History DoingItForTheArt / VideoGames

8th Feb '16 3:29:35 AM Freshmeat
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* The creator of ''VideoGame/LANoire'' was certainly convinced that it was his MagnumOpus. The work put into the game definitely shows, and the developers looked through thousands of photos of 1940's L.A. in order for it to be accurate. The open-world gameplay, from the L.A. landmarks to vehicles, was probably intended to show off their work. Most of said landmarks aren't even an integral part of the core storyline, but are re-created in loving detail. One example is how one player found his great grandfather's restaurant, a local landmark, accurately recreated in game. The developing team also utilized cutting-edge technology in order to recreate realistic facial expressions so as to enhance gameplay. Most inaccuracies found in game are actually done for RuleOfCool.
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* The creator of ''VideoGame/LANoire'' was certainly convinced that it was his MagnumOpus.masterpiece. The work put into the game definitely shows, and the developers looked through thousands of photos of 1940's L.A. in order for it to be accurate. The open-world gameplay, from the L.A. landmarks to vehicles, was probably intended to show off their work. Most of said landmarks aren't even an integral part of the core storyline, but are re-created in loving detail. One example is how one player found his great grandfather's restaurant, a local landmark, accurately recreated in game. The developing team also utilized cutting-edge technology in order to recreate realistic facial expressions so as to enhance gameplay. Most inaccuracies found in game are actually done for RuleOfCool.
29th Jan '16 9:01:45 PM HeraldAlberich
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** Creator/KojiKondo had to force MahitoYokota to scrap ''all 28'' musical pieces the latter had composed for the first game because Kondo didn't think they fit. Once they got the soundtrack's direction sorted out, though, Yokota soldiered on once again, and his extra efforts yielded what is generally considered one of the greatest video game soundtracks of all time.
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** Creator/KojiKondo had to force MahitoYokota Music/MahitoYokota to scrap ''all 28'' musical pieces the latter had composed for the first game because Kondo didn't think they fit. Once they got the soundtrack's direction sorted out, though, Yokota soldiered on once again, and his extra efforts yielded what is generally considered one of the greatest video game soundtracks of all time.
24th Jan '16 4:13:49 PM AzureSeas
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* Localization example: in 2010, Creator/XSEEDGames formed a partnership with Creator/{{Falcom}} to localize some of the latter's games on the UsefulNotes/PlayStationPortable. Three of them are from ''[[VideoGame/LegendOfHeroesTrailsInTheSky Legend of Heroes: Trails in the Sky]]'' trilogy, which is known for having thousands of lines of text...''per game''. (Although no specific publishers were confirmed, that alone was apparently enough to have other publishers refuse to translate it.) Although the trilogy is popular in Japan, XSEED has to deal with a market in which gamers are either aren't familiar with the series or associate ''The Legend of Heroes'' name with Bandai's (later Creator/NamcoBandai) BlindIdiotTranslation[=s=] of the previous three installments. Needless to say, it takes balls for a game localizer, and a fairly new one at that, to localize that many games under such circumstances.
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* Localization example: in 2010, Creator/XSEEDGames formed a partnership with Creator/{{Falcom}} to localize some of the latter's games on the UsefulNotes/PlayStationPortable. Three of them are from ''[[VideoGame/LegendOfHeroesTrailsInTheSky Legend of Heroes: Trails in the Sky]]'' ''VideoGame/TheLegendOfHeroesTrailsInTheSky'' trilogy, which is known for having thousands of lines of text...''per game''. (Although no specific publishers were confirmed, that alone was apparently enough to have other publishers refuse to translate it.) Although the trilogy is popular in Japan, XSEED has to deal with a market in which gamers are either aren't familiar with the series or associate ''The Legend of Heroes'' name with Bandai's (later Creator/NamcoBandai) BlindIdiotTranslation[=s=] of the previous three installments. Needless to say, it takes balls for a game localizer, and a fairly new one at that, to localize that many games under such circumstances.
