So I'm playing _Ico_, a deeply immersive PS2 game.
It's basically a 3D platformer, and the goal of any given bit is to create a path for the girl you're with to get to the next blocked door that only she can open. It's absolutely gorgeous, and the gameplay is pretty good-- the camera is a bit wonky, and basically static (tied to your position: you can look around, but if you want to move from this position, you get this camera angle to move from).
So I managed to open the huge double-door, and during the very impressive cinematic sequence / brief bit of action / cinematic sequence, I was thinking, "You know what I like about this game? No jumping puzzles. I haven't had to do a single damn jumping puzzle in the entire game. That is so cool."
Immediately after the cinematics, I'm sitting on a cage suspended from the ceiling, several hundred feet above the ocean. There's several other cages between me and land.
Dammit.
And the cages move, too. They very slowly drift back and forth with the wind, and when you land on one it shakes a bit. This means that you have to watch for the almost imperceptible motions of the cages, and time your jumps just right. The camera angles conspire to make two of the jumps harder than they need to be, too.
So close.
There's nowhere to save in this bit, either. So I guess I'd better go take the PS2 off of Pause and finish the sequence.
It's basically a 3D platformer, and the goal of any given bit is to create a path for the girl you're with to get to the next blocked door that only she can open. It's absolutely gorgeous, and the gameplay is pretty good-- the camera is a bit wonky, and basically static (tied to your position: you can look around, but if you want to move from this position, you get this camera angle to move from).
So I managed to open the huge double-door, and during the very impressive cinematic sequence / brief bit of action / cinematic sequence, I was thinking, "You know what I like about this game? No jumping puzzles. I haven't had to do a single damn jumping puzzle in the entire game. That is so cool."
Immediately after the cinematics, I'm sitting on a cage suspended from the ceiling, several hundred feet above the ocean. There's several other cages between me and land.
Dammit.
And the cages move, too. They very slowly drift back and forth with the wind, and when you land on one it shakes a bit. This means that you have to watch for the almost imperceptible motions of the cages, and time your jumps just right. The camera angles conspire to make two of the jumps harder than they need to be, too.
So close.
There's nowhere to save in this bit, either. So I guess I'd better go take the PS2 off of Pause and finish the sequence.