Mystic_Ode
@icoshrine
I share obscure interviews, hidden details, and promo material for ICO (PS2). I also repost Team ICO community fanart, reviews, and news.
A number of these planned theory pages (underlined but not in white) are just videos I made for YouTube that will get proper detailed webpages. But among the options listed, I wonder what people are looking forward to the most? I can't guarantee it'll be quick, but I can try to work on that next.
[2/2] Though Shadow's graphical quality allows it to be more grand, even the structures surrounding them have similarities.
When people talk about The Legend of Zelda's influence on Fumito Ueda, and vice versa, I find it strange they never mention the most obvious visual parallel. [1/2]
If you noticed I've been quiet lately, it's because I discovered Colors TCG. I've since been absorbed by the goal of not only collecting the existing ICO and Shadow cards, but figuring out what images of my own to donate to create more Team ICO decks. I even made custom graphics for the community.
I have never played it, and can't confirm if this is really what you're looking for. But you'll never guess what kind of game was advertised on the back of ICO's North American PS2 manual.
I don't know the magazine source for this one, but I think about this art by Hiroshi Watanabe a fair bit.
Honestly, I hated this episode. I feel that it strongly mischaracterizes Momo, but not only that, it has the gall to be like: "Hey audience, you know this is how it always goes, right? This is just how Momo is!" No, I don't. You're making that up and pretending it's established.
And we know they were planning it out in advance. Not just Momo's death and reincarnation, but many elements of this arc, too. You can see foreshadowing of Kajira (or perhaps in early concepts they called him 'Totou'?) in the episode with the angel.
This was the line that cracked me up. Like, Momo, do you remember who you are???
These are the main adjustments to the puzzle in later releases, for context.
Do you mind me asking what version you're playing? I suppose the easiest way to figure it out is to ask if your room looks like this.
If you ever need to search Kanji by sight again... well, it's hard to recommend, but what I've been trianing myself to do is use Jisho's Radicals Search tab
Kaido (cont.): ちょっとにの作品には違和感があったので、30フレームはベストの選択だったと思ってます。 (It felt a little out of place in the game, so I think 30 frames was the best choice.)
One early exercise that also helped me personally was recreating a segmented line drawing like this, exactly as you see it. One trick that helps is to flip it upside down, so your brain no longer recognizes the subject. Focusing in on just shapes of the individual lines makes copying them easy.
From what I've read in older concepts, various intractable props like this weren't consistent or obvious. You might discover a clock or large shelf is actually a movable object, and then never see anything like it again. Step 7 on this concept page is the shelf example.
We're also lucky enough to have a picture of the prop as it was rendered in LightWave3D, the team's animation and modelling tool of choice. You'll notice the model's rings are rigged such that they can be raised, though this never happens in game.
It does seem they were movable once! Here they help demonstrate the very act of pushing and pulling with O. These are likely PS1 concepts. And probably very early if a mechanic as fundamental to puzzles as pushing and pulling is being highlighted.