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Paper Mario: Color Splash
subdirectory_arrow_right Mario (Franchise)
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Attachment Concept art for Paper Mario: Color Splash shows that the captain of the Violet Passage was at one point going to have a dark skin tone. This would've marked the first instance of a Toad with a distinct skin color (not counting usually-pale Toads under a transformation) in a Mario game, but not the first instance of a non-pale Toad in the Mario franchise as a whole. The Super Mario Bros. Super Show featured a one-off Native American Toad named Pronto, a parody of Tonto from The Lone Ranger, in the episode "The Provolone Ranger".
person Rocko & Heffer calendar_month March 18, 2024
Kingdom Hearts III
2
Pixar's higher-ups almost rejected the prospect of including Pixar content in Kingdom Hearts III, as none of them were gamers or knew what Kingdom Hearts is or how popular it was. Theme park creative director Tasha Sounart managed to convince them on how popular Kingdom Hearts is, and pointed out that catering to the series' teen audience lined up with Pixar's desire to be seen as an all-ages film studio instead of simply being perceived as targeting children and their parents alone. Sounart noted that, while the Pixar studio members familiar with Kingdom Hearts did not need to extensively detail the lore to those that weren't except when needed, it was needed to be clarified that the Pixar characters would not be meeting one another, or any other Disney characters aside from Donald and Goofy, as Pixar has an aversion to crossovers and shared universes outside of their signature Easter eggs.
Valhellio
1
In an interview with the game's developer Masaaki Nagaura published in STG Gameside #5 in 2011, Nagaura stated that he ended up working with the game's illustrator Tanaka "Tony Taka" Takayuki, because each of their companies were located close to each other, and they were already on friendly terms. Nagaura wanted Takayuki because shoot 'em up's already have a reputation of only being for hardcore players, and he felt that Takayuki's illustrations could help make it appear inviting to a wider, broader audience.
Pokémon Platinum Version
subdirectory_arrow_right Pokémon Pearl Version (Game), Pokémon Diamond Version (Game)
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Within the data for Pokémon Diamond, Pearl, and Platinum is code to spawn in a Level 40 Darkrai as a roaming Pokémon, tying in with its nature as a malevolent counterpart to Cresselia (which similarly becomes a roaming Pokémon after meeting the player on Fullmoon Island). In the final game, Darkrai is instead encountered as a stationary opponent at Newmoon Island after obtaining the Member Card as a Mystery Gift item at select in-person events.
person VinchVolt calendar_month March 17, 2024
The Cutting Room Floor article for Pokémon Diamond and Pearl:
https://tcrf.net/Pokémon_Diamond_and_Pearl#Unused_Roaming_Darkrai

The Cutting Room Floor article for Pokémon Platinum:
https://tcrf.net/Pokémon_Platinum#Unused_Roaming_Darkrai

YouTube video showing the unused roaming Darkrai in action:
https://www.youtube.com/watch?v=ot-u1X8V2Q8
Pokémon Gold Version
subdirectory_arrow_right Pokémon Silver Version (Game)
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Attachment Early builds of Pokémon Gold and Silver indicate that Celebi was originally designed after Kokopelli, a trickster figure, mythical flautist, and fertility deity worshiped by certain indigenous tribes in the American southwest (most prominently the Hopi and Anasazi). This is most apparent in a leaked build from May 6, 1998, in which Celebi's sprite is nearly identical to modern depictions of Kokopelli, with the only major deviation being the addition of eyes. A later design is present in the data for the Spaceworld 1999 demo, bearing a closer resemblance to Celebi's finalized sprite but retaining the Kokopelli motif.
person VinchVolt calendar_month March 16, 2024
Franchise: Angry Birds
2
During development of "The Angry Birds Movie 2", it was decided to break away from the original source material by having the birds and the pigs end their conflict and team up against a greater threat. This was done both in an effort to surprise audiences with a new experience involving the same characters, and as part of an attempt to outdo what was done in the first film thanks to the unprecedented level of freedom that the change made available to them. According to actor Josh Gad, the production team went forward with it not only because they thought the idea was "ingenious", but also because it would be most appropriate given the increasingly polarized political climate at the time, stating:

"The movie has some amazing messaging in it, not the least of which is overcoming differences with people you disagree with in order to find a common ground, which I think speaks to a lot of issues we’re dealing with right now."

