Team Ico and its three defining works

14 July 2010

Certain games defy the medium. They instill emotions that are uncommon in the industry. Team Ico creates such worlds. Let’s check them out!

Follow Me

ICO. What a strange and endearing title. It was released in 2001 branded as an action-adventure, but for many who played it, it was much, much more.

Designed and directed by Fumito Ueda, ICO took roughly four years to develop for the PS2. 

The story goes that a small boy was born with what his village considered a curse or bad omen. The curse came in the form of a pair of horns which protruded from the child’s head. The boy was then locked away in a seemingly abandoned fortress only to gain unlikely freedom. This boy was the game’s protagonist, and exploring his prison was the basis of the gameplay.

During early exploration of the fortress he encountered a truly strange girl named Yorda.  Shadow creatures wishing to capture her soon appeared, and the boy was tasked with protecting her while navigating the maze-like fortress.

There was very little spoken dialogue but the game relied heavily on the feel of the world, and the emotional bond that formed between the two children. Despite numerous rave reviews the game did not sell very well.

Insurmountable Odds

Next Team Ico gave us Shadow of the Colossus (“Wander to Kyozō” in Japan). Once again the developer released an action-adventure title that soared above its basic description. 

Shadow of the Colossus was the spiritual successor and prequel to ICO. It shared many similarities, both in its minimalist design, and the world mythos previously created.

The gameplay focused around your character, referred to as Wander, and your trusty steed Agro. Equipped with only a bow and a magical sword which directed you to one of 16 colossi, you explored the vast expanse. The sole purpose of defeating these giant beasts was to revive a young girl named Mono to whom Wander was very attached.

Unlike most conventional games you were not given other beasties to maim and destroy, rather the 16 Colossi were the focus. There was however a degree of fauna and flora inhabiting the varied landscapes to keep you entertained as you made your way to confront a colossus.

The landscape itself was almost a character. Navigating it was a lonely affair, providing a degree of introspection. Once you made contact with one of the colossi you were tasked with crippling and ultimately destroying the giant, bringing you one step closer to reviving Mono.  

Unlike its predecessor, Shadow of the Colossus sold fairly well, and like ICO it received a multitude of accolades from the press and fans alike. Sitting at 91 on Metacritic the game was truly a masterpiece on many levels. There is very little to compare it to in the industry besides its sibling ICO.

Hitokui no Ōwashi Trico

You may be a little confused about the above header. Basically it is the Japanese name for Team Ico’s next project – The Last Guardian. Here are some details.

The Last Guardian is to be a PS3 exclusive, and will share many themes in common with Team Ico’s previous two titles. In May 2009 a leaked trailer made its way into virtual space before a newer updated version was release at E3 that same year. This lead to a LOT of excitement from fans!

This game will again feature a two-way relationship. For ICO it was the young boy and the enigmatic girl Yorda. In Shadow of the Colossus it was Wander and his steed Agro. This time around it will be between a young boy and a beast resembling a Griffon. 

Like in ICO, you play a very similar role as caregiver for your newfound friend while navigating a dilapidated fortress. The threat seems to come in the form of knights which both the protagonist and his mutt, I mean Griffon, deal with. Likely there will be some kind of larger threat.

Using the Griffon as a puzzle-solving tool is to be a vital gameplay element. Whether using it as a platform to gain access to high areas, or making it stay put on pressure pads to open gates, interacting with the beast will form a large part of the gameplay.

Sadly the game was absent at this year’s E3. There seems to be no official release date. Sources suggest sometime in 2011.

Highbrow

So, can a game be classed as Art? For a while now that idea has been argued on many fronts (see here for a local an example)

Games like ICO and Shadow of the Colossus are prime examples touted as games being art. With the release of The Last Guardian we will likely see yet another title added to this list. Whether or not you believe them to be art is not really the point. Team Ico has a knack for making games that really get to people in a way few others can. 

Discuss Team Ico in the forums

You have read 2 out of 5 free articles. Log in or register for unlimited access.

Read now

The best gaming website in South Africa
MyGaming proudly displays the “FAIR” stamp of the Press Council of South Africa, indicating our commitment to adhere to the Code of Ethics for Print and online media which prescribes that our reportage is truthful, accurate and fair. Should you wish to lodge a complaint about our news coverage, please lodge a complaint on the Press Council’s website, www.presscouncil.org.za or email the complaint to [email protected] Contact the Press Council on 011 4843612.