
Yoko Taro, the visionary behind 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, celebrated for its minimalist design and wordless storytelling.
Taro highlighted the game's revolutionary core mechanic: guiding Yorda by holding her hand. 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 was groundbreaking, challenging established notions 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 ICO proved that art and narrative could be integral to gameplay, not mere window dressing.
Calling ICO "epoch-making," Taro lauded its demonstration of profound meaning conveyed through subtle interactions and atmospheric design. He also cited Undertale (Toby Fox) and LIMBO (Playdead) as similarly influential titles, pushing the boundaries of interactive storytelling and proving the capacity of video games to deliver deep emotional and intellectual experiences.
Taro's appreciation for these games offers valuable insight into the creative wellspring of his own work and underscores the continuous evolution of video games as a powerful and versatile art form.