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4[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ico_4.png]]
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6->''The island bathes in the sun's bright rays\
7Distant hills wear a shroud of grey \
8A lonely breeze whispers through the trees\
9Sole witness to history....''
10
11''ICO'' is a 2001 ActionAdventure Platform/{{PS2}} game designed and directed by Fumito Ueda, who wanted to create a minimalist game around a [[BoyMeetsGirl "boy meets girl"]] concept. It is the first game in the VideoGame/TeamIcoSeries.
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13The team employed a [[{{Minimalism}} "subtracting design"]] approach to reduce elements of gameplay that interfered with the game's setting and story, in order to create a [[GameplayAndStoryIntegration high level of immersion]]. This means that the gameplay is realistic, with actions such as climbing, hitting things and making difficult jumps being limited to what a child would actually be capable of, and there is also no interface at all, with no inventory, minimap, life gauge, or stamina meter to remind you that you're playing a game.
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15The titular Ico is a [[KidHero young boy]] born with horns on his head, which his village considers a bad omen. Warriors [[BurnTheWitch lock Ico away]] in a [[BuriedAlive sealed coffin]] within an [[HauntedCastle abandoned castle]]. He escapes by chance, and while exploring his prison, Ico encounters [[FallenPrincess Yorda]], a mysterious young princess who speaks a strange language.
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17The goal of the game is to [[EscortMission escape the castle with Yorda]]. While she is physically weak, [[MysteriousWaif locked doors in the castle open when she gets close enough]], making her a living skeleton key. Her presence is also necessary to save the game, and some pressure plate puzzles require Yorda to open doors for Ico. This is where her utility ends, however: Yorda is unable to climb chains, lift, or fight anything, leaving the work involving dexterity or [[NerfArm pointed sticks]] to Ico, [[TheDulcineaEffect who tries his best to keep her alive]]. Escaping the castle is complicated by the shadow creatures sent by the [[GodSaveUsFromTheQueen evil Queen]], Yorda's mother. These creatures attempt to drag Yorda into their shadowy [[RespawningEnemies spawn points]] if [[NeverSplitTheParty Ico leaves her for any length of time]], or if she just happens to enter basically any area of the castle, presumably because [[DoomMagnet she was born unlucky]]. Ico can prevent this by beating the shadows with a [[NerfArm stick]] or sword, and can also [[TakeMyHand pull Yorda free]] if she is drawn into a vortex. While the shadow creatures cannot harm Ico, they can impede him in his attempt to keep Yorda from being taken away. The game practically ''revolves'' around the fact that she's a burden -- on purpose, as the emotional bond that the gamer develops with Yorda grows and evolves over time because of this.
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19A novelization of the game, ''Ico: Castle in the Mist'' by Miyuki Miyabe, was released in Japan in 2004, with an English translation by Creator/AlexanderOSmith released in 2011. The original creator does not recognize it as canonical, but then again, [[DeathOfTheAuthor he doesn't recognise]] ''his own'' interpretation as canonical, either -- he encourages each player to come up with their own stories about what exactly is going on and how the game does or doesn't relate to ''VideoGame/ShadowOfTheColossus''. (And, possibly, ''VideoGame/TheLastGuardian''.)
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21Note that the game's title is always written in capital letters, but the character's name is not. Also, it is spelled "IKO" in katakana and thus pronounced "ee-ko", not "ai-ko" as Anglophone people might assume.
22
23-----
24!!This game provides examples of:
25
26* AmericanKirbyIsHardcore: This game has a particularly notorious example of the trope. The European and Japanese cover was inspired by the surrealist art of Giorgio de Chirico, with Ueda painting his own take for the game, and expressed the loneliness of the setting and the importance of the companionship. The North American cover, on the other hand, features generic shots of a [[RaceLift Race Lifted]] Ico, Yorda, and a windmill, and lacks any emotional depth (though it does show Ico looking about as bad-ass as one can with a wooden sword). The NA cover was so infamous that it later gained an acknowledgment in some interviews with staff in the [=PS3=] re-release. The only reason this cover was used in North America was due to its fixed release deadline; Ueda wasn't able to provide the more abstract cover in time for release.
