This is a page where I share Bluesky posts I have made about e-koʊ.
Not everything from these posts will be completely unaltered. I editorialized some for various reasons. But the source will always be found under the 'Read Replies' link. (Unless Bluesky is gone, in which case, that's what this page was made to defend against!)
All timestamps recorded in UTC−05:00 time zone.
Mystic_Ode
@icoshrine.neocities.org
e-koʊ Trivia #1:
A mid-boss was planned for the West Arena. As shown in this art, it seemed to be a large amorphous shadow with dark tendrils emerging from it. In a 2002 interview Fumito Ueda had with Nice Games Magazine, he mentions that this segment was impossible to make, due to time restrictions.
— November 19, 2024 at 12:39 AM
Mystic_Ode
@icoshrine.neocities.org
e-koʊ Trivia #2:
Placeholder data for a cut weapon, labelled as the Insect Net, remains in the game files. It's a bare wireframe that was never modeled or button mapped. While we know it was going to be a secret weapon in place of the Spiked Club, its intended use remains unclear.
— November 19, 2024 at 5:52 PM
Mystic_Ode
@icoshrine.neocities.org
e-koʊ Trivia #3:
As first uncovered by dark0ssx in a YouTube video now 15 years old: Activating the 'Skeleton' feature of e-koʊs Debug Menu reveals a developer in-joke. An invisible wireframe office fan was placed in each map to help display the direction and speed of the wind.
https://www.youtube.com/watch?v=Sf0vlvAhe_s&t=25s
— November 20, 2024 at 11:19 PM
Mystic_Ode
@icoshrine.neocities.org
e-koʊ Trivia #4:
Junichi Hosono, who has worked alongside Fumito Ueda for each of his projects, says that Ueda derived yorudas name from Hilda, a character from the 1968 Toei film, 太陽の王子 ホルスの大冒険 (The Great Adventure of Horus, Prince of the Sun).
![]()
Image taken from Page 84 of the art book: 神話を紡ぐ
— November 21, 2024 at 9:25 PM
Mystic_Ode
@icoshrine.neocities.org
While not stated, we can infer that 'yoruda' came about because Hilda, in Japanese, is pronounced ‘Hiruda’. 昼 (hiru) is a Japanese kanji character meaning ‘daytime’. Its opposite would be 夜 (yoru) meaning ‘night’. Thus, switching out the ‘hiru’ in Hiruda for its opposite gives us ‘Yoruda’.
— November 21, 2024 at 9:25 PM
Mystic_Ode
@icoshrine.neocities.org
e-koʊ Trivia #5:
In the final battle against The Shadows, the spirits emit a set of pained sounds when struck. In previous battles, they did not make a sound upon their defeat.
When you listen closely, the new sounds seem to be distorted copies of e-koʊs own pained grunts.
— November 26, 2024 at 12:45 AM
Mystic_Ode
@icoshrine.neocities.org
e-koʊ Trivia #6:
According to an IGN Preview, there was a point in development where: "[yoruda] has been placed under a powerful spell. She cannot see well, if at all, and she's incapable of finding her way out of the dungeon."
-Douglass C. Perry, June 14, 2000
https://web.archive.org/web/20010606032733/http://ps2.ign.com/previews/14833.html
— November 28, 2024 at 6:42 PM
Mystic_Ode
@icoshrine.neocities.org
Douglass would later clarify in a follow-up posted to the same page on May 25th, 2001:
"Back then, American Producer Darren Yager gave us as much information on the game that was comprehensible..."
So we can infer that this information about the spell on yoruda came from him.
— November 28, 2024 at 6:42 PM
Mystic_Ode
@icoshrine.neocities.org
While not the most direct source, Darren Yager was presumably sharing info about the game that he gathered from Kenji Kaido and/or Fumito Ueda’s translators. What might’ve been lost in the game of Telephone, we can’t say. But an ounce of truth likely remains in this statement.
— November 28, 2024 at 6:42 PM
Mystic_Ode
@icoshrine.neocities.org
Addendum: Fritz Fraundorf from GIA corroborates this
"Your mission is not just to escape a castle, but to guide a captive princess out as well. The catch? The princess is blind, so your hero will have to carefully guide her through the many traps and hazards."
— December 2, 2024 at 6:33 PM
Mystic_Ode
@icoshrine.neocities.org
Addendum: Russian gaming magazine "Страна игр" corroborates this on Page 33 of Issue 72 (August 2000).
"Дело в том, что девушка находится под воздействием хитрого заклятья и в данный момент практически ни черта не видит."
— July 5, 2025 at 5:22 PM
Mystic_Ode
@icoshrine.neocities.org
e-koʊ Trivia #7:
In Co-op Mode, yoruda can throw pots, bombs, and barrels at enemies to deal very light damage to them. This can also hurt e-koʊ, prompting a unique hit animation. But surprisingly, he was also programmed to be capable of blocking the damage from these ranged attacks.
— November 30, 2024 at 8:14 PM
Mystic_Ode
@icoshrine.neocities.org
e-koʊ Trivia #8:
The Queen's Sword has a scabbard in the game's opening cutscene. But later, the scabbard is missing. As a result, an oft forgotten aspect of the blade's design is that the upturned end of the S-shaped crossguard is meant to connect to the scabbard, forming a cog-like handle.
— December 7, 2024 at 7:06 PM
Mystic_Ode
@icoshrine.neocities.org
e-koʊ Trivia #9:
Shadow Creatures disintegrate instantly when they make contact with most bodies of water. This is not easily noticed, because maps with water are where the Shadows tend to avoid ambushing players.
https://youtu.be/APfu3hUy0GU
(It's easy to tell this is my oldest video, isn't it?)
— December 10, 2024 at 10:33 PM
Mystic_Ode
@icoshrine.neocities.org
e-koʊ Trivia #10:
The voice of e-koʊ, Kazuhiro Shindō, was also the child voice actor for ‘Boku’ from the original ぼくのなつやすみ (Boku no Natsuyasumi PS1). But his biggest role was, undoubtedly, voicing Hogarth Hughes in the Japanese dub of The Iron Giant.
— December 13, 2024 at 10:33 AM
Mystic_Ode
@icoshrine.neocities.org
Ironically, Fumito Ueda once stated (in a 2005 interview with CONTINUE magazine) that he felt the English dub of The Iron Giant was more moving than the Japanese dub. Though to be specific, that was only because he couldn’t understand what was being said in English.
shmuplations.com/ueda/
— December 13, 2024 at 10:33 AM
Mystic_Ode
@icoshrine.neocities.org
e-koʊ Trivia #11:
According to the game's producer, Kenji Kaido:
今だから明かすけどICOのCMのプレイ動画は僕と上田さんと細野くんで撮ってるんです!プレイ係とカメラ操作係で手分けしてた!
https://x.com/kenji_kaido/status/1348168052517478402
So the lead director, producer, and planner of the game are responsible for all the footage seen here.
https://youtu.be/NZ5lPBzoJ_g
— December 16, 2024 at 7:37 PM
Mystic_Ode
@icoshrine.neocities.org
e-koʊ Trivia #12:
If yoruda is far away, tapping R1 will make e-koʊ call out for her. If you do this while moving, e-koʊ will run faster, in order to close the distance between himself and yoruda.
This was used in a speedrun for the first time on Nov. 21st, 2015. Run by カレクサ.
https://www.youtube.com/watch?v=DCRdC7j-zac
— December 18, 2024 at 4:37 PM
Mystic_Ode
@icoshrine.neocities.org
e-koʊ Trivia #13:
The Japanese Manual refers to these horsemen as 神官 (shinkan). This translates to 'shinto priest', but Japanese Wikipedia clarifies:
"In fantasy media, the term is often used to refer to clergymen in the fictional religion depicted in the story"
https://ja.wikipedia.org/wiki/%E7%A5%9E%E5%AE%98
— December 19, 2024 at 6:00 PM
Mystic_Ode
@icoshrine.neocities.org
This term is also reflected in the game’s files, where the models are labeled Shinkan A, B, and C. Strangely, these characters are never addressed in the credits. Consequently, their animators are unspecified and the voice actor of Shinkan A (who speaks two lines in the opening) is uncredited.
— December 19, 2024 at 6:01 PM
Mystic_Ode
@icoshrine.neocities.org
e-koʊ Trivia #14:
In one of yorudas idle animations, she inspects her arm. This has been a point of confusion for some players.
