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{{Short description|2001 video game}}
{{Infobox CVG| title = Ico
{{About|the video game|other uses|ICO (disambiguation)}}
|image = [[Image:Box-l-jp.jpg|256px|European and Japanese PlayStation 2 box cover for Ico]]
{{Featured article}}{{Use mdy dates|date=May 2023}}
|developer = [[Sony Computer Entertainment]]
{{Infobox video game
|publisher = [[Sony Computer Entertainment]]
| title = Ico
|designer = [[Fumito Ueda]]
| image = Ico cover - EU+JP.jpg
|engine =
| caption = Cover art of the European and Japanese versions, painted by director [[Fumito Ueda]] and inspired by the Italian painter [[Giorgio de Chirico]]{{'s}} ''[[The Nostalgia of the Infinite]]''.
|released = [[Image:Flag of the United States.svg|22px|North America]] [[September 30]], [[2001]]<br />[[Image:Flag of Japan.svg|22px|Japan]] [[December 6]], [[2001]]<br />[[Image:European flag.svg|22px|Europe]] [[March 22]], [[2002]]<br
| developer = [[Sony Computer Entertainment Japan]]
/>[[Image:European flag.svg|22px|Europe]] [[February 17]], [[2006]] <span style="font-size: 87%;">(Re-release)</span>
| publisher = [[Sony Computer Entertainment]]
|genre = [[Action-adventure game]]
| platforms = [[PlayStation 2]]
|modes = [[Single player]]<br />[[Multiplayer]] (EU & JP)
| released = {{Video game release|NA|September 25, 2001|JP|December 6, 2001|EU|March 22, 2002}}
|ratings = [[Entertainment Software Rating Board|ESRB]]: [[Image:ESRB_T.png|12px|T]] Teen<br />[[Computer Entertainment Rating Organization|CERO]]: [[Image:Mark a.gif|12px|12+]] 12+<br />[[Entertainment and Leisure Software Publishers Association|ELSPA]]: 3+ <br> [[OFLC]]: G
|platforms = [[PlayStation 2]]
| genre = [[Action-adventure]]
|media = [[CD-ROM]] (US & JP)<br />[[DVD-ROM]] (EU)
| modes = [[Single-player]], [[multiplayer]]
| director = [[Fumito Ueda]]
|requirements =
|input = [[Game controller]]
| producer = [[Kenji Kaido]]
| designer = Fumito Ueda
| artist = Fumito Ueda
| composer = {{ubl|[[Michiru Oshima]]|Pentagon{{efn|Consisting of Koichi Yamazaki and Mitsukuni Murayama}}}}
}}
}}
'''''Ico''''' (pronounced "ee-ko") is a [[2001]] [[action-adventure game]] exclusively released for the [[PlayStation 2]]. The game was designed and directed by [[Fumito Ueda]], and published by [[Sony Computer Entertainment]].


{{nihongo foot|'''''Ico'''''|イコ|Iko|{{IPAc-en|ˈ|iː|k|oʊ}} {{respell|EE|koh}}|lead=yes|group=lower-alpha}} is a 2001 [[action-adventure game]] developed and published by [[Sony Computer Entertainment]] for the [[PlayStation 2]]. It was designed and directed by [[Fumito Ueda]], who wanted to create a minimalist game based on a "boy meets girl" concept. Originally planned for the [[PlayStation (console)|PlayStation]], ''Ico'' took approximately four years to develop. The team employed a "subtracting design" approach to reduce elements of gameplay that interfered with the game's setting and story in order to create a high level of [[immersion (virtual reality)|immersion]].
==Synopsis==
The player of the game takes on the role of Ico, a young boy born with a pair of [[Horn (anatomy)|horn]]s, who must escort a [[princess]] named Yorda safely out of a [[castle]] without her being captured by the [[shadow]]y figures that prowl the castle or being killed by the castle's numerous environmental hazards. Receiving strong [[game critic|reviews]], the game sold 650,000 copies worldwide and has become a [[cult videogame|cult hit]] among [[video game player|video game enthusiasts]].


The player controls Ico, a boy born with horns, which his village considers a bad omen. After warriors lock him in an abandoned castle, he frees Yorda, the daughter of the castle's Queen, who plans to use Yorda to extend her life. Ico must work with Yorda to escape the castle, protecting her from enemies, assisting her across puzzles and solving puzzles.
''Ico'' is noted for its highly [[individualism|individual]] artistic style. Key factors contributing to the game's absorbing atmosphere include the lack of any [[HUD (computer gaming)|HUD]]; a bleak and washed-out use of [[color]]; low key use of [[video game music|in-game music]], played only in selected scenes of the game; and atmospheric, ambient sound effects in the background. It makes effective use of minimal dialogue and story to forge strong emotional connections with the [[video game character|characters]] and environments in the game. It includes action, adventure and [[computer puzzle game|puzzle]] elements. The game also has a notable [[fictional language]] which has been theorized [http://dos.crashjah.com/works_ico.html] to be backwards [[Japanese (language)|Japanese]].


''Ico'' introduced several design and technical elements that have influenced subsequent games, including a story told with minimal dialogue, [[bloom lighting]], and [[key frame]] animation. Although not a commercial success, it was acclaimed for its art, original gameplay and story elements and received several awards, including "Game of the Year" nominations and three [[Game Developers Choice Awards]]. Considered a cult classic, it has been called one of the [[greatest video games ever made]], and is often brought up in discussions about [[video games as an art form]]. It was rereleased in Europe in 2006 in conjunction with ''[[Shadow of the Colossus]]'', the [[spiritual successor]] to ''Ico''. A high-definition remaster of the game was released alongside ''Shadow of the Colossus'' for the [[PlayStation 3]] in ''[[The Ico & Shadow of the Colossus Collection]]'' in 2011.
==Story==
{{spoiler}}
The opening sequence of the game introduces the [[protagonist]], Ico, a boy born with [[horn (anatomy)|horn]]s. Legend has it that when such a child is born, the boy must be sacrificed, or else the land will be smitten by a terrible curse.


== Gameplay ==
Ico is taken by a handful of knights to a castle, where they make their entrance by boat through a small cave. One of the knights takes a magical sword from the cave that opens a door leading into a great hall. Inside, stone sarcophagi line the walls. The knights reluctantly lock Ico inside one.
[[File:Ico gameplay.jpg|thumb|left|Ico (right) calls out to Yorda (left) while she waits on the ruined castle. The game's graphics feature [[soft light]] techniques.<ref name="1up bittersweet">{{cite web|url=http://www.1up.com/do/feature?cId=3144548|title=Bittersweet Symphony|last=Mielke|first=James|date=October 15, 2005|website=[[1UP.com|1UP]]|archive-url=https://archive.today/20120629175726/http://www.1up.com/features/retroactive-ico|archive-date=June 29, 2012|url-status=dead|access-date=October 7, 2008}}</ref><ref>{{cite magazine|url=https://www.wired.com/geekdad/2011/09/two-classic-games-get-facelifts-and-a-playstation-3-release/|title=Two Classic Games Get Facelifts and a PlayStation 3 Release|first=Dave|last=Banks|date=September 8, 2011|access-date=August 27, 2012|magazine=[[Wired (magazine)|Wired]]|archive-date=November 8, 2012|archive-url=https://web.archive.org/web/20121108052421/http://www.wired.com/geekdad/2011/09/two-classic-games-get-facelifts-and-a-playstation-3-release/|url-status=live}}</ref>]]


''Ico'' is primarily a [[3D computer graphics|three-dimensional]] [[platform game]]. The player controls Ico from a [[Third-person view|third-person perspective]] as he explores the castle and attempts to escape it with Yorda.<ref name="g4tv review"/> The camera is fixed in each room or area but swivels to follow Ico or Yorda as they move; the player can also [[Panning (camera)|pan]] the view a small degree in other directions to observe more of the surroundings.<ref name="method development"/> The game includes many elements of platform games; for example, the player must have Ico jump, climb, push and pull objects, and perform other tasks such as solving puzzles in order to progress within the castle.<ref name="gamespot review"/>
After the knights leave, the exit is sealed. This trembling loosens the sarcophagus, and as Ico shifts inside it, it falls over, freeing him. He passes out and dreams of a long spiral staircase in a tall room. Outside the windows are dark storm clouds, and at the top of the room a cage hangs, holding a pitch black figure of a small girl sits. As their eyes meet, Ico is consumed by shadows emerging from the wall behind him.


These actions are complicated by the fact that only Ico can carry out these actions; Yorda can jump only short distances and cannot climb over tall barriers. The player must use Ico so that he helps Yorda cross obstacles, such as by lifting her to a higher ledge, or by arranging the environment to allow Yorda to cross a larger gap herself. The player can tell Yorda to follow Ico, or to wait at a particular spot. The player can have Ico take Yorda's hand and pull her along at a faster pace across the environment.<ref name="eurogamer review"/> Players are unable to progress in the game until they move Yorda to certain doors that only she can open.<ref name="g4tv review"/>
Ico wakes up later and eventually makes his way to the room he dreamt of. As he ascends the stairs, he sees the same cage, except now there is a pale girl, clad in white, inside it.


Escaping the castle is made difficult by shadow creatures sent by the Queen. These creatures attempt to drag Yorda into black vortexes if Ico leaves her for any length of time, or if she is in certain areas of the castle. Ico can dispel these shadows using a stick or sword and pull Yorda free if she is drawn into a vortex.<ref name="g4tv review"/> While the shadow creatures cannot harm Ico, the game is over if Yorda becomes fully engulfed in a vortex; the player restarts from a [[Save-state|save point]]. The player will also restart from a save point if Ico falls from a large height. Save points in the game are represented by stone benches that Ico and Yorda rest on as the player saves the game.<ref name="eurogamer review"/> In European and Japanese releases, upon completion of the game, the player has the opportunity to restart the game in a local co-operative two-player mode, where the second player plays as Yorda, still under the same limitations as the computer-controlled version of the character.<ref>{{Cite conference | url = http://waxebb.com/writings/ico.html | title = Interactivity in Ico: Initial Involvement, Immersion, Investment. | first = Drew | last = Davidson | year = 2003 | access-date = September 14, 2010 | conference = ACM International Conference Proceeding Series; Vol. 38 – Proceedings of the second international conference on Entertainment computing | publisher = [[Carnegie Mellon University]] | archive-date = March 8, 2016 | archive-url = https://web.archive.org/web/20160308082713/http://waxebb.com/writings/ico.html | url-status = live }}</ref>
Ico frees the girl and they begin their journey, solving [[puzzle]]s to progress through the castle. When they finally arrive at the open main gate, they set off happily for it. As they close in, however, the gate begins to close. Ico rushes for the door, hand in hand with the girl. As they near it, the girl stumbles and falls. In a cloud of darkness, a huge figure appears. The dark figure is the queen of the castle and reveals herself as the girl's mother. She tells her daughter: "Yorda, why can't you understand? You cannot survive in the outside world." Her appearance makes it clear that she controls the shadow monsters in the castle. The queen then disappears. The doors stay shut, so the couple tries seeks another way out of the castle.
{{Clear}}


==Plot==
After another puzzle-filled journey, Ico and Yorda manage to reach the bridge to leave the castle. The queen reappears and retracts the bridge, separating Ico and Yorda. Ico, determined to save Yorda from the castle, jumps the gap back toward the castle. He doesn't jump far enough but Yorda catches his hand. As she tries to help him onto the ledge, a dark shadow creeps over the landscape, petrifying Yorda. Ico has to let go of Yorda's hand, plunging downwards, towards the sea.
{{nihongo|Ico|イコ|}}, a horned boy, is taken by a group of warriors to an abandoned castle and locked inside a [[sarcophagus|stone coffin]] to be sacrificed.<ref>{{cite video game|title=Ico|developer=[[Sony Computer Entertainment]]|publisher=Sony Computer Entertainment|date=September 24, 2001|platform=[[PlayStation 2]]|quote='''Ico''': They{{nbsp}}... They tried to sacrifice me because I have horns. Kids with horns are brought here.}}</ref> A tremor topples the coffin and Ico escapes. As he searches the castle, he comes across {{nihongo|Yorda|ヨルダ|Yoruda}}, a captive girl who speaks a different language. Ico helps Yorda escape and defends her from shadow-like creatures. The pair makes their way through the castle and arrive at the bridge leading to land. As they cross, the Queen, ruler of the castle, appears and tells Yorda that as her daughter she cannot leave the castle.<ref>{{cite video game|title=Ico|developer = [[Sony Computer Entertainment]]|publisher=Sony Computer Entertainment|date = September 24, 2001 | platform = [[PlayStation 2]] | quote = '''Queen''': That girl you're with is my one and only beloved daughter. Stop wasting your time with her. She lives in a different world than some boy with horns! ''[...]'' Yorda, why can't you understand? You cannot survive in the outside world.}}</ref> Later, as they try to escape on the bridge, it splits up and they get separated. Yorda tries to save Ico but the Queen prevents it. He ends up falling off the bridge and losing consciousness.


