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 swiftly achieved cult classic status, renowned for its minimalist aesthetic and evocative, wordless storytelling.
Taro highlighted the game's revolutionary core mechanic—guiding Yorda by holding her hand—as a radical departure from prevailing 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, he emphasized, was groundbreaking, challenging established ideas of player interaction.
At the time, successful game design often prioritized engaging gameplay even with simplistic, cube-like visuals. ICO, however, prioritized emotional resonance and thematic depth over purely mechanical innovation. Taro argued that ICO proved art and narrative could transcend their role as mere embellishments, becoming integral to the overall experience.
Calling ICO "epoch-making," Taro credited it with significantly 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. He believes these titles similarly expanded the expressive capabilities of interactive media, demonstrating the potential of video games to deliver deeply moving and intellectually stimulating experiences.
Taro's appreciation for these games offers valuable insight into the creative wellspring of his own works, and underscores the ongoing evolution of video games as a powerful and versatile art form.