Yoko Taro, 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 achieved cult status due to its minimalist aesthetic and evocative, wordless narrative.
Taro emphasized the game's innovative core mechanic – guiding Yorda by holding her hand – as a revolutionary departure from established gameplay norms. He noted, "Had ICO required carrying a suitcase the size of a girl, it would have been incredibly frustrating." This simple act of leading another character, Taro argued, was groundbreaking, challenging conventional notions of player interaction.
At the time, successful game design often prioritized engaging gameplay even with simplistic visuals. ICO, however, prioritized emotional impact and thematic depth over purely mechanical innovation. Taro believes ICO demonstrated that art and narrative could transcend their supporting roles, becoming integral to the overall experience.
Calling ICO "epoch-making," Taro lauded its influence on game development, showcasing the power of subtle interactions and atmospheric design to convey profound meaning.
Beyond ICO, Taro cited Undertale (Toby Fox) and LIMBO (Playdead) as similarly influential titles. These games, he contends, expanded the expressive capabilities of interactive media, proving video games' capacity for deep emotional and intellectual resonance.
Taro's appreciation for these games provides valuable insight into the creative sources behind his own work, further highlighting the continuous evolution of video games as a rich and versatile art form.