Ico awakens below the castle and makes his way back to the upper levels, finding a magic sword that dispels the shadow creatures. After discovering that Yorda has been [[Petrifaction in mythology and fiction|turned to stone]] by the Queen, he confronts the Queen in her throne room, who reveals that she plans to restart her life anew by taking possession of Yorda's body.<ref>{{cite video game|title=Ico|developer=[[Sony Computer Entertainment]]|publisher=Sony Computer Entertainment| date = September 24, 2001 | platform = [[PlayStation 2]] | quote = '''Queen''': My body has become too old and won't last much longer. But Yorda's going to grant me the power to be resurrected. To be my spiritual vessel is the fulfilment of her destiny.}}</ref> Ico slays the Queen with the magic sword, but his horns are broken in the fight and at the end of it he is knocked unconscious. With the Queen's death the castle begins to collapse around Ico, but the Queen's spell on Yorda is broken, and a shadowy Yorda carries Ico safely out of the castle to a boat, sending him to drift to the shore alone. Her final phrase "Nonomori" (the only dialogue not translated in the game) is spoken by her to Ico as he drifts away from the castle.
Once Ico recovers he awakens on the rocky shore of the castle's island. After a short journey onto the rocks he finds the very cave where the knights took him. The magic sword is in the same place. The knights must have put the sword back after they used it to open the doors.


Ico awakens on a beach shore to find the distant castle in ruins, and Yorda, in her human form, washed up nearby.<ref name="method development"/> She wakes up and smiles at Ico.
Ico enters the hall with the sarcophagi, to find the petrified Yorda displayed as a statue. Shadow ghosts appear and every time Ico defeats one of them, one of the sarcophagus's magic symbols glow. A stairway that leads out of the hall appears. The stairway leads the boy into a large but silent throne room.


== Development ==
The room appears empty, however when Ico decides to leave, the queen's voice calls him. When Ico turns back to see where the voice came from, the queen sits on her throne. Angry, Ico demands to know what the queen has done to Yorda. The queen replies that it is too late anyway and reveals her plans. The queen is aging and she wants to grant herself another life by seizing Yorda's body. Ico, desperate to undo what has been done, runs at her with his sword drawn. A battle follows, the magic sword shielding Ico from the queen's magic attacks. Finally Ico manages to reach the queen and plunge the sword into her heart. With her final breath, the queen tells Ico that Yorda will never leave the castle. In a magic blast the queen disappears and the castle begins to crumble. Due to the blast, Ico is flung through the room into the mysterious hall.
[[File:Kaido Kenji And Fumito Ueda.jpg|thumb|left|[[Kenji Kaido]] and [[Fumito Ueda]], the creative team behind ''Ico'']]


Lead designer Fumito Ueda came up with the concept for ''Ico'' in 1997, envisioning a "boy meets girl" story where the two main characters would hold hands during their adventure, forming a bond between them without communication.<ref name="method development"/> Ueda's original inspiration for ''Ico'' was a TV commercial he saw, of a woman holding the hand of a child while walking through the woods, and the [[manga]] series ''[[Galaxy Express 999]]'', where a woman is a guardian for the young hero as they adventure through the galaxy, which he thought about adapting into a new idea for video games.<ref>{{citation|title=The PlayStation 2 Interview: Fumita Ueda|magazine=[[PlayStation Official Magazine – UK|Official PlayStation 2 Magazine]]|issue=19|date=April 2002}}</ref> He also cited his work as an animator on [[Kenji Eno]]'s [[Sega Saturn]] game ''[[Enemy Zero]]'', which influenced the animation work, [[Cutaway (filmmaking)|cinematic]] [[cutscene]]s, lighting effects, sound design, and mature appeal.<ref>{{cite web|url=http://www.glixel.com/interviews/the-last-guardian-creator-talks-first-game-job-kenji-eno-w459337|title='The Last Guardian' Creator Ueda on His First Game Job and the Late Kenji Eno|website=Glixel|date=January 6, 2017|access-date=February 10, 2017|archive-date=February 11, 2017|archive-url=https://web.archive.org/web/20170211075843/http://www.glixel.com/interviews/the-last-guardian-creator-talks-first-game-job-kenji-eno-w459337|url-status=live}}</ref> Ueda was also inspired by the video game ''[[Another World (video game)|Another World]]'' (''Outer World'' in Japan), which used cinematic cutscenes, lacked any [[head-up display]] elements as to play like a movie, and also featured an emotional connection between two characters despite the use of minimal dialog.<ref name="ueda interview">{{cite web | url = http://www.famitsu.com/game/news/2007/04/03/103,1175597139,69535,0,0.html | title = 5 days straight! Hiroshi famous game creators say that! The third, Fumito Ueda | publisher = [[Famitsu]] | date = April 3, 2007 | access-date = October 3, 2008 | language = ja | archive-date = March 3, 2016 | archive-url = https://web.archive.org/web/20160303212808/http://www.famitsu.com/game/news/2007/04/03/103%2C1175597139%2C69535%2C0%2C0.html | url-status = live }}</ref><ref>{{cite web | url = http://www.gamespot.com/news/6164199.html | archive-url = https://web.archive.org/web/20070118154610/http://www.gamespot.com/news/6164199.html | archive-date = January 18, 2007 | title = Q&A: Another World's Eric Chahi | website = [[GameSpot]] | date = January 16, 2007 | access-date = October 3, 2008 | first = Phil | last = Elliott}}</ref><ref name="ueda interview translation">{{cite web | url = http://www.gamepro.com/article/news/108648/japanese-devs-speak-out-on-behalf-of-western-gaming-part-2/ | title = Japanese devs speak out on behalf of Western Gaming – Part 2 | publisher = [[GamePro]] | date = April 11, 2007 | access-date = October 3, 2008 | first = Matthew | last = Fitsko |archive-url=https://web.archive.org/web/20081206143928/http://www.gamepro.com/article/news/108648/japanese-devs-speak-out-on-behalf-of-western-gaming-part-2/|archive-date=December 6, 2008}}</ref> He also cited [[Sega Mega Drive]] games,<ref>{{cite web|author=blackoak|url=http://shmuplations.com/ico/|title=ICO – 2002 Developer Interview|website=Shmuplations|access-date=February 12, 2017|archive-date=September 12, 2015|archive-url=https://web.archive.org/web/20150912043021/http://shmuplations.com/ico/|url-status=live}}</ref> ''[[Virtua Fighter]]'',<ref>[https://blog.eu.playstation.com/2016/11/18/watch-the-last-guardians-spectacular-new-cg-trailer/ Watch The Last Guardian’s spectacular new CG trailer] {{Webarchive|url=https://web.archive.org/web/20170825235215/https://blog.eu.playstation.com/2016/11/18/watch-the-last-guardians-spectacular-new-cg-trailer/ |date=August 25, 2017 }}, [[PlayStation Blog]], [[PlayStation Network]]</ref> ''[[Lemmings (video game)|Lemmings]]'', ''[[Flashback (1992 video game)|Flashback]]'' and the original ''[[Prince of Persia]]'' games as influences, specifically regarding animation and gameplay style.<ref name="ueda interview"/><ref name="ueda interview translation"/> With the help of an assistant, Ueda created an animation in [[LightWave 3D|Lightwave]] to get a feel for the final game and to better convey his vision.<ref name="method development">{{cite web|url=http://www.1up.com/do/feature?cId=3122598 |title=The Method of Developing ICO |website=[[1UP.com|1UP]] |date=October 10, 2000 |access-date=October 7, 2008 |archive-url=https://archive.today/20151102133446/http://www.1up.com/features/method-developing-ico |archive-date=November 2, 2015 |url-status=dead }}</ref> In the three-minute demonstration reel, Yorda had the horns instead of Ico, and flying robotic creatures were seen firing weapons to destroy the castle.<ref name="method development"/><ref name="beta video">{{cite web | url = http://gamevideos.1up.com/video/id/9995 | title = Unreleased ICO PS1 'Beta' gameplay | website = [[1UP.com|1UP]] | date = March 14, 2007 | access-date = October 7, 2008 | url-status = dead | archive-url = https://web.archive.org/web/20110519142938/http://gamevideos.1up.com/video/id/9995 | archive-date = May 19, 2011 }}</ref> Ueda stated that having this movie that represented his vision helped to keep the team on track for the long development process, and he reused this technique for the development of ''[[Shadow of the Colossus]]'', the team's next effort.<ref name="method development"/><ref>{{cite web | url = http://www.gamasutra.com/features/20060214/cifaldi_01.shtml | title = DICE: Climbing The Colossus: Ueda, Kaido On Creating Cult Classics | website = [[Gamasutra]] | date = February 14, 2006 | access-date = October 7, 2008 | first = Frank | last = Cifaldi | archive-date = April 8, 2016 | archive-url = https://web.archive.org/web/20160408102912/http://www.gamasutra.com/view/feature/2559/road_to_the_igf_thomas_bahon_.php | url-status = live }}</ref>
The sarcophagi start to glow and bolts of magic energy break the terrible curse that petrified Yorda. Yorda however is no longer pale, but dark like the shadows that had tried to kidnap her. She quickly understands what has happened and she decides to rescue Ico as Ico rescued her. She brings Ico to the boat in the cave where the knights first landed. She chooses not to join him. If it is because of sheer hesitation or maybe fear, we do not know.


Ueda, at the time an employee at [[Sony Computer Entertainment Japan]], began working with producer [[Kenji Kaido]] in 1998 to develop the idea and bring the game to the [[PlayStation (console)|PlayStation]]. He was granted his own unit as the studio primarily assisted on games from other Japanese developers, with notable exceptions including the ''[[Ape Escape]]'' series.<ref name="hg101" /> ''Ico''{{'s}} design aesthetics were guided by three key notions: to make a game that would be different from others in the genre, feature an aesthetic style that would be consistently artistic, and play out in an imaginary yet realistic setting.<ref name="method development" /> This was achieved through the use of "subtracting design"; they removed elements from the game which interfered with the game's reality.<ref name="method development" /> This included removing any form of interface elements, keeping the gameplay focused only on the escape from the castle, and reducing the number of types of enemies in the game to a single foe. An interim design of the game shows Ico and Yorda facing horned warriors similar to those who take Ico to the castle. The game originally focused on Ico's attempt to return Yorda to her room in the castle after she was kidnapped by these warriors.<ref name="beta video" /> Ueda believed this version had too much detail for the graphics engine they had developed, and as part of the "subtracting design", replaced the warriors with the shadow creatures.<ref name="method development" /> Ueda also brought in a number of people outside the video game industry to help with development. These consisted of two programmers, four artists, and one designer in addition to Ueda and Kaido.<ref name="method development" /><ref name="hg101" /> On reflection, Ueda noted that the subtracting design may have taken too much out of the game, and did not go to as great an extreme with ''Shadow of the Colossus''.<ref name="method development"/>
Ico awakens, he is washed upon a beach. He travels along the coast he finds Yorda dressed in white like when they first met. As Ico approaches her, her fingers curl and she slowly opens her eyes.


