumps are so out of control and the window to strike is so frustratingly small. The environment is so big, that missing just one jump - or grab, remember that you specifically have to grab ledges in this game - and having to backtrack to the beginning of the path is more frustrating than in any other game just about ever. Controlling your horse, Agro, is a neverending pain - double that if you have to use him in a boss battle. Climbing shit in general is unnecessarily hard at times - Wander just jerks off in place, no matter how hard you keep pushing. I could go on and on about the controls, and since this game was out in 2005, when the current standards were pretty much in check, age is no longer a valid excuse...

...But I digress, 'cause after you get over the controls, you'll find a pretty good game. I say pretty good in contrast to a million other gamers' "OMG SOTC!!!111", 'cause as satisfying as it can be to tread carefully from one hole in the Earth to another to see what lurks in it - and kill it (with fire?) - I still sincerely consider Shadow of the Colossus one of the most overrated games there ever was, and that over a half of its high level of challenge comes from lacking controls and Wander's artful incompetence. This game was not made to please everyone - even at the risk of being the only outcast who never saw the entire greatness of the game, I refuse to give it any charity.

UPS
+ The audiovisuals
+ The colossi
+ The unique concept and the surprising fact that it actually works

DOWNS
- Controls, both on foot and horseback
- The size of the environment can turn against you
- The slow tempo and the main character's "fascinating incompetence" ain't for everyone - including me

< 7.8 >

maanantai 18. maaliskuuta 2013

REVIEW - Ico | PS2 | 2001

GENRE(S): Action / Adventure / Puzzle
RELEASED: September 24, 2001
AVAILABLE ON: PS2, PS3 [Ico & Shadow of the Colossus Classics HD]
DEVELOPER(S): Team Ico, Bluepoint Games (PS3)
PUBLISHER(S): Sony Computer Entertainment

In a time Grand Theft Auto III was THE game you gamers wanted to get for your PlayStation 2, critics were trying their best to drag you away from all the killing, senseless violence, complex gameplay and general sandbox-style mayhem by praising a little game called Ico to high heaven and beyond. The simple, strange, yet beautiful debut of Team Ico had been in development for as long as four years - creator Fumito Ueda originally created the concept to be unleashed on the original PlayStation. Ico ended up selling poorly in both the United States and Japan, but Europe seemingly had a soft spot for Ico's unique ways, as the game's sales in Europe went well over a double the amount of copies sold elsewhere. Back in the day, you could say the name of the game and no one would've known what you were talking about. Some years later, Ico became a cult title ranked high up on just about every "best games ever" list ever made, in the wake of its spiritual successor Shadow of the Colossus. In 2011, the once shunned, now worshipped PlayStation 2 adventure made its way to the PlayStation 3 in high definition, along with its epic "prequel". I guess it's finally time for me to investigate what made Ico so special, and how it has stood the test of time.

Gimme a hand

A young boy named Ico is imprisoned and left to rot in the crypt of a dark castle by the people of his village, who consider his recently sprouted horns an ill omen. After an earthquake shakes the castle's foundations, Ico is able to break free from his coffin. As he explores the castle to find means to escape, he crosses paths with a fellow prisoner - Yorda, the daughter of the castle's queen. After learning of the queen's plans to use Yorda's body as a vessel for her dark, malicious soul after her own body has perished, he decides to help Yorda escape as well.

Goodbye, cruel game.
My history with Team Ico, part one. Strangely enough, this part one is not about Ico - I will save that for the next review. Back in 2006, I read a rave review on a game called Shadow of the Colossus. In this review, there was no mention of a predecessor - the game was simply considered a unique masterpiece, one of the finest "new franchises" to emerge on the PlayStation 2, financed by Sony themselves. I thought the description of the gameplay sounded kinda strange, but I was moderately fresh off the freight train they called God of War - if someone had the balls to call this Shadow of the Colossus one of the finest new games on the PlayStation 2, and it was published by Sony, it just had to be off-the-charts awesome. So, the next time I had some extra money on me, I marched to the local supermarket - the only place I had the slightest hope of finding the game where I'm from - and paid the damn €70 for it. If the game was to indeed turn out as good as I had surmised, I had quite the treasure on my hands by the mere looks of it - it came in a fancy cardboard box with a few art cards, in a time collector's editions were not that common game. So, I went home after school, slapped in the disc, played the game for a few hours. Those few hours later, I took the disc, put it back in the box, went to sleep with a smile on my face. Never played the game again.

