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Infamous
1
Director Nate Fox stated that much of the inspiration of the superhero story came from two DC Comics series, DMZ and No Man's Land. Both center on a city after a large disaster. The series also inspired the crafting of the game's grim take on the superhero genre. Fox further stated that the film Batman Begins was an inspiration for the game. However, any correlation to DC Comics' Static Shock was unintentional. Fox considered his own personal involvement in the Seattle WTO riots of 1999 as influencing the reflection of "spending time in a lawless place" within the game.

Grand Theft Auto III was also stated as an influence, in that the team could easily see themselves as superheroes in the open world of Liberty City; similarly, Spider-Man 2 was used as a model to demonstrate what it would be like to move about the city and answer random requests for help alongside regular missions.
1
The company founders had worked at Microsoft for about a decade before starting the new company. Due to corporate policies about what constituted an acceptable project code name they were looking to give the company a name Microsoft would never allow.

The team came up with a list of ten names. Co-founder Chris Zimmerman showed the list to his wife for her opinion, and she responded that she did not care "as long as it isn't 'Sucker Punch'". Considering the opinion of a middle-aged woman would be completely contrary to the demographics of their target audience, they selected that name for the company.
Drakengard 3
1
Kimihiko Fujisaka has said in a Famitsu interview that Zero's design was the first to be approved by Taro Yoko. He wanted more female characters to interact with her and asked Fujisaka to "think Puella Magi Madoka Magica" when designing them.
Final Fantasy XV
1
One of the influences for the game's world was the 1989 film Back to the Future Part II. Lead designer for the game, Wan Hazmer, liked how at the beginning of the film, Marty McFly is surprised by the future world, but how the people there of that time react normal to it. This idea was used for how to provide the player with this "culture shock" of fantasy, but at the same make it realistic.
The Legend of Zelda: Ocarina of Time
1
Attachment Epona, Link's horse, actually began as an idea discussed during development of Super Mario 64 to include a ridable horse in the game. While never included in Mario 64, the developers knew they would eventually include a horse in Ocarina of Time and planned for it from the very beginning.
Serena
1
The game Serena was developed as a sort of kind gesture to games journalist and adventure game fan Serena Nelson, who had been at the center of a furious outing by Replay Games' president, Paul Trowe. Agustí­n Cordes, who designed the game and worked at Replay Games, was a bystander of the event and wanted to show respect to Serena by naming the game after her, as a way of providing a positive reaction to a negative event.
Shadow of the Colossus
1
Ueda wished the game to have a unique presentation and change how both players and developers would perceive what bosses should be in video games. To ensure that the programmers focused entirely on the colossi boss battle quality, he limited the enemies to just the sixteen colossi, that could only be approached one at a time, and have various behavior patterns.

Though limiting the presence of enemies to only bosses was partly intended to differentiate the game from others, Ueda also expressed that it was to ensure that the programmers' focus was entirely on the colossi so that their quality would be as high as possible.
Shadow of the Colossus
1
Kaido challenged the programmers to meet the concept of realistic physics in relation to the movement of the colossi and the subsequent effect this movement would have for Wander, both in terms of how he might be displaced and how he may be able to use this movement to his advantage. For instance, if a colossus were to shake, Kaido wanted Wander's position to shift realistically in response. Additionally, if a colossus' limb was currently horizontal, Kaido wanted the player to be able to run across the limb as though it were any other flat surface. He referred to these two concepts as "player dynamics and reactions" and "organic collision deformation".
Star Wars Galaxies: An Empire Divided
1
Attachment The VT-49 Decimator was created as an Imperial counterpart to the Millennium Falcon. There wasn't much information in the draft schematics about the ship's surface textures, so Senior Artist for the game, Andrew Collins, based them on the TIE Fighter's sleek panelling. The ship's cockpit was based on early concept art of the AT-AT from Star Wars Episode V: The Empire Strikes Back. The ship's viewing lounge was inspired by the Emperor's throne room in Star Wars Episode VI: Return of the Jedi.
Ico
1
Ueda's main inspiration for Ico was Another World, which used cinematic cutscenes and lacked any head-up display elements as to play like a movie. It also featured an emotional connection between two characters, despite the use of minimal dialog. Ueda also cited Lemmings, Flashback and the original Prince of Persia games as influences.
NieR
1
The combat was inspired by the God of War and Kingdom Hearts series, of which both Taro Yoko and Yosuke Saito were fans.
NieR
1
The creative director, Taro Yoko, has stated that much of the game's design were influenced by the September 11 attacks and the events that came after.
Minecraft
1
Attachment The United Nations Human Settlements Program (UN-Habitat) has a mission to create or improve 300 public spaces in the developing world by 2016. This led them towards Mojang in Sweden and their game Minecraft.
The partnership that spawned from this is called "Block by Block", which uses Minecraft to help teach young people in the planning of urban public spaces. Haiti, Nepal, India, Rwanda, and Kenya are countries undergoing projects with the help of said program.
Franchise: .Hack
2
CyberConnect2 president and .hack series developer Hiroshi Matsuyama in an interview with IGN, said that the developers had researched some MMORPGs as inspiration for .hack, specifically mentioning Phantasy Star Online, Final Fantasy, and Ultima Online.
Company: Housemarque
1
Housemarque's name most likely comes from the combining of the "house" from "Bloodhouse" and the "marque" from "Terramarque". Two Finnish game companies the founding members, Ilari Kuittinen and Harri Tikkanen, worked at before starting Housemarque.
The Saboteur
1
The main protagonist, Sean Devlin, was based on William Grover-Williams, a real-world Grand Prix champion who drove for the French Bugatti racing team, and later became a saboteur in Paris during World War II.
Viva Piñata: Party Animals
1
Assets and models from the Viva Piñata TV series were used for the game because the models in the show had more joints, which allowed for more animations, unlike the models in the first game.
Penn & Teller's Smoke and Mirrors
1
The idea for the Desert Bus mini-game came after Janet Reno, the then Attorney General of the United States, made comments about how gamers shouldn't be playing violent video games and instead games that were more peaceful and more like reality. Eddie Gorodetsky, television writer and an associate of Penn & Teller, had suggested to do a game where the player drives from Phoenix to Arizona, on a bus at 50 miles per hour, in an eight hour shift, as a response to Janet Reno's comments.
The Lion King
1
The monkey and bat enemies were inspired by the game Gauntlet.
Mortal Kombat II
1
Attachment Johnny Cage's triple head uppercut fatality was inspired by a glitch in Mortal Kombat where you could preform his fatality twice, resulting in two heads being knocked off of the opponent instead of one.
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