But, as briefly seen in GenDESIGN's 20th Anniversary YouTube Upload, and explained on Page 83 of the Official Japanese Guidebook:
「ヒロインの腕の模様に注目。ヒロインの肘を見る仕草はこの設定が名残になっている。」
— December 26, 2024 at 10:14 PM
Mystic_Ode
@icoshrine.neocities.org
e-koʊ Trivia #15:
The horses that the priests ride in the first opening cutscene have saddle blankets, each bearing the same visual design. This texture is not reused elsewhere, meaning it can only be spotted before the player reaches the main menu.![]()
— January 1, 2025 at 12:42 PM
Mystic_Ode
@icoshrine.neocities.org
I’m wondering now if perhaps this was a play on the「陰麻の葉」pattern. According to its Japanese Wikipedia entry, the Asanoha pattern has been used for many purposes, but a notable one was as a shrine crest (神紋), which would be a fitting usage for these three priests.
https://ja.m.wikipedia.org/wiki/%E9%BA%BB%E3%81%AE%E8%91%89%E6%96%87%E6%A7%98
— January 11, 2025 at 10:42 AM
Mystic_Ode
@icoshrine.neocities.org
e-koʊ Trivia #16:
In the US version, a stick is not required to solve the Chandelier puzzle, nor is it needed to light bombs. So players can get as far as the East Arena unarmed, only shoving shadows. But to do so, you have to execute a lot of combat skips and bear one long-fought battle on Trolley's roof.
— January 2, 2025 at 2:43 PM
Mystic_Ode
@icoshrine.neocities.org
e-koʊ Trivia #17:
In a build created just two weeks before the final NTSC-U disc was mastered, e-koʊ shouts yorudas name as they're separated. No caption appears for the line and e-koʊs face is turned away from the camera as it happens, allowing it to be easily cut.
— January 3, 2025 at 5:54 PM
Mystic_Ode
@icoshrine.neocities.org
The detail of e-koʊ shouting yorudas name here was also in the unused script files extracted by einstein95 and translated by Glitterberri. Meaning this voice line did have a corresponding caption that simply didn’t appear in the prototype...
https://glitterberri.com/ico/unused-dialogue-and-retranslation/![]()
— February 13, 2025 at 1:42 PM
Mystic_Ode
@icoshrine.neocities.org
This also begs questions as to how many unused lines were actually voiced by the cast before the devs determined what should be cut...
— February 13, 2025 at 1:44 PM
Mystic_Ode
@icoshrine.neocities.org
Addendum: As seen above, e-koʊ was meant to call out to her twice. I think we can actually hear his second 'yoruda!' in the background audio of this behind the scenes video (which was capturing footage from a very early preview build):
https://youtu.be/IDjTXLQDpAk?t=183
I never picked up on this before.
— July 27, 2025 at 10:19 PM
Mystic_Ode
@icoshrine.neocities.org
e-koʊ Trivia #18:
In an early demo (found on the Jampack Summer 2001 demo disc) there's a unique wall texture in Dark Room. It features The Green Man, a long-lasting European architectural symbol.
This design is from Crowcombe's Church of the Holy Ghost.
[Content Warning: regurgitation / disgorging]
— August 27, 2025 at 1:36 PM
Mystic_Ode
@icoshrine.neocities.org
The Green Man, sometimes also called The Foliate Head, remains a mysterious symbol. Many people in recent history have suggested it to be representative of rejuvenation and rebirth, however.
In all subsequent demos, the surface was replaced by a more generic texture.
— August 27, 2025 at 1:36 PM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
そこの建物は"The Legend of Dragoon"チームからヘルプでやって来た竹田さん(Mikiko Takeda)が作りました。
彼女はチームに来て間もないためにまだe-koʊの世界観を理解出来ておらず自分の考えとセンスでその建物を作ったため他のエリアとは違う雰囲気になっています。
Teame-koʊ(上田さん)のテクスチャの作り方を知らずに素材集の物やネットの写真を使っているのでそこの壁は実際にあるものになっています。
あの顔の彫刻は上田さんや他のメンバーから指摘されて他の人のテクスチャを使って修正しました。(もしかすると沼田が代わりに修正したかも)
— September 5, 2026 at 3:12 AM
Mystic_Ode
@icoshrine.neocities.org
お知らせいただきありがとうございます。
竹田さんが元々"The Legend of Dragoon"チーム出身だったとは知りませんでした(でも上田さんがそのチームがICOオフィスの隣にあったと話していたのを覚えています)、そのプロジェクトでの彼の功績はクレジットされていなかったと思います。
ファイル名の付け方から判断すると、竹田さんはe-koʊの桟橋ステージにも携わっていたと思われます。あのステージも似たような陰鬱な雰囲気を持っています。
— September 5, 2026 at 11:30 AM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
そうですね。桟橋エリアも竹田さんです。
— September 5, 2026 at 2:35 PM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
そういえば竹田さんはサルゲッチュ(Ape Escape)の背景も作ってますね。
— September 5, 2026 at 9:29 PM
Mystic_Ode
@icoshrine.neocities.org
e-koʊ Trivia #19:
On the cover of the Japanese Manual, the head of a ram is hidden among the foliage of the border, at center top and bottom.
With both instances cropped, you can only see the full image by editing them together. The PS3 manual further cropped the image, making it even harder to see.
— September 7, 2025 at 8:37 PM
Q: I don't know any specific question, but I've always found the voice acting very interesting and memorable.
Mystic_Ode
@icoshrine.neocities.org
Kazuhiro Shindou (進藤 一宏) was a child voice actor who had just recently done work with Sony as the protagonist of beloved PS1 cult classic, 'Boku No Natsuyasumi'.
— May 29, 2026 at 5:36 PM
Mystic_Ode
@icoshrine.neocities.org
Prior to that role, Shindou had only performed in dubbing roles for English cartoons and films.
He reportedly provided the Japanese voices for Casper (in the 1995 film of the same name), Gerald Johanssen (Hey Arnold!), Gus Griswald (Recess), and, most notably, Hogarth Hughes (The Iron Giant).
— May 29, 2026 at 5:36 PM
Mystic_Ode
@icoshrine.neocities.org
This was the experience he had by the time he was 12 and recorded for e-koʊ. He would be the only voice actor to match the age range of his character.
Rieko Takahashi (高橋 理恵子), the voice actress for yoruda, was 32~33. But she actually had fewer roles than Shindou, at the time.
— May 29, 2026 at 5:36 PM
Mystic_Ode
@icoshrine.neocities.org
Prior to e-koʊ, she was Reika Yotsui (Detective Conan), both Kihel Heim and Dianna Soriel (∀ Gundam)*, and she was the dubbed voice of Barbie (Toy Story 2).
*Roles she would then reprise in the PlayStation game 'Super Robot Wars Alpha Gaiden' early into 2001.
— May 29, 2026 at 5:36 PM
Mystic_Ode
@icoshrine.neocities.org
In her role as yoruda, she had to manually speak Japanese backwards, with many syllables removed, for nearly all her lines.
The team reportedly once attempted reversing her normal speech in post*, but this did not stick.
*mentioned in the 'Walking with Giants' interview in the PS3 collection.
— May 29, 2026 at 5:36 PM
Mystic_Ode
@icoshrine.neocities.org
~18 of her lines were cut from the script. It's a strong possibility that they were all recorded.
[Just while I'm keeping track, Shindou likely recorded ~23 cut lines (including one unused call sound) and our next subject had ~28 lines removed before final release.]
— May 29, 2026 at 5:36 PM
Mystic_Ode
@icoshrine.neocities.org
Misa Watanabe (渡辺 美佐) was the most experienced among the cast at 36 years old. She had begun her voice acting career in 1990, as various minor characters in The Jungle Book TV series by Nippon Animation.
She gained roles at a steady pace over the decade, and got typecast into various mother roles.
— May 29, 2026 at 5:36 PM
Mystic_Ode
@icoshrine.neocities.org
She was Mama (Magical Princess Minky Momo, 1991), Mother (All Purpose Cultural Cat Girl Nuku Nuku), Yui's Mother (Fushigi Yugi), and Sylia's Mother (Bubblegum Crisis: Tokyo 2040).
She has been the Japanese voice of Nefertari Vivi (One Piece) since March 21, 2001.
— May 29, 2026 at 5:36 PM
Mystic_Ode
@icoshrine.neocities.org
Of course, at the time, she was still primarily known for playing support characters. She was likely perceived as professional, but not quite a celebrity actress.
I provide all this background to make clear that, at the time, most everyone involved was of an intermediate or lower skill level.
— May 29, 2026 at 5:36 PM
Mystic_Ode
@icoshrine.neocities.org
As far as I can tell, none of their prior roles involved speaking a foreign language, much less a made up one.
I imagine Team e-koʊs planners, including Ueda and Kaido, had to act as voice directors, and there would be many notes for the proper ways to speak and enunciate both languages.
