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Early TRICO test footage (year+ old) -- READ FIRST POST

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I'm hoping that the environment to explore here is absolutely epic. I'd love to spend some chill "smell the roses" time with that big buddy :D

recklessmind said:
I keep watching this... the animation!

I like great graphics as much as the next person, but I am always 100% behind a dev that will sacrifice a bit on the "graphics" side, in favor of better animation. Movement is what gives things their character... Team Ico is amazing for a number of reasons, but their commitment to great animation is one of the team's strong(est) points.

here here. They know that in-game animation sells a character, not a damn magazine spread.
 
sca2511 said:
i cant wait, freaking amazing. though im going to be sad, cause i feel like something is going to happen to that bird rat :(

Hopefully the boy dies to protect the creature, or something, at the end. I don't want that thing to die.
 
I'm sure this is not how they want to present the game to the public. There will most likely be some trailers and shit at E3, but it would be awesome if they did some early "damage control" and released some newer footage.

The concept seems really crazy, I mean the boy was feeding the thing wooden barrels. I could never come up with shit like that.
 
Amazing. And these guys know how to set a mood in a game like no other. My guess is this thing starts off cute, but grows into something fierce by the end. The creature that is.

I love it. Leave it to these guys to change the way you look at and play games. This is the first game this gen IMO that does that.
 
Madman said:
Weren't both Ico and SotC made with small teams in a fairly normal time frame? Both games probably did not cost that much.

SotC's devtime was around 4 years, of course not all of that was full production. :P In any case for arguement's sake let's say all 30 people involved in SotC's development worked during the whole 4 years, they got paid around 40k a year. This imaginary budget comes out at around 5 million. Not all that much money.
 
Madman said:
Weren't both Ico and SotC made with small teams in a fairly normal time frame? Both games probably did not cost that much.

Ueda's said they had 20 people working on ICO and at its peak SoTC had 35. Both took 4 years to develop.
 
Vinci said:
That's because Team ICO is doing something right and not something wrong. They are slowly but surely ferreting out the secret to game-specific narrative. I would classify Ueda's works less as games and more as experiences.

right, especially judging from the language being used in this thread. and i don't know if that would interest me or not
 
i just noticed it has a bunch of arrows stuck in it in some bits of the trailer :(

it really does look like the mo-capped a cat :lol really good animation
 
It's weird how realistic the creature is compared to the stylized backgrounds and model-styled character.

It almost looks like the creature was bluescreened on top of the rest of the game, because ti just looks so much more realistic than everything else.
 
k79 said:
cute.gif

The thing is ugly and cute at the same time. I prefer it that way, rather than run the risk of being too cute like an anime creature.
 
TheGrayGhost said:
what's interesting to me is the discussion about how players will be "emotionally affected" through narrative suggestion, not necessarily how the game will play or why it will be fun. from an outsider looking in, this is quite strange as it's a reversal of priorities for me.

It's because the emotional experience is what stays with you after completing the game. And be watchful not to think of "narrative" they way one might think of it in other games. That is a unique aspect of Team Ico's games... the gameplay is the narrative. They do not have a great deal of cut scenes and dialogue. There is some, but it's game play that generally tells the story. They really know how to create a natural, cohesive experience.

As far as gameplay, I'd encourage you to take any aspect of a Team Ico game, and compare it to what's out there on the market. I think it holds up, and more often than not is better than what others have been able to do.

Just the horse for example. How many big AAA games let you ride a horse? Lots do. But no game (even current gen) have come close to making the riding so believable as the PS2 title SotC.
 
TheGrayGhost said:
right, especially judging from the language being used in this thread. and i don't know if that would interest me or not

And it doesn't have to. All I'm saying is that this isn't like the cinema-style games that use film techniques or properties to tell a story; Ueda's stories are told through the gaming medium in a far more subtle way that depends completely on interactions with the player. Your interaction is absolutely essential to experiencing the story, and it's one of the reasons why I love his work and feel his projects would fail utterly in any other medium. Take interactivity away, and ICO and SotC would be shells of what they are - and they're the first games to ever make me feel that way about their stories.
 
