According to animator PhantomArcade, Nene's redesign for the game went through numerous changes that ultimately did not go through. Additionally, he was the only person on the team involved with Nene's redesign.
According to Crash Team Racing Nitro-Fueled art director Jason Godbout, when the Crash Nitro Kart bosses were being redesigned, extra care was given to Nash the Shark so he would be "so awesome" that he becomes "the character that everyone's gonna want to play [as]". Godbout believed that Nash went from being "okay, but unappealing" in his Nitro Kart iteration to being his personal favorite character in Nitro-Fueled due to the redesign efforts.
This is the first game in the Dragon Ball: Budokai Tenkaichi series to be released under its original Japanese name (Dragon Ball: Sparking!) in the overseas version of the game.
In a pre-release gameplay video from 2018, at the end of a tour of the Home Base, a lit sign featuring the logo for the pizza restaurant chain Domino's can be seen hanging on a wall near the refrigerator. This sign would be removed in the final game, but within the game's files are several voice lines spoken by the game's main cast (Coco, Davis, Eva, Io, Jack, Louis, Mia, Rin and Yakumo) talking about eating freshly delivered pizza in an unusually glorifying manner without mentioning the company by name. It's unclear how these voice clips would have been used in the game, but when taken with the unused Domino's sign, it's believed that this was all part of a planned promotional tie-in that fell through when the game was delayed to 2019, where Domino's would have somehow survived the apocalypse in the game's story and adapted to the Revenants and the Lost.
Just before Sonic transforms into Super Sonic near the end of the game, the surviving crowd in Station Square can be heard in the background chanting Sonic's name to encourage him. This crowd recording is actually comprised of over one thousand attendants in the audience for the official reveal of the game at the Tokyo International Forum on August 22, 1998. The chant was led by special guest Hiroshi Fujioka portraying Segata Sanshiro, the Japanese advertising mascot for the Sega Dreamcast's predecessor the Sega Saturn, and recorded by Sega to use in the game.
When Fox frees Krystal from her crystal prison at the top of Krazoa Palace in Star Fox Adventures, she immediately grabs her staff back from him and begins firing at the newly resurrected Andross as Fox runs off to his Arwing to confront the latter in Dinosaur Planet's orbit. Strangely enough, in the ending cutscene after Andross' defeat, Fox once again has Krystal's staff in his backpack. When asked about this in a January 10th, 2003 issue of Rare's scribes, the development team responded with:
"It was late. We were tired. Just leave it. Okay? Could you honestly not think of a better question than this?"
Despite incorporating several elements common in a live-service game (i.e. an in-game store, a battle pass, seasonal events, and premium currency), Skull and Bones was given a price tag of $70. Yves Guillemot, the CEO of Ubisoft, justified this during an investors call before the game's release, stating:
"It's a very big game and we feel that people will really see how vast and complete that game is. So it's a really full triple-A, quadruple-A game that will deliver in the long run."
It's worth noting, however, that the game cost $200 million due to its decade-long development, with Ubisoft admitting that they did not think they would be able to break even due to its poor launch. Knowing this, it can be inferred that Ubisoft insisted on referring to Skull and Bones as a "quadruple-A" title not because of the scope of the project, but for how abnormally long it took to produce and raised the price to recoup costs, because this was not the first or only game they called a AAAA title in the past. It was discovered as far back as 2020 on the LinkedIn pages of several Ubisoft employees that they referred to Skull and Bones, the also long-delayed Beyond Good & Evil 2, and later Avatar: Frontiers of Pandora, all games with development times lasting at least six years, as AAAA titles in their work experience.
All the characters that return in Mario Kart Wii reuse their Mario Kart: Double Dash!! models, except for the newcomers and Dry Bones, who debuted in Mario Kart DS.
In June 2012, game director Shun Nakamura expressed interest in making a port of Rhythm Thief & the Emperor's Treasure for the Wii U and a sequel for the Nintendo 3DS, revealing that he wanted "to create a virtual play version of the "Looting the Louvre" part because moving the body really fits into rhythm games." However, the plans for these games never materialized.
