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{{Short description|2001 video game}}
{{About|the video game|other uses|ICO (disambiguation)}}
{{Featured article}}{{Use mdy dates|date=May 2023}}
{{Infobox video game
| title = Ico
| image = Ico cover - EU+JP.jpg
| caption =
| developer = [[
| publisher = [[Sony Computer Entertainment]]
| platforms = [[PlayStation 2]]
| released = {{Video game release|NA|September 25, 2001|JP|December 6, 2001|EU|March 22, 2002}}
| genre = [[
| modes = [[
| director = [[Fumito Ueda]]
| producer = [[Kenji Kaido]]
| designer = Fumito Ueda
| artist = Fumito Ueda▼
| composer = {{ubl|[[Michiru Oshima]]
▲| artist =
▲| composer = [[Michiru Oshima]]<br />Koichi Yamazaki<br />Mitsukuni Murayama
}}
{{nihongo|'''''Ico'''''|イコ|Iko|{{IPAc-en|ˈ|iː|k|oʊ}}}} is
The
''Ico'' introduced several design and technical elements that have influenced subsequent games, including a story told with minimal dialogue, [[
== Gameplay ==
[[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=
''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"/>
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"/>
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 =
{{Clear}}
==Plot==
{{nihongo|Ico|イコ|pronounced "Ee-ko"}}, 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=
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 =
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. == Development ==
[[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
[[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, in contrast to the cover used in other regions,<ref name="poly na cover"/> and considered a contribution to weak sales of the game in North America.<ref name="tlg name"/>]]
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]].<ref name="hg101"/> ''Ico''{{'s}}
After two years of development, the team ran into limitations on the 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 =
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=
''Ico'' uses minimal
==Other media==
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''Ico''{{'s}}
===Novelization===
A [[novelization]] of the game titled {{nihongo|''Ico: Kiri no Shiro''|ICO-霧の城-|Iko: Kiri no Shiro|{{lit
===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]]'', 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 =
===Film===
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 =
== Reception ==
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| 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=
| 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=
| 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=
| GameRev = B+<ref name="gamerev review"/>
| Edge = 8/10<ref name="Edge review"/>
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}}
''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 =
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 =
The game is noted for its simple combat system that would "disappoint those craving sheer mechanical depth", as stated by ''[[GameSpot]]''{{'s}}
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=[[
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 =
=== Awards ===
''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:
== 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]], [[
''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=
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 =
=== Other Team Ico games ===
{{Main|Shadow of the Colossus|The Last Guardian}}
Team Ico's third game, ''[[The Last Guardian]]'', was announced
===HD remaster===
{{Further|The Ico & Shadow of the Colossus Collection}}
''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 [[
== References ==
{{
{{Reflist}}
== Further reading ==
* {{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
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[[Category:Cooperative video games]]
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[[Category:Video games with stereoscopic 3D graphics]]
[[Category:Video games scored by Michiru Ōshima]]
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[[Category:Viz Media novels]]
[[Category:Game Developers Choice Award winners]]
[[Category:Japan Studio games]]
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