Yoko Taro, the visionary behind iconic titles like NieR: Automata and Drakengard, has openly discussed the profound impact that ICO had on video games as a medium for artistic expression. Launched in 2001 on the PlayStation 2, ICO quickly garnered a dedicated following due to its minimalist aesthetic and silent storytelling.
Taro pointed out the revolutionary nature of ICO's core mechanic, where players guide the character Yorda by holding her hand. He noted, "If ICO had you carrying a suitcase the size of a girl instead, it would have been an incredibly frustrating experience." This unique approach challenged the gameplay norms of the era, emphasizing the importance of leading another character through the game world, thereby redefining interactivity.
At the time, successful game design was often measured by its ability to remain engaging even when stripped down to basic elements like cubes. ICO, however, took a different path by focusing on emotional depth and thematic richness rather than just mechanical novelty. Taro argued that ICO demonstrated that art and narrative could be more than just background elements; they could be central to the gaming experience itself.
Labeling ICO as "epoch-making," Taro credited it with significantly altering the course of game development. He lauded the game for showing that video games could communicate deep meanings through subtle interactions and atmospheric design.
Beyond ICO, Taro also acknowledged the influence of two other groundbreaking games: Undertale by Toby Fox and LIMBO by Playdead. He believes these titles expanded the horizons of what interactive media can achieve, proving that video games have the potential to offer profound emotional and intellectual experiences.
For enthusiasts of Yoko Taro's creations, his appreciation for these games provides a glimpse into the inspirations fueling his own work. It also highlights the continuous evolution of video games as a dynamic and expressive art form.