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Devil May Cry 4
1
According to Bingo Morihashi, Credo was originally planned to be the final boss of the game, similar to Vergil in Devil May Cry 3: Dante's Awakening. The idea was abandoned due to writing complications.

"We actually planned to make him the final boss at one point. Final bosses are rarely young men, so that would have been exciting. But that would have been really hard on poor Kyrie. and she would come to resent Nero, so we realized that Credo shouldn't be an out-and-out villain. Besides ruining Nero and Kyrie's relationship, making him a villain would have been a rehash of the "family betrayal" plot from "DMC 3". So rather, he starts off doing questionable things but later has a change of heart. Credo was easy to craft, in that sense."
Devil May Cry 4
1
According to Bingo Morihashi, the game was originally planned to dedicate a lot more time to Nero's story, rather than the semi-even split that ended up in the final game.

"At first, the intent was more of a 70/30 split, with Nero taking the larger role. Giving Dante nothing was unthinkable from a sales perspective, so we were bouncing around between 70/30 and 60/40. In the end, though, they each received an equal slice. We somehow gave Dante more missions and weapons than we expected to. (laughs)"
Devil May Cry 4
1
According to Bingo Morihashi, Red Queen and Blue Rose were created as a means to visually differentiate Nero's movement and gameplay from Dante.

"For the main weapon, motion artist [Yuichiro] Hiraki-san said he wanted a motorcycle-like sword. What does that even mean, though? He explained that the sword's handle would rumble and sputter like an engine, and everyone loved the idea. Using that sword was important for Nero's characterization, because it gave him this "biker gang" element. That plus his wildness signaled the shift to the current Nero."
Devil May Cry 4
1
According to the game's writer, Bingo Morihashi, Nero was originally envisioned as a noble and sophisticated demon hunter, akin to the likes of Sherlock Holmes. However, the idea was rejected, and the team heavily debated the type of character Nero should be.

"I think he came out all right in the end, but he actually started out as a Sherlock Holmes-type character, sipping tea as he fought off demons. (laughs) But they decided that wasn't such a good idea. (laughs) That was the angle I was gunning for, though. He wound up being your typical wild and crazy kid, but in that sense he resembles Dante quite a bit, so I thought we needed ways to distinguish between the two. I gave him one part Dante's wildness and one part Vergit's sophistication, which gave him a refined, noble nuance. But that wasn't well-received either. So I was told to simply write the scenario as if the character was Dante, and once the team was satisfied with the story's direction, we began to flesh out Nero; his childishness, his unexpected serious moments. I believe this anecdote has been mentioned in some interview somewhere, but the team debated over whether Nero would be the type to cover up his privates in a public bath or let it all hang out. The base for Nero's design is undoubtedly Dante, and if you aged him ten years, Nero would basically resemble Dante physically. After a lot of discussion, though, I was convinced that Nero would definitely cover up his junk in a public bath, whereas Dante wouldn't have ever cared about that from a young age, and it wouldn't make a difference to him as an adult in "DMC 4". either. But Nero begins as a more reserved young man, so the big questions were, 'Is that enough of a difference?' and 'Are we implying that he'll grow up to be just like Dante?'"
Devil May Cry 3: Dante's Awakening
1
According to the game's writer, Bingo Morihashi, Lady was originally envisioned as an older seasoned demon hunter. However, Hideaki Itsuno rejected the idea in favor of an idea that would resonate with Japanese audiences.

"We originally planned to have her be older than Dante; that's how I would have liked it. (laughs) But Itsuno-san said, "No way." (laughs) He wanted a character that would go over well with the Japanese audience. My original proposal was a cigarette-smoking demon hunter who could act like a mentor to Dante, but Itsuno-san's response was, "No way. The only way she'll be popular with the Japanese audience is if she looks like a high-schooler." I had no choice, so I agreed to make the change. Trish already felt older than Dante, and the Dante in "DMC 3" is much younger, so it was decided that Lady should be slightly younger than Dante. Her appearance was up in the air for much of development, so I ended up writing her without a clear visual in mind. All we knew from the start was that she'd have black hair. Trish was blonde and Lucia was a redhead, so this almost Scandinavian-looking European should definitely have black hair; that's what the team decided on. Because what the Japanese audience definitely didn't want was more blondes or swarthy girls. The whole team agreed that "DMC 3" was a game made for the Japanese. We were happy to worry about the rest of the world later, because first and foremost, we - the creators - would have been in a bad place if the game wasn't a hit in Japan. Sure, we could have moved millions of units overseas and only tens of thousands in Japan, but focusing on the numbers like that and aiming for foreign sales would have been abandoning the Japanese fans who had supported us this whole time. That was the thought process, so we buckled down and concentrated on making a game that would do well in Japan. Vergil's katana and sword-draw techniques were also nods to the Japanese fans; we figured that most foreigners probably wouldn't understand that sleek, simple aesthetic. Lady's black hair, too. It wasn't easy. but we appealed to the audience we were aiming for."
Gex: Enter the Gecko
1
Attachment In 2021, a widely undocumented Easter egg during the "Enter the Battle Dome" mission in "The Umpire Strikes Out" level in the Rocket Channel was uploaded to YouTube. When the player reaches the purple energy tower, you will need to climb the tower up to the square platform area with two air tanks on it. Just to the right of those air tanks, an invisible path marked by vague star textures and small red lights will appear in view once reached, leading to a hidden area with a floating metallic cube featuring a photo of programmer Evan Wells behind a blue background. Like the production baby cameo found in the same level, the object will slowly spin around showing the photo on each side, can be jumped on, and can be destroyed with Gex's attacks.
Franchise: Street Fighter
1
According to Street Fighter V director Takayuki Nakayama, Ed's name was the result of a mix up from the development staff at the time.

