Trivia Browser
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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?'"
"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?'"
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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."
"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."
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At the end of the credits after completing the game for the first time, an audio clip of Obi-Wan's voice will play, in which he recites a line-for-line parody of a monologue originally performed by Ewan McGregor from the opening scene of the 1996 film "Trainspotting":
The sound of an activating lightsaber can then be heard before the game returns to the main menu. This secret message cannot be triggered again when replaying the final level. This line choice is also likely a reference to Ewan McGregor being the actor for Obi-Wan Kenobi in the Star Wars prequel trilogy.
"Choose the Force. Choose a job. Choose the Dark Side. Choose the Council. Choose a flubbing big lightsaber. Choose protocol droids, holoprojectors, and R2 units. Choose Watto, Tatooine and Alderaan. Choose fixed-interest credit payments to Sebulba. Choose a Corellian freighter that did the Kessel run in less than twelve parsecs. Choose a Wookiee. Choose sitting in Jabba's throne room, watching mind-numbing dancers, stuffing green chubas into your mouth. Choose rotting away at the end of it all, disappearing into thin air, nothing more than an embarrassment to the whiny kid you trained on the way to Alderaan. Choose your destiny. Choose the Force. But why would I want to do a thing like that? I chose not to choose the Dark Side. I chose something else. And the reasons? There are no reasons. Who needs reasons when you've got a lightsaber?"
The sound of an activating lightsaber can then be heard before the game returns to the main menu. This secret message cannot be triggered again when replaying the final level. This line choice is also likely a reference to Ewan McGregor being the actor for Obi-Wan Kenobi in the Star Wars prequel trilogy.
Obi-Wan monologue:
https://www.youtube.com/watch?v=ZYSVfYzDduI
Trainspotting monologue:
https://www.youtube.com/watch?v=SaP7qmsQbSI
https://www.imdb.com/title/tt0117951/quotes/qt0335530
https://www.youtube.com/watch?v=ZYSVfYzDduI
Trainspotting monologue:
https://www.youtube.com/watch?v=SaP7qmsQbSI
https://www.imdb.com/title/tt0117951/quotes/qt0335530
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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
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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.
The ending in question is Balrog's ending in Street Fighter IV.
"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.
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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.
subdirectory_arrow_right Kingdom Hearts Birth by Sleep (Game), Kingdom Hearts (Game), Kingdom Hearts III (Game)
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Outside Merlin's House in Traverse Town in the first Kingdom Hearts game, the likeness of an owl can be found on the broken archway in front of the house as well as in the form of several small statues surrounding the building. Outside Merlin's House in Hollow Bastion/Radiant Garden in subsequent games, this owl's presence is reduced to two emblems hanging over Merlin's front door both inside and outside the house. These owls are a reference to Merlin's pet owl Archimedes, a character from Disney's 1963 adaptation of "The Sword in the Stone", who does not appear in the Kingdom Hearts series.
Kingdom Hearts:
https://www.youtube.com/watch?v=b0nVNN039Qo#t=84
Kingdom Hearts II:
https://www.youtube.com/watch?v=r5g1tjaGCGw
Kingdom Hearts Birth by Sleep:
https://www.youtube.com/watch?v=c3uSqFtVbTs
Kingdom Hearts III:
https://www.youtube.com/watch?v=upbP5bBJdaY
https://www.youtube.com/watch?v=b0nVNN039Qo#t=84
Kingdom Hearts II:
https://www.youtube.com/watch?v=r5g1tjaGCGw
Kingdom Hearts Birth by Sleep:
https://www.youtube.com/watch?v=c3uSqFtVbTs
Kingdom Hearts III:
https://www.youtube.com/watch?v=upbP5bBJdaY
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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.
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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"... "
"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"... "
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In Chapter 8: To the Core, when a Space Slug first appears in front of the Autobots, Ironhide says "Bah-weep-Graaaaagnah wheep ni ni bong" to it, much to Warpath's confusion. This is the same phrase used in Transformers canon as an intergalactic "universal greeting", with it first being heard in 1986's The Transformers: The Movie. Ironhide even refers to it as a universal greeting in the scene.
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In Chapter 7, the two Autobots Jazz and Arcee can both be seen in a Kaon prison cell. They can also later be seen out of bounds helping the many other Autobots escape the Decepticon prison complex.
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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.
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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)"
"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)"
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According to the weapons modeler, Jun Ikawa, while working on the Cerberus weapon, the team filed a patent for the concept of a three-handled nunchaku called a "Sanchaku".
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During Chapter 1: Dark Energon, specifically during the part where the Decepticons navigate across the space debris, if the player looks up they can spot a celestial body that greatly resembles the logo of the game's developer High Moon Studios.
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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."
"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."
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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)"
"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)"
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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."
"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."
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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.
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In the underground caves of Shinra Manor, several Coffin Keys can picked up from Sahagin enemies which can open four coffins found in the area. Three coffins contain more enemies, while the fourth coffin contains an unseen sleeping man who Zack decides to not disturb. This person is Spoiler:Vincent Valentine, who at this point in the Final Fantasy VII series storyline was Spoiler:in the middle of a long, dormant sleep after undergoing genetic experiments.