— May 29, 2026 at 5:36 PM
Mystic_Ode
@icoshrine.neocities.org
e-koʊs language is not entirely composed of Japanese phonetic sounds. Almost every other sentence has a word that can't exist in Japanese. The goal apparently being to spark an, all at once, familiar and unfamiliar sound dynamic for Japanese listeners.
12 year old Shindou probably had many retakes.
— May 29, 2026 at 5:36 PM
Mystic_Ode
@icoshrine.neocities.org
While e-koʊ and yorudas remaining lines are mostly curious or timid, Watanabe's role as The Queen retained her two persisting monologues.
This allowed her a varied range of vocal emotions, which permeate each line, making the character with the most limited movement still feel very expressive.
— May 29, 2026 at 5:36 PM
Mystic_Ode
@icoshrine.neocities.org
I'm personally fond of her delivery for:
"Silence boy. You're too late."
Despite the harsh tone of the translation, it borders on a sing-song rhythm at the end.
"yi dì hi~ nyo ji! so - ka - chu ou ~ vu ~ rou."
Her immediate dip back towards monotone in the next line just sells the mocking tone.
— May 29, 2026 at 5:36 PM
Mystic_Ode
@icoshrine.neocities.org
Should we be so lucky as to hear the isolated and cut performances one day, I imagine Shindou and Takahashi would similarly be very expressive, in spite of any difficulties vocalizing their respective lines.
The performances that did make it in the game were stellar as far as I'm concerned.
— May 29, 2026 at 5:36 PM
Mystic_Ode
@icoshrine.neocities.org
And, as a final note, there's an additional voice role in the game. Shinkan A (the lead priest) has two spoken lines in the opening sequence, but his actor remains uncredited for unknown reasons.
— May 29, 2026 at 5:36 PM
Q: I'm not sure if this is the right kind of question, but I have always wondered what function the barrels in the hidden stairs stage might have served. They always give me feeling that I'm missing something from the experience even though they don't serve a purpose.
Mystic_Ode
@icoshrine.neocities.org
It does seem they were movable once! Here they help demonstrate the very act of pushing and pulling with O.
These are likely PS1 concepts. And probably very early if a mechanic as fundamental to puzzles as pushing and pulling is being highlighted.
— June 1, 2026 at 9:17 PM
Mystic_Ode
@icoshrine.neocities.org
We're also lucky enough to have a picture of the prop as it was rendered in LightWave3D, the team's animation and modelling tool of choice.
You'll notice the model's rings are rigged such that they can be raised, though this never happens in game.
— June 1, 2026 at 9:17 PM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
私が1997年頃にLightwave3Dで作ったアニメーションはこれです。少年(ICO)のアニメーターの人に見せるために作ったものです。解像度が低くて圧縮ノイズがすごいですね(笑) 樽はやっぱりゲームのパズルとしては使いづらくて動かせなくなったと思います。丸いので壁との間にコリジョンの隙間(不具合)が発生するのも問題です。
— June 9, 2026 at 9:34 PM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
当時のLightwave3Dは物理演算がなかったのでアニメーションのキーは全て手打ちです。大変だった……(笑) まぁTeamICOはそれ以降もずっと物理演算は使わないですが。
— June 9, 2026 at 9:56 PM
Mystic_Ode
@icoshrine.neocities.org
So it's obvious that it was created, and probably implemented, with the concept art still in mind. But it's hard to say when they dropped the idea, or what it would've originally done.
— June 1, 2026 at 9:17 PM
Mystic_Ode
@icoshrine.neocities.org
My only guess is that it could've originally been conceived as the object holding down the pressure switch in Stairs. But, probably to be more consistent with later puzzles, it was replaced with the standard box.
— June 1, 2026 at 9:17 PM
Mystic_Ode
@icoshrine.neocities.org
From what I've read in older concepts, various interactable props like this weren't consistent or obvious. You might discover a clock or large shelf is actually a movable object, and then never see anything like it again.
Step 7 on this concept page is the shelf example.
— June 1, 2026 at 9:17 PM
Q: Is the save point music a stock piece or fully original? I heard it being used as hold music for Duke Energy when I'd sit waiting to pay my utility bill.
Mystic_Ode
@icoshrine.neocities.org
"Heal" is the title of the track, and it has been credited to Pentagon, a duo formed by Kōichi Yamazaki and Mitsukuni Murayama.
Interesting note: In our earliest available demo build (dated June 8th, 2001), only Yamazaki is listed in the draft of the credits, and under 'Movie Sound Effects'.
— June 9, 2026 at 9:57 PM
Mystic_Ode
@icoshrine.neocities.org
It's usage by various companies as hold music has long been noted. The degree to which this is legally permitted remains unclear, and may vary case by case.
Though, in cases where the music has a different soundfont or adjusted beat, I suspect the rights were not given.
https://bsky.app/profile/icoshrine.neocities.org/post/3lgvxydhvds27
— June 9, 2026 at 9:57 PM
Mystic_Ode
@icoshrine.neocities.org
I do not know that Verizon or Duke Energy or any other corporation is paying that annual fee or if that deal can apply outside of Japan. But it is another factor in why you might hear this track used outside of the game's context.
— June 9, 2026 at 9:57 PM
Mystic_Ode
@icoshrine.neocities.org
It was also sampled by Lil' B (presently going by BasedGod) in his track "Flowers Rise". Though music samples are very different than hold music, legally.— June 9, 2026 at 9:57 PM
Mystic_Ode
@icoshrine.neocities.org
I have been privately asked, by an anonymous user, to publicly answer in this thread (quote):
"What are your personal thoughts on the accusations, justified or not, on the "sexism"/"misogyny" of e-koʊ?"
This is not a topic I've intended to avoid. However, it is a topic that I feel requires tact.
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
So I lagged a bit in bringing it up, as I was always trying to find the perfect words for it. But, perfect is the enemy of getting anything done, so all I can do is my best.
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
This question is, to some degree, asking a moral judgement of me. If I am to respond at all, I want to do so with the full responsibility it requires. My answer reflects on the creative director of the games I base my entire online presence around.
This will require a lot of preamble.
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
I do not know Fumito Ueda. I have read extensively about him, and I feel I understand individual aspects of his character.
But, I acknowledge that my view of him will never be complete, and I will likely never be able to assess his character with my own eyes. Only the accounts of others.
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
What I know for certain is that, like everyone, he is a human being with flaws. So I assume he has done at least one thing in his life I would not personally approve of.
But I am also a generally optimistic person. And I like to give the benefit of doubt where it can be afforded.
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
It's worth noting I also don't know much about the societal environment Ueda was raised in. I'm still learning, and deeply unfamiliar with many nuances of, Japanese culture.
I'm sure I've only touched the tip of an immense iceberg, having never had the chance to visit the nation myself.
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
What I have gathered, from my narrow view on this end of the globe, is that older demographics in Japan still have deeply rooted views of women and their 'place in society'.
There are long-held, traditional expectations, and resulting pervasive assumptions, for what women can and cannot do.
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
This can manifest particularly, as notions of a great unbalance in the natural strength between genders.
Obviously, this belief is not specific to Japan, but I have observed it prominently in the themes of works that Ueda engaged with in youth. Works that e-koʊ was inspired by.
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
On my website, I have a page of related media, and I dedicate a lot of text on that page to detailing a trope of key children's adventure films from the late 60's to the mid 80's.
I coined it a "Boy and Heroine" narrative based on terms Ueda himself used for e-koʊ and yoruda, before they had names.
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
And for many of these works, there is a startlingly clear delineation between what obstacles the boy and heroine will each take on.
The boys in these narratives are always tackling something physical. Their shining moments are defined by great leaps, powerful weapons, and surviving certain death.
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
Even when they can be bested in a fight, they always have the confidence or wit to attempt winning against stacked odds. It is rare to see them completely helpless when it comes to something they can hit or dodge.
They are often traditional heroes. Straightforward and true.
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
But emotional strength is the crux of the heroines' stories. They deal in doubts and fears, often stemming from a responsibility or a family tie. Their arcs revolve around overcoming these doubts and maturing through personal growth, often in a more profound way than their male counterparts.
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
Of course, it is only through their meeting with their respective boy that heroines are truly emboldened to overcome their obstacles. Still, this was a progressive framing for the time. To have a female lead anywhere outside of the support role was, to put it simply, 'fresh' in adventure films.
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
But we can see how the separation of tasks here influences not only the mechanics of e-koʊ, but Ueda's thoughts on gender as a whole: — [...] When I played both e-koʊ and SotC, it occurred to me that you must really romanticize women. Ueda: Yeah, I probably do. — I thought so. (laughs)
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
Ueda: But I think what that romanticizing comes down to is that, ultimately, I think women are the stronger sex. Both my games feature the trope of the “frail woman.” And although in reality women are the physically weaker sex, in these games, they are ultimately stronger.
