Yoko Taro, the visionary behind acclaimed titles such as NieR: Automata and Drakengard, has often cited the significant impact of ICO on the artistic landscape of video games. Launched in 2001 on the PlayStation 2, ICO garnered a dedicated following due to its minimalist aesthetic and narrative driven by silent storytelling.
Taro has pointed out that ICO's innovative gameplay mechanic, where players guide the character Yorda by holding her hand, was a revolutionary departure from the norms of its era. "Imagine if ICO had you dragging a suitcase the size of Yorda instead; it would have been a frustrating ordeal," Taro noted. This mechanic of leading another character broke new ground, challenging the conventional ideas of player interaction in games.
During that period, successful game design often focused on maintaining player engagement even when the game's elements were stripped down to basic cubes. ICO, however, took a different path, emphasizing emotional connection and thematic richness over mere mechanical novelty. Taro believes that ICO showcased the potential for art and narrative to be more than just supplementary to gameplay; they could be central to the experience.
Labeling ICO as "epoch-making," Taro acknowledges its role in steering the course of game development. He commends the game for illustrating that video games can convey profound messages through understated interactions and atmospheric environments.
Beyond ICO, Taro also mentions two other games that significantly influenced both him and the broader industry: Toby Fox's Undertale and Playdead's LIMBO. He asserts that these games have expanded the horizons of what interactive media can express, demonstrating that video games have the capacity to evoke deep emotional and intellectual responses.
For enthusiasts of Yoko Taro's creations, his appreciation for these titles provides a glimpse into the sources of inspiration fueling his work. It also highlights the continuous evolution of video games as a dynamic and expressive form of art.