23rd Jan '16 10:57:24 PM X2X
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** There's a video series on Website/YouTube about the "History Behind ''Smash Bros.''" ([[https://www.youtube.com/user/CrappyCaptureDevice/search?query=history+behind+super+smash+bros. link,]] if anyone's curious), which reveals that nearly everything in the game, from random parts of the stages to every item to the characters' fighting moves is a reference to the games on which they are based. The music is filled with random bits from various games, the stages have multiple references to older stages from the original games, and the moves, even quickest and most random, are from older games. The sheer amount of it is staggering.
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** There's a video series on Website/YouTube about the "History Behind ''Smash Bros.''" ([[https://www.youtube.com/user/CrappyCaptureDevice/search?query=history+behind+super+smash+bros. com/user/CrappyCaptureDevice/search?query=history+behind+super+smash+bros link,]] if anyone's curious), which reveals that nearly everything in the game, from random parts of the stages to every item to the characters' fighting moves is a reference to the games on which they are based. The music is filled with random bits from various games, the stages have multiple references to older stages from the original games, and the moves, even quickest and most random, are from older games. The sheer amount of it is staggering.
23rd Jan '16 10:55:45 PM X2X
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* It should be stated up front that almost all [[GameMod Game Mods]] are this by default, since in most countries mods [[EnforcedTrope legally]] ''[[EnforcedTrope can't]]'' [[EnforcedTrope be sold commercially]]. If you see a mod that you like, it probably owes its existence to the dedication (and free time) of fans of its parent work.
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* It should be stated up front that almost all [[GameMod Game Mods]] {{Game Mod}}s are this by default, since in most countries mods [[EnforcedTrope legally]] ''[[EnforcedTrope can't]]'' [[EnforcedTrope be sold commercially]]. If you see a mod that you like, it probably owes its existence to the dedication (and free time) of fans of its parent work.

* The VideoGame/TeamIcoSeries. Neither ''[[VideoGame/{{Ico}} ICO]]'' or ''VideoGame/ShadowOfTheColossus'' sold very well, but Sony continues to fund and support Team ICO because ''ICO'' and SOTC were met with universal acclaim from the press and gamers alike. They are considered two of the very best games on the PS2 and any conversation about "games as art" will inevitably include a discussion of these particular examples.
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* The VideoGame/TeamIcoSeries. Neither ''[[VideoGame/{{Ico}} ICO]]'' or ''VideoGame/ShadowOfTheColossus'' sold very well, but Sony continues to fund and support Team ICO because ''ICO'' and SOTC were met with universal acclaim from the press and gamers alike. They are considered two of the very best games on the PS2 [=PS2=] and any conversation about "games as art" will inevitably include a discussion of these particular examples.

* Creator/HidekiKamiya, formerly of Clover Studios and now of Creator/PlatinumGames, with this [[https://twitter.com/PG_kamiya/status/379302161101774848 tweet]] that says it all. If needing an example, ''{{VideoGame/Okami}}'' has often been cited as one of ''the most'' beautiful games visually out there. * Creator/ArcSystemWorks seems to put a quite of attention to their fighting games. Both ''VideoGame/BlazBlue'' and ''VideoGame/GuiltyGear'' have high resolution 2D sprites with various animation, voice work, music that depends on character matchups. ''[=BlazBlue=]'' and the most recent Guilty Gear Xrd deserve mention to the use of 3D technology as ''VideoGame/BlazBlue'' uses it as a model for hand painting their sprites while Xrd uses the models, but animated them slightly choppy and custom colored per frame to maintain the old animated sprite look. ** ''[=Blazblue=]'' has idle animations for characters. ''Idle animations in a fighting game''. In normal, serious gameplay, you would just never see them. Presumably, this is the only explanation for why [=ArcSys=] would include them. * ''VideoGame/SteelBattalion''. Atsushi Inaba and company had to have realized how commercially infeasible such a HardCore RealRobot [[SimulationGame simulator]] would be, [[CrackIsCheaper requiring a US$200 controller bundle]] and an original XBox if you didn't have one already, and [[SaveGameLimits the Roguelike approach to saving and death]] and [[BladderOfSteel no pause feature.]] [[spoiler:Unless you unplug the controller.]] And yet they STILL managed to release it for us to enjoy... * ''VideoGame/MetalSlug''. How many run and gun shooters were there back then--or even today that do as much random stuff as ''Metal Slug''? Enemy conversations, animated chin movements, fifty different ways of watching the exact same tank explode? Nobody asked for all this: somebody just really wanted to make a detailed shooter. ** If you have the chance, try going to the first stage of the first game. Early on, you get the Flame Shot and you can pass through a destroyed part of an airplane fuselage. Firing it will actually lighten up the area around you. This, in a fully 2D game with no added lighting effects of any kind, is just another mark of how incredibly detailed a game Metal Slug is.