"Oh and I just remembered, the origin of Ed's name," wrote Nakayama. "Our designer had him jotted down in his notes as 'The boy from the ED (ending)', and that got mistaken by someone who read the note as ED being his name. We started thinking 'Hey, that's kinda cool' and decided to use it as his name."

The ending in question is Balrog's ending in Street Fighter IV.
Gex: Enter the Gecko
1
Attachment In 2020, a widely undocumented Easter egg near the start of "The Umpire Strikes Out" level in the Rocket Channel was uploaded to YouTube. From the level's checkpoint, there is a platforming section consisting of floating metallic walkways. If the player karate kicks from the second walkway into the abyss, you should land on a mostly invisible platform, only marked with vague star textures and small red lights. Going south of the platform will lead the player back to the start of the level. If the player goes north, mindful that you jump over a hole in the platform on the way there, a small area can be found that contains an oxygen tank, some crates, two Green Fly TVs, and a floating metallic cube with an image of a newborn's face on two sides. The cube will spin in place slowly unless the player destroys it with Gex's attacks. The cube even has some collision that allows the player to jump on top of it. It's unknown who this infant is, but it is presumably a production baby raised by one of the game's developers.
Transformers: War for Cybertron
1
There is an unused Splitscreen mode in the game's data that seems to imply that the Story Mode was going to support Local Co-op instead of just the Online Co-op it supports in the final release.
Devil May Cry 3: Dante's Awakening
1
According to the game's character designer, Hiroyuki Nara, the model for Dante was repurposed data for Trish from Devil May Cry 2.

"The characters' speed in the backup data was completely different from how it was in the retail release. The final motions had also been programmed in separately by the software guys, so in order to replicate them, I had to place a television running the original game next to my work monitor and eyeball it. (laughs) So the Dante in "DMC 3" was actually made using Trish's data from "DMC 2". (laughs) We had all sorts of problems with that damn backup data from "DMC 1"... "
Devil May Cry 3: Dante's Awakening
1
There were originally going to be 100 Legion demons that fought during the Arkham boss fight, but due to hardware limitations, the modelers could only make about 20.
Devil May Cry 3: Dante's Awakening
1
According to character designer, Daigo Ikeno, Lady's school girl outfit was inspired by 'the black-haired Julia Volkova' of the duo t.A.T.u.

"The inspiration for Lady's image is the black-haired Julia Volkova of the Russian girl group t.A.T.u. (laughs) This is a woman who sets off to kill demons all by herself, so we equipped her with weaponry that can get the job done. She had to look like a capable fighter, but... Japanese players just love school uniforms. (laughs) All the time, the members of t.A.T.u were known for their uniform-style fashion, so we designed Lady's outfit to look like a uniform too. The thing around her waist looks like a skirt at first glance, but it's actually made up of customized weaponry pouches. The hard pouches are wrapped around her waist and filled with gun magazines, but then they're decorated with a plaid pattern reminiscent of school uniforms. It's hard to say whether she custom-ordered them or made them herself. (laughs) Then there's her white button-up shirt, which feels very fresh and clean. I came up with a number of other battle-oriented designs, but in the end, the uniform look was very important. Itsuno had a big say in it, too. I may have chosen a look more suitable to fighting if it had been up to me. (laughs)"
Devil May Cry 3: Dante's Awakening
1
Having Dante expose more skin was partly inspired by the fashion style and live performances of Johnnys, originally the name of a Japanese boy band that was active in the 1960s, now an umbrella term for Japanese boy bands that specialize in exuberant stage performances.

