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MysticOde
United States
เข้าร่วมเมื่อ 22 พ.ค. 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 - That Familiar Pattern
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 say that to discourage anyone's theories or undermine belief in the shared universe theory. I just think it's often forgotten that these stories can also stand on their own, independent of any other narrative, and still be complete in terms of their lore.
Translation of the Japanese Manual: icoshrine.neocities.org/manual_image_gallery#Translation
My Tip Jar: ko-fi.com/mystic_ode/posts
My Tumblr: mysticode54.tumblr.com/
Footage was captured via PCSX2 running the PS2 PAL versions of both ICO and Shadow of the Colossus.
00:00 - Intro
01:02 - Examples of the Pattern
06:37 - Tangent
08:59 - Sofa Discovery
10:13 - Japanese Manual Excerpt
10:24 - Recapping What We Know
12:11 - Usage in Shadow of the Colossus (Pt. 1)13:56 - Important Note
15:16 - Usage in Shadow of the Colossus (Pt. 2)
18:58 - Usage in E3 2000 Demo20:28 - Conclusion21:25 - Music Credits
"Spacial Harvest" Kevin MacLeod (incompetech.com)Licensed under Creative Commons: By Attribution 4.0 Licensecreativecommons.org/licenses/by/4.0/
Also, to elaborate on my claim that ICO wasn't made with Shadow of the Colossus in mind: I do not say that to discourage anyone's theories or undermine belief in the shared universe theory. I just think it's often forgotten that these stories can also stand on their own, independent of any other narrative, and still be complete in terms of their lore.
Translation of the Japanese Manual: icoshrine.neocities.org/manual_image_gallery#Translation
My Tip Jar: ko-fi.com/mystic_ode/posts
My Tumblr: mysticode54.tumblr.com/
Footage was captured via PCSX2 running the PS2 PAL versions of both ICO and Shadow of the Colossus.
00:00 - Intro
01:02 - Examples of the Pattern
06:37 - Tangent
08:59 - Sofa Discovery
10:13 - Japanese Manual Excerpt
10:24 - Recapping What We Know
12:11 - Usage in Shadow of the Colossus (Pt. 1)13:56 - Important Note
15:16 - Usage in Shadow of the Colossus (Pt. 2)
18:58 - Usage in E3 2000 Demo20:28 - Conclusion21:25 - Music Credits
"Spacial Harvest" Kevin MacLeod (incompetech.com)Licensed under Creative Commons: By Attribution 4.0 Licensecreativecommons.org/licenses/by/4.0/
มุมมอง: 328
วีดีโอ
ICO - North American vs Japanese Versions
มุมมอง 562หลายเดือนก่อน
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
มุมมอง 137หลายเดือนก่อน
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 [Post Script]
มุมมอง 3492 หลายเดือนก่อน
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
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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]
มุมมอง 802 หลายเดือนก่อน
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
มุมมอง 582 หลายเดือนก่อน
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]
มุมมอง 452 หลายเดือนก่อน
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]
มุมมอง 592 หลายเดือนก่อน
This one has been shared on other TH-cam 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
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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)
มุมมอง 2732 หลายเดือนก่อน
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
มุมมอง 218 หลายเดือนก่อน
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
มุมมอง 228 หลายเดือนก่อน
げんしのことば (potentially translated as 'First Words') was developed and published by Sony Computer Entertainment Inc. It was released on October 18th, 2001 for the PlayStation 2, exclusively in Japan. It is an adventure game following a stranded alien who attempts to fix his ship and return home by learning the pictograph language that the nearby natives speak. This promo video was found on the PAP...
Formula One 2001 - PAPX 96509 Disc Promo
มุมมอง 488 หลายเดือนก่อน
Formula One 2001 was developed by Studio Liverpool for the PlayStation 2 version and published by Sony Computer Entertainment America. It was released on October 2nd, 2001 for PlayStation 2. This promo video was found on the PAPX 96509 disc released by SCEI in 2001.
The Yamanote Sen: Train Simulator Real - PAPX 96509 Disc Promo
มุมมอง 318 หลายเดือนก่อน
Train Simulator Real THE 山手線 is a train driving simulator developed and published by Sony Computer Entertainment Inc. It was released on October 4th, 2001 for the PlayStation 2, exclusively in Japan. It features the 205 series direct-current commuter tram as its vehicle and travels the JR East Yamanote Line outer loop. This promo video was found on the PAPX 96509 disc released by SCEI in 2001.
