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Metal Gear Rising: Revengeance
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Attachment In April 2012, to promote the game prior to its first playable appearance at E3, Konami created an alternate reality game (ARG) entitled "Make It Right" which primarily involved fans performing instructions revealed on the official Metal Gear Solid and Metal Gear Rising Facebook pages and websites weekly leading up to E3. The campaign started on April 25th, when Konami released a new teaser for the game hinting at news to be revealed five days later. In addition, Konami manufactured two replicas of Raiden's severed left arm and sent them to Game Informer and Electronic Gaming Monthly. Connected to each of the arms was a USB drive that contained several cryptic images related to the game's plot, as well as the first in a series of short, live-action trailers promoted as secret video files found in Raiden's arm which were released by Konami over the course of the ARG. These videos depicted flashbacks to Raiden (voiced by Quinton Flynn) undergoing surgical procedures initiated by Maverick Security Counseling, Inc. that ultimately turn him into a Cyborg Ninja, as well as flashbacks to his time training as a child soldier under Solidus Snake (voiced by John Cygan). The last flashback trailer depicting Solidus killing a hostage, released on May 17th, ended with a binary code message "01000101 00110011" which translates to "E3", and the final trailer released during the ARG was a short clip of the title screen to the game's E3 2012 demo. The events in the videos were meant to hint at what would be shown in the story to Metal Gear Rising: Revengeance, but these events would end up only being mentioned in an optional codec call between Raiden and Doktor about left arm data.

Two other recognized actors featured in the videos include an interrogator played by Noah Nelson, the voice of Cunningham from Metal Gear Solid: Portable Ops, and a surgeon played by James Horan, who would later voice Skull Face in Metal Gear Solid V.
Dead or Alive 6
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NiCO was designed to appeal to fans of anime and Japanese light novels. Her fighting style was inspired by Penchak-Silat (an Indonesian martial art), and director Yohei Shimbori was inspired by the 2011 film The Raid to implement this fighting style into a fighting game.
Trespasser
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In Episode 172 of the webseries "The Angry Video Game Nerd" in which the Nerd reviewed Jurassic Park: Trespasser, James Rolfe conducted an interview with the game's executive producer Seamus Blackley about the game's development. He asked him why they used the heart tattoo on Anne's chest as a health bar, and shouting out the usage of ammo, rather than using a regular heads-up display. He responded:

"The idea was that you would feel that it was your adventure, and part of that was not having a bunch of technology in your face. And we were struggling with the idea of a totally natural interface, having everything in the game literally be in the game world in the context of the game world. The tattoo was one of the first ideas we had about a health meter, we were thinking of putting it on the arm and it happened to be on a tattoo on the chest when we ran out of time, and so that's what stuck and that's just how stupid things are."
Mega Man X
subdirectory_arrow_right Mega Man X8 (Game)
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Attachment Contrary to popular belief that Vile's character design was inspired by bounty hunter Boba Fett from the Star Wars franchise, and that his Japanese name VAVA (ヴァヴァ) was changed to Vile for the international release out of fear of a lawsuit from Lucasfilm (due to the letters "B" and "V" sometimes being used interchangeably in Japanese causing the name to appear too similar to "Boba"), Capcom character designer TOM-PON stated in a 2012 interview that VAVA's design was actually inspired by the character Bubba Zanetti (ババ・ザネッティ, transliterated as Baba Zanetti) from the 1979 film "Mad Max". Coincidentally, as VAVA is renamed Vile outside Japan, this would also result in Dr. Weil's name being transliterated as such from Dr. Vile in order to avoid confusion with him.

In Mega Man X8, Vile's primary color scheme was intentionally changed from purple to green, which more closely resembles Boba Fett, and may be a reference to their similarities.
person MehDeletingLater calendar_month September 21, 2021
Part 19 of a Capcom USA interview with TOM-PON:
https://www.youtube.com/watch?v=uVEfMIIGh6o

Mega Man X8 Vile color scheme:
https://www.youtube.com/watch?v=C13NnSgZosw
The King of Fighters 2003
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Duo Lon's overall look was based on the title character from the anime adaption of the Japanese novel series Vampire Hunter D.
Dead or Alive 5
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Team Ninja president Yosuke Hayashi stated in a 2012 interview that they took inspiration from the Uncharted series for the creation of the more interactive and destructible stages and the dramatic Cliffhanger events.