Danielsan said:
...unlike say an Epona in Zelda which animates completely unrealistically and controls like a car. Which is another brilliant decision from Team ICO regarding SotC. They didn't let you control the horse directly, instead they gave you the reins which adds to believability of the horse being an actual creature.

again, this just emphasizes a difference in priorities. whereas one is experience-driven the other is player-driven. it's the difference between realism and functionalism. one emphasizes the experience in relation to reality (or the creator's vision of what the game's reality should be), and the other emphasizes the experience in relation to the player. usually, i appreciate the wisdom in the latter. i've usually stayed away from the former, but viewing this footage was quite interesting because it exposes me to a realm that i usually stay away from
 
Vinci said:
And it doesn't have to. All I'm saying is that this isn't like the cinema-style games that use film techniques or properties to tell a story; Ueda's stories are told through the gaming medium in a far more subtle way that depends completely on interactions with the player. Your interaction is absolutely essential to experiencing the story, and it's one of the reasons why I love his work and feel his projects would fail utterly in any other medium. Take interactivity away, and ICO and SotC would be shells of what they are - and they're the first games to ever make me feel that way about their stories.

Spot on.

TGG said:
again, this just emphasizes a difference in priorities. whereas one is experience-driven the other is player-driven. it's the difference between realism and functionalism. one emphasizes the experience in relation to reality, and the other emphasizes the experience in relation to the player. usually, i appreciate the wisdom in the latter. i've usually stayed away from the former, but this viewing that footage was quite interesting

3/10 can't get behind this comment.

(not because I don't understand your point, but because I don't think you're giving Team Ico their due credit on functional gameplay.)
 
U K Narayan said:
You're pretty dumb.

I am saying would trico bring prestige to the sony ps3 brand by having a game that can show case creativity and design. That says this is sony, this our game and this can only be done on this system.
 
Technosteve said:
I am saying would trico bring prestige to the sony ps3 brand by having a game that can show case creativity and design. That says this is sony, this our game and this can only be done on this system.

There are plenty of PS3 games that do that already.
 
Vinci said:
And it doesn't have to. All I'm saying is that this isn't like the cinema-style games that use film techniques or properties to tell a story; Ueda's stories are told through the gaming medium in a far more subtle way that depends completely on interactions with the player. Your interaction is absolutely essential to experiencing the story, and it's one of the reasons why I love his work and feel his projects would fail utterly in any other medium. Take interactivity away, and ICO and SotC would be shells of what they are - and they're the first games to ever make me feel that way about their stories.
Great post.
 
Technosteve said:
I am saying would trico bring prestige to the sony ps3 brand by having a game that can show case creativity and design. That says this is sony, this our game and this can only be done with this team.

Fixed for accuracy.
 
The footage looks awesome, even if it is on a pre - beta stage. I really dont know how can anyone be hating on this.

Also, I wonder ow much interaction will be between the boy and the gryphoon? I mean, the thing is ginormous, I bet that there will be leaving it behind many times (when exploring caverns, temples and the like).

And I am pretty damn sure that at one point or another the gryphoon will mutate / grow up and leave / transform into a colossus / die / force us to kill it and we will cry like little manbabies.
 
Beardz said:
cute.gif


Don't leave me...please!

It looks like in that scene it is giving the boy help solving the puzzle.

Where most devs use a pop-up text prompt for giving hints, or a voice over that pulls you out of the experience.... Team Ico makes such things a part of the gameplay and they help sell the experience.

that might not be what's happening in this scene, but the point stands either way
 
skulpt said:
My guess is this thing starts off cute, but grows into something fierce by the end.

It at least better grow one turret on its back and have a minimum of 3 sidewinder missiles by the end of the game.