PoPoLoCrois: Hajimari no Bōken - PAPX 96509 Disc Promo
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PoPoLoCrois: Hajimari no Bōken - PAPX 96509 Disc Promo
Wild Arms Advanced 3rd - PAPX 96509 Disc Promo
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Wild Arms Advanced 3rd - PAPX 96509 Disc Promo
Legaia 2: Duel Saga - PAPX 96509 Disc Promo
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Legaia 2: Duel Saga - PAPX 96509 Disc Promo
Yoake no Mariko - PAPX 96509 Disc Promo
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Yoake no Mariko - PAPX 96509 Disc Promo
Mad Maestro! (Bravo Music) - PAPX 96509 Disc Promo
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Mad Maestro! (Bravo Music) - PAPX 96509 Disc Promo
Jak and Daxter: The Precursor Legacy - PAPX 96509 Disc Promo
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Jak and Daxter: The Precursor Legacy - PAPX 96509 Disc Promo
Toro to Kyuujitsu - PAPX 96509 Disc Promo
มุมมอง 938 หลายเดือนก่อน
Toro to Kyuujitsu - PAPX 96509 Disc Promo
ICO - North America's Unique 'Game Over'
มุมมอง 319ปีที่แล้ว
ICO - North America's Unique 'Game Over'
Looking forward to your investigations about that E3 demo from 2000. Lovely video.
Yorda has the same Ico's cloak in the beta version! That's combined so much!
Darn, took me a month, but after seeing all the changes made, this makes me appreciate the game much more. The changes made to terrain far away from the playable areas seem the most impactful for me (aside from any gameplay/cutscene changes), although the final act seems to be most impacted area in the NTSC version. (36:35 I never knew that you can trigger a camera change here!) Sincerely thank you for all the work you put into these videos, it shows. Looking forward to more content on the channel, but also on your site if any updates come to it! As always, Lord bless and have a great day! 🙏🙏
The camera change you mention is a kind of brief cutscene that only plays in the JP/PAL versions. It's interesting that it's there, because it inadvertently makes the area seem more interactive than it is. I think it's goal is to actually show players how impossible it is to overcome the gate. There's a similarly short cutscene you can see if you climb up a pipe in the Cogwheel area that should lead Ico back up to the ground floor, but it breaks as part of the cutscene, sending Ico back into the water. I'll probably make a short video showing this off sometime. Also thank you for the kind words I really appreciate it.
@@Mystic_Ode I think I remember the pipe you mention, breaking somewhere in the final area, from my playthroughs as a child. Although I never stumbled upon it again. The attention to detail in Ico, among many other things, is why I think this game fully deserves to be called a work of art.
I think that perhaps, if we assume that Ico and SoTC are happening in the same timeline, that pattern could be linked to some kind of prophecy. Emon already seems to have extensive knowledge on Dormin, his people may know the curse that the forbidden spell would bring on them. Maybe Wander's actions were destined to happen, so that Ico's plot could take place hundreds or thousands of years later. Not the best theory, but perhaps some weak links can be made. As always, thank you for these comprehensive deep dives on Ueda's work, this one was top-notch. Lord bless you! 🙏🙏
2:38 BEFORE I CONTINUE TO WATCH THIS: With that in mind, Is there a possibility that the Master of the Valley, from The Last Guardian, may have a similar pattern? I mean, sure, its still different, but still I checked on wiki and there was some, if my eyes aren't betraying me I also didn't believe that TLG was in the same universe nor has any directly relation to Dormin. I mean, sure, they share the same use of color cyan, horns, beasts and etc, yet it was just a part of GenDESIGN's(former team ico) identity at this point. Now I need to see the theories, but not only I returned to these games with new eyes, I also kinda opened my eyes to this and believe that yes, it is. They could be in the same universe, however either as a different deity that may or may not share the same origin or "blood" with Dormin. They may be like most of polytheist phantheons from real life? Or could even have something similar to what the main villain(The Devil) of Dunmeshi is, like all distinct deities are the same or part of one big god. After all, Its not like Dormin would be the only Deity of this world at this point.
