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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
| 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
These actions are complicated by the fact that only Ico can carry out these actions; Yorda can
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
{{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]]''
[[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"/>
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
''Ico'' uses minimal
==Other media==
=== Soundtrack ===
{{Infobox album
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| venue =
| Genre = [[Video game soundtrack]], [[ambient music]]▼
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| Label = SME Visual Works▼
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| prev_year =
| next_title =
| next_year =
}}
''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===
== Reception ==
Line 86 ⟶ 92:
| MC = 90/100<ref name="MC" />
<!-- Reviewers -->
| EuroG = 10/10<ref>{{cite web |url=http://www.eurogamer.net/articles/r_ico |title=Ico |
| Allgame = {{Rating|4|5}}<ref name="allgamereview">{{cite web |url = http://www.allgame.com/game.php?id=25262&tab=review |title = Ico
| 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 |
| IGN = 9.4/10<ref>{{cite web |url=http://www.ign.com/articles/2001/09/25/ico |title=Ico |
| GameRev = B+<ref name="gamerev review"/>
| Edge = 8/10<ref name="Edge review"/>
| NGen = {{Rating|4|5}}<ref name="NG"/>
}}
''Ico'' received
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
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=[[Imagine Media]]|date=November 2001|page=105}}</ref>
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 = 2009-09-17 | accessdate = 2009-09-17 | first = Phil | last = Elliot }}</ref> and the bulk in PAL regions,<ref name="hg101">{{cite web | url = http://www.hardcoregaming101.net/icosotc/ico.htm | title = Hardcore Gaming 101: ICO / Shadow of the Colossus | first = David | last = DeRienzo | work=Hardcore Gaming 101 | accessdate = 2010-02-04}}</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 web | url = https://www.wired.com/gamelife/2013/09/ico/ | title = The Obscure Cult Game That's Secretly Inspiring Everything | first = Chris | last = Kohler | date =2013-09-12 | accessdate = 2013-09-13 | work = [[Wired (magazine)|Wired]] }}</ref>▼
▲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
=== Awards ===
''Ico'' received several
== Legacy ==
''Ico''
''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
=== Other Team Ico games ===
{{
Team Ico's third game, ''[[The Last Guardian]]'', was announced
===HD remaster===
{{Further
''Ico'', along with ''Shadow of the Colossus'', received a high-definition remaster for the PlayStation
== 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
{{
{{Team Ico}}
{{Authority control}}
[[Category:2001 video games]]
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[[Category:Game Developers Choice Award winners]]
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