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Cuphead
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Attachment According to animator and designer Tina Nawrocki, Baroness Von Bon Bon's design was inspired by Bebe Daniels, Betty Grable, Loretta Young, and Joan Crawford (specifically her appearance in the 1932 film "Letty Lynton"); actresses who were around during the early 20th century, as well as Marie Antoinette, the last queen of France before the French Revolution, whose execution by guillotine inspired the fourth phase of her boss fight where she throws her own head as a projectile towards Cuphead.
Company: XSEED Games
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Attachment XSEED Games originally went by the name J-Taro, a reference to Momotaro of Japanese folklore. An unnamed industry titan, however, decided that they wouldn't work with a company that had such a ridiculous name. After consulting with various outlets, they decided on the name XSEED Games.
Dark Souls
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Attachment According to director Hidetaka Miyazaki, Gwynevere's character design was inspired by a group of female characters from the 1974 Fujiko F. Fujio one-shot manga "Yasuragi no Yakata", about a stressed CEO who is directed to a members-only club by his doctor where men are dressed in children's clothes and cared for by giant motherly women who treat the men like infants as they regress further into baby-like states.

Gwynevere's extremely large breasts were added by the artist who designed her, who was reportedly so proud of his work that despite Miyazaki's standards, he did not have the heart to tell him to change the design.

Miyazaki also originally wanted to include a mouth on Gwynevere's palm and created animations for it, but this element was scrapped from her design.
Street Fighter V
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According to Street Fighter V director Takayuki Nakayama, Laura's Sunset Wheel special move is based on the Sunset Splash move used by Gunloc from the Slam Masters series.
Street Fighter II
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In an interview with the development team, lead planner Akira Nishitani said that the reason why the attacks change depending on how far away you are from your opponent was because they wanted to implement rapid chains of attack similar to Final Fight.

"Ultimately, I think the results were very good, and it added depth to the moves, but originally the intent was quite different. The original intent was to have rapid chain moves like Final Fight. The norm is to have the same move come out if you press the same button repeatedly, but attacks in close range would eventually push the opponent away due to pushback on hit, so the idea was to have a different move come out in order to connect. We gave that a try and it didn't work out, so we tried adjusting the hitboxes in order to find a different use for the application."
Freedom Planet 2
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Many of the new characters, story and new region of Parusa are inspired by Filipino culture & mythology. Examples given by the developers include Merga's armor being based off ancient Filipino armor, the characters of Aaa, Captain Kalaw and Askal being based off Philippine animals such as the tarsier, Rufous hornbill and askals respectively, and the ancient super-weapon Bakunawa being based off the mythological sea serpent of the same name.
Freedom Planet 2
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The updated character designs for returning characters came from wanting to take advantage of the higher screen resolution and to give the game's characters more detailed and matured identities since the first game, rather than just making another Sonic the Hedgehog-inspired game. Lilac's new design had influences from Mega Man X's armor upgrades to show how much more responsible & experienced she had become, while Carol had minor updates showing she hadn't changed too dramatically, and Milla's more cleaned-up jumpsuit design showed how she grew to take care of herself since her tattered appearance in the first game.
Sonic Forces
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The main intention of Sonic Forces was to bring the Sonic series back to it's more serious outings since the original introduction of Sonic's Modern redesign as opposed to the more casual & pop-oriented games at the time starting with Sonic Colors in 2010. The game's art director Miura Yoshitaka stated: "We wanted to achieve not only realism, but also the atmosphere of the design culture that existed in 80s graphics in 3D." In order to make these basic concepts compatible with the look of Sonic's world, they chose to work on an improved version of the Hedgehog Engine previously used for Sonic Unleashed and Sonic Generations called the Hedgehog Engine 2, which was built in-house and combined partition boot record-based image creation with character-driven expressions that are not simply focused on realism.

Both the game and the Hedgehog Engine 2 were developed at the same time over the course of three years, and because of this simultaneous development, the designers went through trial and error trying to adapt to the changing workflow for the first year until the engine was eventually optimized well-enough to complete production of the game at an easier scale for the smaller number of people working on it at the time.
Freedom Planet
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Lord Brevon was originally created as a Neopets fan character by Freedom Planet's creator, Sabrina DiDuro, back when the website was originally geared towards university students and had more "serious" fantasy themes. When Neopets was acquired by Viacom in 2005 and started focusing on more kid-friendly content, DiDuro felt the character did not fit in with the rebranding of Neopets and decided to develop Brevon into a fully original character.
Virtua Fighter
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Sarah Bryant was based on Sarah Connor from the 1991 film "Terminator 2: Judgement Day", one of the highest-grossing films made at the time, and was described by game designer Seiichi Ishii as being "an expansion" of Connor's image.
Castle of Illusion Starring Mickey Mouse
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Attachment The game's designers when creating the sprite animations for Mickey had to design the levels to accommodate for the higher number of frames of animation and subsequent extra distance in Mickey's jump. When asked about the inspiration for the game's high-quality sprite animation, producer Emiko Yamamoto told Game Informer in 2013:

"For animation we studied the [Disney] films frame by frame and worked very hard to recreate it in the game. For example, with Mickey’s jump, we wanted to fully express his body movement so we added more frames of animation. As a result, his jump ended up being longer than a jump would be in a normal game, so we had to design the levels so that the distance of his jump worked."

