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HuniePop
1
In an interview with TechRaptor, lead developer Ryan Koons stated that the decision to make HuniePop a gameplay-centric title instead of a story-centric one like other dating sims didn't happen until months into development. The original intention was to make a traditional dating sim, only for Koons – who already had little interest in storytelling in video games – to overhaul the concept due to his growing ennui.

In the same interview, Koons stated that he deliberately sought to avoid many of the cliches associated with dating sims, particularly "the usual innocent waifu style character types." Consequently, the game's cast are based on people from his own life, and the writing is much more irreverent than other dating sims. In particular, Koons described deuteragonist Kyu Sugardust as a raunchy fictionalization of her voice actress, Jaclyn Aimee.
Spanish for Everyone!
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Spanish for Everyone!'s plotline has been noted for containing stereotypical characters and seeming to have innuendo alluding to drug smuggling across the Mexican border. According to a developer, this was intentional as a way to have fun making a budget title, and inspired by the double meanings in the Shrek movies.
person Rocko & Heffer calendar_month April 13, 2024
Hardcore Gaming 101 article, links to a Starmen.net thread with a developer:
http://www.hardcoregaming101.net/spanish-for-everyone/

Developer mentioning Shrek inspiration:
https://ocremix.org/community/topic/9164-spanish-for-everyone-ds/page/2/
Antonblast
2
The choice to give each room in Antonblast its own individual name was inspired by Commodore 64 single-screen platformers, particularly the bootleg game Snoopy by Radarsoft BV.
Yakuza: Like a Dragon
subdirectory_arrow_right Yakuza Online (Game)
1
In a 2020 interview with the YouTube channel Archipel, series producer Toshihiro Nagoshi claimed that the decision to change Yakuza: Like a Dragon from an action game to a turn-based RPG came from a 2019 April Fools' Day video for Yakuza Online showing turn-based combat which was received positively by fans. However, fans and news outlets seemed to take this statement seriously, and Ryu Ga Gotoku Studio's head Masayoshi Yokoyama later had to clarify that it was a joke. The decision to shift to turn-based combat was made before production on the game even began due to it being too drastic of a change to make late into development.
person Kirby Inhales Jotaro calendar_month April 12, 2024
Girls' Frontline
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Girls' Frontline started out as an inspiration work based on Kantai Collection, but with a premise revolving around anthropomorphized firearms instead of anthropomorphized warships. This was in part due to Mica Team anticipating that similar games using "moe anthropomorphism" would become popular in China.
Fallout 2
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Fallout 2 is notable for being one of the first video games to include LGBTQ+ representation, specifically being the first video game to feature same-sex marriage, through opportunities to marry Miria or Davin, a sister and brother working at the slaughterhouse in Modoc. According to game designer Chris Avellone in 2019, nobody at Black Isle Studios working on the game was against the inclusion of same-sex marriage, and noted that "fans didn't seem to care" about it when playing the game. He believed the reason for this reception was because of it only being offered in Modoc, a tight-knit small town "where things can get wild and weird" that was more receptive to it than a more "modern" location like Vault City.
person chocolatejr9 calendar_month April 11, 2024
Shipwrecked 64
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Throughout development of Shipwrecked 64, Squeaks D'Corgeh would make references to a non-existent character in the game named "Duncan Dolphin". This even included a fake death animation for a character named "Drake Dulfin" (likely intended to be the Spoiler:Starling counterpart of Duncan) being shot in the face by Spoiler:Brandon Lester in his Bucky Beaver costume in what appeared to be a Wild West-esque setting. This continued after the game's release, where one of the patch notes for the Hotfix 2 update stated "Removed Duncan Dolphin", likely as a reference to the "Removed Herobrine" gag seen in updates to Minecraft.

However, on April 1st, 2024, an April Fools update was released that added Duncan to the game as a New Game+ bonus. If the game's True Ending has been reached, he will appear in The Theater at Midnight and ask Bucky for help activating his "New. Radical. Mechanism!!" due to losing the trinkets needed to make it work. This will take the player to a new area called "Garten of Duncan", a recreation of the Testing Sector from Garten of Banban made using assets from The Plaza. Clearing the map will take the player to a previously unused location called "Layer 4 Elevator", where an audio tape reveals that the player can input console commands to access other unused locations as part of the update. Entering the door will take the player to another new area, known simply as "Sample Area", but only a few seconds after entering the player will be kicked out to the encounter with the Spoiler:Studiogrounds Husk at the end of the game.

