that they had envisioned meant that the game's elements eventually coalesced into a coherent product. By July 2005, Team Ico entered the last phase of Shadow of the Colossus development. They had pledged to improve the game's frame rate, and worked to optimize its physics engine and the rendering of the game world. Ueda noted that the finished version of the "organic collision deformation" technology differed drastically from the iteration that the team originally developed. SCEI demonstrated Shadow of the Colossus at the 2005 Tokyo Game Show to a positive reception, and Jō Kirian of ITmedia reported that a long line of attendees queued up near the game's exposition stand at the venue. Ueda told Eurogamer after the convention ended that Team Ico deemed the game to be "pretty much fixed as it is" and that they did not have plans to supplement the game with new content. Although they had repeatedly missed deadlines and exceeded budget limitations, Kaido thought that the implementation of the game's major features instilled pride in his colleagues. According to Ueda, Shadow of the Colossus ultimately involved a 40-person team. After three and a half years of development, Team Ico completed the Japanese and North American versions of Shadow of the Colossus in September 2005. Design For Shadow of the Colossus, Team Ico adopted a more sophisticated template for their creative process than Icos principal idea of "design by subtraction"; under the latter approach, they removed the title's integrated elements that detracted players from its reality. Ueda felt that Icos analogous structure to an adventure game resulted in its limited interactivity, and he wanted Shadow of the Colossus to be more player-driven by comparison. To that end, he sought to ensure that the game provided players with agency both sporadically–in that they would be able to trigger in-game scenarios by their own efforts–and on an overarching scale–by the creation of emergent solutions to the gameplay. Furthermore, the player can manipulate the camera during cutscenes, a functionality designed to maintain the impression of controllability–and therefore, the consumers' interest–in those otherwise self-directed segments of the game. At the same time, Ueda strove to make the title accessible to people who did not play video games by simplifying its controls and other components. Kaido and Ueda aimed to challenge the contemporary trends of the video game industry, and they thus fashioned the battles with the boss-like colossi characters