Team ICO Games Magazine - Issue #04 November '08
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Post-release quotes by Fumito Ueda on Shadow of the Colossus
Outside the shadows: Talking with the makers of ICO and Shadow of the Colossus
Words of incredible wisdom: Chatting about Team ICO with Derek Littlewood
News Channel - English / Italiano / Francais

30/09/2008 - SCEJ to announce 9 PS3 titles at this year's TGS
11/09/2008
- Team ICO given special Visual Arts award at CEDEC 2008
14/08/2008 - gamesTM reports on Fumito Ueda’s new game progress
13/08/2008 - Shuhei Yoshida talks on Fumito Ueda with Game Informer
07/08/2008 - Kenji Eno talks about Fumito Ueda and his time at Warp

Article Spotlight

“I concentrated on creating the game world as if it was from long, long ago, and not something that was created for the game. It was, of course, important to make a great game field but what was important to me was to create reality in the space given.”
Post-release quotes on Shadow of the Colossus

Top Story

30/09/2008 - Sony Computer Entertainment Japan to announce 9 PS3 titles at this year's TGS

Sony Computer Entertainment Japan has today revealed they have plans to show 9 previously unannounced titles for PlayStation 3 and another 3 for PlayStation Portable at the Tokyo Game Show 2008, which is being held at the Makuhari Messe in Chiba between the 9th and 12th of this month. The games, all presented in playable form, are either being developed or produced by JAPAN Studio, SCEJ's subsidiary for software development.

Persisting rumours keep suggesting that Fumito Ueda's new project may be announced together with these games during Sony's stand presentation next week.

ICO - Q&A with Fumito Ueda and Kenji Kaido

ICO - Q&A with Fumito Ueda and Kenji Kaido
"We concluded that subtle expressions such as holding hands and calling names are more natural ways of communication."

SCEE sits down with the creators of ICO for a Q&A session explaining why their game must not be missed.

Q: Why is the ‘mood’ of ICO so different from most other games on the market? What prompted the more contemplative style that ICO entails?

A: It’s often said that ICO appears to be influenced by movies. But we rather feel its style is more documentary and nonfictional. Though some plots and in-between explanations are prepared in the game, they are not the main things; we’d like players to enjoy the environment they are in. This attitude would prove the significance why ICO uses real-time graphical expressions. Maybe contemplative, but at the same time ICO entails a solid goal; you must escape from the castle, that is the player’s motive.

Q: Although ICO looks to be more about mood and gameplay than anything else, it definitely does a few things that push the PS2 farther than most games. Can you give some examples that we may not know about yet?

A: Expressions of light and shadow. ICO describes not only lights themselves; lens reflection and flare, but also their reactions towards the objects in the atmosphere. To give an example, a stage floor gets gradually filled with light or shadow, sometimes in combination. Adjusting sets of lighting is not good enough to depict the realistic light and shadow.

Q: Just how big is the game world (centred around the castle) in ICO? How much play-time, roughly, will most players get out of it?

A: It usually takes at least 10 hours for the first play-through.

Q: How about the ‘pick up and play’ qualities of the game? Is this one that people are going to have to decipher, or will most be able to jump into the game and do well without outside instruction?

A: We would say the latter.

Q: The game’s graphical style and world design is as unique as its mood. Where did the inspiration come from, other than the obvious European influences?

A: We aimed at fusion between European scenery and that of Japanese rural or suburban towns. Design-wise, we laid stress upon ICO’s picturesque quality in colours and density.

Q: What prompted the ‘language barrier’ in the game, where Yorda and Ico speak entirely different languages? Was it done for gameplay reasons or more because of the style?

A: The main character never understands what Yorda says. The reason why we set up the language barrier is that we would not be able to express 16 years old Yorda’s AI naturally, even if we used the maximum power of the PS2 hardware ability. If she speaks eloquently with so much ready-text, the player cannot help but feel it sounds cheap. Also we wanted to fill the gap between the cinematic scenes and the gameplay in characters’ “acting.” So we concluded that subtle expressions such as holding hands and calling names are more natural ways of communication. And it somehow added philosophical meanings.

Q: What sort of added bonuses, if any, will there be in the game for the hardcore ‘completist’ player?

A: There will be some great added features in the PAL version.

Q: What kinds of people are you hoping to entice with ICO? It’s definitely a low-key title compared to other Sony releases; just who is it angled at?

A: Those who feel hesitant towards or bewildered by complicated games.

Q: Does the difficulty of the game adapt to the player’s skill level, or is it at a set level (or levels)?

A: It is at a set level.

Q: Finally, any chance of some news on upcoming projects from the same folks?

A: We can’t tell you now, however, we’d like to create games with more interactive and human touch.

Reading Material

Post-release quotes by Fumito Ueda on Shadow of the Colossus
Fumito Ueda talks about the development of Shadow of the Colossus [ Read ] [ PDF ]

Outside the shadows: Talking with the makers of ICO and Shadow of the Colossus
Fumito Ueda and Kenji Kaido sit down and talk about making their two games at DICE Summit 2006 [ Read ] [ PDF ]

Words of incredible wisdom: Chatting about Team ICO with Derek Littlewood
Free Radical Design's Project Lead, Derek Littlewood, shares his opinion on two of his favourite games; ICO and Shadow of the Colossus [ Read ] [ PDF ]

ICO - Q&A with Fumito Ueda and Kenji Kaido
SCEE sits down with the creators of ICO for a Q&A session explaining why their game must not be missed [ Read ] [ PDF ]

The Da Vinci interview: Miyuki Miyabe talks with Fumito Ueda about Shadow of the Colossus
Miyuki Miyabe, author of “The Castle of Mist,” the novel based on ICO, talks with Fumito Ueda about his latest title, Shadow of the Colossus [ Read ] [ PDF ]

Fumito Ueda talks at Game For Future 2007
Hirokazu Hamamura, head of video games magazine publisher Enterbrain, interviews Fumito Ueda at GFF 2007 [ Read ] [ PDF ]

A puzzling duo: Interview with Fumito Ueda and Kenji Kaido
Chronic'art magazine talks with the duo behind the two most artistically inclined games of the last decade [ Read ] [ PDF ]

Shadows over Italy: Interview with Fumito Ueda and Kenji Kaido
Vincenzo Aversa has the chance to ask the developers of Shadow of the Colossus about their game and their philosophy of games design [ Read ] [ PDF ]

The man behind the master-piece: Interview with Fumito Ueda
Official PlayStation 2 Magazine UK meets the man behind the critically acclaimed masterpiece, ICO, to unlock the secrets behind the castle walls [ Read ] [ PDF ]

They might be giants: Interview with Fumito Ueda and Kenji Kaido
Official PlayStation 2 Magazine UK corners the developers behind Shadow of the Colossus for a chat about art, arty games and killing massive monsters [ Read ] [ PDF ]

Report: Fumito Ueda at the Nordic Game Conference 2008
Swedish journalist, Jonny Knutsson, interviews Fumito Ueda about his games at the Nordic Game Conference [ Read ] [ PDF ]

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