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* Creator/HidekiKamiya, formerly of Clover Studios and now of Creator/PlatinumGames, with this [[https://twitter.com/PG_kamiya/status/379302161101774848 tweet]] that says it all. If needing an example, ''{{VideoGame/Okami}}'' ''VideoGame/{{Okami}}'' has often been cited as one of ''the most'' beautiful games visually out there. * Creator/ArcSystemWorks seems to put a quite of attention to their fighting games. Both ''VideoGame/BlazBlue'' and ''VideoGame/GuiltyGear'' have high resolution 2D sprites with various animation, voice work, music that depends on character matchups. ''[=BlazBlue=]'' and the most more recent Guilty ''Guilty Gear Xrd Xrd'' deserve mention to the use of 3D technology as ''VideoGame/BlazBlue'' ''[=BlazBlue=]'' uses it as a model for hand painting their sprites while Xrd ''Xrd'' uses the models, but animated them slightly choppy and custom colored per frame to maintain the old animated sprite look. ** ''[=Blazblue=]'' ''[=BlazBlue=]'' has idle animations {{idle animation}}s for characters. ''Idle animations in a fighting game''. game'', something that remains a rarity in the genre. (Creator/{{SNK}}, responsible for the below ''VideoGame/MetalSlug'', is another prominent example, best seen in ''VideoGame/TheKingOfFighters''.) In normal, serious gameplay, you would just never see them. Presumably, this is the only explanation for why [=ArcSys=] would include them. * ''VideoGame/SteelBattalion''. Atsushi Inaba and company had to have realized how commercially infeasible such a HardCore RealRobot [[SimulationGame simulator]] would be, [[CrackIsCheaper requiring a US$200 controller bundle]] and an original XBox Xbox if you didn't have one already, and [[SaveGameLimits the Roguelike approach to saving and death]] and [[BladderOfSteel no pause feature.]] [[spoiler:Unless you unplug the controller.]] And yet they STILL managed to release it for us to enjoy... * ''VideoGame/MetalSlug''. How many run and gun shooters were there back then--or even today that today--that do as much random stuff as ''Metal Slug''? Enemy conversations, animated chin movements, fifty different ways of watching the exact same tank explode? Nobody asked for all this: somebody [[Creator/{{SNK}} somebody]] just really wanted to make a detailed shooter. ** If you have the chance, try going to the first stage of the first game. Early on, you get the Flame Shot and you can pass through a destroyed part of an airplane fuselage. Firing it will actually lighten up the area around you. This, in a fully 2D game with no added lighting effects of any kind, is just another mark of how incredibly detailed a game Metal Slug ''Metal Slug'' is.

** There's a video series on Website/YouTube about The History Behind Smash Brothers ([[http://www.youtube.com/user/CrappyCaptureDevice/videos?query=The+History+Behind+Smash+Brothers link]], if anyone's curious), which reveals that nearly everything in the game, from random parts of the stages to every item to the characters' fighting moves is a reference to the games on which they are based. The music is filled with random bits from various games, the stages have multiple references to older stages from the original games, and the moves, even quickest and most random, are from older games. The sheer amount of it is staggering. *** The ''Franchise/MetalGear'' stage in ''Brawl'' is a huge reference to a '''future game on a competing system'''. Now that's dedication.
