nico

Shadow Of The Colossus: unused eastern area discovered!

Robert Seddon has made us to notice about an interesting article at Team ICO Gamers Blog: they have discovered an huge, unused architecture hidden in the Eastern area of the game map. This discovery was made by Pikol, thanks to some codes, and as they wrote on the article this unfinished building “looks unlike anything else in the game. Architecture wise it looks much more modern than the temples and arenas where colossi roam. It actually looks more similar to the castle in ICO.”

As Robert said, we can only wonder if this place was going to be used for one of those unused colossi that were made in the beta of the game. Huge props to Pikol for this find! Take a look at these pics and especially at the video:

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NICO: Shadow Of The Colossus [PS2 – Proto]

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With a team of thirty-five people, Shadow of the Colossus began development in 2002 under the project name “Nico” and was intended to be a direct sequel to Ico. The name “Nico” itself is a portmanteau of the Japanese word ni (“two”) and “Ico”. An early technology demo for the project shown at the DICE Summit in 2003 depicted a group of masked, horned boys riding horses while attacking and defeating a colossus. However, Fumito Ueda expressed that, at the time, it was simpler to reuse the character design of Ico’s protagonist, and that he never explicitly desired a sequel to Ico. Japanese pre-orders of Shadow of the Colossus later included a bonus DVD with the concept video, a trailer describing Nico’s plot, and an introduction the development team states they wanted to use in Shadow of the Colossus. [info from Wikipedia]

If you are interested, you can read more about Shadow of the Colossus Beta and see some of the removed colossi that were created during the development of the game.

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Ico [Playstation 1 – Prototype]

Ico was in development for about 4 years. In the first stages of development Ueda created an animation in Lightwave in order to get a feel for the final game and better convey his vision to the team. In this animation Yorda was the one to have horns rather than Ico and looked rather different in general, as can be observed in the video of Ico’s demo reel, in particular the scenes of Ico looking down on Yorda on the couch and Yorda’s hand examining Ico’s face. In the final game Ico was given horns instead in order to be more easily identified onscreen.

Originally planned for a release on the PlayStation, development started in earnest in 1998 with a team initially composed mostly of people from outside the game industry. Game design was guided by three key notions: to make a game that would be different from others in the genre; that would feature an aesthetic style that would be consistently artistic; and that would play out in an imaginary yet realistic setting. This was primarily achieved by subtracting common gameplay elements, such as the HUD, leaving only what is essential. Another method was using key frame animation instead of the more common motion capture technique.

Development switched to the PlayStation 2 in late 1999, which gave the team a more powerful platform to better achieve their original goals. Elements present around this time included a storyline trying to get Yorda back to her room, rather than an all-out escape from the castle and enemies that resembled the horned warriors seen at the beginning of the final game, rather than the shadowy wraiths. Despite these and some other differences, stylistically the game remained faithful to the original vision presented in the video, as well as always maintaining the core gameplay elements that center around puzzle solving. – [info from Wikipedia]

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Ico PSX Version