teamico

ICO went through several different periods of development, like most games. Uniquely, ICO's development can be broadly divided into two main eras, the PlayStation 1 Era and the PlayStation 2 Era.

PlayStation 1 Era (1997-1999)

Pre-Production Period (1997)

After getting the idea to make a game with the theme of "boy meets girl" and the two main characters holding hands, Fumito Ueda began development of a 3-minute trial movie in Lightwave 3D (his animation software of choice) with the help of an assistant. Their work on the animated concept began in February of 1997 and was completed in June, according to a GDC 2004 presentation hosted by Ueda and Kenji Kaido.[1] While containing some familiar elements from the final release, the trial movie also contained several differences, including a more broadly science-fiction direction for the game, with flying robots that fire energy.[2]

Initial prototyping and planning occurred in September, just as Kenji Kaido joined the project, forming a two-person team with Fumito Ueda. A production proposal document dated 1997.9.11 was created.[3]

Work with PlayStation hardware began in November, with the staff then expanding to include two programmers, four artists, and a designer in addition to Ueda and Kaido.[1]

Experimentation Period (Early 1998)

"It [game development] began in February 1998. We originally used prerendered backgrounds and then switched to real-time 3D. All the animation was done by hand and I used Simon and Garfunkel's Scarborough Fair for the music - this later became the inspiration for ICO's theme." -Fumito Ueda, as translated by Official PlayStation 2 Magazine UK, Issue 19, Page 56[4]

Full Production Period (August 1998-1999)

In the GDC 2004 presentation[1], Ueda lists August 1998 as 'the first turning point' in production, when the team found confidence in the visual style, atmosphere, and direction of the game. By October, full production had started.

Known Dates

PlayStation 2 Era (1999-2001)

Sometime in September of 1999, the transition to PlayStation 2 was internally announced, and everyone on the team was interviewed regarding the change. From October of that year to March 2000, the team was given access to, and tested, the new console hardware. Across those months, they implemented new tools, and discovered new means of artistic expression. Meanwhile, the team's planners, alongside Fumito Ueda, drew a variety of concepts with new stage specifications.[11]

From April to early May, the team prepared three stages for the E3 2000 demo. These were Sunbeams, an early Dark Room, and Chandelier. During E3 (from May 11th to the 13th), the demo was available at Sony's PlayStation Booth. Footage reveals that the Chandelier puzzle wasn't completely finalized at this time. Compared to the final release, the room had players moving in the opposite direction, from the low end to the high end, where a single Idol Gate blocked the path through the narrow doorframe.[12]

By June 2000, storyboards resembling the final product's early cutscenes were being made.

Known Dates

Prior to US Retail Release (Spring-Summer 2001)

In April 2001, a demo disc titled Play-Pre 2 Volume 1 (PCPX-96611) released in Japan to PlayStation CLUB members. It contained a video preview of ICO, showing progress on the character models as well as many new stages. The song playing over the footage is "You Were There", proving the game's ending theme had been finalized and recorded at this point in development.

An image of a PlayStation DualShock 2 controller against a black background. Above the controller is ICO's logo. In the top left corner, plain white text reads: "Warning: To exit this application, you must reset your PlayStation." Text pointing to the R1 button reads: "R1: Hold Hands / Call for Jorda". Text pointing to the Triangle button reads:"Jump (up while hanging on ledges) Text pointing to the Square button reads: "Attack". Text pointing to the Circle button reads: "Pick up Weapon / Activate Switches". Text pointing to X reads: Evade (down while hanging on ledges). Text reading: "Move Camera" is strangely not pointed towards any controls. Next to a Rating Pending indicator at the bottom of the screen, there are prompts to either Start the Demo by pressing X or Go Back to Menu by pressing Triangle.

Controller instructions displayed just before the demo for ICO begins in the Jampack Summer 2001 Demo Disc.