Notably, in the "Layer 4 Elevator" area, Chief Wulf can be seen on top of the tallest building in the area. If the player uses console commands to reach him, he can be spoken to, revealing that Spoiler:he has relived the same days over and over again, watched Stumbler O'Hare die over and over as part of that, and believes that he will be forgotten after his death.
person chocolatejr9 calendar_month April 11, 2024
Dragon's Dogma
1
Attachment According to art director Ikeno "Daigo Ikeno" Metaka, Dragon's Dogma's cover artwork was inspired by the Japanese covers of Dragon Quest, and also Dragon Quest II, because of the pawn placement on that cover. Both covers were illustrated by Akira Toriyama, and this information was revealed after his death was announced in March 2024.
person ProtoSnake calendar_month April 6, 2024
AI: The Somnium Files
1
Two of the game's core themes are eyes and different types and expressions of love. This is reflected in the game's title, AI: the word itself is pronounced "eye", and is derived from "ai" (愛), the Japanese word for love. The title also has additional meanings, namely how it's pronounced similar to the English word "I", and how the title is short for "artificial intelligence". Additionally, the word "somnium" in the game's subtitle is taken from the Latin word for "dream", in reference to how the game's plot involves entering dreams in order to solve cases.
Mother 3
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In an interview with Nintendo Dream conducted roughly three months after the release of Mother 3, director and series creator Shigesato Itoi stated that the Magypsies were designed as a deliberate contrast with the game's otherwise "macho" setting. Rather than responding to violence with violence, they intervene through peaceful means and live fully aware of and comfortable with the inevitability of death.

In the same interview, Itoi also stated that he made representation a big part of the game's cast: the Magypsies were inspired by friends of his (though he did not specify if this referred to their philosophies or their depiction as nonbinary figures who take after drag culture), and Duster was given a limp "because there are handicapped people in our world." According to Itoi, the idea behind this was to encourage an anti-discrimination message.
L.O.L.: Lack of Love
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The game's concept was born out of a series of emails between writer Kenichi Nishi and Japanese electronic/classical musician Ryuichi Sakamoto regarding the Gaia hypothesis, a proposed ecological model by James Lovelock which claims that life on Earth exists as a self-sufficient network of mutualistic relationships.

Sakamoto devised the game's scenario from these conversations, with Nishi developing them into the game's plot. Sakamoto additionally provided the game's soundtrack, composing thirteen songs using methods designed to compliment the naturalistic setting and enigmatic presentation.
person VinchVolt calendar_month March 27, 2024
Star Fox 64 3D
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Attachment Star Fox 64 3D features an entirely new battle multiplayer mode unique from the battle mode found in the original Star Fox 64, where up to 4 players can play a local multiplayer match via Download Play (or alternatively, battle against CPU opponents). However, the game did not support online play.

Nintendo's Yusuke Amano explained in an interview in 2011 that the game's battle mode did not support online play due to both cost and time constraints, with the developers deciding to prioritize the 3D visuals, as the point of the project was to use Star Fox to provide users with a game that showed the capabilities of the Nintendo 3DS as quickly as possible:

"Personally, I play a lot of online FPS games," began Amano. "This leads me to think that just making multiplayer parts of existing games playable online isn't enough to create a satisfying experience for users. The popular online games work in lots of things, so they play well online - and if we wanted to satisfy everyone who bought the game, the costs required for including online support would be vast.

For this project what we needed to do was use Star Fox to provide users with a game that shows the appeal of Nintendo 3DS as quickly as possible. We put a lot of effort into the graphics, and if we had included online support then we couldn't have reached this level in the time allowed."
Mother
3
Attachment In a 2019 interview with Game Center CX host Arino Kacho, director and series creator Shigesato Itoi revealed that Ninten's asthma was inspired by his own experiences with the disease. According to Itoi, he would often play video games late at night while trying to fall asleep sitting up, as lying down would induce severe coughing fits. This resulted in him developing an interest in making a game with Nintendo, to whom he felt "indebted" for keeping him busy during a difficult part of his routine. Once development on Mother started, Ninten's asthma was one of the first traits that Itoi came up with. Itoi stated:

"I wanted a weak hero. The main character in Mother has asthma, and his dad is never around. That was the setup I had in mind when wondering what kind of adventure story I could make."
Super Mario Strikers
subdirectory_arrow_right Mario Strikers Charged (Game)
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Attachment The developers of Super Mario Strikers were concerned that one of Waluigi's goal celebration animations, referred to by fans as the "crotch chop", would not be approved. When developers from Nintendo saw the animation, they did not say anything about it at all, so the developers did not bring it up to Nintendo, fearing that drawing attention to it would result in their approval board changing its mind. The game's director, Mike Inglehart, described the reasoning behind Waluigi's crotch chopping:

"The inspiration for that came from quite frankly like the shape – even though it’s a ‘V’, we thought it was a representation of part of the ‘W’, so that’s sort of his way of connecting into his first initial. Waluigi, we kind of depicted him as being – yeah, he’s a bit, I don’t know, a bit edgier than Wario. Wario’s kind of on-the-nose in terms of a bad guy, and Waluigi, we just wanted to explore him a bit more. He’s actually kind of mean to his sidekicks too. They’re both mean to their sidekicks but Wario’s about self-loathing and Waluigi is about blame, and everybody else has done something wrong."

