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{{Short description|2001
{{About|the video game|other uses|ICO (disambiguation)}}
{{Featured article}}{{Use mdy dates|date=May 2023}}
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| title = Ico
| image = Ico cover - EU+JP.jpg
| caption = Cover art of the European and Japanese versions, painted by director [[Fumito Ueda]] and inspired by the Italian painter [[Giorgio de Chirico]]{{'s}}
| 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]]
}}
{{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 ==
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''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 = 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>
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{{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=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.
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 ==
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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>
[[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 = 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 create.<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"/>
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}}
''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 = [[
==Other media==
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''Ico''{{'s}}
===Novelization===
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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 = 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
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}}
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 = 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>
=== 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: 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 [[
== 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=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 | 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>
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
=== 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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