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** There's a video series on Website/YouTube about The History the "History Behind Smash Brothers ([[http://www.''Smash Bros.''" ([[https://www.youtube.com/user/CrappyCaptureDevice/videos?query=The+History+Behind+Smash+Brothers link]], com/user/CrappyCaptureDevice/search?query=history+behind+super+smash+bros. link,]] if anyone's curious), which reveals that nearly everything in the game, from random parts of the stages to every item to the characters' fighting moves is a reference to the games on which they are based. The music is filled with random bits from various games, the stages have multiple references to older stages from the original games, and the moves, even quickest and most random, are from older games. The sheer amount of it is staggering. *** ** The ''Franchise/MetalGear'' [[VideoGame/MetalGearSolid Shadow Moses Island]] stage in ''Brawl'' is a huge reference to to '''[[VideoGame/MetalGearSolid4GunsOfThePatriots a '''future future game on a competing system'''.system]]'''. Now that's dedication.

* ''VideoGame/{{Xenosaga}}'' required loads and loads of manpower in order to pull off the technical feats it could--especially when you consider that it was a first-generation PS2 title. But man, did we really need that many cutscenes?
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* ''VideoGame/{{Xenosaga}}'' required loads and loads of manpower in order to pull off the technical feats it could--especially when you consider that it was a first-generation PS2 [=PS2=] title. But man, did we really need that many cutscenes?

* The ''VideoGame/{{Mother}}'' series. There's a good reason why only three ''Mother'' games have ever been made, and why they have such a devoted fanbase. All Creator/ShigesatoItoi wanted from this series was the chance to experiment with telling a good story in a new, different medium. All that's likely to bring him back to the series is feeling that he has a new story to tell for it. Actually, this extends to most things Itoi has ever done and the purpose of his current work, the [[http://www.1101.com/ Hobo Nikkan Itoi Shinbun]]. ** You want an example? In ''VideoGame/EarthBound'', WelcomeToCorneria is completely averted. ''Completely''. ''Every single NPC in the game'' has at least one dialogue change, and often more. Never mind that most of these [=NPC=]s are in towns you'll never visit again once you're done with your business there. ''VideoGame/{{Mother 3}}'' does the same thing. ** And then there's the fangame ''[[http://mother4.andonuts.net/ Mother 4]]''. Not to be deterred by Itoi's official statement that the Mother series is finished, some die hard fans have started work on what seems to be an incredibly professional sequel for no reason other than their passion towards the series. ** The FanTranslation for ''Mother 3''. [[http://mother3.fobby.net/or/ The translation team was very, VERY serious about their work]]. There were many technical hurdles they felt they might never get around, [[SugarWiki/MomentOfAwesome and they got around them anyway]]. And it paid off.
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* The ''VideoGame/{{Mother}}'' ''VideoGame/{{MOTHER}}'' series. There's a good reason why only three ''Mother'' ''MOTHER'' games have ever been made, and why they have such a devoted fanbase. All Creator/ShigesatoItoi wanted from this series was the chance to experiment with telling a good story in a new, different medium. All that's likely to bring him back to the series is feeling that he has a new story to tell for it. Actually, this extends to most things Itoi has ever done and the purpose of his current work, the [[http://www.1101.com/ Hobo Nikkan Itoi Shinbun]]. Shinbun.]] ** You want an example? In ''VideoGame/EarthBound'', WelcomeToCorneria is completely averted. ''Completely''. ''Every single NPC in the game'' has at least one dialogue change, and often more. Never mind that most of these [=NPC=]s are in towns you'll never visit again once you're done with your business there. ''VideoGame/{{Mother ''VideoGame/{{MOTHER 3}}'' does the same thing. ** And then there's the fangame ''[[http://mother4.andonuts.net/ Mother 4]]''. MOTHER 4.]]'' Not to be deterred by Itoi's official statement that the Mother ''MOTHER'' series is finished, some die hard fans have started work on what seems to be an incredibly professional sequel for no reason other than their passion towards the series. ** The FanTranslation for ''Mother ''MOTHER 3''. [[http://mother3.fobby.net/or/ The translation team was very, VERY serious about their work]]. work.]] There were many technical hurdles they felt they might never get around, [[SugarWiki/MomentOfAwesome and they got around them anyway]]. And it paid off.

