Content deleted Content added
GreenC bot (talk | contribs) m Rescued 1 archive link; remove 1 link; reformat 1 link. Wayback Medic 2.1 |
|||
Line 40:
[[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]]'' (1977–1981), 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}}</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 = 2007-04-03 | accessdate = 2008-10-03 | language = Japanese}}</ref><ref>{{cite web | url = http://www.gamespot.com/news/6164199.html | archiveurl = https://web.archive.org/web/20070118154610/http://www.gamespot.com/news/6164199.html | archivedate = 2007-01-18 | title = Q&A: Another World's Eric Chahi | publisher = [[GameSpot]] | date = 2007-01-16 | accessdate = 2008-10-03 | 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 = 2007-04-11 | accessdate = 2008-10-03 | first = Matthew | last = Fitsko |archiveurl=https://web.archive.org/web/20081206143928/http://www.gamepro.com/article/news/108648/japanese-devs-speak-out-on-behalf-of-western-gaming-part-2/|archivedate=2008-12-06}}</ref> He also cited [[Sega Mega Drive]] games,<ref>{{cite web|url=http://shmuplations.com/ico/|title=ICO – 2002 Developer Interview|website=Shmuplations}}</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], [[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]] 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 | publisher = [[1UP.com|1UP]] | date = 2000-10-10 | accessdate = 2008-10-07 | archiveurl = http://archive.is/
Ueda began working with producer [[Kenji Kaido]] in 1998 to develop the idea and bring the game to the [[PlayStation]].<ref name="hg101"/> ''Ico''{{'}}s design aesthetics were guided by three key notions: to make a game that would be different from others in the genre, feature an aesthetic style that would be consistently artistic, and play out in an imaginary yet realistic setting.<ref name="method development"/> This was achieved through the use of "subtracting design"; they removed elements from the game which interfered with the game's reality.<ref name="method development"/> This included removing any form of interface elements, keeping the gameplay focused only on the escape from the castle, and reducing the number of types of enemies in the game to a single foe. An interim design of the game shows Ico and Yorda facing horned warriors similar to those that take Ico to the castle. The game originally focused on Ico's attempt to return Yorda to her room in the castle after she was kidnapped by these warriors.<ref name="beta video"/> Ueda believed this version had too much detail for the graphics engine they had developed, and as part of the "subtracting design", replaced the warriors with the shadow creatures.<ref name="method development"/> Ueda also brought in a number of people outside the video game industry to help with development. These consisted of two programmers, four artists, and one designer in addition to Ueda and Kaido, forming the base of what is now known as [[Team Ico]].<ref name="method development"/><ref name="hg101"/> On reflection, Ueda noted that the subtracting design may have taken too much out of the game, and did not go to as great an extreme with ''Shadow of the Colossus''.<ref name="method development"/>
Line 55:
===Novelization===
A [[novelization]] of the game titled {{nihongo|''Ico: Kiri no Shiro''|ICO-霧の城-|Iko: Kiri no Shiro|lit. "Ico: Castle of Mist"}}<!--(ISBN 4-06-212441-6)--> was released in [[Japan]] in 2004.<ref>{{cite book|last1=Miyabe|first1=Miyuki|authorlink1=Miyuki Miyabe|title=ICO: Castle in the Mist|trans_title=Iko: Kiri no Shiro|edition=Haikasoru eBook|year=2011|origyear=2011|publisher=Kodansha Ltd.|location=[[Tokyo]]|language=|isbn=978-1-4215-4286-7|oclc=|doi=|id=|at=|trans_chapter=|chapter=|chapterurl=|quote=|ref=|bibcode=}}</ref><ref>{{cite web|url=http://books.yahoo.co.jp/book_detail/31389481|archive-url=http://archive.is/20120629175719/http://books.yahoo.co.jp/book_detail/31389481|dead-url=yes|archive-date=2012-06-29|title=ICO: Castle of the Mist|publisher=Amazon Japan|language=Japanese|accessdate=2008-10-06
===Cross title content===
|