Last Friday, we were invited to a cosy central London hotel lobby to interview the team behind current critical darling and sequel to ICO, Shadow of the Colossus.
Thanks to the magic of hired Japanese translators, we were able to get a word in with the warm and sincere Kenji Kaido and the quiet but personable Fumito Ueda. A Japanese Sony product manager was also on hand for additional comment.
SPOnG: What was the hardest experience you had when making Colossus?
KAIDO: Because it took so long to make, it was very hard keeping team motivation. Of course there were many technical issues they had to conquer, but the main issue was motivation.
SPOnG: What was the most pleasant part of making the game?
KAIDO: Because you create a game with a group of people, if I have got something that I want to create, I will then ask a programmer to make it, but then when the programmer returns something which is more than I expected or something different but better than what I wanted, that’s very pleasing.
SPOnG: What was one of the elements that came out better than what you wanted?
KAIDO: There were many elements I was happy with, but in terms of the space, after adding the mist, that gave a significant atmosphere change so if that was the same as the previous game ICO, seeing the game before we put the mist and then after, made a big impact.
SPOnG: Why did you choose this new set of characters rather than use the boy from ICO for this game?
KAIDO: There are many reasons, but the biggest reason is that ICO, sales-wise, was not great, but reviews-wise it was great. So there was a fear that it would not be easy to make another one, so either I kept the sequel ICO 2 and 3 then I can make another game with the same characters, same pictures but I didn’t want to take the risk of creating the same one. I wanted the challenge of something different and also I wanted to stimulate the creativity of the team as well.
[This was transcribed as is from the translator’s mouth. We can only assume the statement she passed on from Ueda meant a number of things:
A – He could’ve done an ICO 2 and 3, but the team may have lost enthusiasm for it after working on the same world for so long
B – Doing another ICO was too big a commercial risk, so they went for something new, yet familiar
C – There is a possibility of an ICO 2 and 3]
Ueda: Because we work for the development platform company, unless we challenge with a new thing, then first party will not be able to challenge as well, so our objective is to creativity and always challenge with a new [concept].
SPOnG: So you’re saying your objective is to lead by example?
KAIDO: [nods]. There are some smaller companies who can’t afford to take any risks, so in ICO Team’s case, we have to take a risk to create a new challenge for them.
SPOnG: So how do you wish to lead by example on PlayStation 3?
KAIDO: [laughs and posture closes slightly]
Ueda: It is very difficult to say because we haven’t finished the game and we are still developing the European version, so we haven’t decided what we’re going to do next, yet.
And also in terms of PS3 hardware testing hasn’t been completed so…
KAIDO: Maybe visual testing can be done, but what we can say is maybe we will try to create visual experience.
SPOnG: What is your opinion of the Nintendo Revolution?
[mixed laughs and noises exclaiming discomfort with question]
PR chimes in: “I’m not sure it’s their place to comment on Nintendo’s Revolution. You don’t have to answer if you don’t want to”
KAIDO: I get strength from different kinds of game so I don’t see Nintendo as rivals, as in Japan the game industry is reduced nowadays so I think it’s better that it becomes more developed…
Product Manager: We will get a lot of attention from the users and the general people [makes a gesture suggesting ‘everybody’] can enjoy this in the near future, whereas now…
SPOnG: You mean you’re aiming to appeal to the ‘mass market’
Product Manager: [Nods] So we can appeal the system of games for us as well…
[His gesture suggests he is talking about co-existing side by side with Nintendo’s Revolution console]
SPOnG: So you see it as a positive thing, because you will be focusing on one audience while Nintendo focuses on another?
Product Manager: Nintendo creates and we gonna create.
SPOnG: It’s interesting you say that, as a lot of people on forums and the like have said they’re going to get both those systems, not just one.
SPOnG: The ending of Shadow of the Colossus is quite open, will we see a sequel?
KAIDO: There is no plan. For us, that is the end.
We’d like to thank the SotC team for generously lending us moments of their time.