A note from Ben: I’ve learned, in my time with Ars Technica, that when John Siracusa contacts you saying he’d like to write something for your section, the best thing to do is lean back and let him do his thing. I asked for 800 words or so, and this is what he gave me. When someone is this passionate about a game, it’s criminal to send the story back and ask him to cut. So instead, we have our first feature-length Masterpiece entry. Enjoy!
Ask a devoted gamer to make a short list of the best games of all time and there’s a good chance that Ico will make an appearance. Indeed, due to its relative obscurity, Ico is often enthusiastically promoted to more casual gamers by its rabid fans, and offered up to non-gamers as a paragon of the medium.
This is actually kind of a shame. Just as an understanding of the history of cinema is needed to fully appreciate a movie like Citizen Kane, a deep personal history with video games can raise the experience of playing Ico from merely enjoyable to revelatory. This game generates rabid fans for a reason.
Ico opens with an in-engine cutscene showing a boy being transported by armed men on horseback through a secret passage into an vast, apparently abandoned castle. The men carefully place the boy into an upright stone sarcophagus, putting his hands in stocks, all the while asking him for understanding. “Do not be angry with us. This is for the good of the village.” What originally appeared to be a viking-style helmet on the boy’s head now bears reconsideration. Does the boy have…horns?
The sarcophagus closes. The men leave. The camera pulls back to reveal a huge room filled with similar sarcophagi, each presumably containing the remains of another small, horned boy.
The boy thrashes against the stocks, trying to escape. A lucky crack in the stonework finally causes the sarcophagus to topple and crack open. He is free, but alone, and in a strange place.
The camera moves into to a traditional third-person view, and the telltale black letterbox bars that denoted cutscenes in the pre-HD era fade away. The player is now in control and the game has begun. But other than the boy standing alone in a castle, the screen is bare. There is no health meter, no mini-map, no targeting reticle, no equipped weapon indicator, no score, no level, no number of lives, no nothing. No HUD of any kind.

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