The Last Guardian[a] is a 2016 action-adventure game developed by Japan Studio and GenDesign and published by Sony Interactive Entertainment for the PlayStation 4.
It was designed and directed by Fumito Ueda, and shares stylistic, thematic, and gameplay elements with his previous games, Ico (2001) and Shadow of the Colossus (2005).
He employed the "design through subtraction" approach he had used for his previous games, removing elements that did not contribute to the core theme of the connection between the boy and Trico.
[10] The Last Guardian's story is framed as a flashback told by an older man (voiced by Hiroshi Shirokuma) recounting his experience as a boy.
The boy uses the mirror to summon energy from the severed tail segment and destroy the master of the valley, causing the creatures to plummet from the sky.
[6][15][12] Ueda found that people were drawn to games with lifelike creatures, and felt The Last Guardian needed something similar to attract a broad audience.
[17] Though Ico and Shadow of the Colossus have a similar changing connection between pairs of characters, Ueda said there was more "dynamic range" in The Last Guardian.
[20] To create the game's art and architecture, the team used the same "design through subtraction" method they had used to develop Ico and Shadow of the Colossus, removing elements they felt distracted from the core experience.
[21] The Last Guardian game engine builds on the team's previous development of AI processing from Ico and transformative collisions from Shadow of the Colossus.
[24] With initial ideas for The Last Guardian envisioned by Ueda since around 2005 after completing Shadow of the Colossus,[25] the game was in active development since 2007, a year after the release of the PlayStation 3.
[26][27][28] The working title was Project Trico, revealed to the public due to a leaked video posted at PlayStation Lifestyle in 2008 that showed the current "Target Render" of the game at that time.
[34] Behind the scenes, the development of The Last Guardian was considered slow by Shuhei Yoshida, the president of Sony Computer Entertainment Worldwide.
[26][36] Ueda stated that this choice was primarily Sony's decision, speculating that the PlayStation 3 version of the game at this point would still have been sufficient to convey his concept.
Ueda stated in 2013 interview that his departure from Sony was due to feeling "a sense of crisis within myself about a lot of things" on news of the delay.
[45] During the platform transition, much of the creative work had been put on hold, and Furukawa did not spend extensive effort on the composition until about 2013, three years prior to release.
[45] Furakawa stated that Ueda trusted him with freedom to compose the music and providing only a broad direction of a cinematic soundtrack and some specific directorial notes.
While he was aware of the reputation of the soundtracks by Michiru Oshima and Kow Otani for Ico and Shadow of the Colossus, respectively, and wanted to have The Last Guardian's soundtrack to be similarly unique, Furukawa opted to avoid using these previous works and instead drew his own inspirations primarily from works with a "muted aesthetic", such as Impressionist art and music and French cinema.
[45] Furukawa did not have to adapt his score significantly to account for changes in story and game direction since these elements were still made within Ueda's vision.
[50] The presentation at E3 2015 was based on the milestone of the game being fully playable, affirmed by selected members of the press,[51] though Yoshida stated they did not do a live gameplay demo as the artificial intelligence behavior of the animal creature could be sporadic and impact the demonstration.
[53] The Last Guardian was announced for a 25 October 2016 release in Japan and North America during Sony's presentation at E3 2016 in June,[54] and was available in a playable form to attendees.
[15] A short delay was announced in September 2016, pushing the title back to early December 2016 release, as the developers needed more time to fix bugs that had come up during the final production of the game, according to Yoshida.
[57] In addition to regular retail copies, Sony released a "collector's edition" including the game, an artbook, a soundtrack, and a statue of a resting Trico and the boy.
[58] The week prior to release, Sony's Joe Palmer stated that pre-order numbers were "exceeding expectations", including high interest in the collector's edition.
[77] GameSpot's Pete Brown praised the characters, their relationship and the story as the important aspects to the game and overall experience, noting interactions with Trico and acting very independently at times by not knowing "if it's a concerted effort to test your patience for a lovable-yet-stubborn creature".
[69] Tom Senior of GamesRadar called Trico "the greatest AI companion in games", in addition to the subtle use of visual and audio cues to add more character and its effect on the gameplay itself.
[70] Reviewing for The Guardian, Simon Parkin praised the design of Trico and its interactions with the world and puzzles, adding further emotional investment.
[78] In contrast, Marty Sliva of IGN was critical of Trico's behavior during puzzles combined with camera controls making sections of the game more frustrating, particularly during interiors due to the cramped nature of certain levels and the size of Trico detracting from the experience, calling it "rare to even have to think about the camera in a third-person game in 2016, but I found myself constantly being pulled out of the experience trying to wrestle with my point of view".
Evan Narcisse for the website Kotaku opined that the lengthy delay of The Last Guardian's release since the 2009 reveal may have been harming the game's relevance on the contemporary market.
Since then, the rise of more independent games such as Papo & Yo, Bastion, The Walking Dead, and Journey had created similar experiences to The Last Guardian, according to Narcisse.
[97] Brian Ashcraft of Kotaku also noted that the demo's pace was often set by how fast Trico would respond or react, which may test the patience of players looking for a more action-based experience.