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Star Wars: Battlefront III
subdirectory_arrow_right Star Wars (Franchise)
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Attachment A finished version of the canceled Star Wars: Battlefront III developed by Free Radical was to be released onto Steam by developer Frontwire Studios and renamed to Galaxy in Turmoil. The game would've been free to download with publisher Valve agreeing to let it onto the service, however in June of 2016, Lucasfilm sent Frontwire a letter telling them to halt production.

Frontwire's president, Tony Romanelli, had met with Lucasfilm who told him that although they would've been open to negotiating a license with them, they wouldn't be able to due to the current license with EA and it would be "taking away attention from their Battlefront franchise." Romanelli suggested putting it behind EA's "paywall" and tried directly contacting the company to no avail.
Shining Force
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In an 'Shining Force Encyclopedia' interview with game's Producer/Designer Hiroyuki Takahashi, he was asked how his team came up with the Japanese title "Shining Force: The Legacy of the Gods". Takahashi stated: "We had a few different candidates for titles. The one we chose was suggested by the scenario writer. Originally, the title was simply 'Kamigami no Isan' ('Legacy of the Gods'). I’m something of a sci-fi diehard, and I read a bunch of sci-fi novels that had similar-sounding titles, like “the ___ of the ___”, so that’s why we settled on this one."
Franchise: Fatal Fury
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According to the SNK team in an Neo Geo Freak Magazine interview, 'Hon Fu' was originally going to be a legendary karate master, but the team wanted him to use nunchuks, so they decided to use Chinese martial arts (Kung-Fu) for him instead.
Fatal Fury 3: Road to the Final Victory
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In a Neo Geo Freak Magazine interview, the SNK team originally wanted to replace 'Mai Shiranui' with a new female character named 'Alice Chrysler', but they gave in to fan demands and brought back Mai.
Secret of Mana
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According to game's director and chief designer Koichi Ishii in an Hippon Super magazines interview, his team wanted to add traps in the chests to trick the players so they thought twice before opening them. This idea came from Wizardry series.
Franchise: Wario
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In an interview, the game's director and designer Hiroji Kiyotake was asked what the idea behind Wario's creation was. He responded: "We imagined Wario as the Bluto to Mario’s Popeye. The truth is, we kind of came up with the idea of the name first, and everything else came after. Since he was a “warui” (bad) guy, he should be Wario. And we had the idea to flip the M upside down. To our surprise, the idea was a big hit with everyone on the team."
Super Mario Land 2: 6 Golden Coins
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In an interview, the game's director and designer Hiroji Kiyotake was asked about the characters and sprites looking different from other Mario games. He responded: "With Super Mario Land 2, one of our ideas was to not be bound by the conventions of the previous games. However, when we showed our first draft to everyone, they were like, “I don’t know… is this Mario?” We realized we were on the wrong path, so we toned down that idea and made something a little closer to the existing Mario world."
Star Ocean: Blue Sphere
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In an interview with game's design Tetsu Takayashiki, he was asked why the team chose to develop for the Game Boy Color instead of more powerful hardware. He responded: "After Star Ocean and Star Ocean 2nd Story, it was decided that we would make Star Ocean 3 for the PS2. The question then became how to fill in the gap while we waited for that project to begin. From the beginning, our plans were to make a compact game."
Donkey Kong Country
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Nintendo was apparently worried that the game was "too 3D" and that it would make players feel overwhelmed by the complexities of the graphics.
Ghouls 'n Ghosts
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In an interview with game's designer Tokurou Fujiwara, he was asked how the developers began making the game. He responded: "I’ve been wanting to make this game for a very long time. Then when the CP System PCBs came out, it felt like the timing was finally right. The CPS boards have a lot of memory, but the plans we drew up for Daimakaimura called for a game even larger than that. There was so much stuff in there—twice as much as what’s been added to the game right now. Even when it’s completed, I think it will only be about half of what we originally planned. And still, compared with the original Makaimura it’s a massive increase in content."
SpongeBob SquarePants: Battle for Bikini Bottom - Rehydrated
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Although the original Battle for Bikini Bottom was their main inspiration, the developers also looked to Crash Bandicoot N. Sane Trilogy, Spyro Reignited Trilogy, and Super Mario Odyssey while recreating the game.
Battlefield 1
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The reason for the game being set during World War 1 was the result of DICE producer Alexs Grondal wanting to bring a brand new experience to the series. Grondal said the team had been thinking of this idea for about a decade, since a lot of the games in the series had been focusing on the “modern era.” The game taking place during World War 1 was also the reason why it was called “Battlefield 1.” The team thought that World War 1 was “the genesis of modern warfare.”
Oddworld: Abe's Oddysee
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In The PlayStation (JP) Magazine interview, the game's director Lorne Lanning was asked where the idea for the GameSpeak action system came from. He responded: "The GameSpeak interactions came from us trying to figure out what kind of actions or movements Abe could have that would be funny, humorous, or kind of suggest to players that he was this weird guy, in a light-hearted way. How could we make players feel more intimately connected with the world and characters? GameSpeak was our answer to that. When players see other characters talking with Abe and interacting with him, it provokes a feeling of cuteness and affection for those characters, and the player then empathizes more closely with what’s happening on-screen. It helps bring them to life as characters, you could say."
Streets of Rage 2
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In the Marukatsu Megadrive interview, the game's composer Yuzo Koshiro was asked about what music influenced the game. He responded: "I started writing the music last Spring, which was right around the time The Orb was coming to Japan, and everyone (myself included) was super excited about that. I was listening to Prodigy and Eon too, stuff with weird lyrics."
Resident Evil 3
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In the toy store called "Toy Uncle", the player will find various Mega Man merchandise such as action figures and helmets which are based on the infamous design for the North American box art for the original Mega Man.
Virtua Fighter
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Dural was mainly designed to showoff of the game's polygonal technology and was named after the character Duke Duralumin, the villain from the Princess Knight manga.
Virtua Fighter
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Akira Yuki was modeled after real-life martial artist Masaaki Satake. His choice of fighting style, Bajiquan (Hakkyouken), was inspired by the main martial art from the Kenji manga. According to an interview with the series creator Seiichi Ishii, the game was heavily influenced by the manga, to the point that one of the game's preliminary titles was Virtua Fighter Hakkyouken.
Virtua Fighter
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The initial idea behind the game wasn't a fighting game. According to series creator Yu Suzuki, after finding ways to have human polygonal models in Virtua Racing, they looked into making a sports game. However, due to technical limitations they could not animate a full sports team and settled for a game that only required two characters onscreen.
Dead or Alive 2 Ultimate
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The decision to add Hitomi from Dead Or Alive 3 to the Dead Or Alive 2 remake was made by series producer Tomonobu Itagaki after the game's release was delayed.
Collection: Project X Zone
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In an interview with Siliconera, Project x Zone series producer Kensuke Tsukanaka was asked if Baten Kaitos would appear in the series, to which he responded that the reason characters from the series weren’t there was because “they didn’t seem to fit in anywhere”.
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