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Stellar Blade became rather controversial with critics in large part due to the sexualization of its protagonist Eve. They argued that the game's marketing leaned heavily into Eve's sexual appeal by focusing on elements such as revealing costumes and suggestive character designs for its promotional strategy. This got to the point where the South Korean version of the game received an "Adults-Only" rating due to suggestive images, nudity, and violence. Hyung-Tae Kim, the game's director, defended these design choices, stating:
"When it comes to the design, we put special attention on the back of the character because the player is always facing the back of the character when they're playing. That's what they see the most of, so we thought this was pretty important."
This controversy culminated when the game released with a Day 1 patch that patched out unintentionally offensive graffiti, and censored two revealing outfits Eve can wear in the game, the Holiday Rabbit and the Cybernetic Bondage, but these are not the only censored outfits left in the game. When the player finds their first unlockable Nano Suit blueprint on the overworld, a tutorial pop-up appears featuring a video that scrolls through a montage of the other Nano Suits you can unlock in the game, and among them is an uncensored version of the Moutan Peony, an outfit that features dark pantyhose covering Eve's skin up to her waist in both the base game and the Day 1 patch. It appears that the developers forgot to remove this video when changing the costumes during development, and it's currently not known if other outfits in this video were changed in the final game.
These changes are in contrast to a claim from the game's official Twitter account stating that all versions of the game worldwide would be released uncensored, leading to the changes being widely criticized by players on social media and speculation that the game's publisher Sony Interactive Entertainment mandated the changes after addressing the offensive graffiti. However, Kim addressed the matter during a Q&A at a launch event for the game, stating:
"Understandably we also recognize about[sic] the issue. However, the final costume that we wanted to show you is indeed the costume in version 1.0.0.2. I want to clarify that is our final product. However, I know this answer is not enough to convince our users. There is an internal discussion ongoing regarding this. So I think we'll have a chance to answer it soon."
The speculated tensions between Shift Up and Sony during development were actually highlighted by Drakengard and Nier: Automata creator Yoko Taro, a developer with a history of tensions with Sony, during a joint interview with him and Kim for IGN published a little over a week before the game's release:
Yoko Taro: "[...] Mr. Kim, I wanted to ask you if there were any fights with Sony Interactive Enteratainment (SIE), since they are publishing Stellar Blade."
Hyung-Tae Kim: "(Glances at SIE staff members in the room and laughs.) The people at SIE are... very, very nice!"
Taro: "SIE's staff members are pulling faces I've never seen before. I wish the readers of this article could see it!"
Compilation of outfits in base game before Day 1 patch (uncensored versions of Cybernetic Bondage at 2:30, and Holiday Rabbit at 4:52): https://www.youtube.com/watch?v=fMT6z9xejeA
Compilation of outfits after Day 1 patch (censored versions of Cybernetic Bondage at 1:03, Holiday Rabbit at 2:19, and Moutan Peony at 3:02): https://www.youtube.com/watch?v=kAcvYBGPoGk
Nano Suit tutorial pop-up montage with uncensored Moutan Peony costume (this is the only footage I could find of anyone sitting through this video start to finish): https://www.youtube.com/watch?v=eHJhViruQKM?t=3761
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Prior to Mortal Kombat X getting released, D'Vorah's blood was colored red. It was later changed to a dark shade of teal.
Kid Icarus: Uprising's final campaign features 25 stages in total. It could be said that this is a reference to how long it had been between the release of the original Kid Icarus and Kid Icarus: Uprising in Western territories. However, director Masahiro Sakurai revealed in a post-release interview that he had intended to do three more story missions when first putting together the storyline, but ultimately had to drop them early on, presumably because of time constraints.
Cassette Beasts' plot is inspired by isekai, a subgenre of fantasy that revolves around a person being transported to and surviving in another world. However, the game changes normal conventions of the genre by having everyone the player meets in the game also be transported to the island of New Wirral in a similar manner. According to writer Jay Baylis, this was done to allow the team to put focus on the people who are present in the game.
