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krystanadrew · 2 years
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Game: Dead Rising
In the August 2006 interview with game's assistant producer Yutaka Haruki published in the XCN (Xbox Community Network), he stated that the development team's vision of wave after wave of zombies all appearing on-screen at once while maintaining a steady framerate was only possible thanks to the <a href="/console/xbox360/">Xbox 360</a>'s processing power, and that they were happy with the large quantity of zombies they were able to achieve.
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krystanadrew · 2 years
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Game: Dead Rising
In the August 2006 interview with game's assistant producer Yutaka Haruki published in the XCN (Xbox Community Network), he stated that the game does not include any form of multiplayer mode, because the team always intended to make it a single player game as they felt that Dead Rising provided a unique experience that would be gone if they added a co-op or any other multiplayer mode. Later games in the series would receive their own multiplayer modes despite this initial vision.
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krystanadrew · 2 years
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Game: Dead Rising
In the August 2006 interview with the game's assistant producer Yutaka Haruki published in the XCN (Xbox Community Network), he was asked why the development team made the game's main character Frank West a journalist, and not a cop or a regular civilian? He responded: <div style="padding-left: 75px; padding-right: 75px; text-align: justify;">"We chose Franks profession to be a photo-journalist for a number of reasons. Firstly it gives him a motive for going to Willamette he wants to find out what is happening there, why the Army is not allowing people in or out and hopefully post a story that is going to make him famous across the globe. It also allowed us to implement the photography feature into the game something which adds another dimension to the already multi-faceted gameplay. Finally I believe that while Frank is a photo-journalist, in many ways he is just an ordinary person like you or me and therefore has to make use of the items he finds in the shopping mall in order to stay alive. Sure, the longer he survives the more skills he can obtain, but when he first enters the mall he is just an ordinary guy."</div>
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krystanadrew · 2 years
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Game: Sonic the Hedgehog 2
In the January 1993 interview with game's programmer Yuji Naka published in the Beep! magazine, he stated that the rumors about Tails being a girl or Sonic's girlfriend wasn't true, he was always intended to be a boy from the very beginning. He also stated that Tails' name was originally Miles for most of the game's development. His nickname first came up from during a meeting with a producer from ABC.
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krystanadrew · 2 years
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Game: The Elder Scrolls IV: Oblivion
During the Dark Brotherhood Quest, "Following A Lead", dropping the item, "Mother's Head", near Mathieu Bellamont will trigger special dialogue which hints to him being the traitor, although this is not revealed until the next quest.
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krystanadrew · 2 years
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Game: WarioWare: Twisted!
Although announced, the game was never released in Europe. The release date had been constantly pushed back from its original June 24th, 2005 date before being cancelled altogether with no official explanation. One rumor that circulated about why the European release was cancelled were false claims that the game's unique gyroscope cartridge required mercury, an element that the European Union banned from use in certain electrical and electronic products, to help the gyroscope function.
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krystanadrew · 2 years
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Game: Yoshi: Topsy-Turvy
The game is titled "Yoshis Universal Gravitation" outside of North America.
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krystanadrew · 2 years
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Game: Super Smash Bros.