After two years of development, the team ran into limitations on PlayStation hardware and faced a critical choice: either terminate the project altogether, alter their vision to fit the constraints of the hardware, or continue to explore more options. The team decided to remain true to Ueda's vision, and began to use the [[Emotion Engine]] of the [[PlayStation 2]], taking advantage of the improved abilities of the platform.<ref name="game design ico">{{cite conference | title = Game Design Methods of Ico | first = Fumito | last = Ueda |author2=Kaido, Kenji | work = Game Developers Conference 2004 | date = March 24, 2004}}</ref><ref name="game design ico slides">{{cite web | url = http://game.watch.impress.co.jp/docs/20040329/ico.htm | title = Game Developers Conference 2004 – report | publisher = Game Watch | language = ja | date = March 29, 2004 | access-date = October 9, 2008 | first = Hitoshi | last = Yasushi | archive-date = August 17, 2016 | archive-url = https://web.archive.org/web/20160817171412/http://game.watch.impress.co.jp/docs/20040329/ico.htm | url-status = live }}</ref> Character animation was accomplished through [[key frame]] animation instead of the more common [[motion capture]] technique.<ref name="nytimes review">{{cite news | url = https://query.nytimes.com/gst/fullpage.html?res=990CE3D8173EF93BA25753C1A9679C8B63 | title = Game Theory; When a Tiny Taut Gesture Upstages Demons and Noise | first = Charles | last = Herold | date = October 18, 2001 | access-date = October 7, 2008 | newspaper = The New York Times | archive-date = November 8, 2012 | archive-url = https://web.archive.org/web/20121108112922/http://www.nytimes.com/2001/10/18/technology/game-theory-when-a-tiny-taut-gesture-upstages-demons-and-noise.html | url-status = live }}</ref> The game took about four years to develop.<ref name="method development"/> Ueda purposely left the ending vague, not stating whether Yorda was alive, whether she would travel with Ico, or if it was simply the protagonist's dream.<ref name="method development"/>[[File:Ico north american cover.jpg|thumb|upright|The cover used for the North American release of ''Ico''. It has been called one of the worst video game covers of all time.<ref name="poly na cover" />]]The cover used for releases in Japan and [[PAL region]]s was drawn by Ueda himself, and was inspired by the Italian artist [[Giorgio de Chirico]] and his work ''[[The Nostalgia of the Infinite]]''. Ueda believed that "the surrealistic world of de Chirico matched the allegoric world of ''Ico''".<ref>{{cite web|url=http://www.1up.com/do/feature?pager.offset=2&cId=3143702 |title=A Giant in the Making |website=[[1UP.com|1UP]] |date=September 23, 2005 |access-date=October 5, 2008 |first=James |last=Mielke |author2=Rybicki, Joe |archive-url=https://archive.today/20130306095204/http://www.1up.com/do/feature?pager.offset=0&cId=3143702|archive-date=March 6, 2013}}</ref> The North American version lacks this cover as well as additional features that become available after the player completes the game once.<ref name="gamespot cheats" /> The development team was unable to provide Ueda's cover or the additional features such as the two-player mode in time for Sony's planned North American release date, but included them for the later releases in Japan and PAL regions.<ref>{{cite web|url=http://www.1up.com/do/feature?cId=3144673 |title=Shadow Talk |website=[[1UP.com|1UP]] |date=October 13, 2005 |access-date=November 18, 2008 |first=James |last=Mielke |url-status=dead |archive-url=https://archive.today/20120629175723/http://www.1up.com/features/shadow-talk |archive-date=June 29, 2012 }}</ref> Since release, the North American cover has been considered one of the worst pieces of cover art for video games in contrast to the game's quality and the Japanese/PAL cover.<ref name="gr cover">{{cite web | url = https://www.gamesradar.com/12-great-games-god-awful-box-art/ | title = 12 great games with god-awful box art | first = Ryan | last = Taljonik | date = August 21, 2013 | access-date = February 15, 2020 | work = [[GamesRadar]] | archive-date = February 16, 2020 | archive-url = https://web.archive.org/web/20200216001845/https://www.gamesradar.com/12-great-games-god-awful-box-art/ | url-status = live }}</ref><ref name="poly na cover">{{cite web | url = https://www.polygon.com/2016/10/26/13417522/shadow-of-the-colossus-ico-art-prints-cook-becker | title = Shadow of the Colossus and Ico's non-terrible box art now prints for your home | first = Michael | last = McWhertor | date = October 26, 2016 | access-date = February 15, 2020 | work = [[Polygon (website)|Polygon]] | archive-date = February 16, 2020 | archive-url = https://web.archive.org/web/20200216001843/https://www.polygon.com/2016/10/26/13417522/shadow-of-the-colossus-ico-art-prints-cook-becker | url-status = live }}</ref> On reflection, Yasuhide Kobayashi, vice-president of Sony's Japan Studio, believed the North American box art and lack of an identifiable English title led to the game's poor sales in the United States, and stated plans to correct that for the release of ''[[The Last Guardian]]''.<ref name="tlg name" /> For its original release, a limited edition of the game was available in PAL regions that included a cardboard wrapping displaying artwork from the game and four art cards inside the box.<ref name="extrasandico">{{cite magazine | last =Wales | first = Matt | year=2006 | title=PAL Colossus gets exclusive content | url=http://www.computerandvideogames.com/article.php?id=133500 | archive-url=https://web.archive.org/web/20080616164309/http://www.computerandvideogames.com/article.php?id=133500 | archive-date=June 16, 2008 | magazine= [[Computer and Video Games]] | access-date = October 8, 2008 }}</ref> The game was re-released as a standard edition in 2006 across all PAL regions except France after the 2005 release of ''Shadow of the Colossus'', ''Ico''{{'s}} [[spiritual sequel]], to allow players to "fill the gap in their collection".<ref>{{cite web | url = http://www.eurogamer.net/articles/news_041105_icoreissue | title = ICO re-issue confirmed | website = [[Eurogamer]] | first = Kristen | last = Reed | date = November 4, 2005 | access-date = October 5, 2008 | archive-date = March 14, 2013 | archive-url = https://web.archive.org/web/20130314075458/http://www.eurogamer.net/articles/news_041105_icoreissue | url-status = live }}</ref>
==Characters==
{{spoiler}}
===Ico===
Voiced by [[Kazuhiro Shindou]].


''Ico'' uses minimal dialogue in a fictional language to provide the story throughout the game.<ref name="g4tv review">{{cite web | url = http://www.g4tv.com/techtvvault/features/33435/Ico_PS2_Review.html | archive-url = https://web.archive.org/web/20080509133021/http://www.g4tv.com/techtvvault/features/33435/Ico_PS2_Review.html | archive-date = May 9, 2008 | title = 'Ico' (PS2) Review | date = September 30, 2002 | access-date = October 5, 2008 | first = Matthew | last = Keil | publisher = [[G4TV]]}}</ref> Voice actors included Kazuhiro Shindō as Ico, [[Rieko Takahashi]] as Yorda, and [[Misa Watanabe]] as the Queen.<ref>{{cite web|url=http://www.gamespot.com/ps2/adventure/ico/tech_info.html |archive-url=https://web.archive.org/web/20070710041947/http://www.gamespot.com/ps2/adventure/ico/tech_info.html |archive-date=July 10, 2007 |title=ICO Tech Info |website=[[GameSpot]] |access-date=October 5, 2008 |url-status=dead }}</ref> Ico and the Queen's words are presented in either English or Japanese subtitles depending on the release region, but Yorda's speech is presented in a symbolic language.<ref name="g4tv review"/> Ueda opted not to provide the translation for Yorda's words as it would have overcome the language barrier between Ico and Yorda, and detracted from the "holding hands" concept of the game.<ref name="method development"/> In the non-North American releases, playing through the game again after completing the game replaces the symbolic text with appropriate language subtitles.<ref name="gamespot cheats">{{cite web | url = http://www.gamespot.com/ico-2001/cheats/ | title = ICO Hints & Cheats | website = [[GameSpot]] | access-date = May 25, 2012|archive-url=https://web.archive.org/web/20121215113701/http://www.gamespot.com/ico/cheats/|archive-date=December 15, 2012}}</ref>{{Unreliable source?|date=October 2023|certain=y|reason=The GameSpot cheats are the same user-generated content from GameFAQs, and thus unreliable.}}
The game's protagonist. Ico is a boy born with horns and is taken out to a castle as a sacrifice since the people of his village see children with horns as a bad omen. Apparently many children born with horns were sacrificed before him.


===Yorda===
==Other media==
=== Soundtrack ===
Voiced by [[Reiko Takahashi]].
{{Infobox album
| name = Ico: Kiri no Naka no Senritsu
| type = soundtrack
| artist = Michiru Oshima, Koichi Yamazaki, and Mitsukuni Murayama
| cover =
| alt =
| released = {{Start date|2002|02|20}}
| recorded =
| venue =
| studio =
| genre = [[Video game soundtrack]], [[ambient music]]
| length = 25:35
| label = SME Visual Works
| producer =
| prev_title =
| prev_year =
| next_title =
| next_year =
}}
''Ico''{{'s}} audio featured a limited amount of music and sound effects. The [[soundtrack]], {{nihongo|''Ico: Kiri no Naka no Senritsu''|ICO~霧の中の旋律~|Iko Kiri no Naka no Senritsu|lit. "Ico: Melody in the mist"}}, was composed by [[Michiru Oshima]] and sound unit "pentagon" (Koichi Yamazaki & Mitsukuni Murayama) and released in Japan by [[Sony Music Entertainment]] on February 20, 2002. The album was distributed by Sony Music Entertainment Visual Works. The last song of the CD, "ICO -You Were There-", includes vocals sung by former [[Libera (choir)|Libera]] member Steven Geraghty.<ref>{{cite web | url = http://www.boysoloist.com/artist.asp?VID=334 | title = Steven Geraghty | publisher = Boy Choir and Soloist Directory | access-date = October 5, 2008 | archive-date = September 24, 2012 | archive-url = https://web.archive.org/web/20120924100604/http://www.boysoloist.com/artist.asp?VID=334 | url-status = live }}</ref><ref>{{cite web | url = http://www.hmv.co.jp/news/newsdetail.asp?newsnum=305300108 | title = Melody light comfort that invites the ultimate healing of hard Romantic. ... Released Soon! | publisher = [[HMV]] | language = ja | date = June 1, 2003 | access-date = November 19, 2008 | quote = "大島ミチルが手掛けたゲーム・サントラICO霧の中の旋律ではLiberaリベラのヴォーカリストSteven Geraghtyスティーブン・ガラティがヴォーカルで参加" – "Oshima Michiru who managed the game soundtrack for ICO with vocals by Steven Geraghty of Libera" | archive-date = February 12, 2012 | archive-url = https://web.archive.org/web/20120212223747/http://www.hmv.co.jp/news/newsdetail.asp?newsnum=305300108 | url-status = live }}</ref>


===Novelization===
Yorda is the girl Ico encounters in the castle. Yorda is part of the castle, so her magic powers enable her to open magic doors. She is held captive by her mother inside the castle, it appears that she has no knowledge of the outside world.
A [[novelization]] of the game titled {{nihongo|''Ico: Kiri no Shiro''|ICO-霧の城-|Iko: Kiri no Shiro|{{lit|Ico: Castle of Mist}}}}<!--(ISBN 4-06-212441-6)--> was released in Japan in 2004.<ref>{{cite book|last1=Miyabe|first1=Miyuki|author-link1=Miyuki Miyabe|title=ICO: Castle in the Mist|trans-title=Iko: Kiri no Shiro|edition=Haikasoru eBook|year=2011|publisher=Kodansha Ltd.|location=Tokyo|isbn=978-1-4215-4286-7}}</ref><ref>{{cite web|url=http://books.yahoo.co.jp/book_detail/31389481 |archive-url=https://archive.today/20120629175719/http://books.yahoo.co.jp/book_detail/31389481 |url-status=dead |archive-date=June 29, 2012 |title=ICO: Castle of the Mist |publisher=Amazon Japan |language=ja |access-date=October 6, 2008 }}</ref> Author [[Miyuki Miyabe]] wrote the novel because of her appreciation of the game.<ref>{{cite web | url = http://ps2.ign.com/articles/358/358332p1.html | title = ICO Novel Coming In Japan | website = IGN | date = May 1, 2002 | access-date = October 6, 2008 | archive-date = November 3, 2012 | archive-url = https://web.archive.org/web/20121103220137/http://www.ign.com/articles/2002/05/01/ico-novel-coming-in-japan | url-status = live }}</ref> A Korean translation of the novel, entitled 이코 – 안개의 성 (''I-ko: An-gae-eui Seong'') came out the following year, by Hwangmae Publishers,<ref>{{cite web | url = http://book.naver.com/bookdb/book_detail.nhn?bid=1962956 | title = ICO: Castle of Mist | publisher = Hwangmae Publishers | language = ko | access-date = August 26, 2010 | archive-date = March 19, 2015 | archive-url = https://web.archive.org/web/20150319085335/http://book.naver.com/bookdb/book_detail.nhn?bid=1962956 | url-status = live }}</ref> while an English translation was published by [[Viz Media]] on August 16, 2011.<ref>{{cite web|url=http://www.gamesetwatch.com/2011/01/viz_media_publishing_miyuki_mi.php|title=Viz Media Publishing Miyuki Miyabe's Ico Novel|date=January 31, 2011|access-date=January 31, 2011|publisher=[[GameSetWatch]]|first=Eric|last=Caoili|archive-date=October 12, 2012|archive-url=https://web.archive.org/web/20121012015640/http://www.gamesetwatch.com/2011/01/viz_media_publishing_miyuki_mi.php|url-status=live}}</ref>


===The Queen===
===Cross title content===
Costumes (including Ico and Yorda), stickers, and sound effects from ''Ico'' are part of an add-on pack for the game ''[[LittleBigPlanet (2008 video game)|LittleBigPlanet]]'', alongside similar materials from ''Shadow of the Colossus'', after being teased by the game's developers [[Media Molecule]] about two weeks prior.<ref>{{cite web | url = http://www.escapistmagazine.com/news/view/92053-ICO-Invading-LittleBigPlanet | title = ICO Invading LittleBigPlanet? | first = Keane | last = Ig | date = May 29, 2009 | access-date = May 30, 2009 | publisher = The Escapist | archive-date = March 19, 2012 | archive-url = https://web.archive.org/web/20120319181641/http://www.escapistmagazine.com/news/view/92053-ICO-Invading-LittleBigPlanet | url-status = live }}</ref><ref>{{cite web | url = http://www.offworld.com/2009/06/littlebigwatch-media-molecule-2.html | archive-url = https://web.archive.org/web/20100225132344/http://www.offworld.com/2009/06/littlebigwatch-media-molecule-2.html | archive-date = February 25, 2010 | title = LittleBigWatch: Media Molecule reveal Ico, Yorda costumes | publisher = Offworld | date = June 8, 2009 | access-date = June 8, 2009 | first = Brandon | last = Boyer }}</ref> Ico makes a cameo appearance in ''[[Astro's Playroom]]''.<ref>{{Cite web|url=https://www.gamepur.com/guides/every-cameraman-reference-in-astros-playroom|title=Every cameraman reference in Astro's Playroom|website=Gamepur|language=en|access-date=November 12, 2020|archive-date=February 9, 2021|archive-url=https://web.archive.org/web/20210209122822/https://www.gamepur.com/guides/every-cameraman-reference-in-astros-playroom|url-status=live}}</ref>
Voiced by [[Misa Watanabe]].


