'Gather round, all of you who would listen: I have a tale to tell.' So began The Mark Of Kri, as a storm of line drawings gathered to accompany the narrator's voice with illustration, equal parts Polynesian myth and Disney flair.
Lines solidified into sketches, sketches into watercolours, watercolours into the flat-shaded characters and painted textures of the game, as if even the PS2's imagination had been captured by the story being told. If Ico had been an architect's blueprint of a platformer, Kri was more an animator's impression of a thirdperson action game.