A LAST­ING LEGACY

A look back at what made Team Ico’s games stand out from the crowd

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WORLDS APART

Each game ex­ists sep­a­rately from the other, but there’s a unique fa­mil­iar­ity to both the ar­chi­tec­tural de­sign and the en­vi­ron­men­tal iso­la­tion. Themes re­cip­ro­cate, but rarely tie up.

HOOFING ABOUT

Oca­rina of Time may have got there first, but Argo felt like a horse done right in SOTC. Not only did he ferry you around the place but was also piv­otal in bat­tles. That bond is am­pli­fied with Trico in TLG.

STICK­ING IT TO ‘EM

Ico for­sakes con­ven­tional weapons, in­stead arm­ing you a chunk of two-by-four from B&Q. It’s your only means to van­quish ethe­real spir­its. Luck­ily, they’re a bit sus­cep­ti­ble to splin­ters.

TAK­ING A LOAD OFF

The Last Guardian loads your progress via way­points. Back in the Stone Age of the PS2, mem­ory cards and save states were a ne­ces­sity. Ico fea­tured a novel ap­proach in the form of rest points.

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