Gaffers who still wait for this remind me of the story of that dog in Japan who went to the train station every morning and waited for his dead owner to return.
the feels..... HNNNGGGGGGG
Gaffers who still wait for this remind me of the story of that dog in Japan who went to the train station every morning and waited for his dead owner to return.
Gaffers who still wait for this remind me of the story of that dog in Japan who went to the train station every morning and waited for his dead owner to return.
Why do you care if other people still care about it?
Well, I have this to ask to people who keep saying that TLG is dead..Gaffers who still wait for this remind me of the story of that dog in Japan who went to the train station every morning and waited for his dead owner to return.
Because I cared since around 2007. When the PS3 came out, I was looking for a good game and there wasn't many about. It was about then that the infamous careers page popped up. I had played Shadow, but had entirely forgotten about the team making it. There are posts of mine on other sites dating back to 2007, of me talking in great depth about all the possibilities. When it was finally leaked early 2009, I was disappointed by how derivative it appeared. But I still had a ton of energy and excitement for it. So since it's official announcement, it's been 6 years. I've cared for 8 years, and I would have been distraught if you'd told me back then all the hardship I'd have to face before I get to play the game I've been wildly dreaming of.
So, why do I care? Because everyone here cares about games an inordinate amount. We value them and feel they contribute something to our lives. I am about to say something with genuine feeling: save your care, save your excitement, save your enthusiasm. This ride is a long one, and you'd be better off taking a nap and waking up when we all get there. Because staying awake for it is just draining and can leave you pretty jaded.
This year will mark the tenth anniversary since Team Ico last released a game.
ICO said:Director: Fumito Ueda
Game Design: Fumito Ueda
Producer: Kenji Kaido
Executive Producer: Yasuhide Kobayashi
Supervisor: Masatsuka Saeki, Akira Satō, Fumiya Takeno
Planners: Junichi Hosono, Tsutomu Kouno, Kei Kuwabara
Scripting: Junichi Hosono
Character Design: Chika Fukui, Kazuhiro Numata, Mitsuhiro Shimooki, Fumito Ueda
Character Animation: Takeshi Ambe (Ico, Yorda, Queen), Atsuko Fukuyama (Ico, Yorda, Queen), Mizuki Muramatsu (Smokeman, Ico), Fumito Ueda (Lead Animator)
Background Artists: Katsuhiko Abe, Taijuro Hachiya, Kaihei Hayano, Tsutomu Kouno, Atsushi Morioka, Kazuhiro Numata, Nanako Ohmura, Mitsuhiro Shimooki, Mikiko Takeda, Chikara Ueno
System Program: Fumiaki Hara, Jinji Horagai
Characters & Objects Program: Toshihiro Ito, Shotaro Omori, Hajime Sugiyama
Motion System Program: Hajime Sugiyama
Yorda A.I. Program: Jinji Horagai, Shotaro Omori
Draw Engine Program: Takuya Seki
Visual Program: Takuya Seki, Hajime Sugiyama
Tools Program: Toshihiro Ito
Sound Designer: Masaaki Kaneko
Sound Effects: Masaaki Kaneko, Keiichi Kitahara
Music Supervisor: George Asahi
Composer: Michiru Ōshima, Pentagon
SotC said:Director: Fumito Ueda
Game Design: Fumito Ueda
Line Producer: Kenji Kaido
Project Manager: Kenji Kaido
Executive Producer: Yasuhide Kobayashi
Supervisor: Akira Satō, Fumiya Takeno, Masatsuka Saeki, Tomikazu Kirita
Planning: Junichi Hosono, Masashi Kudo, Takashi Izutani, Takeshi Asano, Makoto Yamaguchi
Game Script: Junichi Hosono, Masashi Kudo, Takashi Izutani
Camera Setting: Takeshi Asano
Sound Setting: Makoto Yamaguchi
Character Design: Shunpei Suzuki, Hitoshi Niwa
Character Animation: Atsuko Fukuyama, Masanobu Tanaka, Daisuke Uchikawa, Sōsuke Honda, Tatsuhiko Tachibe (EEN Inc.), Rory Little
Field Design: Koji Hasegawa, Masanori Kajita, Kazuhiro Numata, Takeshi Okazawa, Kayoko Sato, Kibi Wakisaka, Atsuhiko Terada, Takeshi Ochiai, Nanako Omura, Mitsuhiro Shimooki, Katsuhiko Abe
Field Collision: Jun Tsubuku, Takashi Kawashima, Nao Yamasaki
Effects Design: Yuta Kimura, Hironobu Nakano
System Programming: Jinji Horagai
Collision System Programming: Hajime Sugiyama
Motion System Programming: Hajime Sugiyama
Post Effects Programming: Takuya Seki
GUI Programming: Takuya Seki
Colossus & Horse AI System: Takeshi Nakagawa
Script System Programming: Takeshi Nakagawa
Particle Tool Programming: Teppei Ikeda
Camera Tool Programming: Teppei Ikeda
Animal System Programming: Kazutomo Sasaki
Tools Programming: Toshihiro Ito
Sound Design: Keiichi Kitahara, Kōji Niikura, Noburou Masuda, Tsutomu Fuzawa, Tsubasa Ito
Music Composed and Arranged By: Kow Otani
Actively working on TLG?
