Yoko Taro, the celebrated creator of NieR: Automata and Drakengard, recently discussed the profound impact of ICO on video games as an artistic medium. Released in 2001 for the PlayStation 2, ICO quickly achieved cult status, renowned for its minimalist design and evocative, wordless storytelling.
Taro highlighted the game's innovative core mechanic—guiding Yorda by holding her hand—as a radical departure from established gameplay conventions. He noted, "If ICO had tasked you with carrying a suitcase the size of a girl instead, it would have been incredibly frustrating." This simple act of leading another character, Taro emphasized, was groundbreaking, challenging the prevailing understanding of player interaction.
At the time, successful game design often prioritized engaging gameplay even with simplified visuals, down to basic cubes. ICO, however, prioritized emotional resonance and thematic depth over purely mechanical innovation. Taro argued that ICO demonstrated that art and narrative could be integral to the gaming experience, rather than mere embellishments.
Calling ICO "epoch-making," Taro lauded its ability to convey profound meaning through subtle interactions and atmospheric design, significantly influencing the course of game development.
Beyond ICO, Taro cited two other influential titles: Toby Fox's Undertale and Playdead's LIMBO. He believes these games, along with ICO, expanded the expressive potential of interactive media, proving video games' capacity for deep emotional and intellectual engagement.
Taro's appreciation for these games provides valuable insight into the creative sources behind his own work, and underscores the continuous evolution of video games as a powerful and versatile art form.