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Nate, Sebastian, and Jordan gather to discuss ICO, Sony Computer Entertainment Japan's 2001 exercise in gorgeous environments and narrative minimalism. We discuss abandoned castles, escort missions, and bloom lighting. Sebastian lauds the game for expanding the emotional palette of videogames beyond "fun," Jordan appreciates how intuitive the puzzles are, and Nate wishes the game had flashbacks so we could see "Baby Yorda," a joke that Jordan doesn't properly appreciate.
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Nate, Sebastian, and Jordan gather to discuss ICO, Sony Computer Entertainment Japan's 2001 exercise in gorgeous environments and narrative minimalism. We discuss abandoned castles, escort missions, and bloom lighting. Sebastian lauds the game for expanding the emotional palette of videogames beyond "fun," Jordan appreciates how intuitive the puzzles are, and Nate wishes the game had flashbacks so we could see "Baby Yorda," a joke that Jordan doesn't properly appreciate.