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
Ueda (cont.): In both e-koʊ and SotC, in the end the player is protected by the woman. So I think the root of that romanticizing, as you call it, lies there.
From Vol. 25 of CONTINUE magazine, translated into English here: https://shmuplations.com/ueda/
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
When Ueda calls women the 'stronger sex', he is explicitly not referring to traditional strength, but rather the emotional and moral strength that defined the roles of heroines in films he was raised on.
This admiration, however, does not fuel a progressive mindset regarding gender preconceptions.
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
This article by Ryan Clements does a lot to point towards that, so please give it a read.
https://www.ign.com/articles/2011/03/09/editorial-last-guardians-girl-trouble
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
My main addendum to this article is that I firmly believe Ueda *is* concerned with the visible legibility of character designs and what's realistic for his worlds.
Unfortunately, 'realistic' is a subjective quality. One's sense of realism is strongly based on personal exposure and perceptions.
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
Raised in a still rural Tatsuno, Ueda lived the experience of being a proactive, somewhat athletic boy.
"Our home was surrounded by nature, so I’d have fun catching insects or fishing almost every day."
-translated quote from 'The World of Fumito Ueda'
The following is just an assumption, but...
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
To Ueda, a young boy is a perfect shorthand for the kind of gameplay loop he wanted in Last Guardian and ICO. A protagonist lacking in combat skill, but who is active, nimble, and durable for the sake of platforming, with an immediate emotional draw from the audience ("the youth must be kept safe").
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
A young girl, however, is not shorthand visual language for 'good at platforming', because he wasn't exposed to such depictions of young girls. Real or fictional.
To Ueda, this is simply how the world works, and it seems nothing has seriously challenged that for him.
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
So, we come back to core of the question. What are my thoughts specifically about e-koʊ, and the accusations of it being misogynist media? As should be clear now, I believe e-koʊ was built on some antiquated ideas of gender, inherited from the 70's and 80's media that inspired Ueda.
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
But for an interpretive work, I believe what a creator puts into it is not necessarily what we must take out of it. For instance, I think this game is, progressively, themed around assisting people with disabilities. My comment under this excellent Backloggd list elaborates on that:
https://backloggd.com/u/nitebeing/list/disability-themes--disabled-rep?page_comments=2
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
A virtue of Ueda's storytelling is this interpretive aspect. He will not enforce a particular reading for his games. His personal takes are "just one interpretation".
"I wanted to make it so the imagination is up to the user."
-Fumito Ueda
https://web.archive.org/web/20070328082334/http://www.gameinformer.com/News/Story/200602/N06.0216.1853.30213.htm
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
"[...] the receivers make their own story from their imagination, and I think this is also a good style of expression for video games" -Fumito Ueda
https://www.gamesindustry.biz/fumito-ueda-for-me-its-not-important-to-tell-the-details-of-the-story
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
"[Ueda] prefers to let the players make their own guesses. He leaves clues and makes them the ones who construct his world, although none of these clues is ever conclusive."
-Kenji Kaido
https://teamico.fandom.com/wiki/De_sombras_y_bestias:_la_travesia_de_Team_ICO_(October_1st_2017)
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
By engaging with his work, you are collaborating with Ueda, and filling in the blanks he presents to you.
This means you are allowed to write your version of the story. A version potentially better than one he could tell alone.
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
But I don't begrudge anyone who cannot see anything other than a sexist framing for the narrative. Especially if you hold to the perspective of the IGN article.
— July 5, 2026 at 12:33 AM
Mystic_Ode
@icoshrine.neocities.org
Something I forgot to mention in the 'Familiar Pattern' video. The sofas in e-koʊ also seem to include just the smallest portion of the Main Gate's design on them, in the very bottom right corner of the texture work. At least, it seems that way to me. The second image is edited for comparison.
— October 24, 2024 at 6:47 PM
Mystic_Ode
@icoshrine.neocities.org
Also, it's funny that (I think) the highest resolution image that we have of the Stone Sofa, seemingly taken directly from the original LightWave 3D model, comes from the fun little origami print sheet found on the old official website.![]()
— August 19, 2025 at 6:01 PM
Mystic_Ode
@icoshrine.neocities.org
It's almost impressive just how elusive footage of e-koʊ from E3 2000 and 2001 is. Most of the footage I've found online is from gamestore VHS tapes.
It was likely the recorder's job to capture a few minutes of every game so that the gamestore(s) could run footage for all the anticipated releases.
— January 20, 2025 at 6:17 PM
Mystic_Ode
@icoshrine.neocities.org
But if that wasn't your job, e-koʊ was invisible. Magazine reviewers present at both events described it as 'hidden away'. Which baffles me, given how impressive it looked.
I'm not saying it should've been front and center, but evidently its positioning was so poor that few registered its presence.
— January 20, 2025 at 6:22 PM
Mystic_Ode
@icoshrine.neocities.org
If you were in attendance at E3 2000 or E3 2001 and remember capturing footage of ICO, for even a second, please, do what you can to preserve and share that recording.
That would be incredible.
— January 20, 2025 at 6:23 PM
Mystic_Ode
@icoshrine.neocities.org
In Game Informer Issue 100, they show a screenshot from a prototype of e-koʊ where the Queen's shadowy attire looks very different. Her headdress resembles feathers rather than twisting spikes. She seems to have very puffy sleeves of lattice-like shadow as well.
— January 30, 2025 at 10:05 PM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
懐かしい女王です。
女王の髪や服は福井智加(Chika Fukui)さんが作っていましたが(おそらく)上田さんからの指示で髪の毛や服の模様が動くようなエフェクトにして欲しいと言われたようです。
しかし彼女は高校を卒業して間もない女性でゲーム制作も初めてで、CGの技術にも詳しくなかったので大変困っていました。彼女は私にどうしたらいいか相談にやって来ました。そして私が代わりにエフェクトを作成しました。それはマスターアップにとても近い時期でした。
— January 31, 2025 at 12:09 AM
Mystic_Ode
@icoshrine.neocities.org
I've only seen this design once before, in a PlayStation Underground 'Making Of' video for the game. They apparently gathered a lot of footage from this prototype, so there are all kinds of weird effects and evident meddling (such as having The Queen's Sword early). https://www.youtube.com/watch?v=ZZHKam_H4H0
— January 30, 2025 at 10:07 PM
Mystic_Ode
@icoshrine.neocities.org
An additional shot of this design, at a bit of a distance, from Official U.S. PlayStation Magazine, Issue 47 on page 120.
— January 31, 2025 at 12:05 PM
Mystic_Ode
@icoshrine.neocities.org
The PAL manual claims that the priests come to take e-koʊ away on the morning of his 12th birthday and it specifically takes them 'many hours' of riding to reach the Castle...
But that's still on the same day. So according to that manual, the game consists of e-koʊ experiencing the worst birthday ever.
— February 14, 2025 at 4:13 PM
Mystic_Ode
@icoshrine.neocities.org
I don't know much about music theory, nor am I great at picking out notes, but I would like to draw attention to the leitmotif used primarily in Castle in the Mist, but found in various songs throughout e-koʊs OST: https://youtube.com/playlist?list=OLAK5uy_kwH_OjCqlGlnulrypDLAbgH64HGvbqoJ0
Impression, Who are you?, Impression (Reprise), Collapse
— February 19, 2025 at 4:19 PM
Mystic_Ode
@icoshrine.neocities.org
I think it relates to yoruda in most of its appearances, which is why it's interesting that Impression (Reprise) is dedicated to the moment that e-koʊ rediscovers The Queen's Sword.— February 19, 2025 at 4:30 PM
Mystic_Ode
@icoshrine.neocities.org
In Game Developer, Volume 16, Number 3 (March 2009), David Sirlin writes:
"I learned all this from Ueda’s 2004 presentation, but there was one more detail that stuck with me. He showed us a screenshot of one room in the castle and asked us what was wrong with it. I thought it looked pretty good.
— March 21, 2025 at 12:59 PM
Mystic_Ode
@icoshrine.neocities.org
"Ueda then pointed out that there was a chair in the screenshot that didn’t look very good. He said when something like this happens, you have to decide whether you have the time and resources to fix it (make the chair more beautiful and believable) or cut it. In this case, he cut the chair."— March 21, 2025 at 12:59 PM
Mystic_Ode
@icoshrine.neocities.org
If we never got NG+ translations of yorudas Runic Language from the developers, I swear, we would still be struggling with it. So many strange, minor choices and rules were applied, in addition to the backwards-romanized words and removed letters, that my head is spinning as I overlook it.
