The Last Guardian (Trico, Ico 3, Shadow of the Colossus sequel, etc.) [PS4]

Yeah I saw that. Makes me want to play Ico and SoTC on PS3 more.

Toriko reminds me of my favorite pet cat. :( :(
I think Ueto forgot about the headbutt action/animation that cats like to do.
 
PSM3 magazine played the first level:
http://www.gamersmint.com/the-last-guardian-info-blowout-from-latest-psm3-issue/

The latest issue of PSM3 is carrying an extensive feature on Team ICO’s upcoming game, The Last Guardian and one of Gamersmint’s readers have an issue with him and we’ve collected all the juicy details for you below.

...

The Last Guardian will be similar to Ico

The game’s original music is not the one presented in the trailer. It’s just a test track being used.

Ueda stated that he’s allowed to achieve things with the PS3 which he couldn’t manage to fulfil due to the tech on offer with PS2.

Torico’s feathers, butterflies, dust, particles, everything is managed in real time, many great animations were all made by hand.

The game we will not be as confined as in Ico.

Torico can apparently eliminate the guards, the child however can’t do that (so he will be playing undercover when he is alone)

Ueda didn’t reveal who the Last Guardian is, Torico or the boy. He said we’ll have to find out.

Team ICO has sought technical advice from all in-house Sony Studios wherever possible.

Torico-AI will focus on that moods and reactions to the environment. The game will be based on its relationship with the child to solve puzzles and explore the fortress.

Guards in armor are actually shadows, when their armor glows, they can vanish.

Ueda, does not consider his work as art. It could go much, much further in the concept art but that would make it difficult for some fun and commercial viability of titles. He must find the right balance.

Ueda would love the game to release on time, however he won’t rush things.

Ueda is wary not to make the game’s puzzles too difficult however he wants to maintain a good amount of challenge and hence they’re constantly beta-testing to measure the difficulty of puzzles and find the right balance.

There will be less fighting sequences in TLG than in ICO

Ueda has assured that the game will be released by the end of this year, atleast in Japan.
 
the-last-guardian-in-penny-arcade.jpg


Had to post this ;)
 
Just spoiled Ico and Sotc! Was waiting for the HD remakes to come out, aint played them yet! :devilish:

Only joking. Havent played them but ive seen it before a while ago and spoiled it then :LOL:
 
I think it's good some developer/artist is willing to go 'realistic'. The Hollywood culture has elliminated all sense of danger from stories, because you know everything will work out right in the end. If in any story it could turn out bad for the protagonist, the emotional involvement would be more pronounced.
 
Yap. Sometimes dying is the easy way out though. They could live with regrets as the world around them has transformed forever. Kinda like severe climate change... I guess.
 
I think it's good some developer/artist is willing to go 'realistic'. The Hollywood culture has elliminated all sense of danger from stories, because you know everything will work out right in the end. If in any story it could turn out bad for the protagonist, the emotional involvement would be more pronounced.

Huh? Nowdays many movies take the "dark ending" or uncertain ending rout...at least among the edgier dare.

It gets so bad sometimes it's a surprise when a happy ending actually occurs!
 
I don't watch enough movies to say, although there has been a spate of doom movies, post apocolyptic nightmares, which are by their nature inclined to end badly. As an overall, every romance ends with the guy and girl living happily ever after, every action movie sees the protagonist get to the end saving the day and managing to walk away untraumatised, and you always know whatever plot device is thrown in to cause tension, it'll always work out well, so why worry?

Games are a little different in that the tension and risk does exist in terms of failure, losing the game, but it's always muted by the option to reload! Regards story though, they tend to play it safe. ICO was phenominal in its subtle relationship it created between the boy and Yorda. If games can create that sort of attachment and then use it to generate a more pronounced sense of risk, I think the emotional art of games could surpass movies. Thus I'm interested to see what Team ICO try with this one as they are more daring. Even if the cat-bird or boy or both die, will it come across as a sad thing because they managed to get the player to invest the characters? Or will they manage to generate a legitimate fear and expectation of failure only to have it turn around and create a more honest sense of satisfaction?
 