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On April 24, 2024, when the game's review embargo lifted prior to its release, a reviewer tweeted a discovery made while playing through the game, that being an accidental reference to a racial slur through the game's graphics. This happened when a graphic of graffiti art spelling "Hard", a design which is reused in numerous places throughout the game, ended up being placed next to a neon sign pointing to the "R Shop", referring to one of the game's information brokers named Roxanne. Put together, this text reads as the "Hard R Shop", including a slang term referring to the racial slur "nigger". When IGN contacted Sony regarding this discovery, they released a statement claiming the game's developer Shift Up had no intention of creating offensive artwork or including the objectionable phrase in the game, and vowed to remove it before the game's release. The "Hard" graphic in that spot would be quickly replaced by a different piece of graffiti spelling "Crime" in a pre-release edit that also added New Game+ to the game, and would be added to the released game as part of a Day 1 patch. Interestingly, this entire span of events from the term being discovered to it being replaced occurred in less than 97 minutes, and the changes stand in contrast to a claim from the game's official Twitter account three days prior that all versions of the game in all countries would be released uncensored.
In December 2020, Steel Wool Studios announced that the "Curse of Dreadbear" DLC originally released for the game in 2019 would be ported to Xbox consoles and Nintendo Switch. While the DLC would be released for the Switch version of the game on September 28, 2021, development on the Xbox version appears to have been abandoned as there have been no updates on it since the initial announcement in 2020.
The floating planetoid representing CloudRunner Fortress on the world map screen in Star Fox Adventures very clearly resembles its original, rockier iteration from the Nintendo 64 version of Dinosaur Planet, as opposed to its remodeled look in the final Star Fox Adventures.
Doctor Lautrec and the Forgotten Knights features many similarities to the Professor Layton franchise by Level-5, namely in regards to the aesthetics and story. Noriaki Okamura, the game's designer, admitted that he was inspired by the series when making the game.
Kane Carter is known for being the creator of the Five Nights at Freddy's fangame series "POPGOES", and all the titles that he has made or conceptualized since 2015 have has been part of that series. However, in August 2023, Carter revealed that he, his girlfriend (known as "Turntail" online), and fellow developer Emil Macko worked on a scrapped concept for an original Unreal Engine horror game around 2017-2018, named "Floodbound." Carter described the basic story as:
"You play as a murderer, trapped in a rainy purgatory parallel world, after almost dying in a car crash that happened while you were fleeing the scene of your third victim. [...] It's home to a single, bizarre villain named Drain Face - a creature who was once human, turned into a mutated monster that survives only off of the rainwater that falls in the rainy parallel world. [...]"
Carter also stated that the goal of the game was to travel through three large areas while dodging Drain Face.
The original programmer was going to be Nikson, known for his work on The Joy of Creation fangame series and Glowstick Entertainment games. Nikson replied to the post offering to continue work on the game if Carter ever decided to go back to it, saying that he loved the idea and the enemy design proposed for it.
Disgaea 5: Alliance of Vengeance was originally considered to have a multi-platform release, including a release on the PlayStation 3. According to Nippon Ichi Software president Sohei Niikawa, this was scrapped as this would have made the PS3 version the standard version of the game, whereas the development team wanted to "offer something that could only be done with the PlayStation 4.”
In an April 15th, 2024 interview with the director of the game's DLC "The Rising Tide" Takeo Kujiraoka published on Push Square's website, he revealed the development team believed that they achieved one of their initial goals to successfully attract players of all ages to play Final Fantasy XVI and become fans of the series. He claimed that Final Fantasy games in recent years had "tended to skew towards a higher age range", and they believed they were able to break that trend to a certain extent as evidenced by "survey results" showing that more people in their teens and twenties played the game. Kujiraoka clarified that this did not mean all future Final Fantasy titles would follow in the direction of this game, but that with a younger fanbase on-board it would allow future development teams to explore new possibilities when working on subsequent installments.