27* ArtificialBrilliance: Unusual for a DistressedDamsel or an EscortMission game, Yorda hints at puzzle advancement by pointing to the place or object of interest and saying Ico's name (though this was left out of the original NTSC version). It varies depending on the location-level: On the windmill, she walks right to the place that you can climb and points at it, while in the cemetery she points at the cube on high grounds that you need so both Yorda and Ico can pass the gate. Furthermore, Yorda sometimes walks around and looks for a way before she points to the object/area of interest, giving the impression that she's helping you look for a way out. In some occasions (like the first level that introduced the stick-lighting mechanic) if you call to her while she's away, Yorda will face (even run) at the direction of where you need to go instead of trying to get to you. Just as how Yorda trusts Ico to navigate her around the castle, you can trust Yorda to find what you need to advance the navigation. It's the biggest reason as to why their bond is as endearing as the fans remember it to be.
28* ArtificialStupidity:
29** Though not as bad as many other examples of lackluster AI, Yorda needs to be led by the hand very often in the original NTSC release, otherwise she will tend to just stand still -- even if shadow monsters are actively approaching.
30** Another case happens in other versions: sometimes, when going down a long ladder, just before touching the ground, she will stop and go ''back up'', for no reason. Especially annoying because you have to wait for her to arrive at the top and to come down again; and she's ''painfully slow'' when climbing ladders.
31* AsLongAsItSoundsForeign: Both Ico and Yorda speak rather elegantly creator-designed gibberish; Ico's sounds vaguely Korean-based, and is subtitled in the player's language. Yorda's language sounds just a bit like French (and is subtitled in nonsense glyphs that call to mind Central American indigenous art) but is in fact mostly "translated" from Japanese by writing the words in English letters, then spelt backwards, then tweaked.
32* AwardBaitSong: [[https://www.youtube.com/watch?v=0_nXMXOprAg You Were There]].
33* BenevolentArchitecture: Several trappings in the castle do not appear to serve any purpose other than to assist in opening a door.
34* {{BFS}}: The Queen's sword is huge.
35* BigBad: The Queen. Understandable, thanks to her [[AbusiveParents parenting]].
36* BiggerStick: Ico doesn't power up, he just finds better things to smack monsters with. This is in keeping with the game's guiding philosophy of "design by subtraction".
37* {{Bizarrchitecture}}: The castle can come across as this. While the rooms generally make sense in relation to each other and many of them can be guessed to have had a reasonable function at some point in the past, the path a normal person would expect to traverse the castle is convoluted and nonsensical at times, as if they were designed specifically to be puzzles rather then actual passages. Some parts of the castle also don't really make sense compared to rooms right next to them and there's even a trolley line that seems to serve no real purpose at all.
38* BookEnds: The first scene of the game is a pan of the castle in which the game takes place [[SceneryPorn in all its glory]]. Ico is taken ''into'' said castle on a small canoe; several doors are opened with the help of a magic lightning sword. The player takes control of Ico in the prison room, and after a short amount of platforming, meets Yorda. Shortly after, they cross a bridge hand-in-hand, which gets divided as they cross, and the only reason they don't get split up is because Ico keeps ahold of Yorda's hand. [[spoiler:After opening the main gates, they cross a bridge hand-in-hand, which gets divided as they cross, and Ico almost misses the jump until Yorda takes his hand. He gets separated from Yorda, and after a short amount of platforming, ends up in the prison room due to opening several doors with the help of a magic lightning sword. Ico is sent out of the castle on a small canoe, and the last scene of the game (bar the post-credits scene) is a pan of the castle in which the game takes place [[SceneryGorn as it falls apart]].]]
39* BossArenaIdiocy: [[spoiler:The Queen is probably regretting those lovely decorative pillars she put up in her throne room.]]
40* BossBattle: A rare case where there is only one boss in the entire game.
