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NieR: Automata
1
The collaboration between Square Enix and Platinum Games was agreed upon with the condition that Yoko Taro relocate from Tokyo to Osaka where Platinum Games was located. Although Taro was initially uneasy about the collaboration, the staff at Platinum Games had been wanting to work on a Nier game since its release, and their enthusiasm and wish to remain faithful to the original assuaged his doubts.
Company: SUKEBAN
1
The studio is named after the Japanese word 'スケ番', which means “delinquent girl” or “delinquent boss girl”. The developers have said that they feel "connected to its rebellious nature".
Street Fighter: The Movie
1
Dhalsim was never digitized into the game because of a number of issues. Along with concerns that the actor would not being able to perform the session, they believed that the players wouldn't like the idea of Dhalsim wearing the lab suit from the movie instead of his original design. Along with this there were worries that the actor wouldn't feel comfortable wearing that costume.
In the end, Dhalsim had a small role in the movie so they decided it would be acceptable to simply cut him from the final game.
Street Fighter: The Movie
1
Gregg Rainwater (T. Hawk's actor in the film) was scheduled to be digitized, but for unknown reasons he never showed up to the arranged session.
Street Fighter: The Movie
1
Footage of Dee Jay was recorded for the game, but as with a number of characters he was unable to be included in the final release because of time constraints.
Street Fighter: The Movie
1
This is the first Street Fighter game where Akuma is playable from the start instead of being a hidden character. However, Alan Noon has stated that he intended him to be a secret character, but a combination of events led to him being moved to the default roster.
Street Fighter: The Movie
1
Sheng Long was once considered to be in the game as a bonus character, but couldn't make it because Capcom was unsure if his inclusion in the game would be a good idea or not.
Street Fighter: The Movie
1
The games developers were disappointed that Damian Chapa didn't resemble Ken, so they arranged a session in Chicago with an unknown individual playing Ken. According to Alan Noon; "he was a young guy barely out of high school I think, if at all, but he had martial arts training and most importantly: long blond hair. His costume was a red gi, though it did not feature the torn sleeves and pant legs. Instead, his long sleeves were rolled up to his elbows. The shoot went well, and we approached Capcom with the idea that we sub in second Ken for Damian Ken. Capcom ultimately decided that we had to go with Damian Ken however, and second Ken’s raw capture stayed on his CD. We were disappointed at the time, but looking back, Capcom made the right decision with Damian Ken in my opinion."
Street Fighter: The Movie
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Emma Kearney digitized Cammy at first, because the crew members were afraid that they couldn't get Kylie Minogue due to her tight schedule. Eventually, Kylie's schedule freed up and Kearney's footage remained unused.
Street Fighter: The Movie
1
Guile was portrayed by both Jean-Claude Van Damme and stuntman Mark Stefanich. The reason for this was that Van Damme was only available for four hours, so Stefanich was used to finish the session.
Street Fighter: The Movie
1
Benny Urquidez was intended to play a new character named Raven (whose moveset resembled that of Gen). According to Alan Noon (one of the game designers and artists for Street Fighter: The Movie for the arcades, as well as the live action performer of the game's Bison Troopers), Urquidez was chosen to take part in the game as Raven due the game's lead designer being a fan, as well as having extra time to put in another character. Urquidez performance as Raven was digitized, but the process went unfinished due to time constraints.
Street Fighter: The Movie
1
Incredible Technologies originally envisioned the game as Street Fighter III during early development. Planned characters included Retsu, Geki, and Lee from the first Street Fighter game, Gunloc from Slam Masters, and Mega Man, but they were scrapped early on when the team was informed the game was going to be based on the movie, and were never digitized.
VA-11 Hall-A: Cyberpunk Bartender Action
1
In a interview with Niche Gamer, the development team said that the game’s premise of being able to “meet the common people going through the pains of a cyberpunk dystopia” was inspired by one of the sequences in Ghost in the Shell, the bar scene in Blade Runner, and the decayed state of Venezuela (the country in which they are based) at the time. They also confirmed that the visual design was inspired by anime such as Bubblegum Crisis.
Overwatch
1
The primary source of inspiration for McCree's gameplay was the Colt Python revolver from Valve's Half-Life series. The developers loved "how the revolver felt" and wanted to make a character that would give players the same feeling.
Mages of Mystralia
1
Attachment The game's art style was inspired by The Legend of Zelda: The Wind Waker and Torchlight 2. The developers wanted an art style that was accessible but not too childish for a large audience. Finding the right art direction for the game had taken over a year.
Capcom Fighting Evolution
1
Attachment Originally, there was going to be a group of characters representing the original Street Fighter. It consisted of Retsu (in what was meant to be his playable debut), Eagle (in his Capcom vs. SNK 2 incarnation), and a redesigned younger version of Sagat without the chest scar. Due to time constraints, all three were cut from the game
Policenauts
1
Attachment The visual designs of the co-protagonists Jonathan Ingram and Ed Brown are based on actors Mel Gibson and Danny Glover's roles as Martin Riggs and Roger Murtaugh from the Lethal Weapon series.
Epic Mickey 2: The Power of Two
1
According to Warren Spector, there were plans for a third Epic Mickey game. The game would have been a full blown musical with a much greater emphasis on multiplayer than Epic Mickey 2. The game was canceled after the lackluster performance of Power of Two, as well as Disney's management changing focus to the mobile gaming market.
Doom
1
The idea to use demons as enemies came from a Dungeons & Dragons campaign played by some of the developers, in which the game ended with demons spawning from a portal and overflowing the world.
The Legend of Zelda: Majora's Mask
1
Eiji Aonuma has stated that Anju and Kafei's characters were inspired by the 1998 North Korean Taepodong missile crisis. During the game, Spoiler:Link must help Kafei retrieve a wedding mask so that he can marry Anju mere minutes before the moon is set to annihilate Clock Town.

'We were attending a wedding of a staff member and were talking with Koizumi and the others: "Come to think of it, it’s somewhat strange to come to a wedding in a situation when missiles may fall down today."'
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