Team ICO Games Magazine - Issue #04 November '08
Index | News | Reading Material | Specials & Features | Blog | Media | Shop | LittleTIGPlanet | Print Edition
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.

A puzzling duo: Interview with Fumito Ueda and Kenji Kaido

A puzzling duo: Interview with Fumito Ueda and Kenji Kaido
"We took those puzzles and made them move. We made puzzles which live and die."

The interview below has been translated into English from French magazine Chronic’art.

Fumito Ueda and Kenji Kaido, Designer and Producer of Sony’s Shadow of the Colossus answer our questions during an event to promote the game for its European release…

It was at the Dylan Hotel in Amsterdam that we met the unusual couple Ueda / Kaido. Fumito Ueda, Games Designer, artist and genius, charismatic and thinker. On the other hand, Kenji Kaido, Producer, a man in the shadows, reserved. The attention grabber and the quiet mathematician. We can’t say which one of the two is obsessed with saving girls, which one feels worst when slaying colossi or which one feels the most imprisoned between the four walls of the Dylan Hotel…

Chronic’art: Your previous game, ICO, was based on the exploration of an immense castle and the solving of a giant puzzle. In Shadow of the Colossus, every colossus is a level in itself and the player has to find them and slay them. How did you get the idea for this game?

Fumito Ueda: With ICO, we gained some experience with how puzzles work. We took that experience and implemented it in Shadow of the Colossus. We took those puzzles and made them move. We made puzzles which live and die. We transformed those puzzles into something bigger than life and the player himself.

CA: The theme of a hero leading the way and taking care of a damsel in need was used over and over since the release of ICO. How do you see these tributes, which are overall very evident? Which idea in Shadow of the Colossus would you like to see in other games?

Kenji Kaido: We are flattered that ICO influenced so many game creators. It’s one of the biggest rewards we could get.

FU: In Shadow of the Colossus, the thing we’re most proud of is the grabbing system. We needed to find a way which allowed the player to hang on to these giants quite easily. If something from Shadow of the Colossus was ever to be used in another game, I’d love it to be that.

CA: Many players feel the same emotions when they play ICO and Shadow of the Colossus. How do you explain that?

FU: On this comment, I have two points of view. On one hand I’m very happy that our new game created the same effect ICO did. ICO is considered as a cult success because of the emotions it delivered. On the other hand, I’m quite embarrassed about the comparison because ICO and Shadow of the Colossus are totally different games.

CA: How can you describe your method of creation? Did you come up with a story around which the gameplay was built or was it the opposite - you came up with the gameplay and built the story around that?

KK: Many studios start by creating a story and construct the gameplay around that concept. This is not the way we work. In our team we start by defining a series of precise actions. Then we take those actions and build movements to visualize our ideas. We start to build gameplay mechanics based on that. The scenario and setting are added at a later stage.

CA: Neither in ICO, nor in Shadow of the Colossus do we see an entity which could be truly defined as evil. Why are the motivations of the characters so ambiguous, so indefinite?

FU: Creating complex characters is something necessary for the rhythm of a game. It is something we use to build emotions. When the characters are too simple, or even basic - like in Final Fantasy for example - everything becomes expected - there is no sense of suspense. We do the opposite by surprising the player with what is going to happen.

CA: Is this also the reason why your characters always speak in a fictional language?

KK: Yes, exactly. It’s also something which creates a unique atmosphere. A setting which doesn’t resemble any real culture and one that leaves the players with endless possibilities to create their own story.

CA: One of the reasons why ICO and Shadow of the Colossus hit the players emotionally is that you used very long cutscenes to deliver feelings like being upset, love, solitude. Do you try to use these and other emotions so evident in cinema?

FU: It’s difficult to apply emotion engines from cinema to games. And quite frankly, in movies, stories are quite basic. In games the most important thing is to immerse the player in another world.

CA: Metal Gear Solid’s Hideo Kojima and Mario and Zelda’s Shigeru Miyamoto are inspired by their childhood. Did you reflect your own memories into the realization of ICO and Shadow of the Colossus?

FU: I don’t think there is anything in my games directly connected to my childhood. Of course, there are things which have inspired me like the place I lived at with my parents where I used to play surrounded by nature. That place inspired me a lot but I don’t know if I included it in my games. Not directly anyways. I feel much more inspired from the things I see and observe, the books I read and the games I play. If I were to mention a reference I’d say monster films like Godzilla’s are at the very core of Shadow of the Colossus.

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 ]

RSS Subscription Orange Feed

* Subscribe to the Orange Feed to receive updates when reading content is added to the website.

Home | Author | About the Magazine | Contact | Old Issues | RSS Feeds - Return to Top
In-house content copyright © 2008 Team ICO Games Magazine. Articles may be excerpted but not reproduced in whole.