i was thinking the pattern in ico glows in presence of yorda or sunlight And also in presence of sunlight in sotc (through the sword) , so there is no point in saying they have different meanings. Then u literally said u dont agree with me at 14:43 😭. Anyways why do you think they have a different significance? I wouldve loved to see you use the pattern to try to link the two games together more and give your theory because i dont think anyone has done that
@@yashveersingh6633 My comment there was in anticipation of people who believe Shadow of the Colossus enforces a retroactive continuity (retcon) that *should always* change the understanding of ICO. That is what I disagree with. For example, people don’t try to ponder the myriad reasons why the horned children exist anymore, because everyone has played Shadow of the Colossus and then agrees the only reason must be: Wander began the lineage of horned children. I think people are allowed to have that theory, but it shouldn’t be the default. Because tying these games together was not always the plan. The Sigil wasn’t used on the Colossi until around the time that The Spider colossus was designed. And you try telling me how Dormin, Emon, and Mono are supposed to fit into the original NICO multiplayer concept. The connections we find now are merely the result of Ueda deciding years later that he could form loose ties to his first work in an interesting way. The ties he makes back to ICO in SotC are inevitably influenced by SotC’s themes and its narrative, it is an add-on. But now, due in part to Shadow’s popularity within the Team ICO fan community, few are willing to accept a discussion of ICO’s lore that does not involve Shadow of the Colossus. Within the community that’s been formed, the game is not allowed to stand on its own. Bring up The Queen and someone else will bring up Dormin. And that’s very frustrating to me. Because I do like Shadow of the Colossus, but imagine if every time you wanted to talk about the Colossi and their potential origins, people asked why you didn’t mention Trico and implied that you’re being weird for not examining Shadow of the Colossus alongside The Last Guardian. In this case, of course, I did bring up SotC in my video’s discussion. But that was partly because I felt a pressure to do so. After all, if I hadn’t brought it up, how much of the comments’ section would be dominated by people mentioning the connection? This is why I ended up including it with the emphasis on conversation (compare and contrast) rather than deliberate connection. I want ICO to be analyzed independently, to stand on its own merits. Have conversations with the other games, but not be defined by their lore. If it needs Shadow of the Colossus to be a complete story, then ICO has no identity of its own. (I apologize if this comment felt heated. Your message was very kindly formatted and I appreciate that. If it felt like I was lashing out at you at any point, that was never my intent, but I’ve scanned this over a few times and don’t know to word any of this differently. I feel very strongly about this topic.)
@@Mystic_Ode though you think differently about this game than others ( everyone likes to relate the two games because of the similarities and make theories) I understand you. However would you like to relate the two games if ico was considered the prequel( that's how I perceive the two games) because then you wouldn't need sotc to explain icos story.
@@yashveersingh6633 I suppose if the additions SotC made to the lore were chronological, I would be more at ease connecting them. But I think the distance of time and space was very intentional. It feels like two episodes in an anthology. To give you my best answer, I'd probably frame it like this: The Pattern has a mystical quality, somewhat tied to the nature of the world's magic. At some point, humans discovered this facet of the world and used it for different purposes. They learned that it is something of an anchor for reflected sunlight and that they could convert that sunlight into a source of Light Magic with the proper technology. After this discovery, it was widely adopted as a symbol to distinguish one as part of a culture, specifically a culture of workers, architects, and the like. But this natural symbol of their world also references horned figures in its structure, and this works well for ICO's narrative in the sense that the horned children are literally being used by The Queen for the Light Magic they produce after being placed in their capsules. We see it happen when Yorda is turned into a shadow, the dormant magic within these horned people is critical for the ritual. Now, it's clear enough that the Colossi are somewhat unnatural in their biology. You can see the strange motor-like mechanism along Valus' nose in this video, for example. And Dormin was sealed away by mortals, who created these Idols that are bound to the Colossi. Regardless of their fur and otherwise natural looking bodies, there is certainly a semblance of construction to these beasts, so I find it likely that the weak points were also by mortal design. If the colossi just naturally had these shining weaknesses that their creators didn't intend, you'd think they might've tried to cover it more, like the little Colossi do with their armor. And I doubt they were short of materials to cover those spots, considering how many colossi have armor in pretty much every spot except their weak points. So the pattern was likely being intentionally placed for the purpose Wander uses. They installed a means to destroy these creatures, making it not easy, but certainly not impossible, for the one who wields the Ancient Sword, that will reveal the weaknesses. I don't think the sigil serves a function beyond showing Wander where to strike. If it is meant to serve a secondary purpose as, for instance, a ward against Dark Magic, it really fails to protect Wander from the shadowy tendrils at all. And it also fails to protect Ico for that matter, as he can be turned to stone by The Queen's Dark Magic. Anyway, with this usage on the Colossi, perhaps the association changes. Maybe the cloaks don't serve as a sign of the working class community in this place and time. And the horned figure present in the pattern is seen differently by the surrounding culture. Perhaps because of the situation with Dormin, it becomes a reminder and a warning. "Do not forget what we accomplished in sealing this evil." It does seem like a feat worth remembering and fearing, enough for near everyone in a tribe to be wearing it in some form. These are just various thoughts and guesses, of course. I don't 100% back these statements.