I liked how Shadow of the Colossus was different from just about every other action game I had ever played - but that difference was not for me. It was a great game, just not my kind of game. My copy of the game just sat on the shelf for a few years. Then I got familiar with a schoolmate of mine, who was my neighbour back then and now I consider him a bro. I once borrowed the game to him, and he loved it - he absolutely adored it, and cursed life for not finding a copy of his own for a decent price at that time. A while later, his PlayStation 2 broke down, I borrowed my console to him, and he broke it as well. Despite of being in a very dire financial situation and in need for a lot more than a new PlayStation 2 of his own, he BOUGHT ME a new PlayStation 2 unit, informing me of his little mishap afterwards. I considered this such an unselfish and noble deed, that I decided to reward him. Even though he didn't have a PS2 at that moment, I knew he was going to buy himself a new one as soon as he could, and he's always been a collector, so I decided to give him my copy of Shadow of the Colossus as a gift. I knew he'd appreciate the game more than I ever could. By that time, he had secured a copy of Ico - a game I knew by name, very faintly, but never knew to be the spiritual predecessor to Shadow of the Colossus.

To be continued...

Ico is a very, very strange game, even nowadays... but when it came out, it challenged just about every trope and cliche in modern gaming. While other development studios kept pushing the envelope in violence and profanity, and/or pushing for more and more diversity in gameplay, Team Ico created a very simple, minimalistic love story. Very little dialogue, just three central characters to begin with, just three enemy designs, with the main focus on level design, atmosphere and on touching the player on an emotional level, the theme being loving and caring for someone. With its long-delayed, yet great success, Ico laid grounds for dozens of indie developers to explore and flourish with their minimalistic designs. Not only those, Ico also went on to influence today's greatest commercial success stories, such as Assassin's Creed and Uncharted. The influence isn't right there in black and white, but I find it pretty obvious, considering the importance of "climbin' shit", as Nathan Drake would put it.

Oye! Fus Ro Dah!
Although very few were around to see it, Ico was one of the most beautiful sights to behold on the PlayStation 2 in 2001, or on the whole market at that. In 12 years, the view has changed a bit. Even the surprisingly sharp HD rendition doesn't change the fact that most of it's of the union of copy and paste - but absolutely nothing shakes the fact that it really doesn't matter. Ico was always meant to be a minimalistic game of epic proportions, and the proportions are what matter. Even if the castle's graphical textures hardly change throughout the course of the game, the concrete level design does, all the time, and it's one huge castle. There's hardly any in-game music and the dialogue is very rare, plus totally incomprehensible due to the two fictional languages used in the game, but the sound department garners in a whole soundtrack worth of points with the song that accompanies the final credits - "You Were There", which is widely considered one of the most beautiful songs exclusively written for a video game.

It went on to influence a whole cavalcade of games, including the more recent Prince of Persia games, which is ironic, 'cause Ico was most influenced by the very original Prince of Persia. Your goal is to make it through a castle and save the princess. The most essential difference between Ico and classic Prince of Persia just as well as any "save the princess" type of story is that the princess is with you 95% of the game's duration. Co-op is out of the question; Yorda can't really do anything except get you through spirit doors that block each level. In each room and level, you have to figure out some way how to get her to the doors; you usually have no problem reaching them, since your movement is not nearly as limited. She can climb ledges and ladders, and you can help her across chasms, but she cannot climb chains or pipes, and she most definitely can't do shit to the dark spirits pestering her. Although they show up rarely, they do so at the most awkward of times.

