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Ico
is an action-adventure game developed by Japan Studio and Team Ico, and published by Sony Computer Entertainment, released for the PlayStation 2 video game console in 2001 and 2002 in various regions. It was designed and directed by Fumito Ueda, who wanted to create a minimalist game around a "boy meets girl" concept. Originally planned for the PlayStation, ''Ico'' took approximately four years to develop. The team employed a "subtracting design" approach to reduce elements of gameplay that interfered with the game's setting and story in order to create a high level of immersion. The protagonist is a young boy named Ico who was born with horns, which his village considers a bad omen. Warriors lock him away in an abandoned fortress. During his explorations of the fortress, Ico encounters Yorda, the daughter of the castle's Queen. The Queen plans to use Yorda's body to extend her own lifespan. Learning this, Ico seeks to escape the castle with Yorda, keeping her safe from the ...
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Ico Gameplay
is an action-adventure game developed by Japan Studio and Team Ico, and published by Sony Computer Entertainment, released for the PlayStation 2 video game console in 2001 and 2002 in various regions. It was designed and directed by Fumito Ueda, who wanted to create a minimalist game around a "boy meets girl" concept. Originally planned for the PlayStation (console), PlayStation, ''Ico'' took approximately four years to develop. The team employed a "subtracting design" approach to reduce elements of gameplay that interfered with the game's setting and story in order to create a high level of immersion (virtual reality), immersion. The protagonist is a young boy named Ico who was born with horns, which his village considers a bad omen. Warriors lock him away in an abandoned fortress. During his explorations of the fortress, Ico encounters Yorda, the daughter of the castle's Queen. The Queen plans to use Yorda's body to extend her own lifespan. Learning this, Ico seeks to escape ...
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Shadow Of The Colossus
''Shadow of the Colossus'' is a 2005 action-adventure game developed by Japan Studio and Team Ico, and published by Sony Computer Entertainment for the PlayStation 2. It takes place in a fantasy setting and follows Wander, a young man who enters an isolated and abandoned region of the realm seeking the power to revive a girl named Mono. The player assumes the role of Wander as he embarks on a mission that might entail Mono's resurrection: to locate and destroy the colossi, sixteen massive beings spread across the forbidden land, which the protagonist traverses by horseback and on foot. The game was directed by Fumito Ueda and developed at Sony Computer Entertainment's International Production Studio 1, also known as Team Ico, the same development team responsible for the acclaimed PlayStation 2 title ''Ico'', to which the game is considered a spiritual successor. Сonceived as an online multiplayer game titled ''NICO'' directly after ''Ico''s completion, ''Shadow of t ...
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The Ico & Shadow Of The Colossus Collection
''The Ico & Shadow of the Colossus Collection'' (known in PAL regions as ''Ico & Shadow of the Colossus Classics HD'') is a video game bundle that contains high-definition remasters of two PlayStation 2 games, ''Ico'' and ''Shadow of the Colossus'', for the PlayStation 3. Developed by Bluepoint Games, who assisted in the remastering alongside Japan Studio and its division Team Ico, the bundle provides support for high-definition monitors, higher frame rates, stereoscopic 3D, and additional features for the PlayStation Network. The two games, while fundamentally different in gameplay and story, are thematically connected, with ''Shadow of the Colossus'' considered a spiritual sequel to ''Ico''. Both games were critically acclaimed on their original release, while the remastered collection itself was praised by reviewers. Games Within ''Ico'', the player controls a boy named Ico, cursed by being born with horns on his head, and locked away in a remote empty castle by his village. ...
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Fumito Ueda
is a Japanese video game designer. Ueda is best known as the director and lead designer of '' Ico'' (2001) and ''Shadow of the Colossus'' (2005) while leading Team Ico at Japan Studio, and ''The Last Guardian'' (2016) through his own development company GenDesign. His games have achieved cult status and are distinguished by their usage of minimal plot and scenario using fictional languages, and use of overexposed, desaturated light. He has been described by some as an auteur of video games. Biography Early life Born in Tatsuno, Ueda graduated from the Osaka University of Arts in 1993. In 1995, after trying to make a living as a visual artist, Ueda decided to pursue a career in the video game industry. He joined video game developer WARP and worked as an animator on the game ''Enemy Zero'' for the Sega Saturn under video game director Kenji Eno. He described his time there as "arduous", as the game was behind schedule and everyone on the project had to work more than normal ...
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Team Ico
Team Ico was a Japanese video game development studio led by game designer Fumito Ueda. It was part of Sony Interactive Entertainment Japan Studio's Product Development Department #1, and had developed the games ''Ico'' and ''Shadow of the Colossus'', both for the PlayStation 2. The team was also initially responsible for ''The Last Guardian'' before Ueda's departure in 2011 and the formation of a new company taking over development in 2014. Their games are usually characterized by minimalist storytelling and gameplay, an atmospheric use of bloom and high dynamic range rendering (HDR) lighting, and use of fictional languages. Their products are frequently cited as examples of video games as an art form. Projects In February 2007, Team Ico took out a full page advertisement in the Japanese gaming magazine ''Famitsu''. The advertisement featured some early concept sketches on note paper, suggesting that the team's new game was then in the early phases of design. The following yea ...
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Japan Studio
Japan Studio was a Japanese video game developer based in Tokyo. A first-party studio for Sony Interactive Entertainment (formerly Sony Computer Entertainment), it was best known for the '' Ape Escape'', '' LocoRoco'', '' Patapon'', ''Gravity Rush'' and ''Knack'' series, the Team Ico games, '' Bloodborne'', ''The Legend of Dragoon'', and ''Astro's Playroom''. In April 2021, Japan Studio was reorganized and merged with Team Asobi and other SIE studios. History Japan Studio is based in Tokyo and was founded on 16 November 1993. It was formed shortly after the formation of the internal PlayStation division within Sony that included members from the Sony Corporation and the Sony Music Entertainment groups, with Japan Studio developing some of the initial games to be released on the first PlayStation console. According to Shuhei Yoshida, at the onset, the studio was run similar to Sony's music business, with lead external producers seeking out creative talent and help nurture t ...