41* BoyMeetsGirl: Ico meets Yorda shortly after his initial escape. [[spoiler:Near the end of the game that Ico loses her, fights the queen, and gets her back soon afterwards.]]
42%%* BrokenAngel
43* BrokenBridge: The bridge breaks while Ico and Yorda are trying to make use of it (rather than being broken before they get there), but the result ends up being the same.
44%%* CaveBehindTheFalls
45* CheckPointStarvation: There are no Save Points in the last segment of the game, which contains some difficult jumping puzzles and few checkpoints. Let's just hope it's not dinner or bed time when you arrive at the final battle.
46* CherubicChoir: [[https://www.youtube.com/watch?v=TFX2bDATGU4&hd=1 "You Were There"]], the closing song of ICO, sung by the then [[http://www.libera.org.uk Libera]] boy chorister Steven theGeraghty.
47* ChunkySalsaRule: Getting punched around by shadows or falling off medium-height ledges only stuns the player. Falls higher than three stories and certain magical effects are an instant Game Over.
48%%* CinematicPlatformGame
49* CollapsingLair: [[spoiler: The game climaxes with the castle collapsing into the sea, and Yorda barely rescuing an unconscious Ico by sending him outside on a boat.]]
50%%* ConLang
51* ContextSensitiveButton: Two of them: the R1 button deals with all actions relating to Yorda, such as calling for her, or reaching down to help her up a ledge. The circle button is for interacting with objects, like picking up items and pulling switches.
52* ControllableHelplessness: A variation, considering that [[spoiler:until a second playthrough when another player can control her]], Yorda is effectively controlled by the player as Ico leading her by the hand, but when [[spoiler:the two have reactivated the main gate and Yorda has used a HUGE amount of her power opening it, the player will notice that her hair has lost its color and is completely white. When you take her hand and resume leading her around, every few meters she'll collapse with exhaustion[[note]]This can be avoided by holding Circle while walking, which reduces Ico's speed; this serves no purpose in normal gameplay, but can avoid backtracking and add a layer of heartwarming[[/note]]. There's nothing you can do to help her but keep trying to lead her forward until the cutscene triggers -- which makes it even worse.]]
53* CutAndPasteEnvironments: "Symmetry (pt. 1)" and "Symmetry (pt. 2)" are the exact same level, just flipped symmetrically.
54* DamselInDistress: Yorda is one of the purest examples of this trope in the medium: utterly defenseless and requiring Ico to protect her at every turn, [[spoiler: then rescue her from the Queen.]]
55* TheDeterminator: Ico will do absolutely anything to escape from the castle ''with'' Yorda in tow, including jumping over a gigantic chasm as the front bridge quickly retracts.
56* DifficultyByRegion: The North American version is considerably easier than other versions. A few puzzles have the tricky bits cut out, and enemies are slower and less aggressive.
57* DoesThisRemindYouOfAnything: The bonus ''Shining Sword'' weapon (previously only available in the Japanese/PAL release) is most useful when holding Yorda's hand, causing the ''[[AccidentalInnuendo blade to grow]]''.
58* DoorToBefore: This trope is employed extensively. The game starts out deep within a castle's catacombs, then works its way into an EscortMission that takes [[KidHero Ico]] and [[FallenPrincess Yorda]] through a game-long flight across a full-scale island fortress. They navigate [[BrokenBridge inconveniently gaping chasms]], [[DeathTrap death-rigged rooms]], [[BlockPuzzle puzzle-based chambers]] and basically tour the whole building - ramparts, gardens, cemeteries - to [[LockedDoor unlock the one escape door]]. When you finally open the doors, [[spoiler: [[SaveThePrincess she gets kidnapped]]]], so you have to climb your way back to where you started out at the catacombs for [[FinalBoss one last fight]].
59* EarnYourHappyEnding: [[spoiler: After going through this dungeon castle, twice, defeating the Queen and then escaping before the place collapses, Ico and Yorda get to relax on a beach and eat watermelon.]]