While not explicitly stated, it's speculated that this change in the story may have also been made in response to theories that its preceding film, "The Angry Birds Movie", contained thinly-veiled political and anti-immigration undertones as an allegory on the European refugee crisis, most notably with the portrayal of the pigs being unintentionally similar to Arab and Muslim terrorist stereotypes. However, it is not likely this was intended by the film's producers as the pigs were actually inspired by the 2009 swine flu epidemic during the original game's development, on top of there being antagonistic, invasive, and explosives-based elements in the pigs and their weaponry dating back to the first game that are crucial to the series' gameplay and story concept, albeit in a less developed state than they are shown in the film.
person chocolatejr9 calendar_month March 16, 2024
Shenmue
1
In an interview with the game's composer Yuzo Koshiro published in the Japanese book series Game Maestro in 2001, he clarified that while there were dozens of people on the game's music staff, there were only four main composers actually writing and arranging the music, making them the smallest group within the project (this also included people working on sound effects and voice acting). The main theme of the game was written by composer Mitsuyoshi Takenobu. Koshiro believed Takenobu had "the hardest time of us all" during development as he also helped fine-tune the game's music in line with the programmers and director's requests. Koshiro also mentioned that at the beginning of the project, the offer made to get him on the project was that Takenobu would write songs, and Koshiro would orchestrate and arrange them. However, as the project went on, they both went on the opposite direction.
Toontown Online
1
Attachment Despite being an online-oriented game, Toontown Online was briefly distributed as a CD-ROM title in 2005, with Sony subsidiary Platform Publishing handling the physical release. The CD-ROM version allowed players to run the game without needing to install it onto their computers and came with a free two-month subscription and an in-game kart that players could drive on Goofy Speedway. Home console ports of Toontown Online were also announced concurrently with the CD-ROM edition, but these never materialized.

According to a 2004 Game Developer article by developer Mike Goslin, the decision to give the game a physical release was due to anxieties from consumers about not being able to physically hold a game that they were spending money on, as online distribution had not yet been fully established as a mainstream distribution model for video games.
person VinchVolt calendar_month March 15, 2024
Company: Cyberdreams
1
"Reverence" was one of the last announced projects by Cyberdreams, but never made it past the Alpha phase before the company's closure. The game saw the player being chosen by the gods themselves to help determine the future of the human race, whom the gods believed to have grown too apathetic and unjust to live. It was intended to be a first-person shooter game, with the player wielding a variety of guns and spells as they traveled through four different realms to decide the fate of humanity. Each realm was modelled after a real life mythological god, those being Osiris (Egyptian god of the underworld), Kokyangwuti (Hopi goddess of life), Freyja (Norse goddess of love), and Manjursi (Tibetan god of wisdom). While the game itself was cancelled, a playable prototype was leaked in 2015.
person chocolatejr9 calendar_month March 14, 2024
Banjo-Kazooie: Nuts & Bolts
2
The vehicle-building gameplay of Banjo-Kazooie: Nuts & Bolts has been claimed by many Banjo-Kazooie fans, often with an underlying anti-Microsoft or pro-Nintendo console war motive, to have been a corporate mandate from Microsoft to Rare, who supposedly wanted to make another 3D platformer like the previous games in the series. However, this is a complete lie as the only known influence on Nuts & Bolts from Microsoft was that they wanted Rare to make games aimed toward a younger demographic. Otherwise, the creative decisions made with Nuts & Bolts were entirely on Rare's development team, which was burned out by 3D platformers and genuinely believed that vehicle-building was a natural evolution of the genre.
person Rocko & Heffer calendar_month March 14, 2024
Reddit posts collecting all of the below sources and specific quotes from them:
https://www.reddit.com/r/BanjoKazooie/comments/grmk7k/comprehensive_list_as_to_reasons_why_nuts_bolts/
https://www.reddit.com/r/BanjoKazooie/comments/gro2kc/child_post_list_of_comprehensive_quotes_from_rare/

