Fumito Ueda’s output is small but very familar to Edge readers – the towering forms of Ico and Shadow of the Colossus. He’s most recently been working on The Last Guardian, though it’s now heavily-delayed.
In Edge 261, on sale this Thursday, we interview him about his career, his decision to leave Sony and how art motivates him. Here’s a few excerpts:
What would you like to make next?
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. n
Did Ico and SotC turn out as you’d first imagined them?
“Both of them are close to how I’d envisioned them. In Ico’s case the design and in SotC’s the visual look were very close to what I’d imagined.”
Can an artist ever really consider his own work to be perfect?
“Temporarily I think it’s possible. When I was a CG animator I had moments when I temporarily felt that way about a piece of motion or effects I’d produced.”
Then again, can the games pumped out once a year by the major studios be considered art?
“The definition of art is so ambiguous that it’s hard to say, but basically I don’t think the production time has anything to do with artistic value.”
That colossus is either far away or very small.
Why did you decide to go freelance?
It’s difficult to explain, but in a nutshell it was because I felt a sense of crisis within myself about a lot of things. It’s hard to [say exactly what], but in terms of my own growth and career and so on.
What was Sony’s reaction when you decided to leave? Were the negotiations tough?
“It was not easy. But I can’t go into the details just yet. It will be good to be able to discuss it along with a post-mortem of TLG someday.”
Are you still interested in working for major publishers or platform holders, or does independent development tempt you?
“All of that is secret too.”
Have you been influenced by any recent games?
“There are many recent titles that I reference in terms of game technology. Things like motion transition, for example.”
Are you interested in making games that are not for game consoles, maybe for smartphones or a handheld? Or even to make something outside of games altogether?
“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.”
Fumito Ueda’s output is small but very familar to Edge readers – the towering forms of Ico and Shadow of the Colossus. He’s most recently been working on The Last Guardian, though it’s now heavily-delayed.
In Edge 261, we interview him about his career, his decision to leave Sony and how art motivates him. Here are a few excerpts:
Given your impatience, how taxing have the past eight years been on you as a creator?
Putting aside the short-term output, more than anything I feel terribly sorry that for various reasons I have kept my audience waiting for such a long time.
How do you keep your team motivated over a production cycle of five years or more?
Maintaining motivation is all about producing something great. A hobby or alcohol might help to refresh you temporarily, but they won’t motivate creativity. Also, the original staff members on Ico and SOTC are just as fussy over details as I am. I always want to create quickly, and I always want to increase the rate of production. 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.
Why did you decide to go freelance?
It’s difficult to explain, but in a nutshell it was because I felt a sense of crisis within myself about a lot of things. It’s hard to [say exactly what], but in terms of my own growth and career and so on.
What did it feel like to leave a company where you had worked for so long?
When I worked at SCE, I was on an annual contract, so it was not as much of a change as those around me might think. Recently, I’ve been working at my home office and often at SCE’s Shinagawa office in Tokyo.
What was Sony’s reaction?
It was not easy, but I can’t go into the details just yet. It will be good to be able to discuss it along with a post-mortem of The Last Guardian someday.
What are you working on now?
The Last Guardian and the rest is secret. Outside of games, well, just for a hobby, I’d like to try my hand at art.
Team Ico的《最后的守护者》依然还在守护着它的秘密,但据Fami通报道,这款游戏即将公布正式发售日期。在Fami通“2014传闻中的真相”专题文章中介绍,他们联系了索尼,询问了《最后的守护者》的相关事宜,索尼表示,他们只是在等待最合适的时机,再次将这款游戏搬回台面,如果开发工作顺利的话,他们很快就将公布发售日期。
Fumito Ueda on The Last Guardian’s Grand E3 Reveal
There are few games that inspire such passion and devotion among gamers than those of Fumito Ueda. His twin PS2 classics, Ico and Shadow of the Colossus, are rightly beloved for their extraordinary atmosphere, thoughtful mechanics and evocative storytelling. Duly, it was no surprise that his ambitious third game, The Last Guardian, was met with feverish enthusiasm when first announced for PS3 back in 2009.