60* EscortGame: The entire game is one big EscortMission. The developers put in a massive amount of effort to avoid the more annoying elements of the trope and play to its strengths. Yorda doesn't do anything infuriatingly stupid, she unlocks doors (with the added bonus blowing up any nearby monsters real good in the process), and her relationship with Ico is so endearing that you WANT to protect her (see the VideoGameCaringPotential examples below). There are also some frustrating aspects: she's defenseless, can't access the same areas Ico can and moves slowly, the result being that a not-insignificant part of the game is running back to areas already covered to make her come with you, or patiently waiting at the top of a ladder for her to ascend.
61* EvenTheSubtitlerIsStumped: Both Ico and Yorda speak in some sort of ConLang, but only Ico's dialogue has proper subtitles. Yorda's speech is rendered into what looks like hieroglyphs to emphasize that whatever language she's speaking, it's completely alien to Ico. (In non-NTSC versions of the game, Yorda's speech is rendered in English subtitles in NewGamePlus.)
62* EvilMatriarch: The Queen to her daughter, Yorda.
63* FakeLongevity: One of the main criticisms of the game was its [[ItsShortSoItSucks brief running time]], and it ''still'' pulls this trope:
64** The aptly titled chapters "Symmetry (pt. 1)" and "Symmetry (pt. 2)" require the player to solve essentially the exact same lengthy, time-consuming series of puzzles twice, except with [[CutAndPasteEnvironments the level design flipped symmetrically]]. Naturally, the second time around is pure padding.
65** The player will spend a long time simply waiting for Yorda to catch up to Ico. In particular, the amount of time she spends climbing ladders beggars belief. For this reason, the final chapter of the game in which the two are separated feels fast-paced by comparison.
66%%* FallenPrincess
67* FamilialBodySnatcher: The Queen’s main plan for Yorda. In order for her to live on for more years, she wants to use Yorda’s body as a new vessel.
68* FantasyCounterpartCulture: Ico was designed to look and sound Korean, which is strange, considering most of the setting appears [[MedievalEuropeanFantasy nonspecifically European]]. This may be meant to emphasize the fact he's an [[UsefulNotes/KoreansInJapan outcast]].
69* {{Fictionary}}: The game has two spoken languages: Ico speaks some form of scrambled Japanese, while Yorda speaks the same language as featured in ''VideoGame/ShadowOfTheColossus'', which is composed by some amalgam of Japanese, English and Latin. Subtitles are only provided for Ico's speech until the NewGamePlus.
70%%* FingerTwitchingRevival
71* FirstBlood: [[spoiler: Ico loses one of his horns at the start of his final battle with the Queen, resulting in a gout of red blood spurting from his head. He loses the other at the conclusion of the fight.]]
72* GodSaveUsFromTheQueen: The BigBad is the queen of the castle. She's responsible for ordering the incarceration and murder of many others like Ico so as to turn them into her army of shadow creatures, and she is obsessed with immortality and was going to use her daughter Yorda as a vessel to transfer her own spirit into.
73* GrandTheftMe: [[spoiler:The reason the Queen keeps Yorda around is to get her new body and presumably continue to BodySurf.]]
74* GuideDangIt:
75** Getting the secret weapons requires you to throw a ball into a large container. You could spend 1 minute to 1 hour trying to do this. The other way is to put the ball on the spot where the container rises from, then activate the floor switch.
76** Finding the secret weapons. If you are not informed (or don't look at the trophies in the [=PS3=] edition), you won't even ''suspect'' there are secret weapons! After all, weapons don't really have much importance to begin with and ''ICO'' isn't the kind of game where you would expect such Easter eggs.
77** When you enter the East Arena for the first time, it will seem like you've hit a dead end. It turns out that the door to the next room is hidden in the shadows. It doesn't matter how high you turn up the brightness in-game or on your television screen. The corner of the room with the door is pitch-black. You can be stuck for hours looking for hidden switches and whacking everything with your stick.
78* HauntedCastle: A castle infested with shadow monsters.