"The "nothing but a jacket" look is perfect for young, cool stage performers, no? So we were always going to have him "naked" under the jacket. We never wavered on that design element. For a while there was also a design that had the jacket closed in front, but we realized that would be a waste of Dante's incredible, chiseled abs. The red coat contrasts nicely with his sharp, lively body."
Devil May Cry 2
1
The hidden costumes in Devil May Cry 2 were produced as part of a collaboration with the Italian retail clothing company Diesel.

"That was because Tanaka-san, the produce, used to work for them. It was a collaboration that made good use of his last job. People on both sides talked at the time and felt that "DMC 2" and Diesel's visual styles would work well together and could be quite appealing to the casual audience. We were asked to design a belt for the collaboration, and I had the privilege of making the buckle. Seeing Dante and Lucia wearing Diesel fashion on-screen was very cool. There's something neat about watching them run through the game's story while wearing those clothes. It reminds me of "RE" in a way. (laughs)"
Devil May Cry 2
1
Arius's facial features were inspired by the villain of the 1965 film For a Few Dollars More played by actor Lee Van Cleef.

"Arius' aquiline nose is an homage to that of Lee Van Cleef, who plays the villainous sheriff in the film "For a Few Dollars More". I think that feature is actually emphasized even more in the game than in his early artwork. I love making villains with strongly-defined facial features. He looks quite convalescent in the game, with his eerily pale skin. I gave him a pure white outfit and sort of a noble look to imply that he's compensating for a deep, dark evil that he harbors within. His color palette is also meant to contrast with Dante's."
Transformers: The Game
1
Attachment There was a scrapped level in the Xbox 360, PS3, PS2, and Wii versions of the game that would have taken place right outside and in front of the Hoover Dam for both Autobot and Decepticon campaigns. The Autobots Bumblebee and Optimus would have had to defend the humans escaping the compromised Dam. Then Optimus would have a battle with Megatron atop the Dam in an attempt to knock the Decepticon leader off, and all of this would culminate in a battle with Bonecrusher. Meanwhile in the Decepticon story, Blackout is tasked with destroying the Dam and then Bumblebee. Following that, Megatron awakens and the player plays as him as he decimates the landmark. These scrapped levels are somewhat playable in the Wii and PS3 releases via hacks but some of the mission chapters are incomplete and thus the levels themselves are unbeatable.
Devil May Cry
1
When the development of the game shifted from being Resident Evil 4 many of the enemies had to be altered.

"As far as design goes, Beelzebub was completely unchanged. However, its polygon count was much lower than when the game was "RE 4". The same goes for Blade, minus the armor. It was original, a Hunter for "RE'. You know how Phantom has flames running through its body? In "RE 4", that was going to be blood instead. Also, if you just make Griffon a bit more ragged-looking, that's basically his "RE 4" design. As soon as we switched to "DMC", we were told to patch up our monsters. Give them some first aid, if you will. They were original, zombie-like creatures, so we had to extract that zombie virus and make them healthy again. (laughs)"
Devil May Cry
1
According to Yuichiro Hiraki, the movements for the Stinger attack and Dante's use of Ifrit were inspired by the 1986 film, Cobra.
Devil May Cry
1
According to Yuichiro Hiraki, the aerial combat and juggling combos were inspired by launching attacks performed in Virtua Fighter and Tekken.

"I specialize in fighting games, and I've always personally been a fan of "Virtua Fighter" [hereinafter referred to as "VF"). But the "VF" game that came out around that time just didn't sell well at all. I guess people weren't impressed? But I thought the fighting moves were amazing! I was really into it. The only problem is that I had no one to play against, because the only way to play was with two people using an Astro City cabinet. (laughs)

In "VF", ordinary moves couldn't be canceled into special moves. so juggling launchers were the best option for combos. So when it comes to combos in polygon-based games. I think the best way to do it is with those same launchers. I brought that line of thinking to "DMC"."
Devil May Cry
1
According to the game's motion artists, Tomoya Ohtsubo and Yuichiro Hiraki, the game was not going to feature the ability to jump early in development. Hideki Kamiya himself was against having the ability to jump and had to be convinced of its addition.

"We eventually wore him down with the argument that a 3D game with so much action simply had to include the ability to jump. He relented in the end, albeit bitterly. Maybe he was thinking about how much extra work it would add?

But once it was decided. Kamiya-san's mood picked up. After jumping was implemented, he didn't hold back. exclaiming. "How about a double jump?" The stage designers weren't so pleased. We didn't build these stages to be viewed from such a high perspective'. they said. (laughs) But they did their best to adjust everything, only to be blindsided again by the introduction of the flying Devil Trigger mode. (laughs) We were on the sidelines of all this, but I felt bad for the stage designers, who went from stages designed for no jumping. to jumping, to double-jumping, and finally Devil Trigger mode flying."
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