The animation was also used in the game's sequel Mario Strikers Charged.
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
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-
All Elite Wrestling: Fight Forever
1
In an interview with Yuke's senior vice president and producer Hiromi Furuta published in VGC (Video Games Chronicle) on November 24th, 2020, she expressed that despite the split from their long-time licensing partner WWE, there was no rivalry between the two companies and that she still loved and respected them. She stated that Yuke's aims to create high-quality pro-wrestling games that resonate with the community, and that their new partnership with AEW was simply "creating a new product" with them. In making All Elite Wrestling: Fight Forever, she also revealed that a key source of inspiration came from WWF No Mercy's game system, which is beloved by fans of pro-wrestling games.
person ProtoSnake calendar_month March 3, 2024
WWF No Mercy Cited As Key Inspiration For Upcoming AEW PS4, PS5 Title By Producer:
https://www.psu.com/news/wwf-no-mercy-cited-as-key-inspiration-for-upcoming-aew-ps4-ps5-title-by-producer/

Former WWE 2K dev Yuke’s insists there’s no rivalry now it’s defected to AEW:
https://www.videogameschronicle.com/news/former-wwe-2k-dev-yukes-insists-theres-no-rivalry-now-its-defected-to-aew/
Final Fantasy VII Rebirth
2
In April 2023, Final Fantasy VII Rebirth's lead battle programmer Satoru Koyama discussed the challenges he aimed to tackle when working on the game, with his main aspiration being to enhance the capabilities of AI characters. He emphasized the desire to create an AI capable of juggling a variety of techniques and magic, going beyond the limitations of Final Fantasy VII Remake's combat system. He said his goal was to surpass the Gambit System introduced in Final Fantasy XII, which allowed players to set commands and actions based on specific conditions, providing a wealth of strategic options.
person ProtoSnake calendar_month March 2, 2024
Final Fantasy 7 Remake's Lead Battle Designer Wants To "Surpass" 12's Gambit System:
https://www.thegamer.com/final-fantasy-7-remake-lead-battle-designer-surpass-12-gambit-system/

Lead Final Fantasy 7 Remake combat dev wants to 'surpass' one of FF12's most praised features:
https://www.gamesradar.com/lead-final-fantasy-7-remake-combat-dev-wants-to-surpass-one-of-ff12s-most-praised-features/

Final Fantasy 7 Rebirth Battle Programmer Wants Combat to Surpass Final Fantasy 12’s Gambit System:
https://gamingbolt.com/final-fantasy-7-rebirth-battle-programmer-wants-combat-to-surpass-final-fantasy-12s-gambit-system
Final Fantasy VII Rebirth
2
In an interview with the game's co-director/designer/programmer Naoki Hamaguchi published in The Washington Post on July 2nd, 2021, he reflected on the evolution of Final Fantasy VII Remake's battle system, which drew inspiration from the original game's Active Time Battle (ATB) system. Hamaguchi expressed satisfaction with its current form "in which the strategic element of the command-based battle from the original co-exists with the real-time, action-oriented battle". Additionally, the "Intermission" episode featured in FFVII Remake Intergrade introduced combo moves where Yuffie and Sonon team up, which Hamaguchi stated he wanted to try leveraging along with other elements from "Intermission" as he worked on what would become Final Fantasy VII Rebirth.
Final Fantasy III
1
Attachment In a 2020 interview, designer Koichi Ishii revealed that despite the NES hardware only being able to display three colors per sprite, he felt that he could not make a believable design for the game's jobs unless he "dug deep into the job's background story and what kind of character it will be." He was surprised when some of these design limitations stuck around for future games he did not work on like Final Fantasy Tactics, and elaborated on what he imagined the White Mage and Dark Knight jobs looked like as he originally designed them:

"The image I had is that the red part of a white mage's robe is embroidered from red threads imbued with magic when spun together, increasing the wearer's magical power. The reasoning for the red threads being on the sleeves is that magic leaves the body through the hands and wrists, so that area is most effective. I was very particular about the lore that equipment like wands and amulets are used as a catalyst to turn natural power into magic, stimulating the user's magic strength. That's why I was adamant about never giving magic users iron equipment; if they use normal metals, their magic power will disperse so at least go with mythril ore...stuff like that.

[...] when [the dark knight is] KO'd in battle only their armor is left, as if the body inside has disappeared. The reason for that, in my imagining, is that they have a dark pact where their body is engraved with dark magic runes, and when they're KO'd the dark magic runes take their soul and body so only the empty armor remains. I had that kind of unique image for each job as I was creating it."
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