===Film===
The Queen is a classic evil fairytale witch. She holds her own daughter &ndash; Yorda &ndash; captive in the immense castle. She controls a magic dark force. She resembles Yorda slightly, only she is shrouded with the shadows of the wraiths that Ico fights.
In 2010, [[Kevin Misher|Misher Films]] said that a film adaption of ''Ico'' may come about based on the success of their then-planned adaptation of ''Shadow of the Colossus''.<ref>{{cite web | url = http://www.1up.com/news/colossus-film-studio-ico-guardian | archive-url = https://web.archive.org/web/20111027234209/http://www.1up.com/news/colossus-film-studio-ico-guardian | url-status = dead | archive-date = October 27, 2011 | title = 'Colossus' Film Studio Wants to Make Ico, Last Guardian Movies | first = Kris | last = Pigna | date = September 23, 2010 | access-date = September 23, 2010 | website = [[1UP.com]] }}</ref>


==Influence==
== Reception ==
{{Video game reviews
The gameplay in ''Ico'' is often compared to a 3D updating of that found in the original ''[[Prince of Persia]]''. Interestingly, a washed-out [[soft lighting]] visual style, similar to the distictive style of ''Ico'', was later used in the critically acclaimed ''[[Prince of Persia: The Sands of Time]]'', a [[sequel]] to ''Prince of Persia'' whose very production may have been inspired by the [[cult following]] ''Ico'' picked up.
<!-- Aggregators -->
| MC = 90/100<ref name="MC" />
<!-- Reviewers -->
| EuroG = 10/10<ref>{{cite web |url=http://www.eurogamer.net/articles/r_ico |title=Ico |website=[[Eurogamer]] |last=Bramwell |first=Tom |date=March 30, 2002 |access-date=September 11, 2014 |archive-date=September 13, 2014 |archive-url=https://web.archive.org/web/20140913033154/http://www.eurogamer.net/articles/r_ico |url-status=live }}</ref>
| Allgame = {{Rating|4|5}}<ref name="allgamereview">{{cite web |url = http://www.allgame.com/game.php?id=25262&tab=review |title = Ico – Review| author = Frankle, Gavin |publisher = [[AllGame]] |access-date =August 18, 2017 |archive-url=https://web.archive.org/web/20141114204502/http://www.allgame.com/game.php?id=25262&tab=review |archive-date=November 14, 2014}}</ref>
| Fam = 30/40<ref name="Famitsu" />
| GSpot = 8.5/10<ref>{{cite web |url=http://www.gamespot.com/reviews/ico-review/1900-2815038 |title=Ico Review |website=[[GameSpot]] |last=Lopez |first=Miguel |date=September 26, 2001 |access-date=September 11, 2014 |archive-date=December 2, 2014 |archive-url=https://web.archive.org/web/20141202014606/http://www.gamespot.com/reviews/ico-review/1900-2815038/ |url-status=live }}</ref>
| IGN = 9.4/10<ref>{{cite web |url=http://www.ign.com/articles/2001/09/25/ico |title=Ico |website=[[IGN]] |last=Smith |first=David |date=September 25, 2001 |access-date=September 11, 2014 |archive-date=October 6, 2014 |archive-url=https://web.archive.org/web/20141006093727/http://www.ign.com/articles/2001/09/25/ico |url-status=live }}</ref>
| GameRev = B+<ref name="gamerev review"/>
| Edge = 8/10<ref name="Edge review"/>
| NGen = {{Rating|4|5}}<ref name="NG"/>
}}


''Ico'' received critical acclaim, becoming a [[cult following|cult]] hit among [[video game player|players]].<ref>{{cite web | url = http://www.1up.com/do/feature?cId=3141616 | title = Top 10 Cult Classics | website = [[1UP.com|1UP]] | date = June 22, 2005 | access-date = October 7, 2008 | archive-date = May 25, 2016 | archive-url = https://web.archive.org/web/20160525015313/http://www.1up.com/features/top-10-cult-classics | url-status = dead }}</ref> The game has an aggregated review score of 90 out of 100 at [[Metacritic]].<ref name="MC">{{cite web | url = http://www.metacritic.com/games/platforms/ps2/ico | title = Ico (ps2: 2001) | website = [[Metacritic]] | access-date = October 4, 2008 | archive-date = November 11, 2001 | archive-url = https://web.archive.org/web/20011111200128/http://www.metacritic.com/games/platforms/ps2/ico | url-status = live }}</ref> In Japan, ''[[Famitsu]]'' magazine gave the PlayStation{{nbsp}}2 version a score of 30 out of 40.<ref name="Famitsu">{{cite magazine | title = プレイステーション2 – ICO (PlayStation 2 – Ico) | magazine = [[Famitsu]] | date = June 30, 2006 | page = 90 | volume = 915 | issue = 2 | language = ja }}</ref> The game is considered by some to be one of the greatest games of all time; ''[[Edge (magazine)|Edge]]'' ranked ''Ico'' as the 13th top game in a 2007 listing,<ref>{{cite magazine|url=http://www.edge-online.com/magazine/edges-top-100-games-of-all-time?page=0%2C0 |archive-url=https://web.archive.org/web/20080803214313/http://www.edge-online.com/magazine/edges-top-100-games-of-all-time?page=0%2C0 |archive-date=August 3, 2008 |title=Edge's Top 100 Games of All Time |date=July 2, 2007 |access-date=October 9, 2008 |magazine=[[Edge (magazine)|Edge]] |url-status=dead }}</ref> while ''[[IGN]]'' ranked the game at number 18 in 2005,<ref>{{cite web|url=http://top100.ign.com/2005/index.html |title=IGN's Top 100 Games |website=IGN |year=2005 |access-date=October 9, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20090227082124/http://top100.ign.com/2005/index.html |archive-date=February 27, 2009 }}</ref> and at number 57 in 2007.<ref name="ign top 100 2007">{{cite web | url = http://top100.ign.com/2007/index.html | title = The Top 100 Games of All Time! | website = IGN | year = 2007 | access-date = October 9, 2008 | archive-url = https://web.archive.org/web/20141121172504/http://top100.ign.com/2007/ign_top_game_57.html | archive-date = November 21, 2014 | url-status = dead }}</ref> ''Ico'' has been used as an example of a [[Video games as art|game that is a work of art]].<ref name="telegraph art"/><ref>{{cite news | url = https://query.nytimes.com/gst/fullpage.html?res=9E05E1D81F38F936A25752C1A9679C8B63 | title = Game Theory; To Play Emperor or God, or Grunt in a Tennis Skirt | first = Charles | last = Herold | date = November 15, 2001 | access-date = October 9, 2008 | newspaper = [[The New York Times]] | archive-date = November 8, 2012 | archive-url = https://web.archive.org/web/20121108123047/http://www.nytimes.com/2001/11/15/technology/game-theory-to-play-emperor-or-god-or-grunt-in-a-tennis-skirt.html | url-status = live }}</ref><ref name="gamespy review">{{cite web | url = http://archive.gamespy.com/reviews/october01/ico/index.shtm | archive-url = https://web.archive.org/web/20081021085522/http://archive.gamespy.com/reviews/october01/ico/index.shtm | archive-date = October 21, 2008 | title = Reviews: ICO | publisher = [[GameSpy]] | first = Andrei | last = Alupului |date=October 2001 | access-date = October 9, 2008}}</ref> Ueda commented that he purposely tried to distance ''Ico'' from conventional video games due to the negative image video games were receiving at that time, in order to draw more people to the title.<ref name="wired interview"/>
Since then, the "soft lighting" graphic style has been used in a number of games, from [[first-person shooter]] titles like ''[[Project Snowblind]]'' to [[stealth game|stealth]] games like ''[[Metal Gear Solid 3]]'' to ''[[Gauntlet: Seven Sorrows]]'', as well as [[Ico (video game)#Successors|''Shadow of the Colossus'' (see below)]], which was created by the same team of designers as ''Ico''.


Some reviewers have likened ''Ico'' to older, simpler adventure games such as ''[[Prince of Persia]]'' or ''[[Tomb Raider]]'', that seek to evoke an emotional experience from the player;<ref name="Edge review">{{cite magazine |title=Ico |magazine=[[Edge (magazine)|Edge]] |publisher=[[Future Publishing]] |issue=104 |pages=80–81 |date=December 2001}}</ref><ref name="telegraph art">{{cite news | url = https://www.telegraph.co.uk/technology/3358016/Why-videogamers-are-artists-at-heart.html | title = Why videogamers are artists at heart | newspaper = [[The Daily Telegraph]] | date = July 26, 2008 | access-date = October 9, 2008 | first = Tom | last = Hoggins | archive-date = February 28, 2016 | archive-url = https://web.archive.org/web/20160228070007/http://www.telegraph.co.uk/technology/3358016/Why-videogamers-are-artists-at-heart.html | url-status = live }}</ref> ''[[IGN]]''{{'s}} David Smith commented that while simple, as an experience the game was "near indescribable."<ref name="ign review">{{cite web | url = http://ps2.ign.com/articles/164/164833p1.html | title = Ico | first = David | last = Smith | date = September 25, 2001 | access-date = October 7, 2008 | website = IGN | archive-date = August 17, 2012 | archive-url = https://web.archive.org/web/20120817191505/http://ps2.ign.com/articles/164/164833p1.html | url-status = live }}</ref> The game's graphics and sound contributed strongly to the positive reactions from critics; Smith continues that "The visuals, sound, and original puzzle design come together to make something that is almost, if not quite, completely unlike anything else on the market, and feels wonderful because of it."<ref name="ign review"/> Many reviewers were impressed with the expansiveness and the details given to the environments, the animation used for the main characters despite their low polygon count, and the use of lighting effects.<ref name="g4tv review"/><ref name="gamespot review"/><ref name="ign review"/> ''Ico''{{'s}} ambiance, created by the simple music and the small attention to detail in the voice work of the main characters, were also called out as strong points for the game. Charles Herold of ''[[The New York Times]]'' summed up his review stating that "Ico is not a perfect game, but it is a game of perfect moments."<ref name="nytimes review"/> Herold later commented that ''Ico'' breaks the mold of games that usually involve companions. In most games these companions are invulnerable and players will generally not concern with the non-playable characters' fate, but ''Ico'' creates the sense of "trust and childish fragility" around Yorda, which leads to the character being "the game's entire focus".<ref name="wellplayed">{{cite book | title = Well Played 1.0: Video Game, Value and Meaning | isbn = 978-0557069750 | editor = Drew Davidson | year = 2009 | first = Charles | last = Herold | chapter = Ico: Creating an Emotional Connection with a Pixelated Damsel | publisher = ETC Press | url = http://www.etc.cmu.edu/etcpress/content/ico-charles-herold | display-editors = etal | url-status = dead | archive-url = https://web.archive.org/web/20160321223055/http://press.etc.cmu.edu/content/ico-charles-herold | archive-date = March 21, 2016 }}</ref>
==Regional variations==
<table align=right border=0 cellpadding=0 cellspacing=0>
<tr><th colspan=2 bgcolor="EEEEEE"><center>Cover Art Comparison</center></tr>
<tr align=center>
<td valign="top">[[Image:ico_box_usa.jpg|thumb|center|The cover art for the North American (or [[NTSC]]) version. This version is generally regarded by fans as far inferior to the cover on the right, which is used for all other major releases of the game.]]
<td valign="top">[[Image:ico_box.jpg|thumb|center|The cover art for the Japanese and European (or [[PAL]]) version of the game. The European game came in a cardboard sleeve, instead of the normal plastic case. The box artwork, designed by Fumito Ueda, is an homage to the surrealist painter [[Giorgio de Chirico]].]]
</tr>
</table>
There are major differences between the releases of the game in different locales. The [[United States|US]] version was rushed to release to meet an early shipping deadline and as such misses features present in the [[European Union|EU]] and [[Japan]]ese releases, such as expanded dialogue (on a second playthrough the [[subtitles]] that were indecipherable [[rune]]s the first time through are now translated) and the option to have a second player control the princess. Another second playthrough bonus is a secret weapon which resembles a [[lightsaber]] from ''[[Star Wars]]''. There were also a few changes, tweaks and additions made to the game itself, such as the shadow generation points. Most notably, the Waterfall puzzle is more complex in the Japanese and European versions than the US version. The US and Japanese versions were also released in [[CD-ROM]] format, while the [[Europe]]an version came on a [[DVD-ROM]].