I am guessing zero because the game is dead.
Speaking of Team Ico... The core design and programming team seems like it was a small group of people. I wonder how many of them are actually actively working on TLG, and how many have left SCE or are working on other SCE projects now...
http://www.mobygames.com/game/ps2/ico/credits
http://www.mobygames.com/game/ps2/shadow-of-the-colossus/credits
Well, I have this to ask to people who keep saying that TLG is dead..
Why on Earth would Sony not just go ahead and say so?
They weren't exactly shy about 8 days, The Getaway and Stig's project among others...
Actively working on TLG?
I am guessing zero because the game is dead.
It's shocking he still has a job with Studio Japan to be honest. :S I am still waiting for this game and will buy it day 1, but at this point my hype meter is higher from Japan when it comes to a rumored jRPG.Ya only a handful of people worked on these two games, which is why they take forever to come out. Ueda also personally interviews every single job applicant and handpicks them himself.
He's an idiot.
Many of them have moved on, according to their MG pages, but some of them have SotC listed as their last credited work. What's interesting is that very few of them worked on Puppeteer, despite the excuses Ueda gave.
And I should've said that 2015 marks the tenth anniversary of the final Team ICO release.![]()
It's shocking he still has a job with Studio Japan to be honest. :S I am still waiting for this game and will buy it day 1, but at this point my hype meter is higher from Japan when it comes to a rumored jRPG.
I think there's a solid chance they'll show it at E3 this year though.
It's shocking he still has a job with Studio Japan to be honest. :S I am still waiting for this game and will buy it day 1, but at this point my hype meter is higher from Japan when it comes to a rumored jRPG.
I think there's a solid chance they'll show it at E3 this year though.
Never lost faith in Versus XIII, haven't lost faith in TLG.
Now if only that really meant anything...
You are aware that members of Japan Studio who have worked on TLG....have worked on more than that, right?
Not even Fumito Ueda has worked on The Last Guardian nonstop since 2007...
This is the last year. If we don't hear anything at E3/gamescom/TGS, it's dead. Period. Shu can say otherwise as much as he wants afterwards at that point.
Not that I'm actively waiting, but it would still be nice to get something new from Team ICO, as I really loved SotC and Ico.
Jamie Smith got hired by SCEJ and has been working with Team ICO as Motion Designer since September 2013. Can't imagine he's been working for a year and half on nothing.
I think it will be re-revealed at PSX for a Summer 2016 release, if it doesn't show up at PSX then it's dead.
Fumito Ueda has been busy honing his mad Candy Crush skills.
Generated on: This page was generated by TSDR on 2015-02-16 11:27:22 EST
Mark: THE LAST GUARDIAN
US Serial Number: 85700141 Application Filing Date: Aug. 09, 2012
Register: Principal
Mark Type: Trademark, Service Mark
Status: Abandoned because no Statement of Use or Extension Request timely filed after Notice of Allowance was issued. To view all documents in this file, click on the Trademark Document Retrieval link at the top of this page.
Status Date: Feb. 16, 2015
Publication Date: Nov. 20, 2012
Notice of Allowance Date: Jan. 15, 2013
Date Abandoned: Feb. 16, 2015
Damn..
Can't imagine he's been working for a year and half on nothing.
Somebody should claim the trademark and make a crappy Flappy Birds clone with a pixelated griffin just to complete the grief cycle.