** Working Designs's staff went out of their way to [[{{Woolseyism}} rewrite]] GratuitousEnglish into more natural-sounding English. Furthermore, they lobbied to keep the [=PS1=] port of ''[[VideoGame/RaySeries Ray Crisis]] 100''% intact, ''right down to a minigame for an accessory not released in North America.'' ** When localizing MagicKnightRayearth The Game, they had to re-code some of the game from scratch. This delay caused it to be the last Sega Saturn game released in North America, long after the system died. They were also [[ExecutiveMeddling pressured]] by TokyoMovieShinsha to [[DubNameChange change the names of the heroines]]. They fought tooth and nail to keep the Japanese names, and it is probably the reason why all future dubs and translations of Rayearth use the Japanese names instead of the "international" ones used in non-English dubs made prior to the game. * ''VideoGame/OdinSphere'' is an incredibly detailed game for the Playstation 2 that is made to have story book-fairy tale aesthetics. From background to foreground, it has tons of detail (''every limb'' has its own animations) that only adds to the fantastical nature of it's setting. The entire design team consists of eleven people.
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** Working Designs's staff went out of their way to [[{{Woolseyism}} rewrite]] GratuitousEnglish into more natural-sounding English. Furthermore, they lobbied to keep the [=PS1=] port of ''[[VideoGame/RaySeries Ray Crisis]] 100''% Crisis]]'' 100% intact, ''right down to a minigame mini-game for an accessory not released in North America.'' America''. ** When localizing MagicKnightRayearth The Game, ''Manga/MagicKnightRayearth'', they had to re-code some of the game from scratch. This delay caused it to be the last Sega Saturn game released in North America, long after the system died. They were also [[ExecutiveMeddling pressured]] by TokyoMovieShinsha Tokyo Movie Shinsha to [[DubNameChange change the names of the heroines]]. They fought tooth and nail to keep the Japanese names, and it is probably the reason why all future dubs and translations of Rayearth ''Rayearth'' use the Japanese names instead of the "international" ones used in non-English dubs made prior to the game. * ''VideoGame/OdinSphere'' is an incredibly detailed game for the Playstation 2 UsefulNotes/PlayStation2 that is made to have story book-fairy tale aesthetics. From background to foreground, it has tons of detail (''every limb'' has its own animations) that only adds to the fantastical nature of it's setting. The entire design team consists of eleven people.

* The English localization of ''[[VideoGame/SakuraWars Sakura Wars: So Long, My Love]]'' is said to be [[Creator/NipponIchi NIS America's]] biggest undertaking to date. To start, more than 70,000 lines of written dialogue and 10,000 voice samples had to be translated, which is far greater than any other localization in their history. A Wii port was commissioned to Idea Factory just for the North American release. To somewhat minimize the inevitable SubbingVersusDubbing debate, the game's first run shipped with two discs for the PS2 version, one containing the English dub and the other with the original Japanese audio (both otherwise containing the same game). Subsequent shippments, if any, will only contain the English audio disk; but given how large the voice data is that two dubs apparently couldn't be included on one disc, they could have easily left out one or the other entirely. In addition, [[{{Woolseyism}} some names were changed in the dub]], but the original names are preserved in text in the Japanese version, rather than simply sharing the same script. It speaks to NIS America's faith in the American ''[[VideoGame/SakuraWars Sakura Taisen]]'' fanbase that all of this effort is for a five-year-old game that consists mostly of DatingSim segments, a genre that has very little following in the Western market. Shame that Creator/{{Sega}} [[NoExportForYou couldn't be bothered to bring it over themselves]].
