Yoko Taro, the visionary creator behind acclaimed titles like NieR: Automata and Drakengard, has openly discussed the profound impact of ICO on video games as an art form. Released in 2001 for the PlayStation 2, ICO quickly earned its status as a cult classic, celebrated for its minimalist aesthetic and storytelling that relied heavily on visual and emotional cues rather than dialogue.
Taro pointed out how ICO's central gameplay mechanic—guiding the character Yorda by holding her hand—revolutionized the norms of the era. "Imagine if ICO had you lugging around a suitcase the size of a girl instead; it would have turned into an incredibly frustrating ordeal," Taro noted. He stressed that the game's requirement for players to lead another character was a pioneering move, pushing the boundaries of traditional interactivity in games.
During that period, game design was often deemed successful if the gameplay remained compelling even when all visual elements were stripped down to basic cubes. ICO, however, took a different path, prioritizing emotional depth and thematic richness over mere mechanical novelty. Taro believes the game demonstrated that art and narrative could go beyond being mere embellishments, becoming essential to the gaming experience itself.
Labeling ICO as "epoch-making," Taro acknowledged its role in steering the course of game development. He lauded the game for showcasing that video games could communicate deep, meaningful messages through understated interactions and atmospheric design.
Beyond ICO, Taro also mentioned two other games that significantly influenced him and the industry: Undertale by Toby Fox and LIMBO by Playdead. These titles, he argued, expanded the horizons of what could be achieved through interactive media, affirming that video games are capable of delivering profound emotional and intellectual experiences.
For enthusiasts of Yoko Taro's work, his reverence for these games sheds light on the creative influences behind his own projects. It also highlights the continuous evolution of video games as a dynamic and impactful medium of artistic expression.