@@Mystic_Ode After already writing a comment with my own weak theory on the 2 games connecting, and then reading this, I have to say, I really like your point here. Very refreshing to see Ico being treated like a standalone game. And I will try to view it more and more from this perspective going forward.
It's so hard when there's soooo many questions and no actual answers T_T But at least we have people like you and nomad to document all this! Thank you for your hard work :) Also Yorda looks so cute in that demo with her little shawl!
Additional Note about the Sofa Texture: bsky.app/profile/mysticode.bsky.social/post/3l7c575ivid2a
8:16 i know i've already commented in this video but i always thought ico, the queen and yorda all shared some kind of magic. Like they're all pieces from the same puzzle.
@@Lalatellevizion Ico is certainly capable of supernatural feats, particularly in athletic ability and general durability. I believe there is magic inside of him and the other horned children that were sacrificed. But unlike Yorda and the Queen, he has no means to utilize magic beyond his passive strength. That internal magic may still may be affecting these switches. But it seems just as likely, given their size, that they either require multiple people to stand on them, or at least expect that to be common.
2:24 the door being worn out inside but not outside is a great detail.
@@Lalatellevizion It is interesting, actually. Because when you start the game, we can see the doors are left wide open, it’s just the bridge that’s retracted. And remains open by default when Ico and Yorda first try to escape. If the doors were really open all the time, both parts of the gate’s latch should be equally worn away by the elements. It makes me wonder if the gates stay closed most of the time, but open for a specific occasion. Maybe as a signal to bring in a sacrifice?
No secret message this time? Really though, I'm glad this video exists to document all the times the Ico pattern is used through the game. Great structure and editing by the way
@@masterknuckles1888 Thanks so much! Also I will confirm there was a message, but it was just a little silly. Idk if it would be worth scrubbing the video for.
There's a lot of character within Yorda's little interactions with the bridge. It ultimately goes to show the curiosity she has concerning the world around her considering the Queen kept her from viewing such sights. Of course, you'd most likely miss this if you play the game too quickly, which kind of makes me wonder if that was why Ueda made the game so short. He didn't design Ico to be rushed.
I’m eating and burping while watching this video
I didn't know that in the East Arena Room, Yorda would drop from a high platform if Ico was close to her. That's like a cute in-game demonstration of the trust they have for one another. It's interesting how it's only in that specific place, though.
Fantastic!! I didn’t know about her fear of water.
Okami, Journey, Flowers, and Ico just give me a sense of peace that few other games have they’re just so cozy!!
I love how you include the current music track playing; great video!
@@cmf1402 Thanks! I know it can help to see when they start playing, rather than just putting the credits in the video descriptions. But I also think it can distract from the subject too much in some cases, so it hasn't always been consistent between videos. (I especially don't label the game's OST music because, I figured it should be pretty self evident when I do and the OST album isn't especially long or hard to track down.)
I love so so so much how you can learn so much about her just from subtle bits of animation. Something a lot of games today still lack! Thanks again for a great collection.
Great collection of all the changes! Was very confused when I played the game for the first time with the PS2 USA version and then a couple of days later played the PS3 version and experienced all the changes. Great to see a documentation of all the differences. Keep it up!
So cool ❤️
does yorda give hints in both versions?
@@yashveersingh6633 No. But I already mentioned this in a different video. There I showed how Yorda has some limited ability to hint in the North American version by approaching objects of interest and looking between Ico and the object, but she couldn’t point out anything until the later versions were published.
Very impressive work! But highly unrealistic, we all know that Yorda would never willingly touch water 😆. I'm also impressed by your site, looking forward to more updates there.
Nice - amazing details here. So subtle it would be hard to notice the differences, but you have made them clear.
It's curious to think that games in 2024 didn't have this level of details in their physics.