Nice view. Wanna make out?
Yorda needs to be held by the hand almost all of the time you're with her. She's very reluctant to follow your orders from time to time, and her refusal to co-operate is not always just frustrating, it's also misleading. I had to resort to a walkthrough twice during the game, just to find out I had been going for the exact correct solution for tens of minutes, I was just standing half a pixel off the right mark.

Although Yorda constantly makes you want to scream "back to the kitchen" out loud, all of the game's problems do not stem from her presence; there are even worse problems that present themselves even on the very rare occasions you're alone. The game has a wide array of control issues, all the way from platform jumping to the extremely tedious combat, which is luckily toned down once you get some better weapons than the pathetic torch you have to get by with for the longest time. Well, Ico is quite aged, and it was the first full-length project by its core developers, so I guess I'll have to let problems such as this pass. Kinda pass. Surprisingly, the very dynamic camera is on the mark most of the time. I don't remember any huge problems with this usual grievance.

Ico - the character - does not have any type of HUD or health points. He can't directly take damage from enemy attacks, he can only be pushed down long enough for them to have their way with Yorda (that sounded way dirtier than it was supposed to) and drag her to the darkness. You have a consistently fair time window to save her, but if you've wandered too far away from her, it's of no use to point (or give) your finger at the game - you're supposed to stay with her and protect her at all costs, and that's the thing you've gotta remember from the start. Helping her keep up is the toughest challenge of the game, and it makes the puzzles even tougher than they already are. Even if Yorda's annoying, she deserves credit for making this game challenging and of course, one hell of a unique experience.

Baby, I don't understand one word you're
saying, but I'm sensing a true connection here.
Ico - the game - is filled with, if not jumps to the unknown, annoyingly precise jumps that have a good chance of sending you to a fateful collision with planet Earth. Returning to the game's age, every exit is not a checkpoint, as you will very likely have to see for yourself. For a contemporary gamer who perhaps wasn't even really there when Ico originally emerged, the checkpoints are a true test of will as the puzzles often have several, SLOW steps you have to retake following every time you fail - including having Yorda to climb a ladder, a potentially long ladder, and mind you that she climbs ladders at half your speed. The only checkpoints in the game are the save points, and the spirit doors in the end of each level. There are no more - again, as you WILL discover - before the final level which does not have spirit doors or save points at all.

Although Ico has a lot of potential of slapping the thought of beating it for the heck of it right out of you, I advise you to not follow up on that thought - it's an experience, and it's really not that tough once you understand and are able to sink in all that you can do, and all that Yorda can do. The European version (of both the PS2 and PS3 versions) is slightly different from the original version of the game, and has a couple of puzzles that are really illogical or physically weird. Those are pretty much the only puzzles that initially feel impossible to figure out. I know trial and error doesn't have that much appeal with this few checkpoints, but very often you can engage in it without the severe punishment of death, just epic frustration at its worst. It's how the game was meant to be played. Like it or not. The combat is awkward throughout the line, but luckily there's just one boss fight, and I think that one's even kinda cool.

Ico left a better first impression on me than its "prequel" did back in the day, and it proved to be a good starting point to get reacquainted with the team's work, right up 'til its pretty end. It's a very down-to-Earth, unique journey that I advise everyone into "different" games and with five or six hours to spare to embark on at least once.

UPS
+ A simple, yet different and captivating story
+ Unique atmosphere, created with minimal resources
+ Clever level design leads to mostly clever puzzles
+ Ethereal music
+ A surprisingly dynamic camera for such an "old" game

DOWNS
- A SLOW tempo
- Quirky controls and physics
- Thoroughly tedious and unsatisfying, luckily rare combat
- Yorda's occasional refusal to follow code, which can even be extremely misleading at times

< 8.5 >