Well, whatever became of these two, you can say this about them: during the time they shared in Metal Gear Solid 1, there was definitely a spark.Īnd with Snake being the grizzled, smoking, husky-voiced vet and Meryl the young, no-nonsense, shapely type, why wouldn’t there be? No damsel-in-distress was Meryl, she was completely capable of looking after herself. I should probably tell you straight away, these two do not end up together by the end of the series (Snake ages about fifty years and Meryl gets married, which kind of puts the kibosh on it). The lesson is, don’t bring your date to a nuclear warhead facility There is a palpable sense of 'What now?' in this picture. Solid Snake and Meryl (Metal Gear Solid, PS1) While VIII wasn’t as well loved as the other Final Fantasy games, Squall and Rinoa’s relationship was still unparalleled to anything else at the time. But this was the first Final Fantasy to really centre on romance as one of the main plots. We had the Cecil &Rosa & Kain triangle from FF4, and Cloud & Aeris & Tifa from FF7. Quickly, he shapes up, begins to express himself and throws out some proper Travolta moves. The ballroom bit near the beginning of the game is a fine scene, as you see Squall stumbling over his feet, obviously utterly dumbstruck by this girl who’s suddenly walked into his life. Through their journeys, they grow fond of each other, experience many close calls, and eventually learn to break down their faults and become better people. He treats her as a noisy fly at first (as most would) but she worms her way into his party. Into his life comes Rinoa, a bouncy, self-reliant girl who seems to know him all too well. ![]() In one corner, we have Squall, an introverted, uncaring, utter loner with abandonment issues. Squall and Rinoa (Final Fantasy VIII, PS1)Īlright, so the love story is told in a sort of ham-fisted manner for three whole discs, but most gamers in the late 90s knew they were in for a Valentine's Day treat when the orange-and-red graphic of Squall and Rinoa embracing was set as the logo for the latest Final Fantasy game. This is a pragmatic choice: after all, it’s game over if she’s taken, but still. It’s felt most when Ico fights off the Shadow Enemies with nowt but a wooden stick, keeping his Valentine safely by his side and going after her if she does get taken by the enemy. When Ico offers his hand, shouting encouraging words to Yorda and giving her enough motivation to jump across that chasm and into his outstretched hand, it all adds to the romance. Still, with all of the companionship and trials that the two struggle through, a wordless connection is formed that can be felt by the player as you shape their fate through the castle. Yorda is, unfortunately, just about helpless, being guided by Ico’s hand at almost all times. Though little to no dialogue is ever spoken, the game progresses via interactions between Yorda and Ico, struggling together as they fight to escape. And so begins the underrated PS2 hit, ICO. Being a gallant young buck, he rescues her and checks if she’s OK. ![]() He chances across a girl named Yorda, trapped in a cage hundreds of feet in the air. This is what befalls young Ico before he escapes from his tomb and starts looking for a way out. You know how it is, you get sent to a hauntingly beautiful castle because you have horns on your head and little to say for yourself. Yorda’s been captive for so long, she’s run out of fake tan
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