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Resident Evil 2
1
According to a 1998 The Playstation magazine interview with the game's director Hideki Kamiya & writer Noboru Sugimura, they originally had no intention of bringing back the Tyrant, since the first game already had him as the final boss.

Kamiya thought of making him a "perfect, invincible Tyrant", but after the two talked it over, they realized it was a bad idea because he would be so strong that the G-virus would be rendered meaningless, so they came up with the idea of the Tyrant's mission to retrieve the G-virus instead.

Sugimura also commented on about the Scenario choice for the Tyrant:

"One of the consequences of having players go through the same scenario twice was that, by the second time, they’re used to things and it’s too easy. For that reason we decided to have the Tyrant appear in Scenario B, as a way to raise the difficulty."
Darkstalkers 3
1
According to general producer Noritaka Funamizu in a 1997 Gamest magazine interview, he stated that the original plan for the Dark Force system was to make it so that "you could just completely pummel your opponent" while in Dark Force. However, there were problems with the idea, so it morphed into the form that was used in the final game, having been developed with an emphasis to making Dark Force feel unique to each fighter in the game.
Fatal Fury 3: Road to the Final Victory
1
In a 1995 interview with the SNK team published in Neo Geo Freak Magazine, they were asked about why several older characters had their previous special moves (i.e. Terry Bogard's Rising Tackle Joe Higashi's Bakuretsuken) removed in exchanged for new moves. The SNK team responded:

"We took out Terry’s Rising Tackle because we wanted to add a new move for him, Power Dunk. Rising Tackle resembled Power Dunk a little too closely, and it would have diluted Power Dunk’s impact as a new move. For Joe’s Bakuretsuken, we cut it because wanted to put a stronger emphasis on his short-range rush attacks and combos."
Metal Gear Solid
1
According to a 1998 The Playstation magazine interview with director/producer/writer Hideo Kojima & designer/artist Yoji Shinkawa, Kojima originally had no intentions of adding the cyborg ninja character design for Gray Fox to the game, but Shinkawa drew that idea "because it's cool". At first, Shinkawa thought Gray Fox should have looked like a normal enemy soldier. He had several different patterns in mind, and thought to try drawing a cyborg-ish and ninja-looking guy, of which that design came out as a result.

Despite Shinkawa wanting his design to become the main character in his own game, it didn't. Raiden, however, became a cyborg ninja in Metal Gear Solid 4: Guns of the Patriots, and later became the main character of his own game in Metal Gear Rising: Revengeance.
Fatal Fury 3: Road to the Final Victory
1
Attachment According to a 1995 SNK team interview in Neo Geo Freak Magazine, Sokaku Mochizuki was originally going to be a young karate practitioner, but the team wanted a character with more oomph and impact, so they decided to make him similar to a komusou (mendicant) monk, and intentionally designed the character's personality to be markedly darker compared to the rest of the game's upbeat and positive roster.
Trespasser
1
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."
The King of Fighters '95
1
Geese Howard from Fatal Fury was originally meant to appear as a playable character, but the developers abandoned this plan, citing "various considerations at the time" in retrospect as the reason for his exclusion. Geese would eventually appear as a playable character in The King of Fighters '96.
Final Fantasy Tactics
1
In a 1997 interview with the game's director Yasumi Matsuno, found within the Famicon Tsuushin magazine, he was asked if his "grand, dramatic" music would be in the game. He responded:

"Actually, in the beginning the idea for the music was more in-line with Sakaguchi’s tastes: exciting, energetic, and upbeat music. But owing to the direction we decided to take with the game—or my personality—we changed it. If FFT had mainly involved Humans vs. Monsters battles, then I think exciting, upbeat music would have been very appropriate, but in this strategy game your opponents are other human beings, and that kind of bright, upbeat music wasn’t working. There’s also the fact that Final Fantasy Tactics takes place in a hard, serious world. So I think it’s only natural for the songs to be similar."
Alisia Dragoon
1
Attachment In a 1992 developer interview for BEEP Mega Drive magazine, an early screenshot showed that the game was originally going to have a password system and 4 additional Option Monsters, but these were cut from the final game for unknown reasons.
Wonder Project J2: Corlo no Mori no Josette
1
In a 1995 interview with the game's producer Hiroki Fujimoto in the Dengeki Super Famicom magazine, he was asked if there was any reason he chose the Nintendo 64 for the game, and he responded:

"We started planning the sequel right around the time the PlayStation and Saturn were released, so going ahead with the Super Famicom again would have been harsh, when you consider when the game would actually come out. On top of that, the developers always like taking on new challenges, so we decided to go with one of the next-gen consoles.

That being the case, rather than one of the already-released systems like the PS1 or Saturn, we ended up going with Nintendo’s new 64-bit hardware which wasn’t out yet. At the time, however, we didn’t know anything about the N64’s actual specs, including whether it would use cartridges or CD-ROMs."
Castlevania II: Simon's Quest
1
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.
Xenosaga Episode II: Jenseits von Gut und Böse
1
In a 2003 Game Hihyou magazine interview with Xenogears and Xenosaga Episode I's composer Yasunori Mitsuda, he was asked if he would be back doing the music for Xenosaga Episode II. He revealed that he turned down the job partly due to other projects he was working on, and partly because of creative differences when his planned compositions did not match up with Namco's concepts for the game:

"No, I’m not. I had to turn it down. Partly it’s because I’m very busy, but the bigger issue was that I set some goalposts for myself and said, “ok, I want to do this kind of thing for the next Xenosaga.” But my ideas were too far apart from the vision that Namco had for Xenosaga. I had started conceptualizing the music with some of the Procyon Studio members here, and we had even laid down some ideas, but once I realized it wasn’t going to fly, I had to turn the work down. I apologize to everyone who had been hoping otherwise…!"
Klonoa: Door to Phantomile
1
Attachment Ghadius was originally called "Rarapuupu", with either "Kyoumatei" ("Evil Demon Emperor") or Taikou ("Archduke") as it's title depending on the concept art. Very early on in development, this character was conceived as a funky magician-esque clown.
Star Wars: Monopoly
1
A Japanese port of the game featuring some extra user interface features was planned, but ended up being scrapped due to the game's rushed development.
Assassin's Creed Rogue
1
Several of the game's features, including playing as a Templar, were included in response to fans requesting them to be in the series.
Resident Evil Village
1
During the scene where Ethan sees Spoiler:Eveline from Resident Evil VII: Biohazard in a desolate, snowy part of the village there is a partially modelled version of the interior of Ethan's house far below the geometry of the area, suggesting that it was originally going to be part of the scene, but ended up being used differently in the final game.
The Legend of Zelda: Twilight Princess
1
The model for Epona can be found outside the boundary for an arena in Faron Woods Spoiler:that gets extremely infected by Twilight later on, suggesting that the developers were thinking of allowing the player to call and use her in that area before dropping the idea.
The Legend of Zelda: Twilight Princess
1
Attachment Darknuts have a low-quality, low-polygon, and mostly featureless face underneath their helmets that cannot be seen in normal gameplay.
1
Suda Goichi, CEO of Grasshopper Manufacture, stated in a 2021 interview with Twitch Gaming that he was at one point offered by Activision to develop a game based on Marvel's Deadpool comic book character. However, sometime after he sent his ideas for the game to Activision, the offer fell through for unknown reasons.
Vagrant Story
1
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."
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