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 gained cult status for its minimalist design and evocative, wordless storytelling.
Taro highlighted the game's revolutionary 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 simplistic visuals. ICO, however, prioritized emotional resonance and thematic depth over purely mechanical innovation. Taro believes the game demonstrated that art and narrative could transcend their role as mere embellishments, becoming integral to the overall experience.
Calling ICO "epoch-making," Taro credited it with fundamentally altering the course of game development. He lauded its ability to convey profound meaning through subtle interactions and atmospheric world-building.
Beyond ICO, Taro cited two other influential games: Toby Fox's Undertale and Playdead's LIMBO. These titles, he argued, similarly pushed the boundaries of interactive storytelling, proving the capacity of video games to deliver deeply moving and intellectually stimulating experiences.
For fans of Yoko Taro's work, his appreciation for these games offers valuable insight into his creative process and inspirations. It also underscores the continuing evolution of video games as a powerful and versatile art form.