79* HeWasRightThereAllAlong: [[spoiler:The Queen]] doesn't appear until you try to leave the apparently-empty throne room.
80* HeartIsAnAwesomePower: Opening the locked doors also destroys all the remaining shadows in an area.
81* HitPoints: Averted; Ico can't be killed by the shadow monsters' attacks, all they can do is delay him while another one attempts to take Yorda back through a shadow portal.
82* HoldingHands: Ico leads Yorda by the hand through the castle. It's one of the central mechanics of the game.
83* HollerButton: The same button that lets you hold hands with Yorda also lets you call for her when you’re separated. Ico will gently beckon her if she’s close by, or yell out if she’s further away.
84* HornedHumanoid: Ico has two horns and they are considered a bad omen.
85* {{HUD}}: [[AvertedTrope Averted]]; there is no inventory or health meter or anything, so no heads-up display.
86* HumanSacrifice: Ico is intended to be one before he escapes, and he guesses Yorda was as well when they meet.
87* IDidWhatIHadToDo: The soldiers all but admit they view Ico's sacrifice as, at best, a grim necessity, as they clearly don't hold any particular grudge against Ico and one of them even asks him not to be angry with them for doing what they believed needed to be done.
88-->'''Soldier''': Do not be angry with us. This is for the good of the village.
89* ImpliedLoveInterest: A lot of people see Ico and Yorda's relationship ending up like this LadyAndKnight style.
90* InfinityMinusOneSword: The Spiked Club will kill everything in two hits, tops.
91* InfinityPlusOneSword: The Shining Sword will slaughter everything in one hit, ''period''.
92* ItsUpToYou:
93** Downplayed. Using Yorda as a stalking horse is one of the most effective tactics in the game. When Yorda opens an idol gate, all shadows present get zapped.
94** In the PAL release, Yorda is a playable character in a second playthrough.
95* JumpPhysics:
96** Averted, Ico can't jump particularly high, he is just very scrappy.
97** Some fun can be had with the PAL version regarding this trope. There's a puzzle where Ico needs to jump up to a very high ledge and, the jump is pretty sweet.
98%%* KidHero
99* LadyAndKnight: Yorda as the Bright Lady princess with Ico as her White Knight who escorts her out of the castle.
100* LanguageBarrier: Ico and Yorda speak different languages, and cannot understand each other. The Queen can speak both languages but doesn't ever act as a translator. To keep the player in the dark as well, Ico's language is subtitled, but Yorda's is written in strange hieroglyphs (except for NewGamePlus, see below).
101* LensFlare: Defied. The sun can very much shine on the camera in this game, but when it does, it does the much more realistic thing of blinding the player the way it would when it crosses your sight in real life, with no flare effect at all.
102* LivingShadow: Creatures appear from shadows to capture Yorda. They succeed if they drag her back into the shadow.
103* LoadBearingBoss: [[spoiler: Once [[FinalBoss the Queen]] is slain, the castle begins to [[CollapsingLair collapse and sink into the sea]].]]
104* MalevolentArchitecture: One can wonder why such a ridiculously complex and difficult to access mechanism is needed to open a door.
105* MasterOfUnlocking: The core of Yorda's gameplay contribution, once you find a way to get her to each door. The girl is effectively a walking skeleton key, albeit a very cute and endearing one.
106* {{Minimalism}}: Two characters in one dungeon; that's it.
107* MinimalistCast: Ico, Yorda, and the Queen are the only characters with names, and nobody else is on screen for longer than the first cutscene.
108* MultiMookMelee: The shadow monsters never show up alone, which usually results in this trope. They prioritize reaching Yorda; if Ico is between them and her, or once one of them has grabbed her, they'll start attacking Ico to get/keep him out of the way. [[spoiler:Subverted at the tail end of the game; when Yorda has already been captured and is currently petrified; these shadows don't even try to attack Ico.]]
109* MysteriousWaif: Yorda speaks a strange language, can open doors with a weird power and is sought after by the shadows.
110* NeverSplitTheParty: Wander away from Yorda at your peril.
