OK, so in that case why are so many other users having issues with the gameplay? I mean, sure, you can just dismiss it and say we're playing it wrong, or you might want to understand why users are having issues with.
The gameplay mechanics are obtuse at an almost mythical level.
That sentence made me do a triple take lol
The game is definitely frustrating but its worth playing through. The bond with Trico is unlike anything I've experienced in a video game. It was my GOTY for 2016.
Of course it does, one of the things it gets most of its criticism from is the constant prompts telling you basic shit all the time.
It's just that, instead of having even more prompts telling you which command to give Trico at any time, they just explain it vaguely once, on purpose, because figuring out how to interact with Trico is pretty much the core of the game.
You call Trico (don't call him many times consecutively or he will be confused making weird noises), he moves his ears as soon as you call him then he moves his face towards you, it means he listened and ready to hear your order. Give orders mostly using analog stick in the direction you want Trico to look.
No need to repeat orders if you are patient enough and don't spam order button.
On topic i loved the game.
The jankiness and unresponsiveness make the game more credible. Your surroundings are ruins and you deal with a posttraumatic beast. It's not a robot which instantly reacts to your demands.
I still think it's safe to say SOTC > TLG > Ico. The story, production values and concept alone make it a more enjoyable game than Ico, but it never reaches or maintains heights remotely close to SOTC's. And it did feel like a step backwards in game design. Like how Breath of the Wild's team learned art direction from Team Ico to improve its immersion, I hope Ueda's team learns from BOTW's gameplay going into their next game. And hopefully it will be a progression of the open world design of SOTC and not a return ton the more dated Ico style.
There's a reason that Trico isn't enthusiastic about jumping on the ledge. And that reason will help you out if the pot o' good smelling stuff is too tempting.
IIRC, there's a barrel of food hidden in the room, before the ledge. Show that to Trico, and you'll wind up with a man eating eagle thing who is much happier about jumping up onto the ledge. (Not completely happy because of the eye thingies that are waiting up there, but still pretty happy nonetheless.)
The trick with Trico is that it's really more like Nintendogs than it is like Portal: it's more a pet simulator than a puzzle game. And you're either on board with suspending your disbelief and having a fun time figuring out how to make friends with the AI, or you're not. Beyond that, the puzzles are pretty simple, and the controls are more concerned with dealing in the least bad way with a giant griffin moving in narrow corridors than with giving you precise control over everything you do.
You don't have to like it, or even to finish it. I loved it, and finished it, and will probably play it again. But there are plenty of games, popular on these forums, that I didn't like and didn't finish. Play what makes you happy