Since then – as is well documented – everything largely went quiet, but finally the wait is nearly over. It’s re-reveal for PS4 this week was a real lump-in-the-throat moment and – forgive my shameless partisanship – one of the highlights of a packed E3 week, where big announcements have come thick and fast.
24 hours after the big reveal, I caught up with Ueda-san to find out what he made of the reaction to the news, and how the game is shaping up.
So, for the benefit of those gamers who might not be familiar with the game, can you give me a brief overview of what exactly The Last Guardian is?
Fumito Ueda: In short, it’s an action adventure title. It’s a story about a young boy who has been kidnapped or captured under strange circumstances. It’s about an encounter between that boy and the mysterious beast Trico amidst ancient ruins, and a story about their journey together in the hope of escaping their mysterious predicament.
In short, that’s what the game is, but we don’t want to tell you too much. We want players to experience it for themselves as the story unfolds.
Obviously it’s been a number of years since we last heard news of the game, and there’s been so much speculation about the title among PlayStation gamers. How does it feel to finally re-introduce the game to your fans?
Fumito Ueda: Yes, it’s been a few years since our last announcement. From my point of view, it was very unpredictable how the audience would react. I wasn’t sure if people would remember the title. Admittedly I was a bit nervous, but after the announce I saw the reaction, and the cheering – and that proved to me that people had really been waiting and were excited to see us reveal The Last Guardian for PS4. Afterwards, I was more relaxed and happy!
Can you talk a little about why the game has taken longer than anticipated?
Fumito Ueda: Obviously there were a number of reasons for the delay. If I had to call out one of them, it was more of a technical hurdle that we had to overcome. But eventually we have overcome it, and we have finally – proudly – announced the game for PS4 during the E3 press conference.
The Last GuardianThe Last Guardian
Has the game changed at all since we last saw it?
Fumito Ueda: The game content itself – the storyline etc – that stuff has not changed. Obviously the migration to PS4 has enabled us to push the envelope on the technology side. The overall aesthetic that the team is going for isn’t necessarily ‘edgy’ but we have a very specific art style we are aiming for and the PS4 hardware has helped us achieve our goals.
One of the aspects of the footage you showed during the E3 press conference that I found most interesting was how the boy and Trico moved. The boy’s motions in particular are a little unusual, but extremely charming. How did you go about defining their characteristics?
Fumito Ueda: When I was formulating the concept of The Last Guardian, one of the things I looked at was the relationship between people and animals, and I thought this was something that I wanted to build a game around. Most people really relate to animals – they find them cute and easy to bond with – so that relationship was the primary focus. The reason I chose this core theme is that I wanted to appeal to as many people as possible, knowing that it would resonate with many players. As a result, I hope some elements of the boy and Trico’s expressions may well come across as ‘charming’.
The footage mainly featured environmental challenges. Can we expect different kinds of threats elsewhere in the game?
Fumito Ueda: The demo that we showed this week is a vertical slice of the game and we intentionally selected this to show some of the dynamic game transitions. There are quieter encounters that the boy and Trico will experience at other times in the game. There are a variety of different level designs and challenges that players will encounter.
Given the fervor and anticipation around the game, are you feeling a burden of expectation to deliver something incredible?
Fumito Ueda: Obviously I’m very relieved to finally have had the chance to stand up and say, “Here we are again!”. I saw the crowd’s reaction and the reception was great. That reception has fed our motivation to work even harder to complete production. From a creative and development point of view things haven’t changed – we’ve been working very hard already – but we’ll certainly be fueled by all the attention and love we’ve got this week.
游戏名称:食人巨鹰 TRICO
游戏原名:人喰いの大鹫トリコ
游戏类型:动作冒险
对应平台:PlayStation 4
发售日期:2016 年
语言版本:日文、中文、英文
开发厂商:genDESIGN / Sony Computer Entertainment Japan Studio
发行厂商:Sony Computer Entertainment
代理经销:台湾索尼计算机娱乐
官方网站:http://www.jp.playstation.com/scej/title/trico/