Saturday, June 26, 2010

Cosplay!Get : Utena Tenjou


As a cosplayer, one of the best feelings in the world is to get a costume out there that you feel proud of. If you're wearing it and you're having a great time, then you can consider it an outfit well made. Recently I've posted about my in-progress Utena Tenjou cosplay, from Revolutionary Girl Utena.


I'm really proud of this costume; it reflects how far I've come as a cosplayer. Way back when I was making my first messy hand-stitches in 2006, I never really thought I'd ever manage a tailored coat with full props. The coat here was created from a basic women's suit jacket pattern, with each side elongated to form the 'flaps'. The crinoline was rouched and sewn on the inside of the panels in a manner that would not show the stitches on the outside.

All props for my group were created by me; most gems were moulded out of dyed, poured epoxy resin, or sculpted out of clay. It's here where I've found that my talents really lie in prop creation as opposed to sewing. I'm not a good seamstress at all, really, but I love to make all the little (or large!) finicky, shiny things that make a costume pop out in a crowd.


My two fellow cosplayers were good friends of mine, and I was really lucky to be able to stick around them for the entire weekend of Anime North 2010. All in all, a really comfy, really good looking, and really fun costume to wear!

Friday, June 25, 2010

Review: Ico

Title: Ico
Developer: Team Ico
Platform: PlayStation 2

Rating: 4.5 / 5

Regarding Fumito Ueda's minimalist puzzle-adventure Ico, the cat's kind of been out of the bag for a while. The substantially more successful Shadow of the Colossus garnered interest in Mr. Ueda's previous work, and the upcoming The Last Guardian (which was conspicuously absent from this year's E3) has fired off rumors of an Ico and Shadow of the Colossus two-pack Hi-Definition re-release. So Fumito Ueda is the vanguardist Japanese developer of the moment; in the West, at least.

I don't like how many reviewers speak in hushed, reverent tones about Ico, though, like it's not a video game. "Step back, guys; now this, this is art!" I don't know Mr. Ueda, but I figure he knows that people like his games not only because they're soothing and emotional, but also because they're fun. There is an alternate, lightly humorous ending in Ico, you know, and also a hidden lightsaber weapon that dissipates enemies in one swing. (These features were omitted from the North American release, however.) And since there are already a lot of reviews of Ico out there that recycle the stock terms ("poignant", "gorgeous", "unique", etc.), I'm just going to give a straightforward commentary on what is admittedly one of my favorite games.

Ico begins simply enough. The titular character is a small boy with taurine horns jutting out of his head, and he's being carried by armored men into a seaside castle shrouded in mist. Ico, as all horned boys before him, is going to be sacrificed "for the good of the village". But he manages to escape his premature tomb, and meets a perturbingly beautiful girl named Yorda. Now, the two will attempt to escape the castle's stone bowels, but the Queen, apparently Yorda's mother, will not allow her to leave. All of this is told through sparse cinematic sequences spoken in a fictional language. About two thirds of the subtitles are in English, while the rest are in really pretty-looking hieroglyphs, which we are to assume correspond to the fictional language.


The meat of the game consists of, as the nimble Ico, navigating the castle's various areas, climbing ladders and working switches to manipulate the environment in such a way that Yorda can safely cross to the next area. Each place is a massive puzzle, and none of them are outstandingly hard. To hinder your progress, a black vortex will periodically appear, letting forth a host of smoke-creatures who will try to whisk Yorda away. Ico has to ward them off with a stick (and later a sword). Combat is very rough, limited to mashing Square until the enemies dissipate and the vortex disappears. Seeing as Ico is a boy as opposed to a capable swordsman, this makes sense, but doesn't save fighting from becoming monotonous. Fortunately these sequences are always quite short and never too frequent. The game can be completed in something like six hours, but as I mentioned, there is some extra content to motivate a second run.

Are there technical issues? Definitely, but none are very frustrating. Probably the only one that really stands out is Yorda's A.I. Sometimes she simply won't know what to do. Ico may extend his hand to help her cross a chasm, and she'll just stand there. Ico may take a seat to initiate the game-saving process, and she'll just stand there. Ico may call her to climb down a ladder, and halfway down, she'll start climbing back up. But you'll come to love Yorda, felicitously, even if your particular Yorda is a little damaged in the head.


Now, regarding what is probably the most commonly evoked term for this game--atmosphere--, Mr. Ueda shows his predilection for exposition through simplicity in Ico. Despite how gray things may look, it all works in blacks and whites; the key to Ico's freedom is magical light, while smoking shadows try to drag Yorda into imprisonment. Yorda herself is an ethereal, almost alien white, immediately asserting her status as some sort of royalty or unearthly deity beside Ico, who is small and evidently human. The Queen is draped in black.


More famously, Mr. Ueda excels at size comparisons, conveying an almost dizzying sense of scale; this concept would later be worked into the very core of Shadow of the Colossus. The castle is an impossible feat of architectural sorcery. With the flip of a switch you will manipulate gigantic, rusted containers dangling from golden chains above a foggy abyss. Arched bridges stand infinitely tall over a churning, frigid sea. It is in certain platform sections that make great use of this setting that Ico shows the influence of Eric Chahi's Out of This World. Both are simplistic platform games about exploring alien worlds, punctuated by sparse music and dialogue. Out of This World is sci-fi and Ico is fantasy, but they use similar tricks: vast landscapes extend far beyond the player's range of movement, with vague shapes outlined against the endless sky. It always makes the player wonder what's over there. In the case of the castle, you will often find yourself looking into the distance to spot areas that you have already visited or will soon visit, establishing it as a real, concrete place. Or maybe you'll just force the camera way to the side to get a good look at the sea.


So Ico does a great job when it comes to building a fascinating world, and only letting you explore a diminute portion of it. This, of course, makes it all the more seductive. It deals with common and identifiable themes; a brave, kind youth seeks to free a beautiful damsel. Alienation, loss and longing for the past all play a part. It is a decidedly romantic adventure, and because all of these things are presented in clear and uncompromising images, they can pack a stronger punch than your usual narrative video game, which spins a long and winding yarn. When you're done with Ico, you'll probably have a lingering feeling of something, but then again, I suppose that's the case with many other video games.

But a nice aspect of Ico is that anyone can play it and complete it, no matter their 'specialization' when it comes to the games they play. It's a pretty succint and distinguished experience, although the organic build of the puzzles and the game's familiar silence can be very alluring; the first time I beat it, I immediately started a second round.

For what it's worth, I still like Ico better than Shadow of the Colossus, because it's more intimate, more disarming and more naïve. Or maybe I just think I prefer it because it's a little more obscure than its successor and I want to feel different. Either way, you'd do well to give it a try; you have very little to lose, anyway.

... Well, other than money. Ico fetches quite the price these days. Let's hope that rumor about an HD re-release is true, if only to make copies affordable again.