GamesRadar 2008 interview revealing Nuts & Bolts has nothing to do with Microsoft's buyout:
https://www.gamesradar.com/banjo-kazooie-nuts-bolts-interview/

IGN 2012 interview revealing demographics mandate:
https://www.ign.com/articles/2012/08/22/ex-rare-member-shares-info-on-cancelled-game

Gregg Mayles 2018 interview revealing Rare wanted a different approach to platformers:
https://www.youtube.com/watch?v=9h9Y55vpHZo

VideoGamer 2008 interview revealing that they thought a platform-centric game would be boring to work on, and was not inspired by user-generated games like LittleBigPlanet:
https://www.videogamer.com/previews/banjo-kazooie-nuts-and-bolts-interview/

Wired 2008 interview revealing Rare thought platforming games stopped being innovative after the Nintendo 64, and the team expanded from 13 to 71 people so they could not make projects like they used to:
https://www.wired.com/2008/05/qa-banjo-kazooi/

Xbox Achievements 2008 interview revealing Rare thought the old movement system was stale, that they wanted players to come up with different solutions to problems, and assumed fans would be mad if they remade a game instead of a making a sequel:
https://www.xboxachievements.com/news/news-1567-x360a-Meets--Rare-and-Talks-Banjo-Kazooie--Nuts---Bolts.html

Gamereactor 2008 interview revealing Rare thought the blockier character designs felt more BK than the smooth versions of N64 models:
https://www.youtube.com/watch?v=rn9Il7IKgEI

The Rare Witch Project 2008 interview revealing Rare believed vehicle-building was the next evolution of platforming games, and that Nuts & Bolts was the third attempt at a third Banjo-Kazooie game:
https://web.archive.org/web/20081223105418/http://www.rarewitchproject.com/?id=1655

Kikizo 2008 interview revealing Rare wanted to test the power of the new Xbox 360 hardware:
http://archive.videogamesdaily.com/features/banjo-kazooie-nuts-and-bolts-rare-interview-p1.asp

Edge Magazine 2010 interview revealing Conker Live & Reloaded's negative fan reception caused Rare to rethink a remake:
https://web.archive.org/web/20101015012359/http://www.next-gen.biz/features/rare-vintage-part-two

Rare 2018 interview revealing Gregg Mayles was bored with the formula and did not know where to take it:
https://www.youtube.com/watch?v=p2QVnSJDAl4?t=3556

Steve Mayles 2020 interview stating Banjo-Threeie is Nuts & Bolts, putting work into reimagined worlds from Banjo-Kazooie is the same amount of work as new worlds, at one point Rare's management moved all but two people from the Banjo-Kazooie project, Xbox Market was different than the Nintendo market so they weren't sure it'd sell, and Rare was burnt out from making 3D platformers:
https://www.youtube.com/watch?v=Dp8n7QKJZHs
Star Fox Adventures
1
Attachment A rendition of Star Fox 64's Area 6 theme can be listened to in Star Fox Adventures' sound test, despite it being otherwise unused in the final game. In a January 10th, 2003 edition of Rare's Scribes, composer David Wise explained that the Area 6 theme was temporarily used as the theme for the final confrontation against Andross, but was always intended to be replaced with the music that plays there now in the final game, which is a rendition of Andross' battle theme from Star Fox 64. According to Wise, this track was literally substituted in the final hours of development, and Rare did not have time to remove it from the final version.
person Dinoman96 calendar_month March 13, 2024
David Wise discussing the unused Area 6 theme in Rare Scribes:
https://www.raregamer.co.uk/scribes-january-10th-2003/