111* NewGamePlus: Except for the original NTSC (US) version, after completing the game you can enable translated subtitles for Yorda's speech, have a second player control Yorda directly, and the secret weapon is changed from the [[InfinityMinusOneSword Spiked Club]] to the [[InfinityPlusOneSword Shining Sword]] (although you have to have acquired the Spiked Club on the first playthrough for the Shining Sword to appear).
112* NonstandardGameOver: There are roughly two ways to get a game over here -- fall from a great height (in one instance, you fall for quite some time before the Game Over appears), or if the shadow monsters successfully capture Yorda.
113* NoticeThis: Yorda hints at puzzle advancement by pointing to the place or object of interest and saying Ico's name (though this was left out of the original NTSC version).
114* NowLetMeCarryYou: [[spoiler: After spending the game being led by the hand by Ico, Yorda picks him up and carries him after he's injured fighting the queen.]]
115* OneHeadTaller: Yorda is noticeably taller than Ico.
116* OneHitKill: That lightning sword you saw soldiers use in the opening cinematics? It dispatches shadow monsters instantly.
117* ParasiticImmortality: The main villain is an evil queen who wishes to reclaim her youth by taking over her own daughter's body.
118%%* PlayableEpilogue
119* ProtagonistTitle
120* {{Protectorate}}: Ico spends most of the game keeping Yorda safe from the shadows, but his willingness to protect her is best shown when [[spoiler: he goes ''back through the castle'' to save her when she's kidnapped at the exit.]]
121* RedIsHeroic: Ico is dressed in a striking red shirt.
122* RecurringRiff: The few notes when Yorda steps out of her cage can be heard in several other tracks, including the ending song (if you listen closely) and Castle In The Mist.
123* SaveThePrincess: A different take than most games: rather than the hero fighting to get to the princess, the hero and the princess are prisoners in the same castle, so they work to escape together. [[spoiler: Played straight near the end of the game, when the queen captures Yorda and Ico goes to rescue her.]]
124* SceneryPorn: A good deal of it is architecture porn, to be more precise.
125* SchizoTech: The castle incorporates a number of divergent technologies in its construction. On its own, the place seems to be your standard medieval-esque castle, but several areas incorporate metal scaffolds, pipes, mine carts, and even elevators into their decor.
126* SequenceBreaking: A jumping glitch in the [=PS2=] PAL version can be used to skip roughly 50% of the game.
127* ShoutOut: The original cover is painted in the style of [[http://en.wikipedia.org/wiki/Giorgio_de_Chirico Giorgio de Chirico]], particularly resembling [[http://en.wikipedia.org/wiki/The_Nostalgia_of_the_Infinite "The Nostalgia of the Infinite"]].
128* SleepCute: It's the first thing you see whenever you resume the game from the stone couches. ''Awwwwww.''
129* SmashingWatermelons: [[NewGamePlus On your second play-through]], there are watermelons growing at the edge of the beach at the very end. Ico can smash them by throwing them. If he's carrying one of them [[spoiler:when he walks over to Yorda to trigger the final cut scene, then the shot of her waking up is followed by a shot of Ico and Yorda, sitting on the beach together, eating watermelon.]]
130* SwordOfPlotAdvancement: Ico eventually finds a sword that opens the doors that only Yorda can previously open. [[spoiler: It fits the "advancement" angle because Yorda is kidnapped at this point.]]
131* TakeMyHand: Ico can pull Yorda out of the shadow spawn points.
132** [[spoiler:Near the end of the game, when the pair are separated by the retracting bridge, Yorda does this to Ico when he tries to jump back over to her. Unfortunately, her mother's arrival forces her to let go.]]
133* TakenForGranite: If Ico fails to save Yorda from a shadow vortex in time, a wave of the Queen's magic flashes out from it, [[GameOver petrifying Ico]]. [[spoiler:Later, the Queen petrifies Yorda after recapturing her at the bridge. During the final boss fight, the Queen uses those same magic waves to try and stop Ico, and if he's not behind cover or carrying her sword, he'll be petrified as per norm.]]
