Everyone knows that you're not allowed to say anything bad about ICO. Or REZ for that matter. Or Lumines. But right now, we're talking about ICO, the game where a boy with a horny hat drags a girl around a castle.
Now please understand, SPOnG's staff in the main really likes ICO. This writer does more than perhaps anything else she has played for some time. It is delicate and fascinating and strangely touching. Scott Miller, CEO of 3D Realms, however, disagrees.
In a posting on his site, Miller slams ICO. He criticises its length, design, marketing, structure, characters... Read for yourself:
The Ico syndrome
Quite often I see discussions among developers who use Ico as the poster child for critically stellar games with underwhelming sales. But while Ico is often lauded as a great game, it never surprised me with its lack of success.
A few factors that contributed to Ico's under-performance:
Meaningless name. Just seeing/hearing the name tells you nothing about the game. So, the name itself did nothing to help position the game.
Oddball hero. Doesn't the boy have horns? If so, this game has the same problem that the Oddworld games have, a quirky hero that's hard to relate to.
Short game. Probably a victim of rental, and gamers just wanting more for their money.
Non-compelling subject. This may be the heaviest anchor. Ico seems to be a generic fantasy, save the girl story without anything buzz-worthy to sell it. Yes, the hook is that you grab the girl's hand and guide her, but on the surface that doesn't sound like an excitingly new hook. And even playing the game I didn't find this all that compelling. Really, the only thing eye-opening about the game was its visuals, but again it's still overall generic, just nicely done.
Kid's game. This ties into the previous point, but it also stands on its own. To Joe Gamer holding the Ico box in his hand, it looks like a game for kids. There is no obvious coolness to the concept. This game is a tough sell to the teenage/adult gamer.
Ico has many game developers shaking their heads in dismay, because it's a game with stellar production values, gameplay uniqueness and overall terrific execution, and yet it didn't become an unqualified hit. The game was poorly positioned, both from a branding perspective and from a game concept perspective. Ico's main character, generic setting and kid level story did not lay a compelling foundation for a game.
Practically all games that are critically acclaimed yet fail to realize expected potential have similar problems. And generally it's a problem that's easy to avoid.