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The odd text descriptions for the starting gear were inspired by Swedish military veteran and developer on the game Rasmus Kunstlicher and his experiences whilst serving in the army. Kunstlicher had served 11 months in the Swedish military and stated that the equipment they were given wasn't reliable and would often frustrate them.
Contributed by KnowledgeBase
Resident Evil Zero
The idea of not having "item boxes" in the game was based on "Sweet Home". The team wanted to remove it, so that it would feel a lot harder to play.
Contributed by ProtoSnake
Series: Grandia
In an interview, game's art director Hidenobu Takahashi stated that the title of the game came from a Formula One race car.

"To us it means a variety of specialists coming together to challenge themselves with a new design. How can we create something amazing? That’s the single question we ask when we’re developing a game, and we’ll work ourselves to the bone to answer it. It’s the same as an F1 team, where they get specialists from all different fields together to build the fastest car. We’re in the final stages of our work here, so please look forward to Grandia soon!."
Contributed by ProtoSnake
According to game's designer Richard Lemarchand, the Tibetan village in the game was inspired by the 2008 video game The Graveyard developed by Tale of Tales. The game's title affected him a lot more than he expected, with its simple experience of leading a slowly-moving elderly lady through a graveyard.

"I thought that in the same way that The Graveyard had created a space for me where I could reflect, so could our village."
Contributed by ProtoSnake
In an interview, Naoto Oshima was asked if the blue birds were a direct reference to the game Flicky. Oshima said yes, and also mentioned that he asked game's designer Yoji Ishii's permission to use Flickies in his work.
Contributed by ProtoSnake
Half-Life
While in an interview with Valve News Network in February of 2018, Gray Newell (Son of Gabe Newell) revealed that the final boss of Half-Life, the Nihilanth, represented him as a baby, stating "The Final Boss of Half-Life 1 actually the 'giant evil baby monster' is supposed to be me. When my mother was in childbirth they were thinking 'what's something really scary,' and at the time, having a child seemed to be the most scary thing to everyone."
Contributed by SquigglesTheDuck
Spoiler:In the junkyard sequence, the original Kara android from the tech demo that inspired Detroit: Become Human can be found among the wreckage in an extremely dilapidated state. She sings the same song that she can be heard singing in the tech demo.
Contributed by PirateGoofy
Kingdom Hearts III
According to Tetsuya Nomura, the aesthetic and environment design for part of the Hercules-based "Olympus" world was primarily inspired by California's Yosemite National Park, despite, story-wise, taking place in Ancient Greece. This decision came about when co-director Tai Yasue had visited the real-world location.
Contributed by PirateGoofy
When Miis speak the word "Direct", they'll do the pose that Satoru Iwata was known for having done in Nintendo Directs when saying "Directly".
Contributed by CuriousUserX90
Drakengard 3
In designing the characters, Fujisaka used the previous two games' "Medieval Europe" inspiration for the enemies, while leaning towards more modern designs for the main characters.
Contributed by DrakeVagabond
When asked about the game’s subtitle, a developer stated that the game was originally going to be titled "Bomberman Begins”, but due to the release of the film Batman Begins, they opted against using that title. The name “Act Zero” was then chosen, as, to them, it represented a new beginning, and a fresh start.
Contributed by Operationgamer17
The idea to develop the game as an MMORPG was conceived by executive producer Hironobu Sakaguchi when he was impressed by western MMOs, such as EverQuest. He convinced Square to begin the development of their own online game, suggesting that it be based on the Final Fantasy series.
Contributed by DrakeVagabond
Indiana Jones and the Infernal Machine
The Cold War setting was chosen, because Director Hal Barwood felt that nazis were used too often in Indiana Jones properties, and a change of setting would benefit the title.
Contributed by CLXcool
The main inspiration for the game's story was the Bankruptcy of Lehman Brothers in 2008; the largest bankruptcy filing in U.S. history.
Contributed by DrakeVagabond
Kingdom Hearts III
Attachment
During a Square Enix Presents segment at E3 2015, Tetsuya Nomura revealed that the kingdom of Corona from Tangled was one of the first worlds to be considered for the game.
Contributed by CuriousUserX90
Sonic the Hedgehog 3
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The ball-shaped planet in the 3D special stage was based on King Kai's Planet from the Dragon Ball anime series.
Contributed by ProtoSnake
Super Mario Odyssey
Actual cooking utensils were used to make the Luncheon Kingdom soundtrack.
Contributed by ChocoPain
The game's battle and magic systems are heavily influenced by Final Fantasy III.
Contributed by DrakeVagabond
ARMS
The concept for Twintelle was presented when game director Kosuke Yabuki wanted a character that fought with their hair. To make sure she had a distinctly non-Japanese background, the designers spoke with people in different regions of Nintendo and gauged audience feedback.
Contributed by DrakeVagabond
Series: Fire Emblem
Shouzou Kaga, creator of Fire Emblem, has stated that "Final Fantasy III" influenced him during the development process of the first Fire Emblem game, "Fire Emblem: Shadow Dragon and the Blade of Light".
Contributed by ProtoSnake
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