— April 17, 2025 at 11:46 PM
Mystic_Ode
@icoshrine.neocities.org
This gets even more egregious with cut dialogue. Take this cut Queen line ききわけのない子だ ("Disobedient child") which was written in Runic as:
ONK WKQ ADPV
Reversed this becomes:
KNO QKW VPDA
We have to start in the middle here. Q=K so it's actually KiKiWa (ききわ) Then we go back to the start.
— April 18, 2025 at 10:10 PM
Mystic_Ode
@icoshrine.neocities.org
KNO is KeNO (けの).
Then we jump to the end, with the baffling VPDA. In Japanese, the "v" sound is usually represented by the "b" sound.
So it's possible this is actually BPDA, but even if it were... how does it tie into "naikoda" (ない子だ)? The only part that matches is 'DA'.
ない子 = VP??? How exactly?
— April 18, 2025 at 10:10 PM
Mystic_Ode
@icoshrine.neocities.org
I've mentioned it before, although I have a new addendum to add:
The painting that e-koʊs Japanese cover is based on, "Tropique du Cancer", was painted by Ramsès Younan, who was taking clear inspiration from Giorgio de Chirico and other surrealist-esque painters of the era, such as Salvador Dalí.
— April 22, 2025 at 3:50 PM
Mystic_Ode
@icoshrine.neocities.org
Recently, a number of members in the Team e-koʊ fan community took notice of a picture featured in the Shadow of the Colossus art book, which showed a prototype cover of a game with Giorgio de Chirico's "Nostalgia of the Infinite" on it. (Page 203)
We can guess this was a prototype cover for e-koʊ.
— April 22, 2025 at 3:50 PM
Mystic_Ode
@icoshrine.neocities.org
If that guess is correct, it might explain why Ueda has been confidently stating the Japanese cover art was based on 'Nostalgia of the Infinite' by Giorgio de Chirico. That concept was considered, but not used.
It's very possible that Ueda mixed up the title/artist between the two paintings.
— April 22, 2025 at 3:50 PM
Playstation Datacenter
@psxdatacenter.bsky.social
PS2
e-koʊ
A young boy in a magical world has been born with large horns and the people of his village fearful of retribution from above feel they have no choice but to sacrifice him to appease their gods.
Info:
https://psxdatacenter.com/psx2/games2/SCUS-97113.html
#ps2 #psx #retrogame #playstation #e-koʊ #Sony #イコ
— April 30, 2025 at 6:54 AM
Mystic_Ode
@icoshrine.neocities.org
I wonder if someone who wrote the e-koʊ PSXdatacenter entry made this synopsis up based on what they extrapolated from the manual, or if this was sourced from an ad or official resource. I want to know who was claiming gods (plural) were involved. And my guess is leaning towards ‘official resource’. 🧵
— April 30, 2025 at 9:47 AM
Mystic_Ode
@icoshrine.neocities.org
For now, let’s assume this is a consumer’s interpretation.
Neither English manual mentions gods. Though the PAL manual does use ‘prayed’ in contrast to the US manual's use of ‘wish’.
But the writer likely wasn’t reading the PAL manual (with its slightly more biblical connotations) because they exclusively call Yorda ‘princess’.
— April 30, 2025 at 9:47 AM
Mystic_Ode
@icoshrine.neocities.org
The word ‘princess’ appears just once in the PAL manual and 25 times in the US manual. So likelihood is, they’re picking up their info from the manual with the least connotations of divine intervention.
Why would they jump to the idea of ‘gods’ without a single crumb to guide them there?
— April 30, 2025 at 9:47 AM
Mystic_Ode
@icoshrine.neocities.org
Unless, this description is official and was translated differently from Japanese to English.
“The elders would sacrifice him to keep the spirits from harming the village.” -US Manual
This is the only line in either manual to suggest the village is trying to ‘appease’ outside entities.
— April 30, 2025 at 9:47 AM
Mystic_Ode
@icoshrine.neocities.org
Somewhat famously, 神 (Kami) is a Japanese word with very broad interpretations in English. You could read it either as ‘god’ or as ‘spirit’.
My (yet unproven) hypothesis is that this synopsis was loosely based on the same Japanese text as the US manual, and they interpreted ‘Kami’ differently.
— April 30, 2025 at 9:47 AM
Mystic_Ode
@icoshrine.neocities.org
I still don’t know where the synopsis came from, of course. I did some cursory searches before making this thread, but found no definitively older source. Maybe the writer was a fan who made a very wild claim based on their personal assumptions and it happened to align with the manual text...
— April 30, 2025 at 9:47 AM
Mystic_Ode
@icoshrine.neocities.org
...but I’ve always been compelled by this backstory that’s exclusive to the English manuals, and often wondered how it might have looked in its original Japanese.
— April 30, 2025 at 9:47 AM
Mystic_Ode
@icoshrine.neocities.org
"You play as a young boy who grows horns on his head and is ostracized by his village. And sent to a catacomb, and put inside of a tomb as a sacrifice to the Gods of the town."
- Victor Lucas, The Electric Playground Season 7, Episode 6
A second source. Aired November 10th, 2001.
— January 13, 2026 at 10:38 AM
Mystic_Ode
@icoshrine.neocities.org
On one hand, there is something very potent about the earliest retail e-koʊ demo *requiring* players to hold down the R1 button after catching yoruda across a gap, just to keep her gripped. Letting go of the input meant letting go of her. Her life was literally placed in your hands...
— June 16, 2025 at 2:17 PM
Mystic_Ode
@icoshrine.neocities.org
On the other hand, this mechanic allowed you to (not only intentionally harm yoruda, but also) cancel the action at any point, including right as yoruda starts her jump. Meaning you could say “Psyche!” and pull back e-koʊs arm, so yoruda jumps towards nothing, and is never caught to begin with.
— June 16, 2025 at 2:17 PM
Mystic_Ode
@icoshrine.neocities.org
Among the archives provided by @gamehistoryorg.bsky.social, I found a GDC 04 interview with Kenji Kaido and Fumito (sorry, "Fumita" according to the page) Ueda.
Apparently Masahiro Sakurai and Masaya Matsuura were asked the same questions. But it's unclear if they were interviewed in the same room.
— June 25, 2025 at 4:34 PM
Mystic_Ode
@icoshrine.neocities.org
https://archive.gamehistory.org/item/2d5208f9-e695-4289-a51c-65f5ba3a64b2
From the GDC 04 Program Guide, Page 19 and continued on Page 21. It's a really interesting read!
— June 25, 2025 at 4:34 PM
Mystic_Ode
@icoshrine.neocities.org
(Regarding the コ Building video)
I completely forgot to talk about the pipes. 😩 I was working on this video for so long! How did that escape me?
In the shortest way I can put it: A potential hole in my timeline focusing on the Castle's construction are these large pipes connecting the イ and コ islands.🧵
— June 25, 2025 at 11:29 PM
Mystic_Ode
@icoshrine.neocities.org
[Disclaimer: I am speaking on the architecture within the world of the game. I am not critiquing or analyzing the game design aspects. I am very aware that the game designers may not have had these specific topics on their mind. I am interpreting the world as though it were a real place for fun.]
— June 25, 2025 at 11:29 PM
Mystic_Ode
@icoshrine.neocities.org
I investigated the nature of these water pipes for some time, and near the end of the video I was going to fit a section in..... somewhere (the difficulty in finding a spot was probably why I forgot) where I would propose the idea that イ was functionally a water tower.
— June 25, 2025 at 11:29 PM
Mystic_Ode
@icoshrine.neocities.org
As a refresher, the most basic function of a water tower is to utilize gravity to create water pressure, which is necessary for sinks, hoses, and various other water dispensing fixtures and appliances.
The water tower has to be much higher than any place it's directing water, to function properly.
— June 25, 2025 at 11:29 PM
Mystic_Ode
@icoshrine.neocities.org
If it stood alone for a long time, as I suggest in the video, the イ building would have needed to supply its own running water. There are two pipes you can see in the Elevator stage that seem to lead elsewhere within the building. And I suggest these would provide that supply in the isolationist era
— June 25, 2025 at 11:29 PM
Mystic_Ode
@icoshrine.neocities.org
Later, when the Castle expanded, they would build this larger pipe that e-koʊ enters the stage on. The pipe that turns the bend and extends all the way to コ.
コ doesn't have huge visible pipes running *vertically* like this, so I feel like this must be the water pressure source for most of the Castle.
— June 25, 2025 at 11:29 PM
Mystic_Ode
@icoshrine.neocities.org
But this is all still conjecture. My best proof as to when this コ pipe was built, is to point out how poorly planned it looks when compared to its neighbors (again, within the world).
It could have gone in a straight line, but because a pipe was already built in that direction, it has to bend.