Absolutely true, and all the more impressive because it was all achieved without ever uttering a single intelligible word.
Yeah.. how many games can say that? And Ueda did it twice.

TLG will be no different, I think.

Any update on when the HD remixes are releasing?
 
http://www.andriasang.com/e/topics/2011/03/01/flying_get/

Famitsu has a four page feature on The Last Guardian. It apparently includes a demo play session along with an interview of Fumito Ueda.

Here's some of the info that has leaked out of the feature:

You initially can't communicate with Torico, so he'll quickly fall asleep.

Torico can't eat everything. If he eats something he doesn't like, he'll spit it out.

The game uses a collision system with similar capabilities to that of Shadow of the Colossus.

Even if you're caught by the guards that fill the dungeons, the game doesn't immediately end.
Torico may have a life gauge.

They're currently looking into the possibility of showing gauges to support the player -- this is one area that Ueda is worrying over.

In its impressions of the game, Famitsu commented that it exceeded expectations -- it's real that exceeds real.

Torico actions are very detailed -- down to the level of his reacting differently depending on the sound in the area.

The game uses a fake language

Famitsu commented that the boy main character's movements are also incredible. Ueda responded that when the boy approaches a wall, he will naturally extend his arms out, and as he approaches Torico, he will touch the creature. To show the feeling of existence for the characters, you need to show such actions that make it look like the character himself knows that there's a wall there.

Ueda also talked quite a bit about the game's expressive and physical computation power.

Regarding Team Ico's PS3 remakes, Ueda said that Shadow of the Colossus is amazing when you see it in 3D. For ICO, he said that they're remaking the opening scene.
 
More about the Famitsu demo session...

Sony shows off a demo build, giving hints at some of the gameplay in Team Ico's long awaited PS3 debut:
http://www.andriasang.com/e/blog/2011/03/02/last_guardian_demo/

When you first start off the demo, Trico will quickly fall asleep because of the inability to communicate with the boy main character. You can place something Trico likes in front of him, and his nose will move as he sniffs it. One example of a thing Trico like is barrels. You'll be able to use these as a means of starting communication with the creature.

This has been said in the past, but Trico moves of his own free will. He'll approach things that interest him -- things like barrels, small animals, grass and so-forth.

To advance in the demo, you'll need to make use of Trico. You can toss jars that release smoke. This will interest Trico, and he'll approach. If you get Trico in the correct position, you can climb on his back in order to get to the second floor of the demo area. This type of climbing mechanic makes use of the colossus collision detection schemes from Shadow of the Colossus.

Once you're up to the second floor, you'll find those armored guards that have appeared in past trailers. You'll need to move while taking care to avoid being seen. As the boy can't fight, this means hiding as you advance. You can also move to higher ground, as the guards can't follow because their armor is too heavy. The boy is also faster, so he can outrun the guards. While you can't use weapons against them, you can run into them to make them lose their balance, then flee during that instant.

[...more...]

Famitsu seemed to be impressed by the demo session, describing it as "exceeding expectations," and "reality that exceeds real."

Ueda told the magazine that the thing he wants people to note from the demo are Trico's detailed actions. He has a number of reactions even when he's sleeping. Even the motions of his ears will change depending on the surrounding sounds.

As with past interviews, Ueda spoke quite a bit about the game's physics engine. As an example of the engine's robustness, he mentioned the movement of Trico's ears when they collide with a wall. The movement is not based off an animator's work, but off physical collision detection. Animators do have control over muscle movements, though, so they can make it so that Trico's ears will stand or fall.

Ueda also highlighted some of the boy's actions. When you approach a wall, the boy will put his hands against it. Similarly, the boy will touch Trico when you approach it. The reason for these details is to give the game world a feeling of existence by having the character itself identify and touch objects naturally.

Famitsu also got to sample Team ICO's other PS3 titles, the remakes of ICO and Shadow of the Colossus.

Regarding ICO, the magazine said said that you won't believe you're looking at a game from 10 years back. Team ICO is redoing the opening based off the original.

Regarding Shadow of the Colossus, the magazine said that seeing the giants in 3D is the highlight. However, the 3D matches the game as a whole. Even during exploration, you'll get a feeling of being there because trees and the fog can be seen in 3D.
 
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