SCEI's Fumito Ueda
On The Last Guardian, ICO and more.
It's been two and a half years since Famitsu magazine dropped the first hints of Fumito Ueda's first PS3 game, and several months since it was revealed as The Last Guardian. Although there's been nothing to see so far but some impressive trailers, the hype is already huge - not surprising when you consider Ueda is the man behind cult classics ICO and Shadow of the Colossus.
Those hoping for more at this year's Tokyo Game Show may have been left disappointed to get a new video
, but not much else in the way of gameplay explanation, let alone hands-on time. However Eurogamer did get the chance to sit down with Ueda, and his nice translator lady, to ask him about his games - past, present and future.
Eurogamer: Why do you think ICO and Shadow of the Colossus are still so popular with hardcore gamers, all these years after their release?
Fumito Ueda: I don't really know myself. Actually, they were originally designed for the Japanese market but they spread to the US and Europe afterwards. That was fully analysed but even now, I don't really know what the reason was for the games spreading so much to other regions.
Eurogamer: Did you find that Europeans had more in common with Japanese gamers than you perhaps thought?
Fumito Ueda: Actually, I knew there were commonalities between Europe and Japan, so it wasn't a big surprise.

Eurogamer: David Cage has said he sees you as an "artist", but you've said you don't see it that way. Why do you think people say that about you?
Fumito Ueda: I majored in arts in college, so I'm very honoured to be described as an artist. Since I joined Sony I'm working for them as an employee, so I'm more orientated towards developing a product rather than artistic work.
Eurogamer: But your games are not so obviously as commercial a product as, say, a sports game with a famous footballer on the cover. They're quite distinctive and different from most titles out there. So how do you strike that balance between producing artistic work and producing a commercially successful product?
Fumito Ueda: I don't really think about that kind of balance. Basically, I just try to create something that I would enjoy playing myself. I don't play football games myself, so maybe that's one reason.

Eurogamer: Regarding the leak of the Last Guardian E3 trailer prior to Sony's conference - do you know where that leak came from?
Fumito Ueda: No, I don't know where it came from. Do you?
Eurogamer: It wasn't me... Was the leak disappointing? Did it make you change your plans for revealing the game?
Fumito Ueda: Yes, it was slightly disappointing. Everybody was working so hard to make that trailer for E3, staying up the whole night - then the next day it was leaked, and everybody was so surprised.
Eurogamer: Is there any significance to the fact the music used in the trailer is from Miller's Crossing?
Fumito Ueda: It has nothing to do with the movie. I liked the movie from the start and I had the CD soundtrack on my table, and I found the music matched with the image of this product. That's why I picked it.
Eurogamer: Are you hoping to also use the music in the finished game?
Fumito Ueda: It's just being used for the trailer.
Eurogamer: Is The Last Guardian set in the same world as ICO?
Fumito Ueda: I don't know yet.
Eurogamer: So you haven't decided - or you're just not saying?
Fumito Ueda: I haven't decided yet. Originally even for ICO and Shadow of the Colossus, we didn't plan to have the same setting between the two, but they ended up sharing the setting by the end.
Eurogamer: Is there any possibility we might see characters from those games appearing in The Last Guardian?
Fumito Ueda: No, I don't think so.
Eurogamer: Many people would describe ICO as a puzzle game with combat elements. Would you say the same description applies to The Last Guardian?
Fumito Ueda: I think there will be a bit less combat in The Last Guardian.

Eurogamer: So there will be more of an emphasis on puzzling?
Fumito Ueda: Yes.
Eurogamer: Will the game feature the same exploration-based puzzles we've seen in previous titles? How does introducing the character of Torico change the dynamic?
Fumito Ueda: We'll have larger objects in this new game, and that will be a big difference compared to previous titles. It will be a more dynamic type of game.
Eurogamer: How does the full physics engine in The Last Guardian help you to develop the gameplay?
Fumito Ueda: We've used a lot of physics elements in the previous games, but this time around we've introduced a full-scale physics element into the game. So that generated some consequences and features that we never expected to see. I think this will mean the game turns out to have some good things we never expected before.
Eurogamer: Have you had a chance to experiment with the PS3 motion controller?
Fumito Ueda: Not at this point.
Eurogamer: From what you've seen in the demonstrations, do you see potential for making the motion controller work with The Last Guardian or perhaps another project?
Fumito Ueda: I have an interest in it, but I have no plans at this point.
Eurogamer: Can you explain the thinking behind the design of the Torico character?
Fumito Ueda: When we came up with this animal, we wanted to make an attractive and cute kind of character. We also created this design to match up with and comply with the game design itself. So that's how we decided on the size, the quality of the character and its physical capabilities - it was about fitting with the game design.
Eurogamer: Did you consider using any other animals?
Fumito Ueda: We ended up having this animal which was much closer in style to the cat, but we also had some other options - a dog-type of cat and also a camel-type character.
Eurogamer: I understand you can't control Torico directly, but you take advantage of the animal's characteristics to interact with the environment. Can you give us an example of how this works?
Fumito Ueda: For example, if you have access to one of Torico's favourite foods or objects, you can throw it to a place where you wouldn't be able to go in normal circumstances.
Eurogamer: So let's say I throw the food to a ledge across a big gap - I can then jump onto Torico and the animal will take me across?
Fumito Ueda: Exactly.

