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RF Generation Message Board
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Community Playthroughs
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September Modern Community Playthrough - Ico
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Topic: September Modern Community Playthrough - Ico (Read 18038 times)
singlebanana
Director
Posts: 7081
Re: September Modern Community Playthrough - Ico
«
Reply #60 on:
September 16, 2014, 08:27:00 AM »
Damn you Shawn....
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RFGen Co-Director; pinball, 2600 & NES nutjob, co-host of the RFGen
Community Playthrough and the RFGen Playcast. Listen/Download on iTunes and Podbean:
www.rfgplaycast.com
Complete licensed NA NES, U.S. SMS, NA Vectrex, and Microvision sets!, 11 left for 7800, 25 for 5200, 42 for Colecovision
GrayGhost81
RFG Moderator
Posts: 3928
Re: September Modern Community Playthrough - Ico
«
Reply #61 on:
September 17, 2014, 07:06:55 PM »
So wow I actually just rage quit this game for the first time. I'm at the section where
Spoiler
(hover to show)
you have to light and throw the bomb to blow up the water tower which takes the bridge down, etc
and I went from the couch through all the climbing and puzzling bullshit, then missed the jump onto the chain.
Then after "continuing" from the save couch, I did the exact same thing again.
[img width=420 height=497]http://media-cache-ak0.pinimg.com/736x/10/2c/0c/102c0c418b8c9ebd89a2289faea22ff8.jpg[/img]
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Fleach
Blog Writer
Posts: 2762
Re: September Modern Community Playthrough - Ico
«
Reply #62 on:
September 17, 2014, 09:04:51 PM »
That part had a weird puzzle (maybe bad?). Once you've made all the bridges with blowing stuff up and lowering that elevator thing you have to...
Spoiler
(hover to show)
swing on the chain then jump
at
the raised bridge. That will (by some absurd logic) cause the bridge to drop.
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"Another exciting Canadian"
Like RPGs and Indie Games? Check out
my blog!
Co-host of the RF Gen PlayCast
http://rfgenplaycast.podbean.com/
GrayGhost81
RFG Moderator
Posts: 3928
Re: September Modern Community Playthrough - Ico
«
Reply #63 on:
September 18, 2014, 05:19:08 AM »
Quote from: Fleach on September 17, 2014, 09:04:51 PM
That part had a weird puzzle (maybe bad?). Once you've made all the bridges with blowing stuff up and lowering that elevator thing you have to...
Spoiler
(hover to show)
swing on the chain then jump
at
the raised bridge. That will (by some absurd logic) cause the bridge to drop.
That's the exact part I'm at. I knocked it down and did like ten minutes worth of more crap and then jumped off a cliff, twice.
Logged
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techwizard
RFG Moderator
Posts: 3839
Re: September Modern Community Playthrough - Ico
«
Reply #64 on:
September 18, 2014, 01:57:58 PM »
that part was really stupid, i just got lucky with the last bomb on the tower
Logged
singlebanana
Director
Posts: 7081
Re: September Modern Community Playthrough - Ico
«
Reply #65 on:
September 18, 2014, 03:58:43 PM »
Yeah, that part took me a little while, but if you can stick through it,
Spoiler
(hover to show)
you can make it to the second tower and be very close to finishing the game. The second tower is almost symmetrical to the first and takes little time to navigate, since you know the puzzle process already. Once you take down the 2nd tower, you are through the front gate, and the rest of the game is very linear.
Try to stick with it and finish. Use a walkthrough if you must. You might feel better once it's completed.
Logged
RFGen Co-Director; pinball, 2600 & NES nutjob, co-host of the RFGen
Community Playthrough and the RFGen Playcast. Listen/Download on iTunes and Podbean:
www.rfgplaycast.com
Complete licensed NA NES, U.S. SMS, NA Vectrex, and Microvision sets!, 11 left for 7800, 25 for 5200, 42 for Colecovision
GrayGhost81
RFG Moderator
Posts: 3928
Re: September Modern Community Playthrough - Ico
«
Reply #66 on:
September 18, 2014, 05:37:06 PM »
Quote from: singlebanana on September 18, 2014, 03:58:43 PM
Use a walkthrough if you must.
Had to laugh at that one. I have been using a walkthrough 100% of the time. I'm not actually playing this game, I'm visiting it. I'm a tourist.
And I think I'm only commenting or PM'ing you guys when I'm pissed about the game. I'm really enjoying it. It's keeping me from playing Suikoden II for crying out loud.