The game is noted for its simple combat system that would "disappoint those craving sheer mechanical depth", as stated by ''[[GameSpot]]''{{'s}} Miguel Lopez.<ref name="gamespot review">{{cite web | url = http://www.gamespot.com/ps2/adventure/ico/review.html?tag=tabs;reviews | title = Ico for PlayStation 2 Review | first = Miguel | last = Lopez | website = [[GameSpot]] | date = September 26, 2001 | access-date = October 7, 2008 | archive-date = February 4, 2015 | archive-url = https://web.archive.org/web/20150204052645/http://www.gamespot.com/reviews/ico-review/1900-2815038 | url-status = live }}</ref> The game's puzzle design has been praised for creating a rewarding experience for players who work through challenges on their own;<ref name="ign review"/> Kristen Reed of ''[[Eurogamer]]'', for example, said that "you quietly, logically, willingly proceed, and the illusion is perfect: the game never tells you what to do, even though the game is always telling you what to do".<ref name="eurogamer review">{{cite web | url = http://www.eurogamer.net/articles/r_icorereview_ps2 | title = Ico Review | date = February 17, 2006 | access-date = October 7, 2008 | first = Kristen | last = Reed | website = [[Eurogamer]] | archive-date = March 14, 2013 | archive-url = https://web.archive.org/web/20130314075351/http://www.eurogamer.net/articles/r_icorereview_ps2 | url-status = live }}</ref> ''Ico'' is also considered a short game, taking between seven and ten hours for a single play through, which ''[[GameRevolution]]'' calls "painfully short" with "no replay outside of self-imposed challenges".<ref name="gamerev review">{{cite web | url = http://www.gamerevolution.com/review/ps2/ico | title = 'Ico' (PS2) Review | publisher = [[Game Revolution]] | date = October 9, 2001 | access-date = May 25, 2009 | first = Johnny | last = Liu | archive-url = https://web.archive.org/web/20120509194056/http://www.gamerevolution.com/review/ico | archive-date = May 9, 2012 | url-status = dead }}</ref> [[G4TV]]'s Matthew Keil, however, felt that "the game is so strong, many will finish 'Ico' in one or two sittings".<ref name="g4tv review" /> The lack of features in the North American release, which would become unlocked on subsequent playthroughs after completing the game, was said to reduce the replay value of the title.<ref name="g4tv review"/><ref name="ign review"/> ''Electronic Gaming Monthly'' notes that "Yorda would probably be the worst companion -she's scatterbrained and helpless; if not for the fact that the player develops a bond with her, making the game's ending all the more heartrending."<ref>Jeremy Parish, "Best Buddies & Foul-weather Friends: A history of co-op games, good and bad", ''Electronic Gaming Monthly'' 234 (November 2008): 92.</ref>


Francesca Reyes reviewed the game for ''[[Next Generation (magazine)|Next Generation]]'', rating it four stars out of five, and stated that "Intensely involving and wonderfully simple, ''Ico'', though flawed, deserves to find its niche as a quiet classic."<ref name="NG">{{cite magazine|last=Reyes|first=Francesca|title=Finals|magazine=[[Next Generation (magazine)|Next Generation]]|volume=4|issue=11|publisher=[[Imagine Media]]|date=November 2001|page=105}}</ref>
==Awards==
'''2002''' [[Game Developers Choice Awards]]
* Excellence in Level Design
* Excellence in Visual Arts
* Game Innovation Spotlights


Despite the positive praise, the original title did not sell well. By 2009, only 700,000 copies were sold worldwide, with 270,000 in the United States,<ref name="tlg name">{{cite web | url = http://www.gamesindustry.biz/articles/last-guardian-game-named-for-us-europe-kobayashi | title = Last Guardian game 'named for US, Europe' Kobayashi | publisher = [[GamesIndustry.biz]] | date = September 17, 2009 | access-date = September 17, 2009 | first = Phil | last = Elliot | archive-date = December 17, 2012 | archive-url = https://web.archive.org/web/20121217075529/http://www.gamesindustry.biz/articles/last-guardian-game-named-for-us-europe-kobayashi | url-status = live }}</ref> and the bulk in PAL regions.<ref name="hg101">{{cite web | url = https://hg101.kontek.net/icosotc/ico.htm | title = Hardcore Gaming 101: ICO / Shadow of the Colossus | first = David | last = DeRienzo | work = Hardcore Gaming 101 | access-date = February 4, 2010 | archive-date = January 10, 2010 | archive-url = https://web.archive.org/web/20100110135440/http://hg101.kontek.net/icosotc/ico.htm | url-status = live }}</ref> Ueda considered his design by subtraction approach may have hurt the marketing of the game, as at the time of the game's release, promotion of video games were primarily done through screenshots, and as ''Ico'' lacked any heads-up display, it appeared uninteresting to potential buyers.<ref name="wired influence">{{cite magazine | url = https://www.wired.com/gamelife/2013/09/ico/ | title = The Obscure Cult Game That's Secretly Inspiring Everything | first = Chris | last = Kohler | date = September 12, 2013 | access-date = September 13, 2013 | magazine = [[Wired (magazine)|Wired]] | archive-date = September 15, 2013 | archive-url = https://web.archive.org/web/20130915172714/http://www.wired.com/gamelife/2013/09/ico | url-status = live }}</ref>
'''2002''' 5th [[Academy of Interactive Arts & Sciences]] [[Interactive Achievement Awards|Achievement Awards]]
* Game of the Year
* Original Game Character of the Year
* Excellence in Game Design
* Excellence in Level Design
* Excellence in Visual Arts
* Game Innovation Spotlights


=== Awards ===
Others:
''Ico'' received several acclamations from the video game press, and was considered to be one of the Games of the Year by many publications, despite competing with releases such as ''[[Halo: Combat Evolved]]'', ''[[Metal Gear Solid 2: Sons of Liberty]]'', and ''[[Grand Theft Auto III]]''.<ref name="ign top 100 2007"/> The game received three [[Game Developers Choice Awards]] in 2002, including "Excellence in Level Design", "Excellence in Visual Arts", and "Game Innovation Spotlight".<ref>{{cite web | archive-date = March 10, 2005 | archive-url = https://web.archive.org/web/20050310040732/http://www.igda.org/awards/pr_2002_0322.htm | url = http://www.igda.org/awards/pr_2002_0322.htm | title = Game Developers Choice Awards Recipients Named | publisher = [[International Game Developers Association]] | date = March 22, 2002 | access-date = October 7, 2008}}</ref> The game won two [[Interactive Achievement Awards]] from the [[Academy of Interactive Arts & Sciences]] in [[5th Annual Interactive Achievement Awards|2002]] for outstanding achievement in "[[D.I.C.E. Award for Outstanding Achievement in Art Direction|Art Direction]]" and "[[D.I.C.E. Award for Outstanding Achievement in Story|Character or Story Development]]"; it also received nominations for "[[D.I.C.E. Award for Game of the Year|Game of the Year]]", "Console Game of the Year", "[[D.I.C.E. Award for Adventure Game of the Year|Console Action/Adventure Game of the Year]]", "Innovation in Console Gaming", and outstanding achievement in "[[D.I.C.E. Award for Outstanding Achievement in Game Design|Game Design]]" and "[[D.I.C.E. Award for Outstanding Achievement in Audio Design|Sound Design]]".<ref>{{cite web | url = http://www.interactive.org/awards/2002_5th_awards.asp | title = 5th Annual Interactive Achievement Awards | publisher = [[Academy of Interactive Arts & Sciences]] | date = February 25, 2002 | access-date = September 27, 2011 | archive-date = June 29, 2016 | archive-url = https://web.archive.org/web/20160629131730/http://www.interactive.org/awards/2002_5th_awards.asp | url-status = live }}</ref> It won ''GameSpot''{{'s}} annual "Best Graphics, Artistic" prize among [[console game]]s.<ref name=bestworst2001>{{cite web | archive-url=https://web.archive.org/web/20020803185618/http://gamespot.com/gamespot/features/video/bestof_2001/ | url=http://gamespot.com/gamespot/features/video/bestof_2001/ | title=''GameSpot''{{'s}} Best and Worst Video Games of 2001 | author=''GameSpot VG'' Staff | date=February 23, 2002 | work=[[GameSpot]] | archive-date=August 3, 2002 | url-status=dead }}</ref> It was one of three titles to win the Special Award at the sixth [[CESA Game Awards]].<ref>{{Cite web|url=https://awards.cesa.or.jp/2002/ceremony/awards.html|title=GAME AWARDS 2001-2002: 特別賞|trans-title=|department=発表授賞式|work=第6回 CESA GAME AWARDS|publisher=[[Computer Entertainment Supplier's Association]]}}</ref><ref>{{Cite web|url=https://awards.cesa.or.jp/2002/prizelist/awards/a09.html|title=ICO|department=GAME AWARDS 2001-2002 特別賞受賞作品|work=第6回 CESA GAME AWARDS|publisher=Computer Entertainment Supplier's Association}}</ref>
*[[IGN]] Editors Choice 09/25/2001 [http://ps2.ign.com/articles/164/164833p1.html]
* Official US PlayStation Magazine The Annual Ico Award For Ico
* [[Penny-Arcade]]: Best Use Of Smoky Shadow Guys Who Try To Steal Your Princess Who Might Be Blind Or Something We're Not Really Sure (Game of the Year 2001) [http://www.penny-arcade.com/view.php?date=2001-12-24&res=l]
* Electronic Gaming Monthly in their list of the greatest 200 games of their time listed Ico at number 121.


==Successors==
== Legacy ==
''Ico'' influenced numerous other video games, which borrowed from its simple and visual design ideals.<ref name="wired influence"/> Several game designers, such as [[Eiji Aonuma]], [[Hideo Kojima]], and [[Jordan Mechner]], have cited ''Ico'' as having influenced the visual appearance of their games, including ''[[The Legend of Zelda: Twilight Princess]]'', ''[[Metal Gear Solid 3: Snake Eater]]'', and ''[[Prince of Persia: The Sands of Time]]'', respectively.<ref name="hg101"/> [[Marc Laidlaw]], [[scriptwriter]] for the [[Half-Life series|''Half-Life'' series]], commented that, among several other more memorable moments in the game, the point where Yorda attempts to save Ico from falling off the damaged bridge was "a significant event not only for that game, but for the art of game design".<ref>{{cite web | url = https://www.gamasutra.com/view/feature/131227/marc_laidlaw_on_story_and_narrative.php | title = Marc Laidlaw On Story And Narrative In Half-Life | first = Simon | last = Carless | date = October 8, 2008 | access-date = December 21, 2017 | website = [[Gamasutra]] | archive-date = November 7, 2017 | archive-url = https://web.archive.org/web/20171107113004/https://www.gamasutra.com/view/feature/131227/marc_laidlaw_on_story_and_narrative.php | url-status = live }}</ref> The [[Naughty Dog]] team used ''Ico'' as part of the inspiration for developing ''[[Uncharted 3]]''.<ref name="wired influence"/> Vander Caballero credits ''Ico'' for inspiring the gameplay of ''[[Papo & Yo]]''.<ref>{{cite magazine | url = https://www.wired.com/gamelife/2012/08/papo-and-yo-review | title = Review: Autobiographical Story of Child Abuse Papo & Yo Pushes Games Forward, Awkwardly | first = Chris | last = Kohler | date = August 27, 2012 | access-date = August 28, 2012 | magazine = [[Wired (magazine)|Wired]] | archive-date = November 9, 2012 | archive-url = https://web.archive.org/web/20121109121806/http://www.wired.com/gamelife/2012/08/review-autobiographical-story-of-child-abuse-papo-yo-pushes-games-forward-awkwardly/ | url-status = live }}</ref> Phil Fish used the design by subtraction approach in developing the title ''[[Fez (video game)|Fez]]''.<ref name="wired influence"/> The developers of both ''[[Brothers: A Tale of Two Sons]]'' and ''[[Rime (video game)|Rime]]'' have ''Ico'' as a core influence on their design.<ref name="wired influence"/> [[Hidetaka Miyazaki]], creator and director of the ''[[Dark Souls]]'' series, cited ''Ico'' as a key influence to him becoming involved in developing video games, stating that ''Ico'' "awoke me to the possibilities of the medium".<ref>{{cite web | last1=Parkin | first1=Simon | title=Bloodborne creator Hidetaka Miyazaki: 'I didn't have a dream. I wasn't ambitious' | url=https://www.theguardian.com/technology/2015/mar/31/bloodborne-dark-souls-creator-hidetaka-miyazaki-interview | work=[[The Guardian]] | access-date=May 9, 2015 | date=March 31, 2015 | archive-date=June 3, 2015 | archive-url=https://web.archive.org/web/20150603192210/http://www.theguardian.com/technology/2015/mar/31/bloodborne-dark-souls-creator-hidetaka-miyazaki-interview | url-status=live }}</ref> [[Goichi Suda]] aka Suda51, said that ''Ico''{{'s}} save game method, where the player has Ico and Yorda sit on a bench to save the game, inspired the save game method in ''[[No More Heroes (video game)|No More Heroes]]'' where the player-character sits on a toilet to save the game.<ref>{{cite web | url = https://www.videogameschronicle.com/news/top-game-designers-pay-tribute-to-ico-on-its-20th-anniversary-in-japan/ | title = Top game designers pay tribute to Ico on its 20th anniversary in Japan | first = Chris | last = Scullion | date = December 6, 2021 | accessdate = December 6, 2021 | work = [[Video Games Chronicle]] | archive-date = December 6, 2021 | archive-url = https://web.archive.org/web/20211206122905/https://www.videogameschronicle.com/news/top-game-designers-pay-tribute-to-ico-on-its-20th-anniversary-in-japan/ | url-status = live }}</ref>
===''[[Shadow of the Colossus]]''===


