Taro Calls ICO a Revolutionary Gaming Masterpiece
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 achieved cult status, celebrated for its minimalist aesthetic and wordless storytelling.
Taro highlighted the game's revolutionary core mechanic—guiding Yorda by holding her hand—as a radical departure from established 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 the prevailing understanding of interactivity in games.
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 argued that ICO proved art and narrative could be integral to the experience, transcending their role as mere supplementary elements.
Calling ICO "epoch-making," Taro credited it with fundamentally altering the course of game development. He praised its ability to convey profound meaning through subtle interactions and atmospheric world-building.
Beyond ICO, Taro cited two other influential titles: Toby Fox's Undertale and Playdead's LIMBO. These games, he asserted, similarly expanded the expressive potential of interactive media, demonstrating the capacity of video games to deliver deeply emotional and intellectually stimulating experiences.
Yoko 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 potent and versatile art form.