Unused Area 6 SFA theme:
https://www.youtube.com/watch?v=JGvKX81YgcA

VS. Andross theme in final SFA:
https://www.youtube.com/watch?v=oGzXW39gREs
Tekken 8
1
In an interview with the game's producer Katsuhiro Harada published in IGN on September 15th, 2022, Harada was asked about his experience developing a game in Unreal Engine 5 for the first time and some of the more subtle aspects of working with the engine. He responded:

"It's a very difficult question. From a developer's perspective, not just for us, but developers in general in the industry, it's different from the end users' impression, where kind of like an iPhone 4 was being used up until a certain date and then, "Okay, now the iPhone 5 is out, it's awesome, it's brand new, everything works so much better." That's kind of the impression that your average user has when this new Unreal Engine 5 comes out. But in reality, it's not that case at all. It's like it's a continuing process. Obviously, we didn't just start developing a game on UE5. UE5 was announced quite some time ago, but we haven't seen games for it yet.

So we started on UE4 and gradually started porting certain elements of the game over into UE5 and also confirming the results. Like, "Okay, oh wow, the graphic level on this particular area improved greatly." And then other areas as well – the things that are important for a fighting game: the response time…those kind of things are stuff that we've been porting out into the game and then figuring out what to expect in that area as well. And we’ve been working closely with Epic to figure out how to optimize some of those processes for input. So we're just starting and it's going to continue from now on."
Disney Mirrorverse
1
Attachment Early concept art for Tigger shows that when he was being redesigned for Disney Mirrorverse, he was at one point considered to have a spring-propelled sneaker or boot on his tail, which he could use to bounce further than his canonical counterpart.
Persona 3 Reload
2
According to producer Kazuhisa Wada, the addition of the female protagonist from Persona 3 Portable was considered during development of Persona 3 Reload, but was ultimately deemed "too time-consuming and expensive" compared to remaking "The Answer", the epilogue chapter from Persona 3 FES.
BlazBlue: Cross Tag Battle
2
Prior to release, Arc System Works announced that the game would feature twenty characters as paid DLC for the game's first season, meaning that the game would launch with only half of its planned roster. This prompted backlash from fans, who pointed out that the game reused assets from past fighting games and that half of Team RWBY would be sold separately while the other half was in the base game. In response, Toshimichi Mori announced that the remaining Team RWBY members (Blake Belladonna and Yang Xiao Long) would be free of charge, and that the costs for the characters would not exceed that of the game's base retail cost.
person chocolatejr9 calendar_month March 11, 2024
Disney Heroes: Battle Mode
2
On July 26, 2023, developer PerBlue released a poll requesting input on various franchises that were in consideration for inclusion in Disney Heroes: Battle Mode. As of March 2024, the only franchises from the poll to still not be part of the game are "Encanto", "Gravity Falls", "Miraculous Ladybug", "Inspector Gadget", "Amphibia", and "Fantasia". Notably, "Miraculous Ladybug" and "Inspector Gadget" are not actually owned by Disney, but appear to have been considered due to the company having ties to each of them. With "Miraculous Ladybug", Disney finances the show through its French division, giving them broadcasting rights in places such as the United States and select European regions. As for "Inspector Gadget", Disney was involved in the production of the 1999 live-action film based on the series due to owning DIC Entertainment at the time from merging with Capital Cities/ABC.
person chocolatejr9 calendar_month March 9, 2024
Dark Souls
1
Lost Izalith was originally going to be a swampy area like the bottom of Blighttown. However, FromSoftware didn't want it to be a swamp and so it was redesigned to be a lava field, but the team couldn't completely redesign the place the way they wanted to due to time constraints.
Alan Wake II
subdirectory_arrow_right Suicide Squad: Kill the Justice League (Game), Sweet Baby Inc. (Company)
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person chocolatejr9 calendar_month March 8, 2024
"Sweet Baby Inc detected" Steam Curator list:
https://store.steampowered.com/curator/44858017-Sweet-Baby-Inc-detected/?appid=1934570