Oh, and a life bar on the side and some type of holographic map screen interface and you get achievements for mad jumps and shit.
 
eh i'm not talking about hey look kill zone 2 which then gets compared to halo 3, i'm thinking of like nintendo and the wii but then again i don't think there is a marque title that works in the motion controls in that are integral to the gaming experience. i am saying look at what you get that you can't get any where else. bioshock would be the only thing i can think of but that should of been pc only ;_;.
 
Would have been awesome if the creature in Trico grew up to be one of the colossi you kill in SotC. And by awesome I mean agonizing...

But he looks nothing like any of them so that's not gonna happen. *phew*

I love this game already.
 
recklessmind said:
Where most devs use a pop-up text prompt for giving hints, or a voice over that pulls you out of the experience.... Team Ico makes such things a part of the gameplay and they help sell the experience.
Just like in Shadow of the Colossus where Dormin is blatantly telling you stuff while you're fighting a colossus. Oh... wait.
 
That has to be the craziest looking "beast/collossus" I have ever seen. It kinda freaks me out. Reminds me of the Eye Pet or something.



Also, this reminds me so much of Neverending Story the Videogame. I know I am going to fall in love with the Bird Rat Thing, darnit.
 
Technosteve said:
eh i'm not talking about hey look kill zone 2 which then gets compared to halo 3, i'm thinking of like nintendo and the wii but then again i don't think there is a marque title that works in the motion controls in that are integral to the gaming experience. i am saying look at what you get that you can't get any where else. bioshock would be the only thing i can think of but that should of been pc only ;_;.

There is nothing like ICO or SotC on the X-Box or Gamecube. I would be fundamentally shocked if there were ever something on the 360 or Wii like Trico. I'm basing this on the history of this particular team and Ueda's apparent focus when it comes to game design. His ideas are remarkably unique and, as others have mentioned, he's been given complete freedom to bring them to life.
 
recklessmind said:
It looks like in that scene it is giving the boy help solving the puzzle.

Where most devs use a pop-up text prompt for giving hints, or a voice over that pulls you out of the experience.... Team Ico makes such things a part of the gameplay and they help sell the experience.

that might not be what's happening in this scene, but the point stands either way


yes. Ueda stated that he hates when something "gamy" distracts the "virtual realty feel" of (his) worlds. the sun reflection/navigation aspect of the sword in SotC is a fine solution/example for that.
 
maybe you have to play together with the creature for the complete game just to find out that in the end you have to kill it to beat the game :(
 
U K Narayan said:
Just like in Shadow of the Colossus where Dormin is blatantly telling you stuff while you're fighting a colossus. Oh... wait.

You're right. I forgot about that... :lol

My bad!
 
Technosteve said:
I am saying would trico bring prestige to the sony ps3 brand by having a game that can show case creativity and design. That says this is sony, this our game and this can only be done on this system.

I honestly think Sony is simply try making as many quality exclusive games to force gamers to realize that they're missing quite a lot if they don't buy ps3. meaning, they're not necessarily after artsy games, just lots of games with critical acclaim to show gamer they're missing out by not buying a ps3.

any fans of Team Ico games will be forced to buy ps3 for this game. on broader view, same thing happened with MGS4, and in the future, GT5 and GoW3. especially GoW3, I can't imagine any fans that beat GoW2 don't want to buy GoW3 with that cliffhanger.
 
Doc Evils said:
The facial expressions done is absolutely amazing. It feels like they mo-capped a cat or something.

This is exactly what I was thinking while watching the clip. Very impressive animation, at the very least. Looking forward to seeing more about this one...
 
U K Narayan said:
Just like in Shadow of the Colossus where Dormin is blatantly telling you stuff while you're fighting a colossus. Oh... wait.

Shit, you're forgetting their reliance on visual story-telling though. I mean it's not as though SotC started with 10 minutes of pointless exposition from a talking mask.
 
Flek said:
maybe you have to play together with the creature for the complete game just to find out that in the end you have to kill it to beat the game :(

It'll be sad if it comes to that. But hey! Iz gots to get that platinum bling.
 
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