@@luankelsch4150 I would attribute it partly to a reliance on Physics Engines and partly to a lack of... how to put it(?)... technological whimsy. In the early 00's there was still so much optimistic wonder about the possibilities of the medium. It encouraged developers to find joy in replicating the most mundane facets of reality. At that time, realism in games meant something different than it does now. It didn't mean making visuals that fooled the eyes, it meant making a breathing world that fooled the brain. Everyone knows the characters and aliens of the original Half-Life are polygonal imitations, but the way they respond to their surroundings makes them real. (Did you know the Bullsquids were programmed to 'smell' meat beyond their sightline and seek it out for consumption. MarphitimusBlackimus has a video showing that feature off.) Commercialized Physics Engines have taken a huge workload off of many development teams, but in relying on them, I think devs can often fail to consider what elements of the physical world aren't covered by the engine. How would the temperature of the room effect the shape and properties of this balloon? What smells can the character pick up on, and should they know there's danger ahead before the player can see it? Should we make this door wobble in reaction to the door next to it being slammed shut? These small considerations are, unfortunately, rare to see.
Great video! I love this game! ❤
Very informative. Didn't know about this fact. Now that there are emulations, I can go back to playing the pal version. The US box art though. Kudos
Thanks. I'm glad to be a help with the information I provide on this channel. I didn't get to bring it up in the video, but we do know the story behind the US box art, too. There was an article about it published last year. Team ICO was too busy wrapping development of the NTSC-U copy to work on the game's packaging themselves, so Sony hired a third party, called Beeline, to make the cover and manual. It's a good read. I would link to it, but TH-cam doesn't like links in the comments, so to be sure you can find it, use the keywords: [The Story Behind Ico's "Terrible" North American Box Art Time Extension]
@@Mystic_Ode Don’t worry about it. There is already a whole video dedicated on all the consoles box art of yesteryears between Japan vs US vs Europe which is borderline atrocious and misleading. Thanks anyway.
It's quite strange to see, mytersiour even, why they changed so many little things. I think the Japanese version looks better. A big weakness of the visual style was it can be far too bright and the contrast quite low so things have a faded look to them. The Japanese version has much better contrast levels and slightly more saturation on certain colours. Feels warmer and darker. I definitely prefer the Japanese look overall. Cool thing is that because the game has no real language in it or anything like that I can easily jump into the Japanese version and try it myself. Thanks for sharing. Next playthrough of this classic game I will definitely be trying the Japanese one out
I suppose my terminology may have lost some people, but the PAL region refers to a large swath of countries that used Phase Alternating Line encoding for their analog TV sets.* Many of those countries, like the UK, have English as their primary language, so English (alongside French, German, Italian, and Spanish) is in the subtitled language options. You can find a PAL copy of the game and not miss out on anything being said. (*NTSC is a different standard of analog television that both the US and Japan used. Games distinguished regions by the TV standards because it was important for the display. Display concerns are also why the PAL version will ask you whether you want to run the game at 50hz or 60hz, because some European countries in 2001 were locked into 50hz displays rather than 60hz.) Also, it's not really a mystery why they tweaked so many little details when you consider the North American version was pushed out much sooner than the devs wanted. I think it's easy to say that this is, essentially, a published late-stage beta build. Put simply, they didn't consider the game finished, but they had to push it out regardless.
@@Mystic_Ode Ah, I see, yeah I'm from the UK so I grew up with the PAL version anyway and when I saw this I assumed that the western release in US and EU was the same. So its actually the NTSC version that I've never seen before. I'll keep that in mind for emulating in the future though because I normally get the US version for ROMs on playstation games since its more compatible with modern monitors and 60FPS. I wonder why they rushed it? That's a shame. So it really is the inferior version not even an alternative one. That sucks.
@@johnbravemusic If I had to guess, I'd say someone high up at Sony of America respected ICO's graphical beauty, but only in so far as it would attract eyes and make money. According to records from IGN at the time, they seemed to initially want the game shipped out by July 2001, but then Team ICO got a single month's extension to August, which at some point was pushed back another month, for the final time. Three delays and you're out, I suppose. They were probably eager for a summer release because they wanted it to rank among 'The First Year' of American PS2 releases and summer was a great block to fit it into from a marketing perspective.
