
"All you can do is just sprint towards that gap and jump towards her, and it looks like you're not going to make it and you're going to fall to your death. In the last second she reaches out and she grabs you. It was such an emotional moment because you don't expect it. She's never done that at any other point in the game."
"We talked about how there's this mechanic where you're holding Yorda's hand and you're leading her along ... and she feels like this helpless character that you're leading along."
"I got this twist and this evolution of this character and this relationship that I don't know how you don't get emotional playing that part. I think I've been chasing that feeling with every game I've made ever since."
In September 2001, Fumito Ueda's Ico released on PlayStation 2. A late-game sequence places the player and Yorda on opposite sides of a collapsing bridge, forcing a desperate sprint and jump. At the last second Yorda reaches out and grabs the player, reversing her previously helpless portrayal and creating an unexpected emotional payoff. Neil Druckmann described the moment as jaw-dropping and said the handholding mechanic made him care about Yorda like no other character. Druckmann credited that twist and relationship evolution as an inspiration he has pursued in subsequent game development efforts.
Read at GameSpot
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