Eurogamer: People often try to describe the visual style of your games, but how would you describe it?
Fumito Ueda: It's basically based on my senses. I haven't really analysed what my visual style is like. As I go through the process I decide - I like it this way, or I don't like it this way - and that's how I develop my style.
Eurogamer: What lessons did you learn from developing ICO and Shadow of the Colossus? Is there anything you want to change or improve upon in The Last Guardian?
Fumito Ueda: Basically, my theory is to complete what I intended to do. It's the same theory I always employ. And because the development cycle was so long for this product, I threw in a lot of trials and errors and faced a lot of problems along the way. I tried to remember what I wanted to do originally for this game through the whole process and to try to complete that. Whatever I achieved in the past was evaluated and appreciated by the market, so that's what I focused on throughout.
Eurogamer: I've been looking at the list of games in the Tokyo Game Show brochure and next to each one, there's a little box with a figure denoting what percentage of the game is complete - 30 or 50 or 80 per cent... But in the box for The Last Guardian, there's just a question mark. Is that your choice?
Fumito Ueda: Yes, that's right, because I don't want to say much about it yet.
Eurogamer: I guess in that case, you won't tell me when the game is being released either...
Fumito Ueda: Exactly [laughs]. We want to avoid releasing an incomplete version.
Eurogamer: Are you hoping for a simultaneous release in Europe and Japan?
Fumito Ueda: I hope to see that, yes.
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Comments (48) Latest comment 2 years ago
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With much regret, I didn't get Shadow when it came out.
But, I'm going to be getting it soon! My trusty PS2 is still alive
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Fumito: No. I don't think so.
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I can't wait!!!
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(There are other games on PS3 that I'd like to play, but none of them are a deal breaker)
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The combat in ICO was akin to having a conversation with Fumito Ueda: Unresponsive and boring. Ba-dum-tch!
I hope you punished him by making him play that wierd bananas and animals game that you punished those of us who clicked on your "favourite game of all time" with, Ellie Gibson.
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Ellie got a little pwned by Ueda there. It must've been a hard interview given Ueda's nature however, although it is cool to see that his minimalistic but effective game design is reflected by his personality. I get the feeling he would be hard man to work for though.
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the japanese title translates as 'trico, the man-eating eagle'. which i like better!
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My thoughts exactly. Being a journalist myself, I can assure you that sometimes you get stuck with people who are naturally introverted and it's very difficult to put them at ease and make them talk. Especially if you have the language barrier on top of it and not very much time.
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Joystiq asked him. Sounds promising.
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I am a bit dissappointed by the interview, not by the Ueda-san, not by Ellie, but maybe by the combination of both? Japanese can be very tight-lipped. I even have the impression that he not really wanted to talk to Eurogamer - or was bored - or had his supervisor breathing down his neck "don't reveal too much!!!".
anyhows. even the little information there is in the interview - for this game - is most appreciated.
since I do not want to miss out on this experience - I will buy a PS3 when this hits the shelves, I hope that is when most rebuilding here is over.
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He makes some fucking brilliant games n'all.
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(I remember having seen a fantastic GDC design document for SoTC - amazing stuff)
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Are they going to be making little cuddly Torico toys??
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Oh and Miyamoto. And Molyneux.
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/end of
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I must have this game, ICO and SotC are astonishing.
If this new one is half as good as those other two it's a 10/10 for me.
Other games that did it for me...
Yup FF7 is up there, will also never forget that scene from FF8 when Rinoa is lost in space.
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Such simple words, yet something the majority of developers make little effort to achieve. "
I think that if the majority of developers were allowed between four and five years to make a game, they'd all avoid releasing an incomplete one.
Still, having said that, I'm very glad that Sony Japan are allowing Ueda time to make the game he wants to make without the pressure of time constraints.
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How would you explain to someone who hasn't played through the first games why they are so revered amongst their fanbase?
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I think it's the atmosphere. I vastly prefer Ico but both are seeped in a thick, lonely atmosphere. It's kind of hard to explain unless you give them a go yourself.
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Sony is very lucky with this game, as the previous two could have been done on rival platforms, but keeping hold of the third game when more publishers are going multi platform.
Can't wait..... Even if not out until 2011/2!
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Just saw it for the first time....good god, it looks fantastic, i'll probably buy a PS3 just to play this game. The first 2 invoke emotion in the purest sense and are as close to art as a video game can get.
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]http://www.letsmoa naboutellie.com!
[/link]
/o\
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They're unlike anything you've ever seen before. The experience is like going into an Ozu film for the first time - it's a breath of fresh air right from the start where there's a distinctive style that hits you and a whole new language that you have to learn (language meaning form of expression, not literally a new language). Their focus is firstly on interaction as expression - you feel Yorda's heartbeat through the controller as you lead her around, and you develop a bond with Agro by calling out to him and relying on him to get around and survive. What's more, in Ueda's works, the expression isn't incongruous with the input and situations, uniquely so. Far too many games striving to express themselves show you one thing (whether it be via cutscenes or actual interaction) then have you do another for the rest of the game's duration. It takes a man with very long arms to be able to reach far enough to justify that incongruity. Team Ico put an emphasis on visuals as well, which is something vital to the medium and also something that is neglected.
If they're lacking, it's only in comparison to more developed media, like literature and film. They're the pinnacle of interaction, and I suppose it's humility at work here, but Ueda's inclination to call them products is plain wrong. They share elements with games, but they're branching the medium in a different, more worthwhile direction. I think they're the only developers striving towards art, period, and I think they know it.
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It's quite obvious that they're not in the stage where they can talk about the content of the game, but they are in a stage where they need some coverage in order to gather marketing momentum... The interview had no chance of revealing something interesting.
Elie, could have done better, though. She tried to approach this one seriously (thanks God!), but she didn't manage to find many interesting questions. Some of the questions are so generic it's embarrassing. FFS, she event asked what he thinks about the motion controller! (And, surprise, he doesn't give a crap.)
And he didn't try very hard to make it interesting either. He seems to have tried to come up with the shortest possible answer to every question. You can see this right from the first answer, where he could have expanded more in regard to what they analyzed, but he just couldn't be bothered.
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