Relationships with a Pixel

Team ICO’s games are enjoyable because they capture a feeling for the player that is seldom explored in games. If you’ve ever played a modern videogame then chances are you will have had a relationship with your on-screen avatar whether it be to shout at them for not doing what you want, to feeling a little sad when they are killed to even feeling fear for them when threatened.

Team ICO tends to exploit this feeling by showing the player this relationship on screen between two characters. By doing this the player can’t help but feel in some way connected to the characters, like a surrogate parent nurturing the on-screen relationship and protecting it. In Ico for instance, the relationship between Ico and Yorda is so innocent and childlike that one can’t help feel for them both and every effort is made by the player to protect them both.

I have played other games where this doesn’t happen. Tomb raider for instance; my time with Lara Croft was quite a dominant relationship to the point where I would find interesting and gruesome ways for her to be killed. I think this happens because I don’t feel protective of the avatar and indeed she is there to obey me. In Ico, Yorda and Ico are relying on each other for protection and look to me for guidance therefore I immediately feel a different kind of connection other than to dominate.

It’s this dynamic which is at the centre of Team ICO’s games and one which I look forward to exploring with each new release. From what I know of The Last Guardian, this dynamic is again exploited in the relationship between the young boy and the creature, Trico.

There are examples of this in other games within the industry. Games of note are ‘Beyond Good and Evil’ for the PS2 and the Gamecube, the relationship between Jade and Pey'j. You may also want to look at the recent ‘Prince of Persia’ game and the relationship between the Prince and the Princess, although this is less successful due in part to the lack of substance the game presents. Team ICO seems to understand this dynamic more than any other game developer and this is one of the reasons their games tend to feel much more human than the crowd.

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