134* TrashTheSet: [[spoiler: The castle crumbles and sinks beneath the waves after the final battle.]]
135* ThroneRoomThrowdown: The final confrontation with the Queen occurs in her throne room.
136* UpdatedRerelease: Released as ''The Ico & VideoGame/ShadowOfTheColossus Collection'', as well as a standalone digital download on the Platform/PlaystationNetwork, it features widescreen HD graphics and a few other goodies. More importantly for North American players, the re-release has all of the features from the PAL version, finally averting BadExportForYou.
137* UseYourHead: If Ico's unarmed, he'll headbutt/shoulder-tackle the shadow monsters.
138* VideoGameCaringPotential: You WILL worry about what is happening to Yorda every time she is out of sight.
139** Watching Yorda make those leaps of faith, trusting to Ico to catch and raise her up after jumps she can't possibly reach on her own; that kind of childlike trust is very endearing.
140** The first time Yorda goes off on her own, to show Ico the order in which to light the torches in the courtyard, it's a wonderful humanizing moment. It's the first time that she comes across less like luggage and more like a partner. Her autonomous acts here and elsewhere really make the player care about her beyond her role as gameplay mechanic.
141* VideoGameCrueltyPotential: '''[[DefiedTrope Zero.]]''' Once Yorda start to jump towards Ico's outstretched hand, the player cannot move away from the ready position. If Yorda is hanging off the ledge by Ico's grip, Ico cannot release her hand.
142** Averted in the demo; at the windmill area, once Yorda makes the big jump towards Ico, the player could press a button to let go of her.
143* WhatNowEnding
144** Fumito Ueda stated in an interview "''In Japan there's this saying, 'when it ends well everything's well'. My theory was to already in the beginning of the game make the player understand how important the ending would be. Then the player would strive to reach it, it would keep up motivation the game through. Because I believe that the only purpose that games have is to enrich the hard life we live. And that's why ICO got a happy ending.''"
145** There's an alternate ending that's [[https://www.youtube.com/watch?v=DOXF5yDmhKE ever-so-slightly less ambiguous.]] Fans like considering ''that'' as the real ending.
146* WhereItAllBegan: The end of the game makes you go back to the place where Ico freed himself and met Yorda.
147
148!!!The novelization provides examples of the following:
149
150* AdaptationExpansion: Necessary, considering the minimalist nature of the game itself. A good quarter of the novel consists of Ico's life before coming to the Castle as a Sacrifice, and Yorda's time before her imprisonment takes up about half of it. Some things it expands on include: why Ico doesn't have a health bar (Yorda has healing powers which are maintained by physical contact), the world beyond the Castle, why the Queen is a LoadBearingBoss, the ancestral heritage of the Sacrifices (which was later possibly retconned by ''VideoGame/ShadowOfTheColossus''), shows the amount of time that Yorda's been imprisoned, what happened to Yorda and Ico before they met, and the reason the Queen got her powers to begin with.
151%%* AncestralWeapon: The Queen's sword
152* CatchPhrase: Sir Ozuma ''always'' responds with either "it is as you say" or "as you say" when confirming something is true.
153* GeniusLoci: The eponymous Castle in the Mist. The Queen's spirit is explicitly tied to the Castle, explaining her status as a LoadBearingBoss.
154* GodOfEvil: The Dark God, one of many gods in the [[AdaptationExpansion expanded backstory]]. The Queen is blessed by it, being born on the day of a solar eclipse.
155* HeroicLineage: [[spoiler:Ico, as well as all the other Sacrifices. Their horns mark them as descendants of a knight who helped Yorda before her imprisonment in the castle.]]
156* HoistByHisOwnPetard: The shadows protect Ico in the final battle with the Queen, allowing him to retrieve his sword when it's blasted away from him.
157%%* SealedEvilInACan: The Queen.
158* TimeStandsStill: For the Castle in the Mist. Yorda has been imprisoned for ten to twenty lifetimes, long enough for generations of Sacrifices.
159

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