Fumito Ueda is Rethinking The Companion Relationship That Defined His Career

Fumito Ueda is Rethinking The Companion Relationship That Defined His Career


First revealed a year and a half ago at 2024’s The Game Awards as Project Robot, Fumito Ueda’s new game broke cover at Summer Game Fest earlier this month with new details (it has guns?), a new name (Gen Atlas), and some face time with its renowned creator.

Ueda is one of gaming’s true auteurs, having directed three of the medium’s most beloved, singular games: Ico (2001), Shadow of the Colossus (2005), and The Last Guardian (2016), each produced for PlayStation consoles. The first two were developed under Ueda’s Team Ico banner inside Sony while The Last Guardian took a more complicated route to release, with Ueda directing inside Sony, then as a contractor, and then as the lead of his own independent studio, GenDesign. Now, a decade after the release of his last game, Ueda and GenDesign are back with a new publisher, a new game, and maybe a new outlook on game development. GameSpot spoke with him inside Epic Games’ booth at Summer Game Fest earlier this month.

We started, where else, by asking Ueda about the scene that literally elicited gasps from the crowd when it was revealed in the trailer: The protagonist uses guns.

Perhaps unsurprisingly for a game codenamed Project Robot, the project “started with giant robots at its core, and then slowly but surely, we started world building,” Ueda tells GameSpot. “Once we got into this phase of, okay, this is going to be a sci-fi universe, I think it’s not unnatural to have guns, other weapons and to have shooting in action. And so as a gameplay experience, I think it’s somewhat maybe even expected when you hear a sci-fi action adventure game that you’re going to be able to wield a weapon and do some shooting.”

While Ueda followed this up by declaratively stating, “This is not a shooting game,” he did suggest that some of the logic for equipping the player character with a weapon was born of player frustration from his earlier games. “For example, The Last Guardian, the player character didn’t really have a weapon,” Ueda explains. “And so I think that also created a little bit of frustration as a player character. And so in order to sort of lessen the frustration or kind of soften that frustration, there was thought that went into this in terms of what are some of the tactics that the player character can use. And shooting is one of them.”

In Ueda’s previous games, the player character had a companion that was alive, albeit unable to directly communicate. In Ico it was Yorda, a princess whose language you couldn’t understand; in Shadow of the Colossus, it was your horse Agro who obeyed your commands (“Agro!”) but obviously couldn’t communicate back; and lastly in The Last Guardian, the impossibly charming Trico, a giant bird dog cat thing whose unspoken partnership is the actual thesis of the game.

Share. Save. Don't Miss The Buzz: XFacebookRedditLINETelegramWhatsAppGmail