"We also wanted to hint at that flow you get into in Uncharted, where you know that something massive is about to happen. In Uncharted you fall off a cliff, or off a boat and things like that, and we thought moments like that would be great in DOA5's fighting system."
Castlevania II: Simon's Quest
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When asked if Metroid influenced the "exploration action" nature of Castlevania II: Simon's Quest, director Hitoshi Akamatsu instead cited The Maze of Galious: Knightmare II, another platform-adventure game by Konami that features puzzle solving, as having influenced the game's development.
Jurassic World Evolution
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To ensure the game was as scientifically accurate as possible, the game's creative director Michael Brookes claimed the developers watched every Jurassic Park movie, read the original novel series by Michael Crichton, read numerous fan theories about the series, and consulted Universal Pictures representatives for advice.
Ark: Survival Evolved
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In addition to getting assistance from friends who have knowledge about dinosaur biology, the developers looked to movies such as "The Land Before Time", "Dinotopia", and "Jurassic Park" for inspiration.
Mark of the Ninja
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Mark of the Ninja's creation was inspired by the lack of "stealthy" ninjas in popular series such as Ninja Gaiden, of which lead designer Nels Anderson felt that omission of such a prominent trait of ninjas in popular culture felt weird.

He drew further inspiration from the Thief series, of which its core gameplay is focused on being unseen, and tried to break down and translate the character and 3D environment's stealth elements over to a 2D sidescroller.
Assassin's Creed Rogue
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Several of the game's features, including playing as a Templar, were included in response to fans requesting them to be in the series.
Monopoly
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The game was released to coincide with the 60th anniversary of the original board game. As such, Hasbro wanted to make it so that an estimated 23 million people internationally would be able to play online in what the Bangor Daily News promoted as "the first multiplayer game that can be played on the Internet", and cater to each person based on where they're playing. For example, when "an American player sells Boardwalk and Park Place to an opponent in London, the property becomes Mayfair and Park Lane, the British versions of the posh real estate."
Super Smash Bros. Ultimate
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Attachment One of the two villains in World of Light, Galeem, may be based on the Seraphim, one of the rank angels in Judeo-Christian religions. Both Galeem and Seraphim have four pairs of wings and a halo, and both devour darkness with light, turning everyone (excluding the game's fighters) into spirits.
Vagrant Story
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In an interview with game's producer, writer and director Yasumi Matsuno, found within the game's Ultimania guide book, he was asked what kind of story did he want to tell in the game. He responded:

"With Final Fantasy Tactics, I think I really wanted to create my own version of Final Fantasy. I saw Final Fantasy as a kind of “morality tale adventure story.” For Vagrant Story, my first concept was to have two hours worth of event scenes strewn throughout the game. My image wasn’t so much of a big Hollywood movie, as it was a two-hour Tuesday evening suspense drama. I wasn’t thinking we’d make something with all these heavy and pretentious themes… I wanted to make it more lighthearted and easy to digest."

"There was one thing I knew I didn’t want. Even though we were always going to tell a complete story, I didn’t want to draw the conclusion for players. I wanted to make a game where, from all the different experiences you have as the player/protagonist, you create the conclusion—what it all means—for yourself. I thought we’d try a more fragmentary approach this time, where players are simply presented with bits of information and they have to weave it together into a narrative themselves. In that sense, the question of whether Ashley’s memories are true or not—that is something I didn’t want to give an answer to, I just wanted to tell the tale."
Dead or Alive Xtreme Beach Volleyball
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During the development of Dead or Alive 2, fans requested for a beach volleyball minigame. After the release of Dead or Alive 3, the game's producer, Tomonobu Itagaki, decided to make a full game out of the idea, rather than just an extra mode.
Team Sonic Racing
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For inspiration, Sumo Digital looked at Sonic Heroes as reference material, because of its gameplay gimmick of three-character teams which they felt could be replicated for Team Sonic Racing.
Franchise: Mass Effect
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Attachment According to Jonathan Cooper, who worked as an animator for the series, inspiration for the close over-the-shoulder camera view for the characters' conversation scenes in Mass Effect and later games came primarily from Ricky Gervais' "The Extras" TV series.
Valiant Hearts: The Great War
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Because the game takes place during World War I, the development team wanted it to be as historically accurate as possible. They traveled to Western Front trenches in France used by World War I soldiers and talked to locals who lived near the trenches, as well as studied the first-hand accounts of said soldiers and their family members, some of whom were on the development team for this game.
NHL 13
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Shortly after the game's release, players discovered a glitch where when a tall hockey player comes into contact with a shorter one, the shorter one will be sent flying into the stadium. Dubbed the "Hercules Check" by fans, EA later replicated it in real life with a YouTube video shortly after it was discovered.

An EA representative explained in the video that the game, as well as the "glitch" itself, was made to bring "authenticity" and "real-time physics" to the game, suggesting that the "glitch" may have been intentional.
Destruction Derby
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Attachment In volume 3 of Classic Gaming by GamesRadar+, Martin Edmonson, creator of the series, said Destruction Derby was inspired by memories of his father taking him to stock car races as a child. Martin would run up to cars left behind during the races and study their damages up-close before they would be towed away for repair. His experiences inspired him to create a video game that would allow players to "realistically" smash other cars.
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