— June 25, 2025 at 11:29 PM
Mystic_Ode
@icoshrine.neocities.org
And furthermore, where the first two pipes fit neatly into specially designed square ports in the wall. The pipe that e-koʊ enters on breaks through a clearly established brick wall and carves through the rest of the island, exposing bare earth (probably risking a cave-in) to reach its destination.
— June 25, 2025 at 11:29 PM
Mystic_Ode
@icoshrine.neocities.org
Even presenting this, I'm not confident this is 'definitive proof'. There are two other コ pipes that might be set up differently. But paired with my existing theory on why 2/3rds of Warehouse's windows are covered (see イ Building video), I feel like there's enough ground for the idea to stand on.
— June 25, 2025 at 11:29 PM
Mystic_Ode
@icoshrine.neocities.org
I stumbled on an interesting list within Weekly Famitsu Issue 1333. It reflects on various memorable video game taglines (sometimes referred to as 'Copy' [ コピー ] in Japan) each chosen by readers, and it includes comments from relevant PR managers and representatives about the chosen lines.
— July 6, 2025 at 11:44 PM
Mystic_Ode
@icoshrine.neocities.org
ICO's Japanese tagline is, of course, very memorable:
「この人の手を離さない。僕の魂ごと離してしまう気がするから。」
"I can't let go of this person's hand. Because I feel like I'd be severing my soul."
We never saw this tagline in other parts of the world, but it was all over Japan's marketing, including some commercials.
— July 6, 2025 at 11:44 PM
Mystic_Ode
@icoshrine.neocities.org
This was the commentary included on Page 131.
メーカーコメント
これはCMで使用するために、代理店のクリエイティブチームより提案されたものです。発売が迫った時期のCM制作決定だったため、コピーも短期間で決定しました。本作の重要なアクションである“手をつなぐ"ことが、少女への言葉にならない(少女は異国語を話します!)ピュアな想いを象徴する内容になりました。いまでも、このコピーを好きと言っていただくことがあります。ゲームとともに皆様の記憶に残っているのであれば、たいへん光栄です。
【SCEJA 宣伝担当(当時)】
— July 6, 2025 at 11:44 PM
Mystic_Ode
@icoshrine.neocities.org
I'm thinking once again about the little accessories on the light-bulbs in the Altar Room and The Queen's Room.
They're so close to being exact color inversions of each other, and I really like that strangely specific detail.
— August 24, 2025 at 1:01 PM
Mystic_Ode
@icoshrine.neocities.org
I've seen many of these earlier press materials pop up across multiple early 2000's gaming magazines, but now every example of them is on display!
https://archive.hitsave.org/ark:/78322/16599#lg=1&slide=0
— September 22, 2025 at 4:42 PM
Mystic_Ode
@icoshrine.neocities.org
Just to spread some awareness and combat some confusion, e-koʊs US release anniversary is the 25th of September. It shipped on that day according to Game Informer and IGN at the time. Along with several other games all in a batch.
Nothing I could find from this time pointed to another release date.
— September 23, 2025 at 6:32 PM
Mystic_Ode
@icoshrine.neocities.org
People have claimed it to be 24th, the 27th, the 30th, etc, so there's a great deal of confusion on this topic.
But I'm choosing to believe these two contemporary sources that seemed to be pretty intent on closely following the shipment and release information of video games.
— September 23, 2025 at 6:32 PM
ASapphicKitsune
@asapphickitsune.bsky.social
Oh games being released in a batch would somewhat explain the weird early release
— September 23, 2025 at 9:12 PM
Mystic_Ode
@icoshrine.neocities.org
You mean early release to the states as whole? No. I don't think that informed SCEA's decision.
I mean, this was already delayed from initial projections. At the start of 2001 they were claiming it would release to the US in July, then they pushed it to August, and then September. And thank god.
— September 23, 2025 at 9:30 PM
ASapphicKitsune
@asapphickitsune.bsky.social
I genuinely don't understand why SCEA was okay with pushing out unfinished versions of software.
Not particularly surprising they didn't have the best reputation with the other branches of SCE lol
— September 23, 2025 at 10:29 PM
Mystic_Ode
@icoshrine.neocities.org
Fumito Ueda: "This was before head-mounted displays were common, but I thought it’d be amazing to put on an HMD and enter the world of e-koʊ. For example, how amazing would it be to lie on the rooftop of e-koʊs tall castle, looking up at the sky through an HMD?...
https://www.designroom.site/shadow-of-the-colossus-oral-history/
— October 14, 2025 at 2:20 PM
Mystic_Ode
@icoshrine.neocities.org
...Or having yoruda in the next room, with a thin gap in the wall so you could see her by turning your head vertically through the gap. I wanted to challenge myself with a VR game based on e-koʊ"
This last portion of Ueda's statement is actually based in an unused design for e-koʊs introductory stages.
— October 14, 2025 at 2:20 PM
Mystic_Ode
@icoshrine.neocities.org
There was a room that connected with the 'Heroine's Chamber' ('Heroine' always referred to yoruda). And in it, there was a gap in the wall, just as Ueda describes in the interview.
It's labeled 'Heroine'. Presumably, e-koʊ would approach it and hear or see a glimpse of yoruda, trapped on the other side.
— October 14, 2025 at 2:20 PM
Mystic_Ode
@icoshrine.neocities.org
With some adjustments to the emulated copy's internal memory (initially uncovered for the retail release by Wisi, and later adapted to the Jampack Summer 2001 Demo by @rossy2xunderscore.bsky.social), e-koʊs cutscenes can be paused while the free camera is active.
— October 19, 2025 at 1:21 PM
Mystic_Ode
@icoshrine.neocities.org
Using this, @jaikhay.bsky.social found another iteration of The Queen's design in that early demo (disc version dated June 8th, 2001).
The headdress here is far more elaborate than even the feathered one seen in Game Informer's screenshots. And this is our best look at her tattered cloak of shadow.
— October 19, 2025 at 1:21 PM
Mystic_Ode
@icoshrine.neocities.org
I understand how the misconception came about, but what e-koʊ has on his head in PS1 footage is not a helmet. It's a headband. You can see it isolated here at the center of the PS1 Promo image. There's no top to cover one's head. Rather, it seems to be secured by tied up thread in the back.
— April 10, 2026 at 1:05 PM
Mystic_Ode
@icoshrine.neocities.org
It's less obvious in the early PS2 footage, but it also seems to be the case there. You can always see the top of his head. Once you're looking for it, it's hard to miss.
His headpiece has always been functionally the same shape as the bandage wrappings he ended up with, just a different material.
— April 10, 2026 at 1:05 PM
Mystic_Ode
@icoshrine.neocities.org
PlayStation Underground Issue 4.2 (released sometime in the Summer 2000 yearly quarter, likely June or July) has footage of e-koʊ which uses a finalized rendition of "You Were There" as a background track.
So the song was likely written, composed, and recorded sometime before the Summer of 2000. 🧵
— August 5, 2026 at 1:59 PM
Mystic_Ode
@icoshrine.neocities.org
A few of the game's storyboards that have been shared publicly display creation dates in June 2000 (the 6th, the 7th, and the 13th, specifically).
In the margins of these storyboards are the game's script. Including lines that would be revised or cut from the final.
— August 5, 2026 at 1:59 PM
Mystic_Ode
@icoshrine.neocities.org
This means the word 'nonomori' which lyricist Lynne Hobday was, reportedly, asked to include, predates the PlayStation 2 version's script.
Additionally, it's not likely the game *had* a script before this point. Reports from journalists who questioned e-koʊs American Producers at E3 2000 were told:
— August 5, 2026 at 1:59 PM
Mystic_Ode
@icoshrine.neocities.org
"The game features nary a single line of dialogue; all the characters' feelings are conveyed through gestures and facial expressions.
[...] the text-free narrative may also give e-koʊ a shot at a simultaneous world-wide release."
https://web.archive.org/web/20010608184112/http://www.thegia.com/psx2/ico/ico.html
— August 5, 2026 at 1:59 PM
Mystic_Ode
@icoshrine.neocities.org
"The internal [SCEI] team, which is developing the game, is trying to do something that no other game has done adequately -- to create a story with no text nor any voice-over.
[...]
It certainly is an ambitious goal, and at E3 the two producers said that it was the gameplan for right now."
https://web.archive.org/web/20000706232305/http://ps2.ign.com/previews/14833.html
— August 5, 2026 at 1:59 PM
Mystic_Ode
@icoshrine.neocities.org
I interpret 'the gameplan for right now' to mean that dialogue would have been preferable, possibly even anticipated, given the use of 'Nonomori' in You Were There...
...But some restriction (technical, budgetary, or otherwise) may have delayed a script and the hiring of actors until after E3 2000?