@@Mystic_Ode I see, perhaps it was a logistical scenario as well were on the American side for manufacturing they might have already invested into retail distribution, advertising, and making discs that they decided they couldn't deal with a delay. Cash flow problems or something. Guess we'll never know I've always been happy as a Euro gamer as generally our releases are better than the American ones back in the day but not always.
i still remember that i played the ntsc version first and then the pal/ps3 later and thinking "hm there is some differences" now i see that there is a lot more differences than what i found to have
A common theme I'm seeing so far is changing the level geometry to better communicate to the player what they need to do. The added fence to the top of the windmill shows that you have to jump from the windmill instead of just dropping from it. The chandelier is also easier for the players to see.
Amazing, I won’t need to play NA version by myself now.
I forgot to mention it in the video itself, but soon I'll make an unofficial 'changelog' detailing each difference from every video segment in plain text. So you won't be forced to play Spot the Difference yourself. It will be in the description when its ready. Until then, the 10 second skip feature of TH-cam might help you notice the sudden texture differences in certain shots. Every comparison shot was timed with the 10 second skip feature in mind.
Amazing! Are you going to include PS3 and European PS2 versions?
@@mosilew207 PAL = European PS2 version. As I mentioned at the start, the only major version differences between JP and PAL are technical, they changed the presentation of the Save screen a bit, translated the subtitles into multiple European languages, allowed the game to run at 50 hz (which incidentally resulted in a unique high jump maneuver that speedrunners have abused), and… I think that’s about it? Again, there weren’t any environmental changes I was aware of so in a video where that’s the primary focus it felt out of place to bring up. The PS3 remaster is based on the PAL version with higher resolution (and a few remade) textures. I shared some texture changes between NTSC-U and later versions in this video, but mostly because they were rare and stood out when they happened. But since every texture in the game was altered for the PS3 remake, how can I hope to highlight each part? The only other difference between PS2 and PS3 is the short video that plays when you wait on the main menu. The one that plays “The Castle in the Mist” track. Bluepoint had to reshoot the entire thing, but apparently they didn’t have the means to make the debug camera move like it used to for certain shots. Nor could they remove Yorda from some rooms like the PS2 cinematic seemed to. I say they couldn’t do these things because they clearly tried to get it as close to the original as possible and I think they would’ve gone further if they had the ability to.
@@Mystic_Ode Does the Japanese version run natively in 50hz or 60hz?
@@johnbravemusic It should run at 60hz. Also, I guess I should've read this comment first. See my other reply for more info.
Now this is what i like to see man!!!! Looking forward to this, I'll be sure to comment when I'll have time to sit down and watch this vid. Absolutely love the idea of longer videos! God bless! 🙏🙏
Such an amazing attention to detail on such an old game. When Ueda finishes his new Game in 2049 it'll be interesting to see
It's been more than twenty years and we're still finding stuff! What a game
Thanks for posting this, I love the last guardian
I saw a comment under your ''Understanding Yorda - post script'' video where someone mentioned or wished that Ico wold get a 25th anniversary remaster. Honestly i would buy a new gen console just to play it, fingers crossed it happens one day! Keep the videos coming, every new upload from you is something to look forward to!
@@walterwhite8164 Personally, I think my love for this game has pushed my standards to a level that won't be met by any modern game company. Like, my ideal is that they would keep the core of the game exactly the same, but any remake that needs the extra marketing push is going to have bonus content. Shadow's remake for PS4 had bonus content that was really good at being tangential, off to the side, and completely optional. But how do you accomplish anything similar with ICO's linear adventure? I'm afraid the industry will pressure any development team to fundamentally change the game by adding new areas and puzzles that weren't accounted for in the original design. Maybe the changes will be exciting for newcomers and casual fans, but not for me. I would really prefer that people picking up the game today at least be given the option to experience the journey as it was originally laid out. I might be happiest if it was simply ported to the newer console generation.