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* The English localization of ''[[VideoGame/SakuraWars Sakura Wars: So Long, My Love]]'' is said to be [[Creator/NipponIchi NIS America's]] biggest undertaking to date. To start, more than 70,000 lines of written dialogue and 10,000 voice samples had to be translated, which is far greater than any other localization in their history. A Wii port was commissioned to Idea Factory just for the North American release. To somewhat minimize the inevitable SubbingVersusDubbing debate, the game's first run shipped with two discs for the PS2 [=PS2=] version, one containing the English dub and the other with the original Japanese audio (both otherwise containing the same game). Subsequent shippments, if any, will only contain the English audio disk; but given how large the voice data is that two dubs apparently couldn't be included on one disc, they could have easily left out one or the other entirely. In addition, [[{{Woolseyism}} some names were changed in the dub]], but the original names are preserved in text in the Japanese version, rather than simply sharing the same script. It speaks to NIS America's faith in the American ''[[VideoGame/SakuraWars Sakura Taisen]]'' fanbase that all of this effort is for a five-year-old game that consists mostly of DatingSim segments, a genre that has very little following in the Western market. Shame that Creator/{{Sega}} [[NoExportForYou couldn't be bothered to bring it over themselves]].

* Localization example: in 2010, Creator/XSEEDGames formed a partnership with Creator/{{Falcom}} to localize some of the latter's games on the PlayStationPortable. Three of them are from ''[[VideoGame/LegendOfHeroesTrailsInTheSky Legend of Heroes: Trails in the Sky]]'' trilogy, which is known for having thousands of lines of text...''per game''. (Although no specific publishers were confirmed, that alone was apparently enough to have other publishers refuse to translate it.) Although the trilogy is popular in Japan, XSEED has to deal with a market in which gamers are either aren't familiar with the series or associate ''The Legend of Heroes'' name with Bandai's (later Creator/NamcoBandai) BlindIdiotTranslation[=s=] of the previous three installments. Needless to say, it takes balls for a game localizer, and a fairly new one at that, to localize that many games under such circumstances.
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* Localization example: in 2010, Creator/XSEEDGames formed a partnership with Creator/{{Falcom}} to localize some of the latter's games on the PlayStationPortable.UsefulNotes/PlayStationPortable. Three of them are from ''[[VideoGame/LegendOfHeroesTrailsInTheSky Legend of Heroes: Trails in the Sky]]'' trilogy, which is known for having thousands of lines of text...''per game''. (Although no specific publishers were confirmed, that alone was apparently enough to have other publishers refuse to translate it.) Although the trilogy is popular in Japan, XSEED has to deal with a market in which gamers are either aren't familiar with the series or associate ''The Legend of Heroes'' name with Bandai's (later Creator/NamcoBandai) BlindIdiotTranslation[=s=] of the previous three installments. Needless to say, it takes balls for a game localizer, and a fairly new one at that, to localize that many games under such circumstances.
21st Jan '16 5:42:20 PM nombretomado
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** Mod communities are encouraged to the point where they offer ''VideoGame/GarrysMod'', a mod for mucking about with physics objects in [=HL2=], on {{Steam}} as an official Valve product. They also include the Source SDK with every Source game bought on Steam.
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** Mod communities are encouraged to the point where they offer ''VideoGame/GarrysMod'', a mod for mucking about with physics objects in [=HL2=], on {{Steam}} UsefulNotes/{{Steam}} as an official Valve product. They also include the Source SDK with every Source game bought on Steam.