''Ico'' was one of the first video games to use a [[Bloom (shader effect)|bloom]] lighting effect, which later became a popular effect in video games.<ref name="1up bittersweet"/> [[Patrice Désilets]], creator of [[Ubisoft]] games such as ''[[Prince of Persia: The Sands of Time]]'' and ''[[Assassin's Creed]]'', cited ''Ico'' as an influence on the game design of ''The Sands of Time''.<ref>{{cite web |title='Prince of Persia: The Sands of Time' director looks back on the iconic game in 'Devs Play' video |url=https://siliconangle.com/2015/12/23/prince-of-persia-the-sands-of-time-director-looks-back-on-the-iconic-game-in-devs-play-video/ |website=SiliconANGLE |access-date=April 5, 2019 |date=December 23, 2015 |archive-date=April 6, 2019 |archive-url=https://web.archive.org/web/20190406185550/https://siliconangle.com/2015/12/23/prince-of-persia-the-sands-of-time-director-looks-back-on-the-iconic-game-in-devs-play-video/ |url-status=live }}</ref><ref>{{cite web |title=Devs Play S2E03 · "Prince of Persia: The Sands of Time" with Patrice Désilets and Greg Rice |url=https://www.youtube.com/watch?v=_ODNMBG4MUA | archive-url=https://ghostarchive.org/varchive/youtube/20211114/_ODNMBG4MUA| archive-date=November 14, 2021 | url-status=live|website=[[YouTube]] |publisher=[[Double Fine Productions]] |access-date=April 5, 2019 |date=December 22, 2015}}{{cbignore}}</ref> [[Jenova Chen]], creator of [[art game]]s such as ''[[Flower (video game)|Flower]]'' and ''[[Journey (2012 video game)|Journey]]'', cited ''Ico'' as one of his biggest influences.<ref name="JSint">{{cite web|last=Miller|first=Glen|title=Joystiq interview: Jenova Chen|url=http://www.joystiq.com/2006/09/18/joystiq-qanda-jenova-chen/|publisher=[[Joystiq]]|access-date=January 5, 2011|date=September 18, 2006|archive-url=https://web.archive.org/web/20090102012220/http://www.joystiq.com/2006/09/18/joystiq-qanda-jenova-chen/|archive-date=January 2, 2009|url-status=dead}}</ref> ''Ico'' was also cited as an influence by ''[[Halo 4]]'' creative director [[Josh Holmes (video game designer)|Josh Holmes]].<ref name="wired influence"/> [[Naughty Dog]] said ''[[The Last of Us]]'' was influenced by ''Ico'', particularly in terms of character building and interaction,<ref>{{cite web |last=Prestia |first=Gaetano |url=http://ps3.mmgn.com/News/the-last-of-us-inspired-by-ico-re4 |title=The Last Of Us inspired by Ico, RE4 – PS3 News &#124; MMGN Australia |publisher=Ps3.mmgn.com |access-date=July 16, 2013 |url-status=dead |archive-url=https://web.archive.org/web/20130610034155/http://ps3.mmgn.com/News/the-last-of-us-inspired-by-ico-re4 |archive-date=June 10, 2013 }}</ref> and [[Neil Druckmann]] credited the gameplay of ''Ico'' as a key inspiration when he began developing the story of ''The Last of Us''.<ref name="failure">{{cite web|url=https://www.theverge.com/2013/9/19/4744008/making-the-last-of-us-ps3 |title=The power of failure: making 'The Last of Us' |last=Webster |first=Andrew |work=[[The Verge]] |publisher=[[Vox Media]] |date=September 19, 2013 |access-date=October 20, 2014 |archive-url=https://web.archive.org/web/20130921123128/http://www.theverge.com/2013/9/19/4744008/making-the-last-of-us-ps3 |archive-date=September 21, 2013 |url-status=live }}</ref><ref>{{cite web | url = https://www.newyorker.com/magazine/2023/01/02/can-the-last-of-us-break-the-curse-of-bad-video-game-adaptations | title = Can "The Last of Us" Break the Curse of Bad Video-Game Adaptations? | first = Alex | last = Barasch | date = December 26, 2022 | accessdate = January 15, 2023 | work = [[New Yorker (magazine)|New Yorker]] }}</ref>
A successor from the same studio, with an atmospheric style similar to that of ''Ico'', was released in October [[2005]] in North America and Japan; its [[Japanese language|Japanese]] title is ''"Wanda to Kyozou"'' which may be translated roughly to ''"Wander and the Colossus"'' or (literally) ''"Wander and Giant Statue"''. The game is marketed as ''"Shadow of the Colossus"'' in the United States and Europe. Based on many ambiguous, yet deliberate references hidden througout ''Shadow'', some believed that Ico's "[[spiritual successor|spiritual <i>successor</i>]]" is actually a prequel to the game.


Film director [[Guillermo del Toro]] cited both ''Ico'' and ''Shadow of the Colossus'' as "masterpieces" and part of his directorial influence.<ref>{{cite magazine | url = http://www.next-gen.biz/features/hellboy-director-talks-gaming | archive-url = https://web.archive.org/web/20100812073133/http://www.next-gen.biz/features/hellboy-director-talks-gaming | archive-date = August 12, 2010 | title = Hellboy Director Talks Gaming | magazine = [[Edge (magazine)|Edge]] | date = August 26, 2008 | access-date = October 4, 2008}}</ref> [[Jonny Greenwood]] of [[Radiohead]] considers it one of his top ten video games of all time, saying it "might be the best one".<ref name="Dead Air Space">{{cite web | url = http://www.radiohead.com/deadairspace/index.php?a=564 | title = Jonny Greenwood list | date = June 3, 2010 | access-date = June 4, 2010 | first = Jonny | last = Greenwood | url-status = dead | archive-url = https://web.archive.org/web/20101201102907/http://www.radiohead.com/deadairspace/100603/Office-Chart-for-a-week-off | archive-date = December 1, 2010 }}</ref><ref>{{Cite web|date=June 3, 2010|title=Radiohead's Jonny Greenwood lists his current top 10 video games|url=https://www.independent.co.uk/life-style/gadgets-and-tech/radiohead-s-jonny-greenwood-lists-his-current-top-10-video-games-cherishes-ico-5545893.html|access-date=November 18, 2020|website=The Independent|language=en|archive-date=November 8, 2020|archive-url=https://web.archive.org/web/20201108135907/http://www.independent.co.uk/life-style/gadgets-and-tech/radiohead-s-jonny-greenwood-lists-his-current-top-10-video-games-cherishes-ico-5545893.html|url-status=live}}</ref>
On March 9, 2006, Fumito Ueda, a lead designer for both video games confirmed that ''"Shadow of the Colossus"'' is indeed a prequel to "Ico" and that both take place in the same universe. He also stated that the main protagonist in ''"Shadow of the Colossus"'', called "Wander", was the ancestor of the main protagonist in "Ico".


=== Other Team Ico games ===
The interview can be found here.
{{Main|Shadow of the Colossus|The Last Guardian}}


''[[Shadow of the Colossus]]'' was developed by the same team and released for the [[PlayStation 2]] in 2005. The game features similar graphics, gameplay, and storytelling elements as ''Ico''. The game was referred by its working title "Nico" ("Ni" being Japanese for the number 2") until the final title was revealed.<ref>{{cite web | url = http://ps2.ign.com/articles/532/532276p1.html | title = NICO Semi-Confirmed | first = Ed | last = Lewis | date = July 10, 2004 | access-date = October 7, 2008 | website = IGN | archive-date = August 26, 2014 | archive-url = https://web.archive.org/web/20140826203436/http://www.ign.com/articles/2004/07/21/nico-semi-confirmed | url-status = live }}</ref> Ueda, when asked about the connection between the two games, stated that ''Shadow of the Colossus'' is a [[prequel]] to ''Ico''.<ref name="wired interview">{{cite magazine | url = https://www.wired.com/science/discoveries/news/2006/03/70286 | title = Behind the Shadow: Fumito Ueda | first = Chris | last = Kohler | date = March 9, 2006 | access-date = October 6, 2008 | magazine = [[Wired (magazine)|Wired]] | archive-date = October 26, 2012 | archive-url = https://web.archive.org/web/20121026015040/http://www.wired.com/science/discoveries/news/2006/03/70286 | url-status = live }}</ref>
http://www.wired.com/news/technology/0,70286-0.html?tw=rss.culture


The team's third game, ''[[The Last Guardian]]'', was announced for the [[PlayStation 3]] at [[E3 2009]]. The game centers on the connection between a young boy and a large [[griffin]]-like creature that he befriends, requiring the player to cooperate with the creature to solve the game's puzzles. The game fell into [[development hell]] due to hardware limitations and the departure of Ueda from Sony around 2012, along with other Team Ico members, though Ueda and the other members continued to work on the game via consulting contracts. Development subsequently switched to the [[PlayStation 4]] in 2012, and the game was reannounced in 2015 and released in December 2016.<ref>{{cite web | url = http://ps3.ign.com/articles/847/847426p1.html | title = Team ICO's Next | date = January 24, 2008 | access-date = October 6, 2008 | first = Chris | last = Roper | website = IGN | archive-date = December 7, 2014 | archive-url = https://web.archive.org/web/20141207213642/http://www.ign.com/articles/2008/01/24/team-icos-next | url-status = live }}</ref><ref>{{cite web | url = http://www.vg247.com/2008/08/28/yoshida-team-icos-ps3-game-will-be-shown-soon/ | title = Yoshida: Team ICO's PS3 game will be shown "soon" | date = July 28, 2008 | access-date = October 6, 2008 | publisher = Video Gaming 24/7 | archive-date = December 18, 2012 | archive-url = https://web.archive.org/web/20121218055036/http://www.vg247.com/2008/08/28/yoshida-team-icos-ps3-game-will-be-shown-soon/ | url-status = live }}</ref> Ueda has said that "the essence of the game is rather close to ''Ico''".<ref>{{cite web | url = http://www.shacknews.com/onearticle.x/58706 | title = Early Trailer for Team Ico's 'Project Trico' Leaked? | first = Nick | last = Breckon | date = May 19, 2009 | access-date = May 19, 2009 | publisher = [[Shacknews]] | archive-date = August 19, 2012 | archive-url = https://web.archive.org/web/20120819150659/http://www.shacknews.com/article/58706/early-trailer-for-team-icos | url-status = live }}</ref>
==Re-release==
The game was highly sought after by gamers - the European limited cartboard sleeve edition occasionally fetching from 50 to 80 UK Pounds on [[eBay]]. ''Ico'' was re-released on 17th February 2006 in [[PAL region|PAL]] territories [http://www.eurogamer.net/article.php?article_id=61556] to tie in with the release of ''Shadow of the Colossus'' - Ico's spiritual successor - to enable gamers to "fill the gap in their collection", according to Sony.


==Soundtrack==
===HD remaster===
{{Further|The Ico & Shadow of the Colossus Collection}}
The [[soundtrack]], composed by [[Michiru Oshima]], was released in Japan by [[Sony Music Entertainment]]. The CD is titled ''"ICO: Melody in the Mist''" (ICO~霧の中の旋律~, ''Iko~kiri no naka no senritsu~'').
''Ico'', along with ''Shadow of the Colossus'', received a high-definition remaster for the PlayStation{{nbsp}}3 that was released worldwide in September 2011. In addition to improved graphics, the games were updated to include support for [[stereoscopic 3D]] and PlayStation Trophies. The ''Ico'' port was also based on the European version, and includes features such as Yorda's translation and the two-player mode.<ref>{{cite web |last=Nutt |first=Christian |date=September 16, 2010 |title=TGS: Reawakening The Last Guardian |url=http://www.gamasutra.com/view/news/30451/TGS_Reawakening_The_Last_Guardian.php |url-status=dead |archive-url=https://web.archive.org/web/20160304060735/http://www.gamasutra.com/view/news/30451/TGS_Reawakening_The_Last_Guardian.php |archive-date=March 4, 2016 |access-date=September 16, 2010 |website=[[Gamasutra]]}}</ref> In North America and Europe/PAL regions, the two games were released as a single retail collection,<ref>{{cite web | url = http://blog.us.playstation.com/2010/09/15/ico-and-shadow-of-the-colossus-collection-hits-ps3-spring-2011-with-3d/0 | title = Ico and Shadow of the Colossus Collection hits PS3 Spring 2011 with 3D | first = Sid | last = Shuman | date = September 16, 2010 | access-date = September 16, 2010 | publisher = [[Sony Computer Entertainment of America]] | archive-date = October 2, 2012 | archive-url = https://web.archive.org/web/20121002181016/http://blog.us.playstation.com/2010/09/15/ico-and-shadow-of-the-colossus-collection-hits-ps3-spring-2011-with-3d/0/ | url-status = live }}</ref> while in Japan, they were released as separate titles.<ref>{{cite web | url = http://ps3.ign.com/articles/112/1120651p1.html | title = Ico and Shadow of the Colossus Remakes Confirmed | date = September 14, 2010 | access-date = September 14, 2010 | website = IGN | first = Anoop | last = Gantayat | archive-date = January 21, 2013 | archive-url = https://web.archive.org/web/20130121145930/http://www.ign.com/articles/2010/09/15/ico-and-shadow-of-the-colossus-remakes-confirmed | url-status = live }}</ref> Both games have since been released separately as downloadable titles on the PlayStation Network store.<ref>{{cite web | url = http://www.ign.com/articles/2012/01/12/shadow-of-the-colossus-and-ico-coming-to-psn | title = Shadow of the Colossus and ICO Coming to PSN | first = Colin | last = Moriarty | date = January 12, 2012 | access-date = September 4, 2012 | website = IGN | archive-date = January 11, 2013 | archive-url = https://web.archive.org/web/20130111113904/http://www.ign.com/articles/2012/01/12/shadow-of-the-colossus-and-ico-coming-to-psn | url-status = live }}</ref> Patch 1.01 for the digital high-definition ''Ico'' version added the [[Remote Play]] feature, allowing the game to be played on the [[PlayStation Vita]].<ref>{{cite web | url = http://www.computerandvideogames.com/366164/ico-hd-playable-on-vita-with-remote-play-update/ | title = Ico HD playable on Vita with Remote Play update | first = Tamoir | last = Hussain | date = September 4, 2012 | access-date = September 4, 2012 | work = [[Computer and Video Games]] | archive-url = https://web.archive.org/web/20141202055621/http://www.computerandvideogames.com/366164/ico-hd-playable-on-vita-with-remote-play-update/ | archive-date = December 2, 2014 | url-status = dead }}</ref>