— August 5, 2026 at 1:59 PM
Mystic_Ode
@icoshrine.neocities.org
I wonder, then, if the word 'Nonomori' may have been conceived before yorudas Language itself?
At the very least, the evidence suggests it was decided on before the story as we understand it now.
— August 5, 2026 at 1:59 PM
Mystic_Ode
@icoshrine.neocities.org
I've just realized this platform is a good spot to, on the fly, share some of the old e-koʊ fan-sites I've stumbled across in my research. Below will be an ongoing thread of archived sites. Some may be entirely in Japanese. Some may have very few working images. But they're all fascinating to me.
— November 17, 2024 at 10:58 PM
Mystic_Ode
@icoshrine.neocities.org
想空(そら)の彼方
This site has so many wonderful pictures of a pair of dolls designed to resemble e-koʊ and yoruda. There's so much passion here, in both the craft and the posing of the characters. It warms my heart to see these.
https://web.archive.org/web/20050908025746/http://www.geocities.co.jp/Playtown-Part/1228/
— November 17, 2024 at 11:06 PM
Mystic_Ode
@icoshrine.neocities.org
e-koʊ room
I adore this site for many reasons. Chief among them is the link labelled「ICOってなぁに?」in which the author provides very cute character profiles. I'm also fascinated by the presence of a full fanfic novel. But I don't have the time to translate it myself.
http://web1.nazca.co.jp/hp/gennmai/ico/icotop.html
— November 17, 2024 at 11:17 PM
Mystic_Ode
@icoshrine.neocities.org
ICO攻略研究サイト
This one is some speedrunning history. Where Japanese fans detailed the tricks they were picking up and discussing on 2Channel. They even have an illustration for the jump you must make to skip climbing the pipe at Gondola.
https://web.archive.org/web/20160614151824/http://www50.tok2.com/home/icoico/ico.htm
— November 17, 2024 at 11:27 PM
Mystic_Ode
@icoshrine.neocities.org
daruyo2000
All the credit in the world to this fan. daruyo was doing what I do long before I was capable of doing it. In-game experimentation, analysis, observations, it's all here! I'm not a fan of their「考察」page, but otherwise, it's a great site to browse.
https://web.archive.org/web/20050327184259fw_/http://www.geocities.jp/daruyo2000/index.html
— November 17, 2024 at 11:45 PM
Mystic_Ode
@icoshrine.neocities.org
e-koʊ Search
Like I mentioned before, this thread is ongoing, but if you want to look around for yourself, this here is probably the best site to do it with. It functions as a massive keyring for so many Japanese fansites. Checking under 内容 will find you lots of stuff.
https://web.archive.org/web/20071227012603/http://titi.milkcafe.to/icosearch/
— November 17, 2024 at 11:54 PM
Mystic_Ode
@icoshrine.neocities.org
You Were There
I can't believe I forgot to share this one at the initial setup of this thread! I just assumed I had already.
It's a well organized site with unique perspectives on the lore. It shares an objective with my own site, to inform and celebrate the narrative presented.
youwerethere.com
— December 15, 2024 at 10:32 PM
Mystic_Ode
@icoshrine.neocities.org
ポルダーの画像保管庫
Not exclusive to e-koʊ fanart, but certainly a site worth sharing.
http://kantakuchi.blog56.fc2.com/?cat=1
I particularly adore this page, created in 2006, and dedicated to the many outfits of yoruda as shown in the NICO DVD's e-koʊ PS1 video.
http://kantakuchi.blog56.fc2.com/blog-entry-20.html
— December 28, 2024 at 5:47 PM
Mystic_Ode
@icoshrine.neocities.org
剣と女王
A site well worth exploring. The fanart gallery is really impressive, and another section hosts an example of perhaps one of the earliest Runic Font recreation efforts by fans.
I also personally enjoyed reading through the 100 questions section.
https://web.archive.org/web/20030203222559/http://titi.milkcafe.to/ico/
— January 16, 2025 at 11:24 AM
Mystic_Ode
@icoshrine.neocities.org
e-koʊ - e-koʊ - e-koʊ
Unfortunately, the MIDI files seemingly weren't preserved by the Wayback Machine, but the gallery is filled with wonderful sketches and art.
The 'takaramono' (宝物) section has art that other artists made for あおみら (aomira), the site admin.
https://web.archive.org/web/20021201094344/http://www.d4.dion.ne.jp/~tonkey/ICO/=TOP=.htm
— January 16, 2025 at 11:50 AM
Mystic_Ode
@icoshrine.neocities.org
It may not be a fansite, but if you have an interest in the early fan community, this will be worth looking into: A page filled with Japanese user reviews of ICO, from Late 2001 to Early 2005.
https://web.archive.org/web/20050306175719/http://www.mainichi-msn.co.jp/it/game/etc/library/ps2/ii/20011206gamlib005010000c.html
— June 20, 2025 at 1:06 PM
Mystic_Ode
@icoshrine.neocities.org
Ecil@, a Japanese player of American McGee's Alice (known as "Alice in Nightmare" in Japan) created a yoruda skin to download and install in the PC version.
http://ftradio.ddo.jp/textstyle/illust_aliceskin02.htm
http://ftradio.ddo.jp/textstyle/illust_aliceskin02_2.htm
You can see a video of the skin in use here:
https://www.nicovideo.jp/watch/sm8301273
— July 17, 2025 at 4:00 PM
I am not the only person sharing information about e-koʊ on Bluesky.
Zackmann is a former Team e-koʊ artist (primarily 3DCG and texture work) who has been kind enough to answer a few questions and reminisce about production.
ASapphicKitsune is a fellow researcher and fan of the Team e-koʊ series with a focus on technical aspects of development, especially the internal assets used in the PS2 titles.
These are a collection of their informational posts that pertain to e-koʊ.
If you reach out to any user below with questions, I ask that you show them nothing but respect for their time, their consideration, and their boundaries.
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
VGCartgraphyさんの作成されたICOの立体マップですが女王の部屋の位置や向きが違うので簡単に説明しておきます。
女王の部屋は螺旋階段のヨルダの檻のすぐ隣にあります。
#e-koʊ
— January 22, 2025 at 7:21 AM
ASapphicKitsune
@asapphickitsune.bsky.social
Oh I did not see this! I did notice the space for Yorda's cage in Queen's room, never did I put it together that the connection was that direct though.
Would I be correct in assuming at some point in development Yorda's stone form would be in the room during the fight then?
— January 27, 2025 at 12:28 AM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
Only Ueda-san knows the actual setting, so this is just my opinion, but I think Yorda was sometimes brought to that platform in front of the queen to undergo some kind of ritual or education as the next queen. During production, I added some bloodstain effects to that platform.
— January 27, 2025 at 1:07 AM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
--Japanese--
本当の設定は上田さんしか知らないので私の考えになりますが、ヨルダはときどき女王の前のあの台に連れてこられて何かの儀式や次期女王としての教育(?)を受けていたのではないかと思います。私は制作中にあの台には少し血痕のエフェクトを付けました。
— January 27, 2025 at 1:07 AM
Mystic_Ode
@icoshrine.neocities.org
I think I know the texture of the effect you're referring to, I've seen it in the files for the room. But if it was included in a release of the game, I haven't found it. I assume it was later removed for the implied violence?
— January 28, 2025 at 6:42 PM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
消してないです。台座に少しだけ黒いシミ(血痕)を残してあります。ほんの少しなのでほとんど見えませんし石の汚れに見えるかもしれません。
— January 28, 2025 at 6:55 PM
Mystic_Ode
@icoshrine.neocities.org
I guess I need to perform a more thorough investigation! Thank you for your answer.
— January 28, 2025 at 6:58 PM
ASapphicKitsune
@asapphickitsune.bsky.social
It's extremely subtle but a black material is called sekizo_ato is placed on the floor using these planes. Seems to be related to the idol statues in the room though.
— January 29, 2025 at 2:42 AM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
それですね。血などが石像の移動で引き伸ばされた跡になっている表現です。血の跡が線のようになっていることで石像は移動できることに気付いて欲しいと思っていたのですが女王とのラストバトルで石像を動かさない人が多いと聞いて残念でした(笑)
— January 29, 2025 at 2:59 AM
ASapphicKitsune
@asapphickitsune.bsky.social
問題は、戦闘前に像のチュートリアルがほとんど行われていないことだと思います。戦闘前に像を移動させるパズルがあれば、プレイヤーはもっと理解しやすくなるかもしれません。
— January 29, 2025 at 5:00 AM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
その通りですね。私の記憶だとあの石像を動かす仕様は急に追加された様な気がします。そのため床の形状のデザインを急いで変更しました。(石像を動かせる範囲を限定する必要があったので石の縁取りを追加したりしました)
— January 29, 2025 at 5:14 AM
ASapphicKitsune
@asapphickitsune.bsky.social
In relation to my post about the findings from that image a Team Ico dev posted a few years ago.
