

It featured a group of sword-wielding horned boys, reminiscent of Ico's protagonist, riding on horseback across an arid landscape towards a Colossus that resembles Mammoth, the second boss of the final game. The cutscene, visible at right, was later included in a bonus DVD that came with Japanese pre-orders of Shadow of the Colossus for the PlayStation 2. The appearance of the world would also be determined. Elements such as techniques and expressions that would appear in the game itself were scrutinized. In the middle of May, the real-time cutscene to be used for presenting the game was completed. Developers moved around while observing the horses, and their level of motivation increased. On March 10th, Team Ico staff attended a training camp for horseback riding at Mt. Images that were in the mind of director Fumito Ueda were compiled into this storyboard. The first draft of a storyboard for a cutscene to be used for presenting the game was completed in the final third of January. After pursuing a number of ideas, in January, 2002, director Fumito Ueda came up with the basic idea of "fighting against giant enemies". Following much thought, the team decided to take on the challenge of making a new game. There was also the question of whether players would really want a sequel to the game. There was general discussion of creating a sequel, but they struggled with the fact that, because ICO had been wrapped up so nicely, both story- and game-wise, creating a sequel might present great difficulty. According to producer Kenji Kaidou, once development on ICO was finished, the developers had to come up with their next project.