In a 1999 interview with the game's director and designer Masahiro Sakurai published in Nice Games magazine vol.3, he was asked if he ran into trouble with getting permission to use Nintendo characters? He responded: <div style="padding-left: 75px; padding-right: 75px; text-align: justify;">"The first person I asked for permission was Shigesato Itoi. Next was Shigeru Miyamoto. When he saw our work he said, Hey, youve got <a href="/series/mario/">Mario</a> down pretty good! The <a href="/series/pokemon/">Pokemon</a> characters took the longest to get permission, because their image is tightly supervised. I broached the subject with Pokemon Company president Tsunekazu Ishihara, but the impression I got from him was that it would probably be difficult. Satoshi Tajiri was more encouraginghe was like, this looks cool!" "Personally, as the creator of <a href="/series/kirby/">Kirby</a>, I understood how they felt: I would feel be really upset if Kirby was featured in a game that people ended up disliking, or if the people got his image and movements wrong. In fact, there had been times when Id been kind of annoyed by the way Kirby was depicted in someone elses illustration or as a game cameo. Smash Bros. was conceived, in part, as a reaction against that kind of sloppy handling. I imagine anyone who creates a character feels similarly protective, but Smash Bros. brought an unprecedented number of different characters together and it was of the utmost importance to us that we re-create their personalities and characteristics faithfully. I absolutely did not want to betray the original characters creators."</div>
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krystanadrew · 2 years
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Game: EarthBound
In a 1997 interview with the game's composer Keiichi Suzuki published in the GSLA, he stated that him and his team did an about-face in their approach to composing the soundtrack, from attempting to create vocal-oriented pop music like in <a href="/game/motherearthboundbeginnings/">Mother</a>, to concentrate on making solid instrumentals: <div style="padding-left: 75px; padding-right: 75px; text-align: justify;">"At the time, ambient music was very popular, so I wanted to try incorporating ambient, and also world music as my touchstones. Nevertheless, despite my thematic intentions, I ended up getting a lot of requests for specific types of songs for certain scenes. They wanted Arabian music for the desert area, or rock and roll for the scene where you enter a club and there's a band playing. And for the overworld where you're walking around, they wanted music that would feel like its spurring you onwards."</div>
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krystanadrew · 2 years
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Game: Buriki One
The endings in the Japanese version of the game feature voice acting while the <a href="https://www.youtube.com/watch?v=68anEuvy3FI&list=PL3AAA3D0F1DE1C596&index=5" target="_blank">English version does not have voice overs.</a>
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krystanadrew · 2 years
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Game: Mother / EarthBound: Beginnings
In a 1997 interview with game's composer Keiichi Suzuki published in the GSLA, he stated that originally his goal for the game was to write pop music. It was a request from Shigesato Itoi, who wanted Suzuki to make pop music with real vocals, and then use instrumental versions of those songs in the game: <div style="padding-left: 75px; padding-right: 75px; text-align: justify;">"It was rare to see something like that in game music in those days. Mother was a Famicom game, and RPGs back then had to use arpeggiation to express chords and harmony, so the melodies in most games tended to sound rather classical. There was nothing like genuine pop music in Famicom games then."</div>
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krystanadrew · 2 years
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Game: Deltarune
An early version of "THE HOLY" was posted on <a href="https://ift.tt/qn3f2wu" target="_blank">Toby Fox's personal website</a> on July 12, 2015, over three years before it first appeared in Chapter 1 of <span style="font-style: italic;">Deltarune</span>. This iteration of the track was titled "treasure_discovered.mp3", indicating that it was written with a more mundane purpose in mind compared to the released chapters, where it plays while standing before a Dark Fountain.
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krystanadrew · 2 years
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Game: Fury of the Furries
One of the language options allows you to play the game in the Fremen language from the Dune franchise.
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krystanadrew · 2 years
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Game: Pac-Man Museum +
<a href="https://ift.tt/Z0bfPpT" target="_blank">The model for Pac-Man</a> when walking around the Museum Hub contains 8 different face models. Only 3 of these are used in the final game, with another 3 appearing to be placeholders, and the last 2 resembling the hurt and dying animations from <a href="/game/pacmanworld/">Pac-Man World</a>. In addition, an unused idle animation used in Pac-Man World can be found in the games files, depicting Pac-Man juggling and then eating pellets.
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krystanadrew · 2 years
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Game: Nintendo Switch Sports
Concept art reveal two stages were in development. One resembled a place where intercollegiate sports are played as well as a setting that looks like an ancient Olympian stadium, art director Junji Morii described in Nintendos Ask the Developers series.
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krystanadrew · 2 years
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Game: Nintendo Switch Sports
The designs for the playable characters went through many design changes during development. The team considered having no arms or legs in a similar vein to <a href="/game/wiisports/">Wii Sports</a>. Another idea that was considered was designing college student characterswith a theme of intercollegiate sports.
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krystanadrew · 2 years
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Game: Nintendo Switch Sports
In Volume 5 of Nintendos Ask the Developers series, director Yoshikazu Yamashita said development began as a request from Nintendo veteran Yoshiaki Koizumi sometime after the Nintendo Switch was released to the public. The developers had trouble implementing brand-new sports into the game as <a href="/game/wiisports/">their</a> <a href="/game/wiisportsresort/">spiritual</a> predecessors had all their ideas implemented into them.
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