This will probably be of interest for the ICO fans that follow me. Looks like a production proposal for ICO from 1997 which is the earliest material I know of.
CD Case might contain PSX ICO, not sure.
— January 27, 2025 at 9:06 AM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
その写真は笹井一個として知られる大村奈々子さんがTwitterに投稿したものですね。
This is Nanako Ohmura, better known as "SASAI Ikko".
大村さんはICOやワンダと巨像のステージ制作、そして日本版のICOのパッケージも描いています。
— January 28, 2025 at 4:41 PM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
私が数年前にTwitterに投稿した写真はこれです
— January 28, 2025 at 4:44 PM
ASapphicKitsune
@asapphickitsune.bsky.social
そのディスクに何が入っているのか聞いてもいいですか?😅
— January 28, 2025 at 5:11 PM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
制作中のPS版のICOです。プレイアブルで完成したステージが遊べるものです。1999年9月14日17:00バージョン。全部で10枚くらい作ったディスクなのでナンバーが付いていて(私のはNo.7)全員に配られました。自分の席でプレイしてチェックするためのものです。
— January 28, 2025 at 5:14 PM
Mystic_Ode
@icoshrine.neocities.org
Many fans have been crediting Ueda as the *painter* of the cover for a long time. But he only claimed to be the *designer* in the interview they cite.
https://web.archive.org/web/20070927211129/http://www.1up.com/do/feature?pager.offset=2&cId=3143702
I suppose the miscrediting was due to a conflating of terminology.
— January 28, 2025 at 4:54 PM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
上田さんはアートに関して全ての指示と判断をするアートディレクターでした。カバーデザインも指示と決定したのは上田さんですが描いたのは大村さんと福井智加(Chika Fukui)さんです。最終修正を上田さんがやったかも知れませんがペインティングのほとんどは大村さんだと思います。彼女はCorel Painterというアプリで描いていました。
— January 28, 2025 at 5:05 PM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
ICOのカバーイラストは大村さんと福井さんの共同制作ですが、今日HDDを整理しているときに福井さんがカバーイラストを描いている作業写真を発見しました。撮影は上野さんです。
この写真はヨーロッパのゲーム雑誌用に撮影したものですが未使用のものです。
— December 28, 2025 at 5:25 PM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
福井さんがPCの壁紙にしてるのはジョルジョ・デ・キリコ「無限の郷愁」(1911年)のようですね。参考にしていたのかな?
— December 28, 2025 at 7:00 PM
ASapphicKitsune
@asapphickitsune.bsky.social
Contrast boosted ICO Production Proposal Document
Things I can personally read:
Name: ICO (?) [Probably temporary or pending]
Amount of players: 1 Person
Memory Card Game Save ???
?? Main Target ?? Rate User
Second Target ?? Rate User [Might be first rate and second rate users?]
— January 28, 2025 at 9:40 AM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
その企画書は私も持っていましたが今は無くしました(笑)
その画像から読み取れるのは以下のような文章です
タイトル:ICO(仮)
プレイ人数:1人
メモリーカード:ゲームセーブ有り(ブロック数 未定)
※PSのメモリーカードはセーブエリアが全16ブロックあって、
その内の何ブロックを使用するのかを決めなくてはいけない
— January 28, 2025 at 3:23 PM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
(続き)
対象(?)ユーザー:メインターゲット 男性ライトユーザー
セカンドターゲット 女性ライトユーザー
コアユーザー
※ライトユーザー(lite user)とはあまりゲームをしない人たちのこと。日本でよく使われる和製英語。カジュアルユーザーのこと。Heavy Userの反対の意味で使う
※コアユーザー:マニアやSonyの熱心なファン
— January 28, 2025 at 3:25 PM
ASapphicKitsune
@asapphickitsune.bsky.social
Was it customary for all proposed works at SCEJ to presented this way?
— January 28, 2025 at 5:47 PM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
SCEに限らずどのゲームメーカーも90年代以前は紙に企画書を書いて提出するのが通常だと思います。上田さんは初めてのゲームの企画書だったので特に丁寧に書いていたと思います。2000年以降はPowerPointによるプレゼンテーションや、社内のサーバーにデジタルの企画書をアップロードするなどしていました。
— January 28, 2025 at 6:17 PM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
ちなみに会社の呼び方は以下の通りです。
SCEI:SCE Inc.。SCEの管理業務、ハードの設計、開発など
SCEJ:SCE Japan。ゲームの販売、営業、商品企画(ゲームは作ってない)
SCE JapanStudio/SCEI JS:ゲーム制作
— January 28, 2025 at 6:29 PM
ASapphicKitsune
@asapphickitsune.bsky.social
Ah thank you for the correction!
— January 28, 2025 at 6:33 PM
Mystic_Ode
@icoshrine.neocities.org
I have another question loosely related to the topic of game proposals. Have you ever read the American manual for the game? If you have, is it familiar to you? It has extra information that the Japanese manual removes, reads like a pitch meeting, and references cut interactions with The Queen.
— January 30, 2025 at 7:02 PM
Mystic_Ode
@icoshrine.neocities.org
Since the manual has no credited author, I wonder if this text was lifted from a design document or proposal for the PS2 build of the game? If SCEA, distant from the production, was unaware the document had out of date information, then it’s a mistake I could see them making.
— January 30, 2025 at 7:02 PM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
US版のマニュアルは全く見たこと無いですし見たくないです。
US版は未完成だと思っています。嫌な思い出しかありません。無理矢理急いで発売しなくてはいけませんでした。パッケージのカバーデザインもあの酷さで、上田さんや色んな人が修正して欲しいといっても修正されずICOチームは全員泣いていました。SCEAが日本を無視して全て勝手に良くないことをいっぱいやっていると思います。
— January 30, 2025 at 7:43 PM
Mystic_Ode
@icoshrine.neocities.org
That’s understandable. I assumed it was a difficult time for the staff, but I didn’t realize it’d remain a painful memory. I apologize for bringing it up and, as always, I appreciate your response.
— January 30, 2025 at 8:40 PM
ASapphicKitsune
@asapphickitsune.bsky.social
The "Y" in the ICO's runic language is present on the sarcophagi in the altar room.
It is possible the sarcophagus was the original use and the symbol got used in the script later.
— March 14, 2025 at 11:05 PM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
この「Y」の文字は私が考案しました。イコが閉じ込められていたカプセルの蓋のために作った文字で数字を表しています。元々は「23」だったような気がするのですが、カプセルの配置図を見ると25のようですね。(あるいは逆方向から数えると20の可能性がありますし制作中にカプセルのトータルの数が変わったかも?)
ゲームの制作中はカプセル全てに違う数字(1〜54の数字)のテクスチャを作ってカプセルに貼っていたのですが、テクスチャメモリーが足らなくなったことと作業の多さで1種類だけにしてしまいました。その後、文字担当の桑原さんから「その文字をYとして使っていいですか?」とお願いされたので許可しました。
— March 15, 2025 at 2:49 AM
ASapphicKitsune
@asapphickitsune.bsky.social
ヨルダの文字で書かれた「25」は、アルファベットの25番目の文字である「Y」に使われていて、なんて可愛いんでしょう。
— March 15, 2025 at 3:51 AM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
文字担当の桑原さんになぜ「Y」に使ったのか聞いたことがないですが、もしかすると「25番目」という意味だったのかもしれません。それが真実だとするととても良い理由だと思います。
— March 15, 2025 at 4:20 AM
Mystic_Ode
@icoshrine.neocities.org
2 と 5 を視覚的に分離することで、城の周囲に似た形の集合があることに気付くことができました。樽の上部からこの形を選んだのは、数字の 2 の形を非常に連想させるからです。両側の線は異なる数字を表しているのではないかと思います。これらはその数体系から来ているのでしょうか?
— March 15, 2025 at 6:05 PM
ざっくまん/Zackmann⭐趣味垢
@zackmannx.bsky.social
記憶に無いですがそれを作ったのは私ではないと思います。(私が作ったのは大きい樽)
私の文字を参考にアレンジしたように思います。(あまり意味のある文字ではないと思います)
制作の初期の頃はまだ文字が考案されていなかったのでデザイナーが仮の文字を自分で作っていました。多分作っていたのは私だけだと思いますが(笑)
例えばPS1バージョンの頃作った時計や箱のステッカーの文字は私が仮で作ったものです。(結局使いませんでしたが)
— March 15, 2025 at 6:39 PM
