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Kingdom Hearts
Attachment
Concept art featured in early design documents of the first Kingdom Hearts game shows a world clearly based on Disney-Pixar's Toy Story franchise that, for reasons that have not officially been stated, does not appear in the final release. A Toy Story world would, however, appear in Kingdom Hearts III
Contributed by PirateGoofy
Darkstalkers 3
According to general producer Noritaka Funamizu in the Gamest magazine interview, he named the third game for Japan “Vampire Savior” because he wanted each title to have a unique name instead of just calling it by it's early name 'Vampire 3'. He added "As for the meaning, I’ll leave that for players to discover."
Contributed by ProtoSnake
Real Bout Fatal Fury
In the RBFF guidebook interview, the game's staff were asked about the meaning of the title “Real Bout”? And they responded:

"That was actually the working project title of the original Garou Densetsu. As this development progressed, we wracked our brains trying to come up with a new title for this sequel, and wondered if changing the entire title itself wouldn’t be more interesting. Then someone suggested, “hey, what if we bring back ‘Real Bout’…” So we have a lot of attachment to it, as you might imagine."
Contributed by ProtoSnake
The Revenge of Shinobi
In an interview with game's director and designer Noriyoshi Ohba, he was told about how popular the game's composer Yuzo Koshiro’s music was. He commented:

"Yeah, it’s really a collection of some of his most famous songs. The Chinatown stage theme, in particular, is amazing. I remember getting goosebumps when [...] I listened to a demo tape of the Chinatown theme for the first time. I was impressed by his work, and we worked well together, so I asked him to do the music for Streets of Rage the following year."

Ohba's sound effects would also be re-used in later titles such as the Streets of Rage games.
Contributed by ProtoSnake
Mega Man X4
In an Sega Saturn Magazine interview, the game's planner Koji Okohara stated that looking back at Mega Man X3, they felt there wasn't a big enough difference between how Zero and X controlled, so they tried to distinguish both of them further in the sequel. In X4, Zero only got a sword without any "charge" ability for his weapon.

The game's producer Yoshinori Takenaka stated that many developers were against that decision. Koji Okohara also stated "His sword doesn’t have any reach, and they thought it would make the game too difficult. To address that, we raised his attack power and added Street Fighter-style moves, so he feels completely different from X."
Contributed by ProtoSnake
According to game's producer Tokuro Fujiwara, their idea was to combine 2D and 3D graphics for Tomba! 1, but they weren't able to achieve they effect they wanted. They went with 3D for the second game so that they can achieve a greater freedom in expression. Also in Tomba! 2, the graphics may have changed from the first one, but it's system and gameplay were carried over so players wouldn't feel alienated from the first game.
Contributed by ProtoSnake
The Elder Scrolls IV: Oblivion
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Concept art of multiple cities feature amphitheaters, as seen in the Anvil, Chorrol, and Skingrad concept art. These amphitheaters are nowhere to be seen in the final game.
Contributed by ClaudX
The Elder Scrolls IV: Oblivion
Concept art of Anvil reveal some slight differences from the original design. Originally, the port was connected inside the city walls, the lighthouse was accessed via a paved path, and the bay was much larger. In the final game, the port and lighthouse are located outside of the city walls, in a separate cell, the lighthouse has no paved path leading to it, and the bay is much smaller.
Contributed by ClaudX
The Elder Scrolls IV: Oblivion
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Concept art reveals a vastly different design for the city of Leyawiin than in the final game. The Niben river would have flown through the city, splitting it into 3 different sections, with 2 outer sections on land, and the third section, an island in the Niben River, connected via bridges.
Contributed by ClaudX
The Elder Scrolls IV: Oblivion
Upon first entering the Market District, a notice will appear on the screen reading "New Topic: Do you need couriers?". However, this topic cannot be discussed with any NPCs. This may be a leftover from a scrapped quest or questline in which the player would deliver letters to NPCs. The string of text's file name is "ImpExWork", with "ImpExDeliveredLetter" and "ImpExGiveLetter" also existing in the game's files.
Contributed by ClaudX
The Elder Scrolls IV: Oblivion
The game files reveal that High Elves were originally supposed to be 50 points vulnerable to Fire, Frost, Shock, and Magic. In the final game, they only have a 25 points vulnerability, with no general vulnerability to Magic.
Contributed by ClaudX
The Elder Scrolls IV: Oblivion
An unused "Darkness" spell exists in the files, but ultimately goes unused. It acts oppositely to the "Light" spells in the game, making an area darker (most likely to make it easier to sneak and remain undetected). Similar to the unused "Lock" spell it contains many "DO NOT USE" warnings.
Contributed by ClaudX
The Elder Scrolls IV: Oblivion
An unused "Lock" spell exists in the files (as well as Easy Lock and Average Lock), but it goes unused in the final game. It would have locked containers and doors. The files include several warnings which read "DO NOT USE". "Lock" existed as a spell in TES III: Morrowind.
Contributed by ClaudX
The Elder Scrolls IV: Oblivion
Originally, Velwyn Benirus was to die at some point during the Benirus Manor quest. Unused NPC lines exist saying, "I heard that Velwyn Benirus was killed. The manor claims another victim."
Contributed by ClaudX
The Elder Scrolls IV: Oblivion
In "The Siren's Deception", the player would have only been fought by 2 of the women in Gweden Farm, with the third, Faustina, fleeing to the basement. There, the player would have had multiple dialogue options with her, and ultimately been able to spare her. In the final game, you must fight all 3 women on the first floor with no option to spare any of them. These lines were found in the German version of the game.
Contributed by ClaudX
The Elder Scrolls IV: Oblivion
There is unused dialogue for Elven, Nord, Breton, and Redguard city guards that go unused due to all city guards being Imperials. The only exception to this being quest specific NPCs who are city guards of a race other than Imperial.
Contributed by ClaudX
The Elder Scrolls IV: Oblivion
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Every city was originally planned to have an Arena. Unused lines exist for the gatekeepers of each city arena, as well as Bruma's Arena being shown in the E3 2001 trailer. The final game uses what was originally the Chorrol Arena as the Imperial City Arena.
Contributed by ClaudX
The Elder Scrolls IV: Oblivion
According to a fan interview conducted with Todd Howard, a "Nobility" faction was originally present in the game and would have focused on the dealings of The Elder Council. According to Howard, "You made your way up and became "The Duke of Colovia" and sat on the Elder Council. The only remnant of that questline is the dead Duke in Castle Kvatch, which was to be the beginning of that line."
Contributed by ClaudX
According to the development team in the game's official Japanese guide book, during the planning stage they had a list of dinosaur names they wanted to include the game. Two dinosaurs that were on the list but left out of the final game are Triceratops and Ankylosaurus.
Contributed by ProtoSnake
God Hand
According to the game's director Shinji Mikami, when he played Final Fight: Streetwise he hated the game's direction and believed it to be a terrible entry in the series. Mikami thought about making a similar game, which would later become God Hand.
Contributed by ProtoSnake
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