*Last reply on December 22, 2011*
All the anticipation in this thread and nobody actually got to talk about playing the game in it... and it's great!

I'll start with the "bad," but I don't even know if that's fair because it's at least in part by design and if not effective otherwise inconsequential unless you want the complete opposite out of gaming what this one presents, and in this case that's controls that have weight and require effort. You're going to feel the movement in this game, its not going to be crisp, easy or completely fluid, but its also fair and not any more a hindrance than any movement that requires a little effort (at least for me). To me this helped add to the "realism" of the game the same way the controls in SotC did, which is probably a fair frame of reference. If you didn't have a problem with the those, you won't with these. If you feel like scaling cliff faces should be as easy as pushing a button, maybe not for you. Worse to me was the disorienting way the camera would cut to black and seemingly reset when you hit or "went inside" a wall, even getting stuck for a bit once or twice. In any case, I've seen lots of complaints on these fronts, even those claiming they were game-breaking, but I never had such troubles as they either worked for didn't really bother me and were minor in the face of the games moment to moment benefits, fun, whimsy, and ultimate emotional buildup and payoffs. Let's get to that.
First and foremost, the practical gameplay and plot-centric relationship between the boy (and the player) and Trico is unlike any I've experienced in a game. For one, Trico is a marvelous creation that looks and acts like a real animal (another source of frustration for some players that I won't even dignify with a response =). For another thing, as an AI, NPC, or whatever, he's also pretty unique, and the effort between you is truly cooperative. There's certain things only you can do. Certain things only Trcio can do, but because you never directly control Trico, you have to either wait for him to figure out his end or figure out how to effectively communicate to him what to do. Anybody that's ever had a pet can imagine the frustrations and rewards, which in my opinion go much deeper here than any "support" character I've encountered. That's probably because Trico isn't a support character, he's really the game, the room puzzles are just scenery that's an excuse to play with him in various imaginative ways. You're both escaping a place together, but the interactions with Trico are the point. As for those interactions, despite the rocky relationship to start you'll of course like him from the beginning because he's a big cool animal you get to climb around on, much like the aforementioned SotC. Trico is basically a dog or cat crossed with a dinosaur (he literally roars like the T-Rex from Jurassic Park, among other things).
To make a long story short, he is by design and through his help and your cooperative relationship like a loyal pet and naturally very endearing. This sets up a simple but very effective emotional arc for you and Trico as he continually helps and rescues you vice versa and you learn more about him, where you are, and how you came to be together there. The growing affection between the two main characters tinges every success, near-miss and rescue with emotional resonance (the music punctuates every moment effectively as well). I knew this would be the case with Trico, but his reciprocation and caring when the boy was in trouble was no less poignant. I had my fears about how easily this could be ultimately be exploited for cheap effect, and while the game definitely effectively pulls the heartstrings, it does so in creative situations that explore the depth of the characters devotion for each other in ways that are both emotional and yet respectful to the characters and audience. Let's just say it continued being very dusty in the game room throughout the end, and I think my wife was chopping onions and something got in my eye (I was literally mashing the buttons, as you're actually trained to do in certain portions of the game, during a climatic moment to try and change the outcome).
Of course, your mileage may vary, in the last year I lost a beloved family pet and experienced the birth of my first born, so maybe I'm an easy mark these days (and I'm more likely to get choked up at the movies than say, my wedding or the aforementioned birth =). If you don't think you'd be receptive to this sort of thing, or even find it silly, well, then maybe the game wouldn't do its job for you, and you'd be left with a clever though not terribly difficult action puzzle game with iffy controls. I say give it a chance though, because if it grabs you it's a potentially transcendent gaming experience unlike any of the thousands of uninspired choices out there with familiar and perfectly adequate gameplay and controls.