
www.unseen64.net video from Shadow Of The Colossus Japanese DVD Bonus "Already a number of Ico's elements were in place, and Ueda began to work with Kaido at this point to turn the concepts expressed in the movie into a game design for a PSone title. Their three key points were "differentiation" (to make a game unlike any other), "artistic presentation" (a level of aesthetics such that any still screen of the game would be artistic), and a "non-realistic reality" featuring a vivid heroine who would make the player want to be heroic. They began to accomplish this using a method they referred to as "subtracting design every element of the game that took away from its reality was removed. Instead of having a varied cast of enemies with unique strengths and weaknesses, for instance, there would be only one enemy type; instead of a castle, its environs, and nearby settlements, there would only be the castle and an escape from it. They also used unconventional hiring techniques: to put together a team capable of realizing Ueda's vision, they hired mostly outside of the industry to put together an initial staff of two programmers, four artists, and one designer in addition to Ueda and Kaido. A movie Ueda put together during this period shows what they had so far on the PSone version. The lone enemy type is one of the masked, horned soldiers present in the final game only during a cutscene, though the horns are now on Ico rather than Yorda. Some locations are already familiar <b>...</b>
ICO
beta
PSX
Playstation
PS2
shadow
of
the
colossus
wanda
unreleased
NICO
PS3
proto