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Kenji Kaido
is the producer of Sony Interactive Entertainment's Product Development Department #1 division. Kaido started his videogaming career at Taito in 1987, where he worked as project leader and lead game designer on arcade titles '' Bonze Adventure'', '' Night Striker'', '' Champion Wrestler'', '' Cameltry'', ''Sonic Blast Man'', '' Warrior Blade'' and '' Dead Connection''. Kaido then changed departments to work on the world's very first Home Karaoke Console, the X55 (presently called MEDIA BOX) from its very beginnings. In 1996, he then worked as the project leader and lead game designer for coin-op game Cleopatra Fortune. In 1997, Kaido left Taito and joined Sony Computer Entertainment Inc. There he started working on the game ''Ape Escape'' as its lead game designer and associate producer. Most recently, Kaido worked as product manager and producer for ''Ico'' in 2001, and ''Shadow of the Colossus'' in 2005. He left Sony in August 2012. Works *'' Bonze Adventure'' (1988) *'' Ni ...
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Spiritual Successor
A spiritual successor (sometimes called a spiritual sequel) is a product or fictional work that is similar to, or directly inspired by, another previous work, but (unlike a traditional prequel or sequel) does not explicitly continue the product line or media franchise of its predecessor, and is thus only a successor "in spirit". Spiritual successors often have similar themes and styles to their source material, but are generally a distinct intellectual property. In fiction, the term generally refers to a work by a creator that shares similarities to one of their earlier works, but is set in a different continuity, and features distinct characters and settings. Such works may arise when licensing issues prevent a creator from releasing a direct sequel using the same copyrighted characters and names as the original. The term is also used more broadly to describe a pastiche work that intentionally evokes similarities to pay homage to other influential works, but is also distinct ...
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Greatest Video Games Of All Time
This is a list of video games that multiple reputable video game journalists or magazines have considered to be among the best of all time. The games listed here are included on at least six separate "best/greatest of all time" lists from different publications, as chosen by their editorial staffs. List Publications The reference numbers in the notes section show which of the 46 selected publications list the game. # ''1001 Video Games You Must Play Before You Die'' – 2013 # ''The Age'' – 2005 # ''Collider'' – 2020 # ''Digitally Downloaded'' – 2016 # '' Electric Playground Network'' – 2013 # ''Edge'' – 2000, 2015, 2017 # ''Electronic Fun with Computers & Games'' - 1984 # ''Empire'' – 2009 # ''Entertainment Weekly'' – 2003 # '' Esquire'' – 2018, 2020 # ''FHM'' – 2010 # '' Flux'' – 1995 # '' G4'' – 2012 # '' GamesMaster'' - 1996 # '' Gamecenter'' - 2000 # ''Game Informer'' – 2009, 2018 # ''Game On! From Pong to Oblivion'' – 2006 # ''GameSpot'' – ...
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Bloom (shader Effect)
Bloom (sometimes referred to as light bloom or glow) is a computer graphics effect used in video games, demos, and high-dynamic-range rendering (HDRR) to reproduce an imaging artifact of real-world cameras. The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of an extremely bright light overwhelming the camera or eye capturing the scene. It became widely used in video games after an article on the technique was published by the authors of ''Tron 2.0'' in 2004. Theory The physical basis of bloom is that, in the real world, lenses can never focus perfectly. Even a perfect lens will convolve the incoming image with an Airy disk (the diffraction pattern produced by passing a point light source through a circular aperture). Under normal circumstances, these imperfections are not noticeable, but an intensely bright light source will cause the imperfections to become visible. As a result, the image of the ...
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The Nostalgia Of The Infinite
''The Nostalgia of the Infinite'' ( it, La nostalgia dell'infinito, link=no) is a painting by Italian metaphysical painter Giorgio de Chirico, painted in the early 1910s. The subject of the painting is a large tower. The scene is struck by low, angular evening light. In the foreground below the tower are two small shadowy figures resembling those in future works by Salvador Dalí. This painting is the most famous example of the tower theme which appears in several of Chirico's works. Although the painting is dated 1911, this date is generally held in question. It has been speculated by the Museum of Modern Art in New York City that it was created from 1912 to 1913, while the Annenberg School for Communication suggests 1913–14. According to art historian Robert Hughes, the painting draws inspiration from the Mole Antonelliana in Turin, Italy. Legacy This painting, amongst other works by Giorgio de Chirico, influenced the painting by Fumito Ueda used for the front cover of th ...
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Giorgio De Chirico
Giuseppe Maria Alberto Giorgio de Chirico ( , ; 10 July 1888 – 20 November 1978) was an Italian artist and writer born in Greece. In the years before World War I, he founded the '' scuola metafisica'' art movement, which profoundly influenced the surrealists. His most well-known works often feature Roman arcades, long shadows, mannequins, trains, and illogical perspective. His imagery reflects his affinity for the philosophy of Arthur Schopenhauer and of Friedrich Nietzsche, and for the mythology of his birthplace. After 1919, he became a critic of modern art, studied traditional painting techniques, and worked in a neoclassical or neo-Baroque style, while frequently revisiting the metaphysical themes of his earlier work. Life and works Giuseppe Maria Alberto Giorgio de Chirico was born in Volos, Greece, as the eldest son of Gemma Cervetto and Evaristo de Chirico. His mother was a baroness of Genoese originsNikolaos Velissiotis"The Origins of Adelaide Mabili and Her ...
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