Question: Are the controls better in the HD remake compared to the PS2 originals? Saying nothing of my general opinion of the game, the controls of the PS2 Ico were abysmal; I felt like I was playing as a frozen brick. :V
I just finished ICO HD last night and its still the most beautiful game i've ever played (played through it 5 times on PS2)
And NO the controls are NOT bad, they never were! despite not having played ICO in about 6 years' It took me 5 minutes to adjust and I breezed through the game. Granted I knew all the puzzles, but still the controls are amazing in my opinion. Not once did Yorda not do as I asked.
Also I was reminded that holding girls hands is pretty awesome.
I imediatly started playing Shadow of the Colossus (A game i've never played before) ...and boy, now thats a game with bad controls, i'll adjust but damn!
STOP SHAKING WHEN I'M TRYING TO STAB YOU DEAD YOU F***ING DUMB COLOSSUS!!!
Anyways, it seems people who only played SotC remember that one fondly and yeah, the same thing goes for Ico.
And NO the controls are NOT bad, they never were! despite not having played ICO in about 6 years' It took me 5 minutes to adjust and I breezed through the game. Granted I knew all the puzzles, but still the controls are amazing in my opinion. Not once did Yorda not do as I asked.
Also I was reminded that holding girls hands is pretty awesome.
I imediatly started playing Shadow of the Colossus (A game i've never played before) ...and boy, now thats a game with bad controls, i'll adjust but damn!
STOP SHAKING WHEN I'M TRYING TO STAB YOU DEAD YOU F***ING DUMB COLOSSUS!!!
Anyways, it seems people who only played SotC remember that one fondly and yeah, the same thing goes for Ico.
I finished both games last week and I also don't understand why the controls get such a bad rap. Ok, they aren't perfect, but some of the comments I have read would lead you to believe Ico had "tank" controls like in Tomb Raider or Resident Evil. The animations may look rigid by today's standards, but I found Ico to operate just fine. He always moved smoothly across the castle floors and traversed stone walls slowly but surely. He never missed a jump, fell off a narrow path or went in a direction I didn't want him.
As for Yorda, she always came when I called and stayed put when I wanted her. There was only one time when I called her down from a ladder and she immediately went back up again because I stood in the way.
Also, perhaps this is just me, but I actually like that the developers didn't hold your hand through the puzzles. The game used progression mechanics based on observation, which I felt had a bit in common with point-and-click adventure games on the PC. The key element to solving the puzzles were often the centerpieces of each area (the trolley, the crane, the waterwheel, the windmill, the piston, the chandelier, the sundials, etc). Obviously, if there were bombs, a nearby boarded-wall or pillar needed to be blown up. If there was a sword, a rope needed to be cut. If there was a cube, it was placed there to be weight or step. The puzzles weren't without logic. The developers just wanted the player to think outside the box and explore every inch of the castle. It's something I appreciated.
As for Yorda, she always came when I called and stayed put when I wanted her. There was only one time when I called her down from a ladder and she immediately went back up again because I stood in the way.
Also, perhaps this is just me, but I actually like that the developers didn't hold your hand through the puzzles. The game used progression mechanics based on observation, which I felt had a bit in common with point-and-click adventure games on the PC. The key element to solving the puzzles were often the centerpieces of each area (the trolley, the crane, the waterwheel, the windmill, the piston, the chandelier, the sundials, etc). Obviously, if there were bombs, a nearby boarded-wall or pillar needed to be blown up. If there was a sword, a rope needed to be cut. If there was a cube, it was placed there to be weight or step. The puzzles weren't without logic. The developers just wanted the player to think outside the box and explore every inch of the castle. It's something I appreciated.

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