@@Mystic_Ode I've been putting off responding to your comment since I saw it, since there's a lot i want to say, and it is worth thought out response. But I'm going to put it off one last time, since I'm extremely tired and was hit 3 times to the face with brass knuckles today (long story, kinda funny though). I'm going to give a worthwhile response to your comment either tomorrow or the day after. Until then have a good time mate. Looking forward to your next project. Lord bless you. 🙏🙏
@@Mystic_Ode Hello, I'm sorry for taking so long to respond. ''Personally, I think my love for this game has pushed my standards to a level that won't be met by any modern game company. Like, my ideal is that they would keep the core of the game exactly the same, but any remake that needs the extra marketing push is going to have bonus content. Shadow's remake for PS4 had bonus content that was really good at being tangential, off to the side, and completely optional. But how do you accomplish anything similar with ICO's linear adventure?'' - I feel the same as you, I think that they could subtly expand some areas of the castle, it would need to be done in a way that keeps the original's atmosphere, but urges the player to explore every inch of the castle once again. Another thing they could add upon, even though it would need to be done in a very slight, maybe even unnoticeable in most cases until you pay close attention to it, is Ico and Yorda's bond. Your comprehensive video on Yorda's behavior in the game made me realize that there are many things I have not noticed over the years. Now again, this would need to be subtle things, like for example, what i see as a very sweet mechanic that I've learned about from your video, Yorda following Ico's position when he climbs very high places. Just two more examples that crossed my mind right now would be Yorda's curiosity (sightseeing, chasing birds), and Ico's idle behavior. To close this paragraph off, I can't emphasize enough that these changes would need to feel like they could have been in the original game all along. ''I'm afraid the industry will pressure any development team to fundamentally change the game by adding new areas and puzzles that weren't accounted for in the original design. Maybe the changes will be exciting for newcomers and casual fans, but not for me.'' - The pressure from today's industry would most certainly do harm to any potential remake of Ico. As for your view of adding new things for the purpose of pleasing the casuals and people who never played the original, I 100% agree with you. In the end, I still see how making even the smallest changes could take away from the irreplaceable feeling that one gets when playing Ico. ''I would really prefer that people picking up the game today at least be given the option to experience the journey as it was originally laid out. '' - I reckon that's what it is all about in the end, honestly I would just love to see new life (while still being as close to the original experience as possible) put into this beautiful amazing game again. But i would rather see it unchanged and in its full beauty, than even one bit of that beauty and serenity taken away. ''I might be happiest if it was simply ported to the newer console generation.'' - I am going to stay optimistic with my view of the future for Ico and assume that we are going to see that one day. Apologies for taking so long , truly. I've been writing this over the course of two evenings and I am very sleepy now, so forgive me if there are any inconsistencies. I am curious to hear what you think, i hope this comment crosses your eyes. Love the work you are doing, thank you for taking time out of your day to respond to comments under videos. May the Lord bless you! 🙏🙏🙏
@@walterwhite8164 Thank you for the thoughtful reply. I also really hope your injuries are healing alright. Adding more to the small things fans appreciate about this game would be a welcome addition. I could definitely see more complex, albeit minor, interactions and idle moments between Ico and Yorda. I don’t think anyone would be opposed to that since it doesn’t affect the core gameplay or the Castle’s architecture. Though speaking on that, after filming my latest video I can think of a few inaccessible places in the original Castle. Just a few tangential, closed off areas that could be made accessible in a remake. But then it falls on the new devs to fill that space with something believable, which is exceedingly difficult. I can’t say with confidence what could be behind each and every closed door, because it requires I understand, at the very least, the broad strokes of the Castle’s history. Which is a tall order for anyone who wasn’t on the original dev team. I agree with you that the remake might be inevitable. The demand certainly appears to be rising on various social media platforms. I like to keep a pulse on when this game gets any online attention, it’s practically my most common google search. And nearly every mention of the game in recent months has prompted a response of “Maybe we’ll get a remake soon.” or a sentiment along the lines of “Not giving this game a remake alongside SotC was Sony’s biggest mistake”. If someone at Sony is also keeping an eye on that, the wish might be granted. But it’s up to them if the product is really what the dedicated fan base will be satisfied with. We’ll just have to wait and see.
@@Mystic_Ode @Mystic_Ode Hello, I accidentally clicked off the popup window and lost a response that i was writing for a bit over 20 minutes. And I'm sorry if this response feels rushed. I agree with you, and also think, that minor additions to behavior of Ico and Yorda would be welcome. Both by fans and newcomers alike. On the point of new areas, I can see how new devs could miss the mark. This could also be worsened by current gaming trends. I'm glad that you are keeping an eye out on any potential attention Ico gets, let's hope that the game will get some much deserved attention. And hey, in the second worst scenario, (first one being no remake/port at all, in my opinion) if the remake misses the mark too far, we still have the original and ps3 versions. While still kind of on topic, I wonder if we will ever get access to some demo and or/dev builds in the future. I managed to click off again, I hope that I included everything I wanted to say in this summary. And thank you mate, I'm almost completely healed. Also I'm in the middle of your version comparison video, I'll share my thoughts when i finish it. Lord bless you and have a nice day! 🙏🙏
That's so sweet. Most ads go for humour but here they decided to take seriously how fans feel about Ico.