===Track listing===
== References ==
{{Notelist}}
# prologue
{{Reflist}}
# coffin
# impression
# Castle in the Mist
# beginning
# Who are you?
# darkness
# heal
# The Gate
# Queen
# dontinue
# déjà vu
# Shadow
# Entity
# collapse
# ICO-You were there-


== Further reading ==
==Novelization==
In [[2004]] Ico was released as a [[novel]] ([http://en.wikipedia.org/enwiki/w/index.phptitle=Special:Booksources&isbn=4-06-212441-6 ISBN here]) in [[Japan]], by the author [[Miyuki Miyabe]], it is said that she wrote the novel for her liking of the game. In its first week of its release the book made part of the top ten best-selling books.


* {{Cite journal |last=Christensen |first=Ida Broni |date=May 2022 |title='Right-hand Pixels': Controlling Companions and Employing Haptic Storytelling Techniques in Single-player Quest-based Videogames |url=https://muse.jhu.edu/pub/30/article/855323#sub01 |department=Play Don’t Show—Video Game Companions |journal=[[Narrative (journal)|Narrative]] |volume=30 |issue=2 |pages=183–191 |doi=10.1353/nar.2022.0033}}
* {{Cite journal |last=McDonald |first=Peter Douglas |date=Spring 2012 |title=Playing Attention: The Hermeneutic Problems of Reading ''Ico'' Closely |url=https://journals.sfu.ca/loading/index.php/loading/article/view/79 |journal=Loading: The Journal of the Canadian Game Studies Association |volume=6 |issue=9 |pages=36–52}}


== External links ==
* [http://www.mobygames.com/game/ico Ico] at [[MobyGames]]
* [https://www.youtube.com/watch?v=bRxsgVksCDE Early development video] assembled by GenDesign


{{Portal bar|Japan|Speculative fiction|Video games}}
==External links==
{{Team Ico}}
* [http://www.i-c-o.net/ Official Website (Japanese)]
{{Authority control}}
* [http://www.us.playstation.com/Content/OGS/SCUS-97113/Site/ Official Website (North America)]
* [http://www.icothegame.com/ Official Website (Europe)]
* [http://games.groups.yahoo.com/group/Stone_Shadows/ Online community for Ico and Shadow of the Colossus fans!]
* [http://hk.geocities.com/icofan Ico Fan Site]
* [http://www.rose-tainted.net/ico/ The ICO Repository]
* [http://www.rose-tainted.net/ico/essays/petereliot_annotation.html Talking ICO: An Annotation by Peter Elliot]
* {{moby game|id=/ico|name=''Ico''}}
* {{imdb title|id=0405034|title=Ico}}


[[Category:2001 computer and video games]]
[[Category:2001 video games]]
[[Category:Action-adventure games]]
[[Category:Art games]]
[[Category:Video games about curses]]
[[Category:Fantasy video games]]
[[Category:Cancelled PlayStation (console) games]]
[[Category:Cooperative video games]]
[[Category:Video games about magic]]
[[Category:Novels based on video games]]
[[Category:PlayStation 2 games]]
[[Category:PlayStation 2 games]]
[[Category:Cult computer and video games]]
[[Category:Fiction about sacrifices]]
[[Category:Sony Interactive Entertainment games]]

[[Category:Video games about spirit possession]]
[[fr:Ico (jeu vidéo)]]
[[Category:Video games developed in Japan]]
[[ja:ICO (ゲーム)]]
[[Category:Video games featuring female protagonists]]
[[Category:Video games featuring non-playable protagonists]]
[[Category:Video games with stereoscopic 3D graphics]]
[[Category:Video games scored by Michiru Ōshima]]
[[Category:Video games set in abandoned buildings and structures]]
[[Category:Video games set in castles]]
[[Category:Viz Media novels]]
[[Category:Game Developers Choice Award winners]]
[[Category:Japan Studio games]]

Latest revision as of 07:55, 22 December 2024

Ico
Cover art of the European and Japanese versions, painted by director Fumito Ueda and inspired by the Italian painter Giorgio de Chirico's The Nostalgia of the Infinite.
Developer(s)Sony Computer Entertainment Japan
Publisher(s)Sony Computer Entertainment
Director(s)Fumito Ueda
Producer(s)Kenji Kaido
Designer(s)Fumito Ueda
Artist(s)Fumito Ueda
Composer(s)
Platform(s)PlayStation 2
Release
  • NA: September 25, 2001
  • JP: December 6, 2001
  • EU: March 22, 2002
Genre(s)Action-adventure
Mode(s)Single-player, multiplayer

Ico[b] is a 2001 action-adventure game developed and published by Sony Computer Entertainment for the PlayStation 2. It was designed and directed by Fumito Ueda, who wanted to create a minimalist game based on a "boy meets girl" concept. Originally planned for the PlayStation, Ico took approximately four years to develop. The team employed a "subtracting design" approach to reduce elements of gameplay that interfered with the game's setting and story in order to create a high level of immersion.

The player controls Ico, a boy born with horns, which his village considers a bad omen. After warriors lock him in an abandoned castle, he frees Yorda, the daughter of the castle's Queen, who plans to use Yorda to extend her life. Ico must work with Yorda to escape the castle, protecting her from enemies, assisting her across puzzles and solving puzzles.

Ico introduced several design and technical elements that have influenced subsequent games, including a story told with minimal dialogue, bloom lighting, and key frame animation. Although not a commercial success, it was acclaimed for its art, original gameplay and story elements and received several awards, including "Game of the Year" nominations and three Game Developers Choice Awards. Considered a cult classic, it has been called one of the greatest video games ever made, and is often brought up in discussions about video games as an art form. It was rereleased in Europe in 2006 in conjunction with Shadow of the Colossus, the spiritual successor to Ico. A high-definition remaster of the game was released alongside Shadow of the Colossus for the PlayStation 3 in The Ico & Shadow of the Colossus Collection in 2011.

Gameplay

[edit]
Ico (right) calls out to Yorda (left) while she waits on the ruined castle. The game's graphics feature soft light techniques.[1][2]

Ico is primarily a three-dimensional platform game. The player controls Ico from a third-person perspective as he explores the castle and attempts to escape it with Yorda.[3] The camera is fixed in each room or area but swivels to follow Ico or Yorda as they move; the player can also pan the view a small degree in other directions to observe more of the surroundings.[4] The game includes many elements of platform games; for example, the player must have Ico jump, climb, push and pull objects, and perform other tasks such as solving puzzles in order to progress within the castle.[5]

These actions are complicated by the fact that only Ico can carry out these actions; Yorda can jump only short distances and cannot climb over tall barriers. The player must use Ico so that he helps Yorda cross obstacles, such as by lifting her to a higher ledge, or by arranging the environment to allow Yorda to cross a larger gap herself. The player can tell Yorda to follow Ico, or to wait at a particular spot. The player can have Ico take Yorda's hand and pull her along at a faster pace across the environment.[6] Players are unable to progress in the game until they move Yorda to certain doors that only she can open.[3]

Escaping the castle is made difficult by shadow creatures sent by the Queen. These creatures attempt to drag Yorda into black vortexes if Ico leaves her for any length of time, or if she is in certain areas of the castle. Ico can dispel these shadows using a stick or sword and pull Yorda free if she is drawn into a vortex.[3] While the shadow creatures cannot harm Ico, the game is over if Yorda becomes fully engulfed in a vortex; the player restarts from a save point. The player will also restart from a save point if Ico falls from a large height. Save points in the game are represented by stone benches that Ico and Yorda rest on as the player saves the game.[6] In European and Japanese releases, upon completion of the game, the player has the opportunity to restart the game in a local co-operative two-player mode, where the second player plays as Yorda, still under the same limitations as the computer-controlled version of the character.[7]

Plot

[edit]

Ico (イコ), a horned boy, is taken by a group of warriors to an abandoned castle and locked inside a stone coffin to be sacrificed.[8] A tremor topples the coffin and Ico escapes. As he searches the castle, he comes across Yorda (ヨルダ, Yoruda), a captive girl who speaks a different language. Ico helps Yorda escape and defends her from shadow-like creatures. The pair makes their way through the castle and arrive at the bridge leading to land. As they cross, the Queen, ruler of the castle, appears and tells Yorda that as her daughter she cannot leave the castle.[9] Later, as they try to escape on the bridge, it splits up and they get separated. Yorda tries to save Ico but the Queen prevents it. He ends up falling off the bridge and losing consciousness.

Ico awakens below the castle and makes his way back to the upper levels, finding a magic sword that dispels the shadow creatures. After discovering that Yorda has been turned to stone by the Queen, he confronts the Queen in her throne room, who reveals that she plans to restart her life anew by taking possession of Yorda's body.[10] Ico slays the Queen with the magic sword, but his horns are broken in the fight and at the end of it he is knocked unconscious. With the Queen's death the castle begins to collapse around Ico, but the Queen's spell on Yorda is broken, and a shadowy Yorda carries Ico safely out of the castle to a boat, sending him to drift to the shore alone. Her final phrase "Nonomori" (the only dialogue not translated in the game) is spoken by her to Ico as he drifts away from the castle.

Ico awakens on a beach shore to find the distant castle in ruins, and Yorda, in her human form, washed up nearby.[4] She wakes up and smiles at Ico.

Development

[edit]
Kenji Kaido and Fumito Ueda, the creative team behind Ico

Lead designer Fumito Ueda came up with the concept for Ico in 1997, envisioning a "boy meets girl" story where the two main characters would hold hands during their adventure, forming a bond between them without communication.[4] Ueda's original inspiration for Ico was a TV commercial he saw, of a woman holding the hand of a child while walking through the woods, and the manga series Galaxy Express 999, where a woman is a guardian for the young hero as they adventure through the galaxy, which he thought about adapting into a new idea for video games.[11] He also cited his work as an animator on Kenji Eno's Sega Saturn game Enemy Zero, which influenced the animation work, cinematic cutscenes, lighting effects, sound design, and mature appeal.[12] Ueda was also inspired by the video game Another World (Outer World in Japan), which used cinematic cutscenes, lacked any head-up display elements as to play like a movie, and also featured an emotional connection between two characters despite the use of minimal dialog.[13][14][15] He also cited Sega Mega Drive games,[16] Virtua Fighter,[17] Lemmings, Flashback and the original Prince of Persia games as influences, specifically regarding animation and gameplay style.[13][15] With the help of an assistant, Ueda created an animation in Lightwave to get a feel for the final game and to better convey his vision.[4] In the three-minute demonstration reel, Yorda had the horns instead of Ico, and flying robotic creatures were seen firing weapons to destroy the castle.[4][18] Ueda stated that having this movie that represented his vision helped to keep the team on track for the long development process, and he reused this technique for the development of Shadow of the Colossus, the team's next effort.[4][19]

Ueda, at the time an employee at Sony Computer Entertainment Japan, began working with producer Kenji Kaido in 1998 to develop the idea and bring the game to the PlayStation. He was granted his own unit as the studio primarily assisted on games from other Japanese developers, with notable exceptions including the Ape Escape series.[20] Ico's design aesthetics were guided by three key notions: to make a game that would be different from others in the genre, feature an aesthetic style that would be consistently artistic, and play out in an imaginary yet realistic setting.[4] This was achieved through the use of "subtracting design"; they removed elements from the game which interfered with the game's reality.[4] This included removing any form of interface elements, keeping the gameplay focused only on the escape from the castle, and reducing the number of types of enemies in the game to a single foe. An interim design of the game shows Ico and Yorda facing horned warriors similar to those who take Ico to the castle. The game originally focused on Ico's attempt to return Yorda to her room in the castle after she was kidnapped by these warriors.[18] Ueda believed this version had too much detail for the graphics engine they had developed, and as part of the "subtracting design", replaced the warriors with the shadow creatures.[4] Ueda also brought in a number of people outside the video game industry to help with development. These consisted of two programmers, four artists, and one designer in addition to Ueda and Kaido.[4][20] On reflection, Ueda noted that the subtracting design may have taken too much out of the game, and did not go to as great an extreme with Shadow of the Colossus.[4]

