The bottom line
The Last Guardian shows the bond between the boy and Trico through game mechanics and rules rather than cutscenes. Because interaction is the unique language of games, players feel the relationship themselves, even when meaningful systems cost some fun.
Key takeaways
- Interaction is what makes video games a unique medium. 7:15
- Painting uses shape and colour, music uses sound, and film uses moving images.
- Games can use all of these, but mechanics, rules and systems you can poke at are their own language.
- The roles characters take in combat show how they relate to each other. 3:08
- In Ico, the invincible boy protects the frail Yorda. The Last Guardian mirrors this: the boy is helpless against the soldiers and Trico is invincible.
- Invincible companions like Elizabeth in BioShock Infinite clash with the story, because she is called vulnerable yet protects Booker.
- A bond feels stronger when both sides depend on each other. 3:55
- Trico freezes in fear at stained glass eyes until the boy smashes them.
- The boy cannot beat enemies without Trico, so these clear rules make each need plain.
- Breaking an established rule at the right moment lands harder than a cutscene. 6:06
- Trico overcomes its fear of stained glass shields to save the boy, which shows the bond has grown.
- In The Last of Us, Ellie shooting a man to save Joel is strong storytelling, but it borrows from film instead of using the rules.
- Trico ignoring commands makes it feel alive but is not always fun. 8:09
- Players report that petting Trico, finding it food and tending its wounds make it more responsive.
- Making systems both enjoyable and meaningful is a hard balance, like the difficulty in Dark Souls.
When the boy calls Trico, we could have made Trico come immediately, like clockwork. But if we did that, Trico would not seem like an independent creature.
Fumito Ueda
Chapter summaries
0:00 Ueda's games and the question
The Last Guardian is the last of three Ueda games about bonds, and it builds its bond through gameplay rather than cutscenes or dialogue.
- Each Ueda game centres on a relationship. 0:09
- Ico is about a friendship with a girl, and Shadow of the Colossus is about toppling giant beasts.
- The Last Guardian joins the two by being about befriending a giant beast, Trico.
- Reception was mixed, with complaints about clumsy controls, input lag, clunky physics, patronising hints and tedious puzzles.
- Most players still agree it depicts the bond between the boy and Trico very well.
1:05 Combat and companions
| Escort companion | Invincible companion | The Last Guardian | |
|---|---|---|---|
| Companion in combat | Fragile, can die | Cannot be killed | Trico invincible, boy helpless |
| Who protects whom | Player guards Trip | Elizabeth protects Booker | Trico protects the boy |
| Player feels | Stressed, frustrated | Relaxed | Vulnerable, then thankful |
| Play matches story? | Yes, but tiring | No: 'vulnerable' yet saves him | Yes, roles tell the story |
The roles characters take in combat tell the story of their relationship, and Ueda reverses Ico's roles for the boy and Trico.
- Escort missions and invincible companions both fail to match the story. 1:25
- Escort missions make the player guard a weak partner, like Trip in Enslaved, which many players found stressful.
- Invincible companions remove the stress but clash with the story, as with Elizabeth in BioShock Infinite.
- Trip is one of the better escort partners because she hides well and survives one robot attack.
- Elizabeth finds Booker ammo, pulls in machine guns from another dimension and even revives him, so she protects him despite being called vulnerable.
- The Last Guardian mirrors Ico, putting the player in Yorda's role. 3:08
- In Ico, Yorda is frail in combat and the invincible boy saves her at every turn.
- Here the boy cannot defeat the magic soldiers, while Trico is invincible and strong in combat.
- The player feels vulnerable alone and thankful when Trico saves them from danger.
- In Ueda's games, combat is not filler between story bits, because the roles tell us what we need to know about the relationship.
3:55 Two-way dependence and clear rules
Trico and the boy need each other, and simple rules make that need easy to feel.
- Stained glass eyes make the boy protect Trico. 4:28
- Trico freezes in fear at a stained glass eye and will not move until the boy smashes or removes it.
- The two are strong in different ways, with Trico in combat and the boy in platforming and puzzles.
- Enslaved narrowly escapes the escort trap because Monkey relies on Trip to make distractions and hack things.
- Other acts of care include petting Trico's back after a fight to calm it, and finding it barrels of food.
- Clear rules let players read each room. 12:57
- The boy cannot beat enemies without Trico, and Trico cannot advance until the eye is destroyed.
- In a room with an eye, you know to fight past the enemies alone, which feels tense and then rewarding once Trico joins in.
- A later room has soldiers holding shields made of stained glass, and the narrator knew to leave Trico, sneak around and shove them off the ledge.
- The narrator rushed in instead and was ambushed by the soldiers.
5:48 A broken rule lands harder than a cutscene
A rule the player has lived with tells the story better than a film-style scene.
- The rescue works because the player expected to lose. 5:51
- The boy can't fight the soldiers and the shields stop Trico.
- The player thinks Rules are rules. It's over.
- Then Trico breaks the rule, and the player's reaction is a quiet "Oh."
- The rule had been a fixed part of play, so breaking it carries weight.
- The Last of Us tells the bond with film, while The Last Guardian plays it. 6:24
- Joel refuses Ellie a gun, and she answers I can handle myself.
- The scene is excellent storytelling, but it borrows from cinema.
- After the cutscene, Ellie becomes more formidable in combat, which earns bonus points.
- The Last Guardian is an artistic work in the medium of games.
7:49 Making a creature feel alive costs some fun
Trico's independence makes it feel real, but meaningful systems can be less enjoyable.
- Trico's lifelike behaviour is meant to sell it as a creature, not a tool. 7:49
- Its animations are lifelike, and it hesitates to jump into the water.
- The player must learn Trico's sounds and body language.
- Removing spears is one of the interactions that can make Trico a better companion.
- The system lets players feel what it is like to love or mistreat an animal.
- Meaning and fun pull against each other, and Ueda takes the risk. 9:14
- The idea is cool But isn't always fun.
- Every system must be both enjoyable and charged with meaning.
- Whether Ueda succeeds is up to each player.
- Combat roles, puzzles and rule-based vignettes all carry the relationship.
10:50 Other games that speak through mechanics
Indie games often tell their stories through play.
- Undertale, Papers, Please and Brothers say things through their systems. 10:55
- Undertale shows its cast's personalities through the way they fight.
- Papers, Please lets players poke at a system to reveal a message about bureaucracy and corruption.
- Brothers tells the story of two siblings almost entirely through gameplay.
- Its best moments are spoilers.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. It teaches that games say the most through their mechanics and rules, not cutscenes, using Fumito Ueda's Ico and The Last Guardian to show how combat roles, rules and bent rules can express a relationship. The moment worth watching is Trico breaking the stained glass eye rule to save the boy, which hits harder than a cutscene.
More from Game Maker's Toolkit · The whole library, and ask it anything