Thank you for sharing this.
So this salaryman did not buy the HD remastered on PS3 huh. Wonder how he would feel about TLG, I personally don't understand it much.
The story is amazing and not understanding fully is what keeps me interested in it.
7:54, any source link for that disclosure from the developer?
@@liplepeoberty5815 I intentionally kept quiet about that because while I want to acknowledge the credit shouldn’t be placed on me, I did not want to send people to the social media page I found this info on. I’m not a big channel, but these videos aren’t going to be taken down anytime soon. Eventually enough people will see this that someone will decide to be a jerk and pester the developer for more info. Right now, this dev is very open to sharing info when they feel like doing so, putting pressure on them may change that. So if you really want to know, I’ll disclose that info privately over Discord, if I feel I can trust you. I of course, want to source all my info and verify what I say to people, I don’t want to make it seem like I’m making up my sources to validate my headcanons. But if I inadvertently opened the path to some kind of harassment, especially for someone I respect, I would feel terrible.
@@Mystic_Ode That’s remarkable reasoning. I’ve seen similar situation under Mikami Shinji or Ueda Fumito twitter accounts so it’s understandable. In terms of accountability of sources, I trust you, no problem. Regarding Discord channel, maybe I will be interested enough to join it. I’ll contact you if that day comes. For now, I’ll just subscribe to this ytb channel.
Some early ICO speedruns have the runner leaving yorda up at the top of the bridge, going all the way down to the door, then calling her. She runs the whole way, most of the time. This strat is replicated for cooties%.
This is awesome and very thorough! Yorda walk/falling from moving platform at stone pillar (which is really more of a cutscene glitch), or falling from a high bridge when a shadow drops her if you hit it, and Yorda getting hit by boxes or bombs are all I can think of that's missing. The bombs and boxes show that even though she is timid, she's super tough. The fall from heights shows she is still mortal.
I am curious whether this is also included in the ps3 version or not. Thank you for this vid!
PS3 Yorda is exactly like NTSC-J and PAL in terms of her AI behavior. NTSC-U, yorda's ai is unfinished, and there's a lot she doesn't do in that version that you see featured in these vids.
@@SanchoPandaVTW Interesting. So in terms of gameplay, both the PAL version and the ps3 version are exactly the same? I've spent dozens of hours playing both and they always felt like they behaved a little bit differently. Now that I think about it, the ps3 version seemed snappier, most likely due to the better hardware or my mind was just playing tricks on me. Have a good one mate, I'm happy to see this community stick close together.
@@walterwhite8164 Yorda's AI is the same. The PAL is slower, because it's 25 fps instead of 30 fps. This is where you'd feel the difference. A tad slower, and of course super jump glitch because of it. But the PAL and the JP are the same in design. Both are "finished" while the US version was rushed.
@@SanchoPandaVTW Makes sense that frame rate is the reason. Thank you for the answer. :)
That's nuts! I didn't know Yorda could drop so far 😮I always loved her little 'yelp' of fear though! Also, I thought Yorda runs through the door without ICO at the Waterfall level? That is when they leave it to move onto the next level.
@@NomadColossus I double checked both the entrance and exit to Waterfall, but I think it's a case of mistaken memory, cause she didn't run ahead in either case.
Awesome! Did you have to stand there for 10-20 minutes each time just to record each hint? It's ashame it takes so long for Yorda to react as watching this video made me feel like she was much more of a participating character in the game, rather than just being a girl ICO has to lead around the castle.
@@NomadColossus It seems to me that, for whatever reason, they based her hint system timer on the number 10. They cut 10 in half to get the five minute timers and double it to get the 20 minute timers. Otherwise it’s just instant. So I assume when they felt that 10 minutes was too soon, their only option was to double it, rather than get a more nuanced 12 or 15 minute timer. And they wanted to give players enough time to really feel like they tried everything before Yorda gives her input. It’s also possible that, in playtesting, providing hints faster resulted in players waiting for her input rather than exploring for themselves?
this is a fantastic video! you deserve way more subscribers man, keep at it!