distantmantra said:Perhaps the demo is different from the finished game, just like the Ico demo scenario was radically different from the final product.
IAWTPmrklaw said:if it makes me cry like ICO, rather than fall asleep or get a headache like MGS, then I will be rejoicing.
Agent X said:Please explain this. I've completed Ico, but I've never seen the demo.
Agent X said:Please explain this. I've completed Ico, but I've never seen the demo.
distantmantra said:There was a demo of Ico that came out on a Sony Jampak compilation prior to the game's release, and I played the hell out of it in anticipation for the full game. In the demo, you free Yorda from her cage and then have to navigate thru the windmill puzzle, but the events leading to Yorda being freed are different, and the windmill puzzle is completely different. It's worth tracking down if you're a big Ico fan.
Game finale could mean the gameplay sequence that lasts that long, not just the ending cinematic.Wait, wait wait. GAF crushes MGS3 for long cut scenes, yet we rejoice at a 30 minute ending for Collassus?
Marconelly said:I'm even considering experimenting with downgrading to composite cables just for it - that's how I played ICO when I first got PS2, and the image quality never bothered me, the component cable blurriness may have even helped the game's looks (that's a big maybe though)
They even achieved a HDR lighting effect in the game (faked of course, but it gets the job done surprisinlgy nice)
Good idea, another thing to try.If you have a service manual for your TV try and find all the sharpness settings for the component inputs and turn them as far down as they can go.
It was used in E3 demo. Just as an example, if you look at the ground, and then quickly up in the sky, you get the glaring white all over the view for a moment before the glare fades away, the simulate the eyes adjusting to light.I was wondering when they were planning on doing this in a game.
MidgarBlowedUp said:The demo of ICO is worth tracking down just to hear the ending music in the demo.
If I'm not mistaken that music isn't even in the final game, which is a tragic loss.
The song that plays at the end of the demo (during a movie trailer) is the ending theme (Were you there?). Not only is it in the full game, but it is one of the most skillfully positioned pieces of music I've encountered in a game. The way it is used during the ending sequence left quite an impact...Kiriku said:Just a guess, but could that be the same song that plays during the demo video in the complete game (if you leave the game on for a while at the main menu, I think?).
The_Sorrow said:Since we are on the topic of ICO can someone please explain the ending to me. It's always confused me:
So did ICO and Yorda survive? Because I've read one FAQ and it says that they both died in the castle and thats just them in the afterlife. Anyone know the true answer?
distantmantra said:Unless the Japanese novels address this, I don't think there is an answer to this question. It's simply left up to each of us to decide on our own.
dark10x said:The song that plays at the end of the demo (during a movie trailer) is the ending theme (Were you there?). Not only is it in the full game, but it is one of the most skillfully positioned pieces of music I've encountered in a game. The way it is used during the ending sequence left quite an impact...
The version in the demo is not the complete song either (it simply begins playing in the middle).
dark10x said:The song that plays at the end of the demo (during a movie trailer) is the ending theme (Were you there?). Not only is it in the full game, but it is one of the most skillfully positioned pieces of music I've encountered in a game. The way it is used during the ending sequence left quite an impact...
The version in the demo is not the complete song either (it simply begins playing in the middle).
Amir0x said:So true. I've never cried in a game (MANLY MAN olol), but that by far left the biggest emotional impact on me. Such is the power of music when used right. So few games utilize it in an effective manner.
Doom_Bringer said:I agree.
Not really. That was placed more as goof/fun thing to do on a second playthrough, along several other such things added on a second playthrough (like lightsaber). Ueda's word on the subject was that they intentionally left the ending open to interpretation, whether they are alive or not.So that could maybe dispell that theory
Hellz yeah, that ending song in MGS3 was masterfully chosen.And on this subject, Metal Gear Solid 3 also had great use of music!
Kiriku said:Just a guess, but could that be the same song that plays during the demo video in the complete game (if you leave the game on for a while at the title screen, I think?).
Marconelly said:Good idea, another thing to try.
It was used in E3 demo. Just as an example, if you look at the ground, and then quickly up in the sky, you get the glaring white all over the view for a moment before the glare fades away, the simulate the eyes adjusting to light.
I'm not sure what they did in Ico, what exactly is deferred lighting and shading?
MidgarBlowedUp said:
The latest official release dates from SCEA PR (as of this afternoon, at least) are:dark10x said:F*ck! If it IS October, it better be f*cking October 1st or something...
MidgarBlowedUp said:
sly said:O M G ! ! ! Absolutely fanfuckintastic!!!
brandonh83 said:If those are just regular bosses or whatever, I'm fucking terrified of the final battle.
MadFuzzy said:I really hope it's more than a procession of boss battles...
TTP said:IT is. It actually is a search/reach/destroy kind of thing. You have to figure out where the colossi are (not difficult - just rise the sword) and then reach them (which implies Ico-style platforming - as u can see before the first boss fight). The latter mechanics are supposed to get more and more complex as you progress into the game.
MadFuzzy said:I'm prepared to give them the benefit of the doubt at this stage, but it seems that the team seems really paranoid about showing anything other than fighting the same bosses at this stage.
I get the feeling (from what I've seen of it) that anyone who is expecting it to have the same degree of puzzle elements as Ico might be disappointed, as the focus seems to be firmly on finding and fighting the collossi (this is all personal opinion tho). The production design is very, very nice though.
TTP said:well, of course the colossi are the main part. This is not Ico 2 and I'm sorry for those who expect it to be like that with just some bosses added to the mix.
But you have to think of the colossi as living levels themselves. Platforming and puzle solving takes place onto them, around them. It's not just a matter of hitting mindlessly the weak spot. It's a matter to reachin' it. And this seems to require brain more than strenght. as you can notice looking at the first boss fight, there is a point where u gotta figure out how to climb the left leg of the monster. How to reach his ass, basically. Here comes the puzzle part where u have to bring the big guy to his knee so that you can reach the ass.
TTP said:I expect this kind of "living puzzles" to be a central part of the colossi climbing. I cannot even imagine how I'm supposed to reach the flying ones . That's gotta be cool to figure out.
TTP said:You may also notice that there is some kind of fatigue meter monitoring your performance. I guess you are gonna need to take a rest somewhere on the colossi from time to time if u wanna proceed climbing it.
MidgarBlowedUp said:Nope, that isn't it either.
In issue 49 of OPM the ICO demo ends with some very pretty music.
There is a girl singing but I can't make out the words.
It might be at the end of the game, I'm not sure it's been a long time since I've completed it.
*edit*
See Dark's post.