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YORDA<br />

If the player is to<br />

care about Yorda, she<br />

must be convincing as<br />

an individual entity but<br />

must also do exactly<br />

what the player<br />

wants.<br />

games comes down largely to the<br />

central relationship between the<br />

player and a consistent, significant<br />

companion. In ICO, you control a<br />

boy trying to escape a large castle<br />

prison. The gameplay is relatively<br />

straightforward platforming and puzzlesolving<br />

with one unique addition.<br />

Almost immediately after the game<br />

starts, you encounter Yorda, a girl also<br />

imprisoned in the castle. You soon<br />

discover that Yorda is in danger and<br />

needs your help. On the flipside, you<br />

cannot hope to escape without Yorda’s<br />

mysterious door-opening powers. The<br />

relationship between player and Yorda<br />

is one of co-dependence. As the skills<br />

of the player and Yorda do not overlap,<br />

neither steps on the other’s toes. Yorda<br />

will not rush off and do something<br />

the player doesn’t want her to do, but<br />

neither will she rush forward and do<br />

something the player was about to do.<br />

The relationship between Ico and<br />

Yorda is pivotal to the entire game.<br />

This is a ballsy gamble by Ueda. If she<br />

glitches up and gets the player killed<br />

even once, the player will be furious.<br />

There is nothing players hate more<br />

than feeling cheated by the game. If<br />

the player is to care about Yorda, she<br />

must be convincing as an individual<br />

entity but must also do exactly what<br />

the player wants.<br />

For Yorda specifically and all gaming<br />

companions generally, she can’t be<br />

god-like and invincible, but neither<br />

can she be stupid and placid. Instead,<br />

she must be humanly flawed and<br />

humanly intelligent; she must be smart<br />

enough to make mistakes; she must<br />

be imperfect and ‘real’. Yet, she also<br />

has to do exactly what the player wants<br />

her to do. If she shows too much free<br />

will, the player will get frustrated that<br />

the game is not doing what they want it<br />

to do. But if she just follows the player<br />

mindlessly, the player won’t be able to<br />

care about her as a human being and,<br />

by extension, won’t be able to care<br />

about the game’s fiction.<br />

So many conflicting conditions! So<br />

how did Ueda manage to balance them<br />

all With one very simple addition to<br />

the controls: press R1 to hold Yorda’s<br />

hand when she is close enough or to<br />

call her when she is far away. When<br />

left to her own devices, Yorda will<br />

wander around the map, run after<br />

birds, look over edges, and sometimes,<br />

if you watch her for long enough,<br />

maybe even discover a solution to a<br />

puzzle. Yet the moment you press R1<br />

and call her, she will come back to you<br />

and hold your hand.<br />

Instead of mindlessly following<br />

you, then, Ico pulls Yorda along in<br />

a charming, enthusiastic run, like a<br />

younger brother eager to show his<br />

older sister the fortress he built in<br />

the lounge room. By tweaking her<br />

animations and behaviours just right,<br />

Ueda has managed to balance Yorda<br />

perfectly between free-minded and<br />

obedient. It’s hard not to care about<br />

her and her plight as you play ICO.<br />

After not too long, you find yourself not<br />

being concerned about Ico or Yorda,<br />

but about Ico and Yorda.<br />

Later in the game, when the two of<br />

you are separated, it is akin to having<br />

all your weapons removed halfway<br />

through a first-person shooter: you feel<br />

naked, exposed, vulnerable, and most<br />

crucially, alone. So many emotions<br />

evoked just by the absence of a NPC!<br />

This is how you k<strong>now</strong> a companion has<br />

been done well: you don’t just notice<br />

Australia’s best gaming<br />

-zine<br />

www.PIXELHUNT.com.AU<br />

9

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