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GrayGhost81
RFG Moderator
Posts: 3928
Re: September Modern Community Playthrough - Ico
«
Reply #67 on:
September 18, 2014, 07:54:44 PM »
...and I finished it. Had to, as there are no save points after the main gate.
I'm glad to have played it, but not quite for the same reasons as Floyd and Rich. I'm happy to have crossed off an "essential" PS2 game from my pile of shame, and I now I can commiserate with full sincerity the fact that The Last Guardian will never come out, now having played both Team Ico games.
Good stuff. Can't wait for the podcast.
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techwizard
RFG Moderator
Posts: 3839
Re: September Modern Community Playthrough - Ico
«
Reply #68 on:
September 18, 2014, 08:26:51 PM »
congrats shawn! i'm glad you didn't give up, it's frustrating for sure but i really enjoyed the ending sequence and that made it all worthwhile.
Logged
GrayGhost81
RFG Moderator
Posts: 3928
Re: September Modern Community Playthrough - Ico
«
Reply #69 on:
September 22, 2014, 01:34:51 PM »
Found this while doing research for the podcast. I want it very badly.
http://www.levelupvideoga...colossus-limited-box-ps3/
Very expensive. At a quick glance this was the cheapest one on ebay:
http://www.ebay.com/itm/I...s&hash=item258a255b2f
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techwizard
RFG Moderator
Posts: 3839
Re: September Modern Community Playthrough - Ico
«
Reply #70 on:
September 22, 2014, 03:37:31 PM »
that box is awesome, and the price is high but not out of reach if someone really wanted it, especially for a special edition.
Week 4 checkpoint is up! how'd everyone do on week 3? have much trouble with the waterfall room? i know i did.
Logged
singlebanana
Director
Posts: 7081
Re: September Modern Community Playthrough - Ico
«
Reply #71 on:
September 22, 2014, 03:58:19 PM »
Not bad. Just a little tidbit that you might find interesting: the room above the waterfall that has a moving water wheel you had to quickly traverse is not in the PS2 version. I assume that it was added to the PS3 HD version.
[img width=610 height=343]http://media1.gameinformer.com/imagefeed/featured/sony/TEAMICO/ico/icopal610.jpg[/img]
Logged
RFGen Co-Director; pinball, 2600 & NES nutjob, co-host of the RFGen
Community Playthrough and the RFGen Playcast. Listen/Download on iTunes and Podbean:
www.rfgplaycast.com
Complete licensed NA NES, U.S. SMS, NA Vectrex, and Microvision sets!, 11 left for 7800, 25 for 5200, 42 for Colecovision
GrayGhost81
RFG Moderator
Posts: 3928
Re: September Modern Community Playthrough - Ico
«
Reply #72 on:
September 22, 2014, 04:41:53 PM »
That is very interesting. I had no idea they actually added content to the remaster.
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bombatomba
Blog Editor
Posts: 1877
Champion of
Re: September Modern Community Playthrough - Ico
«
Reply #73 on:
September 22, 2014, 06:28:42 PM »
Quote from: singlebanana on September 22, 2014, 03:58:19 PM
Not bad. Just a little tidbit that you might find interesting: the room above the waterfall that has a moving water wheel you had to quickly traverse is not in the PS2 version. I assume that it was added to the PS3 HD version.
[img width=610 height=343]http://media1.gameinformer.com/imagefeed/featured/sony/TEAMICO/ico/icopal610.jpg[/img]
That... is awesome. Means I have to add this to my "To-Get" PS3 list. I had to laugh the other night when I realized the frustration people are having with this game (after I missed a jump three times). The camera in this game is so sleepy, it reminds me of Super Mario 64. It really is bad, but I'm afraid my memories have colored over the reality of ICO. Makes me wonder how bad Jak II is...
Logged
"Thou mayest all thy troubles now forget,
Th'Imperi'l knaves have been outrun at last."
- Han Solo
Fleach
Blog Writer
Posts: 2762
Re: September Modern Community Playthrough - Ico
«
Reply #74 on:
September 22, 2014, 09:58:20 PM »
The camera might have been worse in Ico, but because I didn't have to move it very often I considered it superior to SotC's camera. I found that in Ico objects or places of interest were always made clear by the camera and I rarely felt lost. This gave me a sense of direction, whereas the camera in SotC excelled at providing a sense of size but fell short in terms of visual cues hinting at the next destination. Maybe this was a design choice.
Logged
"Another exciting Canadian"
Like RPGs and Indie Games? Check out
my blog!
Co-host of the RF Gen PlayCast
http://rfgenplaycast.podbean.com/
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