What kind of director says shit like, "my creative work is done." You're not done until the game is released. Do you not own the overall product? What is "creative work" when you are a director?
He acts like he was done three years ago and Sony is mysteriously screwing him.
People blaming Ueda like he's a one-man team instead of Japan Studio, how predictable.
Nothing about this has happened quickly, lol.It really makes you wonder how something so good unraveled so quickly.
Do deadlines make your work easier or more difficult?
They make work much easier.
That being the case, how did Ico miss PlayStation and The Last Guardian seemingly miss PlayStation 3?
No comment.
Alcohol?
Such weird answers in this interview, it almost sounds like he's taking the piss. It's like he intentionally walked right into that one at the end too.What kind of director says shit like, "my creative work is done." You're not done until the game is released. Do you not own the overall product? What is "creative work" when you are a director?
He acts like he was done three years ago and Sony is mysteriously screwing him.
Nothing about this has happened quickly, lol.
What kind of director says shit like, "my creative work is done." You're not done until the game is released. Do you not own the overall product? What is "creative work" when you are a director?
He acts like he was done three years ago and Sony is mysteriously screwing him.
It sounds like all he is really interested in is the creative process. Making the actual game is someone else's problem.
No comment.
In the case of The Last Guardian, my creative work was mostly finished a long time ago, but the details of when, where and how it will be completed are beyond my control.
Team ICO isn't a full studio. It's just the unofficial name given for those involved with the development of games like ICO, Shadow of the Colossus, and The Last Guardian.
These guys aren't JUST working on TLG for 7+ years. They're a part of the larger Japan studio that was previously working on games like Puppeteer and Knack.
What kind of director says shit like, "my creative work is done." You're not done until the game is released. Do you not own the overall product? What is "creative work" when you are a director?
He acts like he was done three years ago and Sony is mysteriously screwing him.
who are the idiots behind TLG? not to be rude, but I think they need to overhaul their studio with people who are actually able to finish things.
How is there anyone on his team even left from when they started TLG? I can't imagine anyone wanting to stay for 8 years with nothing to show for it. Or not getting fired for that matter.
He sounds like he used to be the game director and is now the creative director, if anything. Sounds like he took his game ideas and rough layout and handed them off and comes back to offer feedback occasionally. But it does not sound like he's the game director anymore. Which sounds like it's for the best as this thing has been clearly been through development hell. I hope it actually comes out one day, but I'm skeptical that it's going to have the feeling of one of his games with him not being intimately involved with it.
In the case of The Last Guardian, my creative work was mostly finished a long time ago, but the details of when, where and how it will be completed are beyond my control.
Hello,
We have received new release date information related to your pre-ordered video game in the order you placed on September 30, 2009 (Order#). The release date for the video game listed below has been changed by the publisher, and we want to provide you with a new delivery estimate based on the new release date:
"The Last Guardian - Playstation 3"
Estimated arrival date: December 31, 2014
Zombies, as a way to "express a character in a lyrical way"? How would that work...You’ve wanted to make a game for head-mounted displays since as far back as 2002. How would you use virtual reality to advance your mechanics and themes?
I think there are many ways in which games are superior to other forms of entertainment, but more than anything it is the level of immersion that draws my focus. And what can enhance that sense of immersion better than virtual reality?
Speaking in terms of mechanics, I think, rather than playing as a character that can move around freely, it is best suited to a character with movement that is somehow limited. As soon as Ico was finished, I told my boss at the time that I’d like to make a game that uses a head-mounted display, so now I’d like to research doing that. Also, this may be surprising, but one day I’d like to make a game on the theme of zombies. I’d like to try making a low-threshold game for hardware that is based around a touchpad. That’s if I can come up with a well-suited idea, of course. There are many other things, too, but they’re secret.
We’re not short of zombie games. What’s left to try?
With a zombie motif, in terms of AI and motion technology and the operability of the player character, there are many elements that interest me and that are suited to in-game expression. Especially if there is a way to use [zombies] not just as a convenient enemy for the player to shoot at, but in a way that allows me to express a character in a lyrical way. There are always possibilities.
Team ICO isn't a full studio. It's just the unofficial name given for those involved with the development of games like ICO, Shadow of the Colossus, and The Last Guardian.
These guys aren't JUST working on TLG for 7+ years. They're a part of the larger Japan studio that was previously working on games like Puppeteer and Knack.
What I get from that is that the game concept is done but nothing elseIn the case of The Last Guardian, my creative work was mostly finished a long time ago, but the details of when, where and how it will be completed are beyond my control.
One of Ueda’s dreams for the future is to make a zombie game
The map in the game is designed to house 16 Colossi. In other words, because the placement of those 16 Colossi determined the shape of the map, it would be a completely different map if we’d included all 24. The intention was to choose the 16 best Colossi and focus on making those ones even better. I think we were halfway through production when we decided to reduce their number. Oh, there’s certainly leftover test data and half-edited [areas], but it’s a bit like the Minus World in Super Mario Bros: I think it holds more romantic appeal if you don’t know the specifics.
I love Team ICO but I really don't see how any of them still have a job after failing to make at least one title for one of the longest console generations we've ever had.
I never understood how this worked until I spoke to one of the developers behind Rain. Apparently she also worked on TLG, and it kinda gave the impression that the effort was more collaborative than I initially thought.
Let's just take a moment to point and laugh at people who bought their PS3s for The Last Guardian.
What are you playing right now?
A game I recently played through to the end is The Last Of Us, but there are others that I dip in and out of. I also bought myself an Oculus Rift, so Ive been playing games compatible with that. This is, of course, for the sake of study!¹
What are you working on now?
The Last Guardian and the rest is secret.²
Glad to see someone who understands. No, I'm not being sarcastic.Take your time Ueda. Special shit like Ico and SoTC don't grow on trees.
Our expectations are selfish; our demands, unjustified; our disappointment, regret, and frustrated jokes, petty, unwarranted, and shallowly cruel. I'll play the game when it's here, if it's ever here, for what it is.
Worked so well for Duke Nukem.
Take your time Ueda. Special shit like Ico and SoTC don't grow on trees.
Well... honestly the TEAM ICO style isn't that hard to distill, and provided you're a talented studio... I eman it's not exactly hard to
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