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Icey Turns Its Own Narrator Into the Antagonist

Icey is a 2016 side-scrolling hack-and-slash where disobeying the narrator breaks the game open. A 7.7-rated meta-commentary on game design.

By mitch·6 min read
A solitary fighter stands before a towering foe amid ruin, ready to face another doomed run.

Icey wants you to walk right. That is the whole trick of it. FantaBlade Network built a 2D hack-and-slash about a female cyborg hunting a villain named Judas, then handed the controls to a narrator who never stops telling you which way to go. You can obey him and finish the game the way a typical game finishes. Or you can turn around, walk left, and watch him fall apart.

Icey was developed by FantaBlade Network and published by X.D. Network. It came out for iOS, macOS, Microsoft Windows and PlayStation 4 in November 2016, for Android in October 2017, and for Nintendo Switch in May 2018. It is a side-scrolling action game with fighting, role-playing and strategy in its bones, played from a side view by a single player. It scores 7.7 out of 10 by the published critical aggregate across seven outlets.

Trailer, via XD.

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A Cyborg, a Villain Named Judas, and a Narrator Who Won’t Stop Talking

The setup is plain. Icey is a female cyborg on a mission to kill the evil Judas, who has supposedly destroyed the world for reasons the game never fully explains. She cuts through small and large robotic enemies with a single weapon. The combat is quick combos with a sword, no block, and a dash that makes her invulnerable. Killing a stunned enemy with a special move refills her shields.

That is a competent action game. It is not the reason to play Icey.

The reason is the narrator. He is omnipresent, he urges you in one direction, and he is wrong about what kind of game this is. Stray outside his directions and he gets frustrated. Keep straying and he gets angry. At that point Icey stops being a straight action game and becomes a meta-commentary on game development, with the developer talking directly to the player.

The narrator will constantly urge you in one direction, but you must ask, “Why? Why am I following his directions?“

That question is the game. Obey or rebel. The two paths are both real, and the game treats them as equally valid ways to spend an evening.

The Dash Is the Best Thing in the Combat

Strip away the meta layer and Icey still has to work as a hack-and-slash, and mostly it does. The weapon count is one, which sounds thin until you feel how the combos chain. The absence of a block is the smart call. Instead of standing still and eating hits, you dash through them, and the dash grants invulnerability. Defense becomes movement. That is a better answer than a shield button, and it keeps fights from turning into a waiting game.

The shield refill is the other good idea. Stun an enemy, then finish it with the special kill move, and your shields come back. It rewards aggression and timing over retreat. You are pushed toward the fight, not away from it.

The enemies are robots, small and large, and they exist mostly to be cut. Icey is not a game you play for enemy variety. It is a game you play for the argument happening over your shoulder.

Turning Around Is the Whole Game

Here is the thing worth understanding about Icey. The linear path is not a trap or a fake-out. You can play it start to finish like a typical game, and it holds up. The narrator tells you where to go, you go, Judas waits at the end, and the credits roll. That version of Icey is a solid 7-something action game with a gimmick bolted on.

The other version is the one people talk about. Disobey the narrator and you break the fourth wall. He reacts. He gets frustrated, then angry. The game stops pretending the voice is neutral and starts treating it as a character with an agenda. The developer even steps in to speak to you directly.

That is a harder trick to pull off than it sounds. Most games that break the fourth wall do it once, as a joke, and then go back to normal. Icey builds the disobedience into the structure. The rebellion is not a secret ending. It is a second way to play, and the game is honest about both.

What the Meta Layer Actually Costs

The meta-commentary is the reason Icey got positive reviews, and it is the reason the game is remembered. Critics commended it as a good video game in its own right, elevated by its unusual meta-commentary. That is the right read. The meta layer is not covering for a bad action game. It is sitting on top of a good one.

But it is not free. When the narrator starts arguing with you, the pace of the action drops. You stop fighting and start listening. The game asks you to care about a voice, and a voice is a thin thing to build a second act around. Players who came for combos will find stretches where the combos stop and the talking starts.

The developer talking directly to the player is the riskiest move in the game. It can land as clever. It can also land as the game explaining its own joke. Icey mostly earns it, but mostly is not always.

The Platforms and What They Ask of You

Icey shipped wide. The release spread tells you what FantaBlade and X.D. Network thought they had.

  • iOS, macOS, Microsoft Windows and PlayStation 4 in November 2016
  • Android in October 2017
  • Nintendo Switch in May 2018

A game that lands on phones, desktops, a console and a handheld within two years is a game built to be found. The touchscreen versions are the weakest fit. The dash-and-combo combat wants buttons. You can play Icey on a phone, and the meta layer survives the translation, but the fights do not.

Why 7.7 Is the Honest Number

Icey is two games stacked. One is a tight side-scrolling hack-and-slash with a single weapon, no block, an invulnerable dash and a shield refill that rewards killing stunned enemies. That game is good, not great. The enemy roster is robots, and robots are not characters. The story of Icey killing Judas is thin on its own.

The other game is the narrator, the frustration, the anger, the fourth wall coming down, the developer speaking to you directly. That game is the reason Icey exists in the conversation ten years after a November 2016 release.

The 7.7 is a fair snapshot of where critics landed on the whole package. The meta layer is genuinely unusual, and it is not a gimmick you can swap into any other game. But it is also a layer, and layers can be peeled off. Underneath, Icey is a competent action game with one weapon and a dash. The disobedience is the point, and the disobedience is optional. A player who never turns around gets a good game and misses the reason to talk about it.

What matters here is not the score. It is that FantaBlade built a game where the most interesting choice is refusing to play it the way it was designed. That is a real idea, and it is executed with more discipline than most fourth-wall games manage. The parts that drag are the parts where the game stops trusting the idea and starts explaining it.

The part worth watching is not Judas. It is the narrator, and what he does when you stop listening.

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