According to Yamamoto, the developers aimed for these higher-quality animations in the first place because they valued making the world and characters feel alive and only realized they were capable of achieving this after creating supplementary animations like Mickey's idle and wavering animations:

"Actually this was something the main programmer and animator came up with. I recall them coming to me and showing me what they created (the idle animation and also the animation for when Mickey was wavering at the edge of a platform) and I was pleasantly surprised. I asked them “Oh, we can do something like this? Sure, let’s do it!” Making sure the world and characters feel alive was very important to the team."
Batman: Arkham Asylum
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3 cans of whipped cream were sprayed and recorded to create the sound effects for spraying the Explosive Gel.
Bubsy 3D
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In a promotional article published by Gamefan magazine, the game's art style was stated to have been heavily influenced by the Road Runner and Wile E. Coyote Looney Tunes shorts directed by Warner Bros. animator Chuck Jones. On top of this, he was credited in promotional materials for overseeing some of the game's art direction and for choosing the game's flat-shaded, polygonal graphics, but was not credited in the final product.
Super Smash Bros. Ultimate
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The plot of the Adventure Mode: World of Light, in which Kirby is the sole survivor of a cataclysmic invasion and must rescue the other fighters, was actually series director Masahiro Sakurai's original vision for the plot of Super Smash Bros. Brawl's Adventure Mode: The Subspace Emissary.

This early storyline was mentioned during a 2008 Iwata Asks interview:
"I had envisioned a more serious tone for the story. Something with some misfortune like a single character escaping total annihilation of his squadron and then fighting back while rounding up his allies."

It should be noted however that Spoiler:this early storyline would be implemented somewhat closer to the end of The Subspace Emissary anyway when Tabuu decimates every fighter turning them back into trophies, while Kirby, Luigi and Ness are revived in separate locations thanks to the three Dedede Brooches.
Franchise: Ace Attorney
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Attachment One of the primary Western influences of Ace Attorney is the American crime drama series "Columbo", of which series creator Shu Takumi is a professed fan, and who based his character profiles on the sharpness and secrecy of Lieutenant Columbo:

"I don't touch upon Phoenix's past in the games, and the players don't even know where his parents are. Fans often ask me about the birthdate of a character, or their bloodtype or favorite food, but I don't talk about them on purpose. On the other hand, my own personality might be shining through my characters... In the game, Phoenix's thoughts are shown as monologue, but those inner monologues are just my own, personal thoughts. So when people say "Phoenix is actually quite sarcastic", they're actually talking about me (laugh)."

In the 2015 interview the above quote came from, Takahiro Ookura, writer of the Japanese crime drama series "Enter Lieutenant Fukuie", commented afterwards:

"I can feel the influence of "Columbo" in "Ace Attorney". For example, there's the thing with the IV drops in "Turnabout Succession", episode 4 of "Ace Attorney 4". I won't go into details, but the part where it goes "the only way you can know about this if you were there at that time", that's a type of logic often used in "Columbo"."

Additionally, the character design for Detective Dick Gumshoe is likely modeled off of Columbo's actor Peter Falk; Gumshoe's squint and uneven eyebrows mirror those of Falk, whose signature squint was the result of using an artificial right eyeball stemming from a childhood eye surgery.
Might and Magic III: Isles of Terra
subdirectory_arrow_right Might and Magic II: Gates to Another World (Game)
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Attachment Scorpia is the pseudonym of a video game journalist who was most active from the early 1980's through 2009 and was known for writing controversial and harsh reviews of adventure and RPG games published in Computer Gaming World magazine. One of her most notable reviews was a lukewarm review of Might and Magic II: Gates to Another World that supposedly angered the game's designer, Jon Van Caneghem, so much he wrote a lengthy response defending the game and lambasting the review that was also published in the magazine. He then named an enemy after Scorpia in the game's sequel, Might and Magic III: Isles of Terra. In a 2019 interview with Kotaku UK, Scorpia stated there was never any true bad blood between her and Caneghem, but expressed disappointment that he didn't make the monster she was named after "big and nasty".
person MehDeletingLater calendar_month August 27, 2021
Max Payne
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Due to lacking the sufficient budget needed to hire actors, the staff, interns and associates of Remedy Entertainment ended up lending themselves to the likenesses of many of the game's characters. Most notably creative director Sam Lake provided the face model for Max Payne, and many of his relatives ended up being part of the game's cast, including his parents who posed in multiple shots as Nicole Horne and Alfred Woden.
Gears of War
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The game's antagonist General RAAM was a last-minute addition to the game, and due to time constraints and looming production deadlines, his backstory and related context in Act 5 were not included in the original Xbox 360 release of Gears of War, but would be included in all of its future releases.

RAAM was also named after the owner of a local Indian restaurant that Epic Games' staff frequented during development.
Grand Theft Auto
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In an interview with DMA Design creative director Gary Penn in 2011, he revealed that the police in the game turned out the way they did because of a supposed bug where police cars in pursuit tried to ram through the center of the player's car rather than a specific side, causing their driving to become extremely aggressive and seemingly insane. Penn cited this as the point in Grand Theft Auto's development where it stopped being boring to the developers and became more "dramatic", and they started to focus on general play and "being able to piss around" more than the game's missions.
Kingdom Hearts III
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The team behind Square Enix's Einhander helped develop the expansive Gummi Ship aspect of Kingdom Hearts III. They even included references to Einhander, including an unlockable Gummi Blueprint obtained by scanning a constellation in the Misty Stream area that greatly resembles Einhander' Endymion ship. One of Einhander's bosses, the Schwarzgeist, also cameos as a boss in Kingdom Hearts III, and a remix of Einhander 'Thermosphere' plays when the boss is fought with most Gummi ships. However, if the boss is fought with the Endymion blueprint, then the original PlayStation 1 version of the Thermosphere theme will play.
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