After two years of development, the team ran into limitations on PlayStation hardware and faced a critical choice: either terminate the project altogether, alter their vision to fit the constraints of the hardware, or continue to explore more options. The team decided to remain true to Ueda's vision, and began to use the Emotion Engine of the PlayStation 2, taking advantage of the improved abilities of the platform.[21][22] Character animation was accomplished through key frame animation instead of the more common motion capture technique.[23] The game took about four years to develop.[4] Ueda purposely left the ending vague, not stating whether Yorda was alive, whether she would travel with Ico, or if it was simply the protagonist's dream.[4]

The cover used for the North American release of Ico. It has been called one of the worst video game covers of all time.[24]

The cover used for releases in Japan and PAL regions was drawn by Ueda himself, and was inspired by the Italian artist Giorgio de Chirico and his work The Nostalgia of the Infinite. Ueda believed that "the surrealistic world of de Chirico matched the allegoric world of Ico".[25] The North American version lacks this cover as well as additional features that become available after the player completes the game once.[26] The development team was unable to provide Ueda's cover or the additional features such as the two-player mode in time for Sony's planned North American release date, but included them for the later releases in Japan and PAL regions.[27] Since release, the North American cover has been considered one of the worst pieces of cover art for video games in contrast to the game's quality and the Japanese/PAL cover.[28][24] On reflection, Yasuhide Kobayashi, vice-president of Sony's Japan Studio, believed the North American box art and lack of an identifiable English title led to the game's poor sales in the United States, and stated plans to correct that for the release of The Last Guardian.[29] For its original release, a limited edition of the game was available in PAL regions that included a cardboard wrapping displaying artwork from the game and four art cards inside the box.[30] The game was re-released as a standard edition in 2006 across all PAL regions except France after the 2005 release of Shadow of the Colossus, Ico's spiritual sequel, to allow players to "fill the gap in their collection".[31]

Ico uses minimal dialogue in a fictional language to provide the story throughout the game.[3] Voice actors included Kazuhiro Shindō as Ico, Rieko Takahashi as Yorda, and Misa Watanabe as the Queen.[32] Ico and the Queen's words are presented in either English or Japanese subtitles depending on the release region, but Yorda's speech is presented in a symbolic language.[3] Ueda opted not to provide the translation for Yorda's words as it would have overcome the language barrier between Ico and Yorda, and detracted from the "holding hands" concept of the game.[4] In the non-North American releases, playing through the game again after completing the game replaces the symbolic text with appropriate language subtitles.[26][unreliable source]

Other media

[edit]

Soundtrack

[edit]
Ico: Kiri no Naka no Senritsu
Soundtrack album by
Michiru Oshima, Koichi Yamazaki, and Mitsukuni Murayama
ReleasedFebruary 20, 2002 (2002-02-20)
GenreVideo game soundtrack, ambient music
Length25:35
LabelSME Visual Works

Ico's audio featured a limited amount of music and sound effects. The soundtrack, Ico: Kiri no Naka no Senritsu (ICO~霧の中の旋律~, Iko Kiri no Naka no Senritsu, lit. "Ico: Melody in the mist"), was composed by Michiru Oshima and sound unit "pentagon" (Koichi Yamazaki & Mitsukuni Murayama) and released in Japan by Sony Music Entertainment on February 20, 2002. The album was distributed by Sony Music Entertainment Visual Works. The last song of the CD, "ICO -You Were There-", includes vocals sung by former Libera member Steven Geraghty.[33][34]

Novelization

[edit]

A novelization of the game titled Ico: Kiri no Shiro (ICO-霧の城-, Iko: Kiri no Shiro, lit.'Ico: Castle of Mist') was released in Japan in 2004.[35][36] Author Miyuki Miyabe wrote the novel because of her appreciation of the game.[37] A Korean translation of the novel, entitled 이코 – 안개의 성 (I-ko: An-gae-eui Seong) came out the following year, by Hwangmae Publishers,[38] while an English translation was published by Viz Media on August 16, 2011.[39]

Cross title content

[edit]

Costumes (including Ico and Yorda), stickers, and sound effects from Ico are part of an add-on pack for the game LittleBigPlanet, alongside similar materials from Shadow of the Colossus, after being teased by the game's developers Media Molecule about two weeks prior.[40][41] Ico makes a cameo appearance in Astro's Playroom.[42]

Film

[edit]

In 2010, Misher Films said that a film adaption of Ico may come about based on the success of their then-planned adaptation of Shadow of the Colossus.[43]

Reception

[edit]

Ico received critical acclaim, becoming a cult hit among players.[53] The game has an aggregated review score of 90 out of 100 at Metacritic.[44] In Japan, Famitsu magazine gave the PlayStation 2 version a score of 30 out of 40.[47] The game is considered by some to be one of the greatest games of all time; Edge ranked Ico as the 13th top game in a 2007 listing,[54] while IGN ranked the game at number 18 in 2005,[55] and at number 57 in 2007.[56] Ico has been used as an example of a game that is a work of art.[57][58][59] Ueda commented that he purposely tried to distance Ico from conventional video games due to the negative image video games were receiving at that time, in order to draw more people to the title.[60]

Some reviewers have likened Ico to older, simpler adventure games such as Prince of Persia or Tomb Raider, that seek to evoke an emotional experience from the player;[51][57] IGN's David Smith commented that while simple, as an experience the game was "near indescribable."[61] The game's graphics and sound contributed strongly to the positive reactions from critics; Smith continues that "The visuals, sound, and original puzzle design come together to make something that is almost, if not quite, completely unlike anything else on the market, and feels wonderful because of it."[61] Many reviewers were impressed with the expansiveness and the details given to the environments, the animation used for the main characters despite their low polygon count, and the use of lighting effects.[3][5][61] Ico's ambiance, created by the simple music and the small attention to detail in the voice work of the main characters, were also called out as strong points for the game. Charles Herold of The New York Times summed up his review stating that "Ico is not a perfect game, but it is a game of perfect moments."[23] Herold later commented that Ico breaks the mold of games that usually involve companions. In most games these companions are invulnerable and players will generally not concern with the non-playable characters' fate, but Ico creates the sense of "trust and childish fragility" around Yorda, which leads to the character being "the game's entire focus".[62]

The game is noted for its simple combat system that would "disappoint those craving sheer mechanical depth", as stated by GameSpot's Miguel Lopez.[5] The game's puzzle design has been praised for creating a rewarding experience for players who work through challenges on their own;[61] Kristen Reed of Eurogamer, for example, said that "you quietly, logically, willingly proceed, and the illusion is perfect: the game never tells you what to do, even though the game is always telling you what to do".[6] Ico is also considered a short game, taking between seven and ten hours for a single play through, which GameRevolution calls "painfully short" with "no replay outside of self-imposed challenges".[50] G4TV's Matthew Keil, however, felt that "the game is so strong, many will finish 'Ico' in one or two sittings".[3] The lack of features in the North American release, which would become unlocked on subsequent playthroughs after completing the game, was said to reduce the replay value of the title.[3][61] Electronic Gaming Monthly notes that "Yorda would probably be the worst companion -she's scatterbrained and helpless; if not for the fact that the player develops a bond with her, making the game's ending all the more heartrending."[63]

Francesca Reyes reviewed the game for Next Generation, rating it four stars out of five, and stated that "Intensely involving and wonderfully simple, Ico, though flawed, deserves to find its niche as a quiet classic."[52]

Despite the positive praise, the original title did not sell well. By 2009, only 700,000 copies were sold worldwide, with 270,000 in the United States,[29] and the bulk in PAL regions.[20] Ueda considered his design by subtraction approach may have hurt the marketing of the game, as at the time of the game's release, promotion of video games were primarily done through screenshots, and as Ico lacked any heads-up display, it appeared uninteresting to potential buyers.[64]

Awards

[edit]

Ico received several acclamations from the video game press, and was considered to be one of the Games of the Year by many publications, despite competing with releases such as Halo: Combat Evolved, Metal Gear Solid 2: Sons of Liberty, and Grand Theft Auto III.[56] The game received three Game Developers Choice Awards in 2002, including "Excellence in Level Design", "Excellence in Visual Arts", and "Game Innovation Spotlight".[65] The game won two Interactive Achievement Awards from the Academy of Interactive Arts & Sciences in 2002 for outstanding achievement in "Art Direction" and "Character or Story Development"; it also received nominations for "Game of the Year", "Console Game of the Year", "Console Action/Adventure Game of the Year", "Innovation in Console Gaming", and outstanding achievement in "Game Design" and "Sound Design".[66] It won GameSpot's annual "Best Graphics, Artistic" prize among console games.[67] It was one of three titles to win the Special Award at the sixth CESA Game Awards.[68][69]

Legacy

[edit]

Ico influenced numerous other video games, which borrowed from its simple and visual design ideals.[64] Several game designers, such as Eiji Aonuma, Hideo Kojima, and Jordan Mechner, have cited Ico as having influenced the visual appearance of their games, including The Legend of Zelda: Twilight Princess, Metal Gear Solid 3: Snake Eater, and Prince of Persia: The Sands of Time, respectively.[20] Marc Laidlaw, scriptwriter for the Half-Life series, commented that, among several other more memorable moments in the game, the point where Yorda attempts to save Ico from falling off the damaged bridge was "a significant event not only for that game, but for the art of game design".[70] The Naughty Dog team used Ico as part of the inspiration for developing Uncharted 3.[64] Vander Caballero credits Ico for inspiring the gameplay of Papo & Yo.[71] Phil Fish used the design by subtraction approach in developing the title Fez.[64] The developers of both Brothers: A Tale of Two Sons and Rime have Ico as a core influence on their design.[64] Hidetaka Miyazaki, creator and director of the Dark Souls series, cited Ico as a key influence to him becoming involved in developing video games, stating that Ico "awoke me to the possibilities of the medium".[72] Goichi Suda aka Suda51, said that Ico's save game method, where the player has Ico and Yorda sit on a bench to save the game, inspired the save game method in No More Heroes where the player-character sits on a toilet to save the game.[73]

Ico was one of the first video games to use a bloom lighting effect, which later became a popular effect in video games.[1] Patrice Désilets, creator of Ubisoft games such as Prince of Persia: The Sands of Time and Assassin's Creed, cited Ico as an influence on the game design of The Sands of Time.[74][75] Jenova Chen, creator of art games such as Flower and Journey, cited Ico as one of his biggest influences.[76] Ico was also cited as an influence by Halo 4 creative director Josh Holmes.[64] Naughty Dog said The Last of Us was influenced by Ico, particularly in terms of character building and interaction,[77] and Neil Druckmann credited the gameplay of Ico as a key inspiration when he began developing the story of The Last of Us.[78][79]

Film director Guillermo del Toro cited both Ico and Shadow of the Colossus as "masterpieces" and part of his directorial influence.[80] Jonny Greenwood of Radiohead considers it one of his top ten video games of all time, saying it "might be the best one".[81][82]

Other Team Ico games

[edit]

Shadow of the Colossus was developed by the same team and released for the PlayStation 2 in 2005. The game features similar graphics, gameplay, and storytelling elements as Ico. The game was referred by its working title "Nico" ("Ni" being Japanese for the number 2") until the final title was revealed.[83] Ueda, when asked about the connection between the two games, stated that Shadow of the Colossus is a prequel to Ico.[60]

The team's third game, The Last Guardian, was announced for the PlayStation 3 at E3 2009. The game centers on the connection between a young boy and a large griffin-like creature that he befriends, requiring the player to cooperate with the creature to solve the game's puzzles. The game fell into development hell due to hardware limitations and the departure of Ueda from Sony around 2012, along with other Team Ico members, though Ueda and the other members continued to work on the game via consulting contracts. Development subsequently switched to the PlayStation 4 in 2012, and the game was reannounced in 2015 and released in December 2016.[84][85] Ueda has said that "the essence of the game is rather close to Ico".[86]

HD remaster

[edit]

Ico, along with Shadow of the Colossus, received a high-definition remaster for the PlayStation 3 that was released worldwide in September 2011. In addition to improved graphics, the games were updated to include support for stereoscopic 3D and PlayStation Trophies. The Ico port was also based on the European version, and includes features such as Yorda's translation and the two-player mode.[87] In North America and Europe/PAL regions, the two games were released as a single retail collection,[88] while in Japan, they were released as separate titles.[89] Both games have since been released separately as downloadable titles on the PlayStation Network store.[90] Patch 1.01 for the digital high-definition Ico version added the Remote Play feature, allowing the game to be played on the PlayStation Vita.[91]

References

[edit]
  1. ^ Consisting of Koichi Yamazaki and Mitsukuni Murayama
  2. ^ Japanese: イコ, Hepburn: Iko, /ˈk/ EE-koh
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Further reading

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