They are classics, and the best argument there has ever been for the ‘games as art’ debate. If you played them before, when they were originally released on the PS2, then you already know this. Be assured that seeing Ico and Shadow in glorious HD graphics will warm your heart, and re-affirm the love you had for these games when you first played them.
Finally, our journey together is at an end. With part 4, the final installment, this special conversation between Fumita Ueda (Ico, Shadow of the Colossus, The Last Guardian) and Tetsuya Mizuguchi (Rez, Lumines, Space Channel 5, Child of Eden) is complete. We sincerely hope you enjoyed it, and that it gave you some things to mull over.
Continuing on from parts 1 and 2, part 3 of the conversation between two of Japan’s most creative game designers (Ueda – Ico, Shadow of the Colossus and Mizuguchi – Child of Eden, Rez, Lumines) focuses on how they go about creating the gameplay mechanics of their games.
Continuing on from Part 1, the two master game developers, Ueda (Ico, Shadow of the Colossus) and Mizuguchi (Lumines, Rez, Child of Eden) move their discussion onto how they approach the difficult task of making their games. Let’s listen in as they explain their creative process, shall we?
Who are Fumita Ueda and Tetsuya Mizuguchi, and why should you care that they are talking to each other? Some of you might already know, but for those who don’t, Fumita Ueda is the man behind ‘Ico’ and ‘Shadow of the Colossus’, two games hailed by both fans and critics alike as being two of the best examples on the pro-side of the ‘Games as Art’ debate; the third game in the series, ‘The Last Guardian’, is already being anticipated to be of equal quality.