From May 17th to May 19th, at E3 2001, a demo for ICO was available among the games at Sony's PlayStation Booth. This version of the game seemed to feature an 'Evade' maneuver where, at the press of a button, Ico hops back a few steps, while facing forward. Footage from the demo, and some out-of-date controller instructions at the start of following demos, suggest this 'Evade' command was tied to the Button X button.

On June 8th, 2001 at 12:49 PM, a demo build was compiled. This playable demo was the first to see retail release, as it featured on the PlayStation Underground Jampack Demo Disc - Summer 2001 which was publicly available for purchase on July 11th, 2001.[13]

On June 26th at 8:01 PM, another demo was compiled. This demo was available on the following discs: PlayStation 2 Demo Disc Version 2.3 (SCUS-97155), Kiosk Demo Disc 2.3 (SCUS-97156), and Official U.S. PlayStation Magazine Demo Disc 49 (SCUS-97158).

On August 2nd at 5:36 AM, ICO's US Demo Disc was compiled.

On August 7th at 3:03 PM, just about two weeks before US retail version concluded development, a prototype of the full game was compiled.

SotCFullTemplate
The Game Shadow of the Colossus ( DemoPal ReleaseShadow of the Colossus HDPS4)Credits
Characters WanderAgroMonoDorminLord EmonGuardsShadows
The Colossi IIIIIIIVVVIVIIVIIIIXXXIXIIXIIIXIVXVXVI
FurMagic SigilHard Mode
Colossus Arenas TempleProtoArenaKirin's HillCanyonCanossaLakesideUndergroundGeyserGravewindLeo's CavePoseidon's LakeDesertRuinsParthenonSanctuary
The Ancient Lands Shadow creaturesSave shrinesFruit treesMossWhite-tailed lizards

The Shrine of Worship
Entrance TempleUmbral GladeStone Arch GorgeDried MarshNorthern SpanDesert FortressMisty FallsC3Ravine EntranceHalf-moon CanyonWestern PlainD4Round Stone HillLair to the WestStone Bridge CliffCliff PathLair on the MesaWestern CapeArch Bridge PlainBlasted LandsAutumn ForestEastern BluffValley PlainSouthwestern CapeE7/E8Southern PlainGreen CapeThe Broken Seal

Items Ancient SwordBow & ArrowCloak of DeceptionCloak of ForceCloth of DesperationFlash ArrowFruit Tree MapHarpoon of ThunderLizard Detection StoneMask of PowerMask of StrengthQueen's SwordShaman's CloakShaman's MaskSword of the SunWhistling Arrow
PS4 Exclusive
Ancient BowCloak of FateCursed Wander SkinLife SwordSword of Dormin
Soundtrack Roar of the Earth
Prologue ~to the Ancient Land~Prohibited ArtCommandmentBlack BloodResurrectionSign of the ColossusGrotesque FiguresThe Opened WayThe End of the BattleIdol CollapseGreen HillsA Violent EncounterRevived PowerLakesideSilenceIn Awe of the PowerWander's DeathThe Farthest LandCreeping ShadowA Messenger From BehindCounterattackSky BurialA Closed-off CityLiberated GuardianA Despair-filled FarewellPrayerSwift HorseGatekeeper of the RuinsSanctuaryDemise of the RitualA PursuerPremonition of RevivalEpilogue ~Those Who Remain~HopeThe Sunlit EarthMemories
Walkthrough Time AttackGolden Coins
Other media NicoOfficial artbook/guidebookCollectible figurinesFilm adaptationUnused Content
Giantology campaign Hoaxes
Jebal-Barez skeletonTamil Nadu tsunami giantSulu Sea eel statuePolarneft conspiracySayre family vacation
Characters
Eric BelsonCasper ShillingEd GuylerArkady SimkinBoris AtlasovAndrew and Ellie Sayre
Media
Giantology podcasts (FirstInterview with Arkady SimkinThirdFourth) • IPICP memo


References