Sweet Baby Inc. front page:
https://sweetbabyinc.com/

General info:
https://kotaku.com/sweet-baby-inc-consulting-games-alan-wake-2-dei-1851312428

Article about the group (note the article is in German):
https://www.gamestar.de/artikel/sweet-baby-inc-detected-steam-kurator-hasskampagne,3409770.html

Accusation of "woke agenda":
https://www.eurogamer.net/spider-man-alan-wake-ridiculous-fishing-devs-speak-up-in-support-of-consultancy-studio-sweet-baby-inc

Employee statement:
https://dotesports.com/general/news/sweet-baby-inc-detected-drama-explained

Steam follower number:
https://www.themarysue.com/sweet-baby-inc-controversy-explained/

Kyle Rowley statement:
https://www.thegamer.com/going-after-alan-wake-2-for-being-woke-really-gives-the-game-away/

Kyle Rowley tweet:
https://twitter.com/TimePirateNinja/status/1764697135344202183

Stacey Henley quote:
https://www.thegamer.com/diversity-consultants-sweet-baby-inc-gaming-worse-live-service/

Curator statement about list purpose:
https://steamcommunity.com/groups/sweetbabyinc-detected/discussions/0/4302697419069965949/

Employee complaints:
https://thatparkplace.com/sweet-baby-inc-employee-begs-followers-to-report-steam-curator-that-tracks-sweet-baby-inc-s-involvement-in-video-games/

Zoë Quinn and Maya Felix Kramer DDoS tweets that were mentioned in the above article but not actually linked:
https://twitter.com/legobutts/status/439565200576892928
https://twitter.com/UnburntWitch/status/439565409780383744
https://twitter.com/UnburntWitch/status/439565723996655616

Steam Curator About page:
https://store.steampowered.com/about/curators/

Chris Kindred account limit and archived reaction:
https://thatparkplace.com/sweet-baby-inc-employee-who-tried-to-cancel-gamer-over-boycott-list-gets-x-account-limited/

Curator Steam Support tweet:
https://twitter.com/kabrutusrambo/status/1765907696887173127

Curator Steam Support community post:
https://steamcommunity.com/groups/sweetbabyinc-detected/announcements/detail/4128183566040620693

Article about claims of Sweet Baby's extent of their involvement:
https://thatparkplace.com/sweet-baby-inc-misinformation-campaign-about-how-much-influence-the-company-has-quickly-gets-exposed/

Suicide Squad: Kill the Justice League end credits with Sweet Baby section:
https://www.youtube.com/watch?v=gxWTfD9CHtQ#t=4475

Alan Wake II Game Developer article:
https://www.gamedeveloper.com/design/why-remedy-entertainment-went-all-in-on-saga-anderson-in-i-alan-wake-2-i-
Ys VIII: Lacrimosa of Dana
1
The development and publishing of the Nintendo Switch port of Ys VIII: Lacrimosa of Dana was handled by NIS America. This was explained in a Ys IX: Monstrum Nox interview with Falcom president Toshihiro Kondo in 2019, who explained that Falcom "doesn't have the knowhow to really develop on Switch". He further explained that Falcom outsourced the game because "Falcom's main user base is located on the PlayStation platform", which could lead to implications that Ys VIII may not have received a port to the Switch had NIS America not stepped in and handled the port.
BlazBlue: Central Fiction
1
BlazBlue: Central Fiction is the first title in the BlazBlue series to not feature an English dub for its international release. According to Aksys Games, this was done to ensure that the game would release sooner, as they would have had to delay the game by six-to-eight months if they tried to add an English dub. This lead to a fan petition to try and convince Aksys to either delay the game or add an English dub as DLC, which even included support from various actors involved with the BlazBlue series, such as Patrick Seitz (the English voice of series protagonist Ragna the Bloodedge).
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