* ''Super VideoGame/MeatBoy'' for [=WiiWare=] was canceled. Why was it axed, you ask? Creator/{{Nintendo}} would not increase the service's 40mb file limit and Team Meat--itself a two-man team--is not willing to stoop down to a file-size-induced PortingDisaster[[note]]The {{Steam}} version is around 230mb, for the record.[[/note]] that would have had, in their own WordOfGod, no Dark World (read: ''half'' of the game), no bosses, no leaderboards and a far smaller soundtrack.
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* ''Super VideoGame/MeatBoy'' for [=WiiWare=] was canceled. Why was it axed, you ask? Creator/{{Nintendo}} would not increase the service's 40mb file limit and Team Meat--itself a two-man team--is not willing to stoop down to a file-size-induced PortingDisaster[[note]]The {{Steam}} UsefulNotes/{{Steam}} version is around 230mb, for the record.[[/note]] that would have had, in their own WordOfGod, no Dark World (read: ''half'' of the game), no bosses, no leaderboards and a far smaller soundtrack.
13th Jan '16 5:26:51 PM nombretomado
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* ''VideoGame/{{Shantae}},'' was released near the ''extreme'' end of the GameBoyColor's lifetime (2001!), and was put out by the then-unknown Creator/WayForwardTechnologies. The main character was based on random sketches from the creator's wife. The game features crazily detailed and fluid 8-bit animation, using a truly insane number of sprites (in some areas, Shantae is built out of several sprites so she can utilize multiple color palettes), and was done up in classic, "hardcore" {{Metroidvania}} format despite its cutesy cover. Did the game sell well? No. Did critics adore it? ''Yeah!'' For years, [=WayForward=] had been trying to make a sequel, and couldn't find a publisher, so they published it themselves on DSiWare.
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* ''VideoGame/{{Shantae}},'' was released near the ''extreme'' end of the GameBoyColor's lifetime (2001!), and was put out by the then-unknown Creator/WayForwardTechnologies. The main character was based on random sketches from the creator's wife. The game features crazily detailed and fluid 8-bit animation, using a truly insane number of sprites (in some areas, Shantae is built out of several sprites so she can utilize multiple color palettes), and was done up in classic, "hardcore" {{Metroidvania}} format despite its cutesy cover. Did the game sell well? No. Did critics adore it? ''Yeah!'' For years, [=WayForward=] had been trying to make a sequel, and couldn't find a publisher, so they published it themselves on DSiWare.UsefulNotes/DSiWare.
2nd Jan '16 4:27:02 PM Berrenta
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** One must also count VideoGame/JoJosBizarreAdventureAllStarBattle. It is clear that it was made by the people that love the series. Nearly every animation references something from the manga, as do the movesets and the stages,and there is such a truly ''astounding'' attention to the mythos of the series that it gets it's own pages for [[TheDevTeamThinksOfEverything/JoJosBizarreAdventureAllStarBattle The Dev Team thinks of everything]], as well as [[MythologyGag/JoJosBizarreAdventureAllStarBattle mythology gags ]]. The creators said that their main goal was to make a game that provides the best possible {{Fanservice}} for the fans of the series, and ''then'' make it a good game. Judging from the 40/40 from Famitsu and the 500,000 copies from pre-orders ''alone'' as well as rave reviews, they succeeded on both accounts.
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** One must also count VideoGame/JoJosBizarreAdventureAllStarBattle. It is clear that it was made by the people that love the series. Nearly every animation references something from the manga, as do the movesets and the stages,and there is such a truly ''astounding'' attention to the mythos of the series that it gets it's own pages for [[TheDevTeamThinksOfEverything/JoJosBizarreAdventureAllStarBattle [[DevelopersForesight/JoJosBizarreAdventureAllStarBattle The Dev Team thinks of everything]], as well as [[MythologyGag/JoJosBizarreAdventureAllStarBattle mythology gags ]]. The creators said that their main goal was to make a game that provides the best possible {{Fanservice}} for the fans of the series, and ''then'' make it a good game. Judging from the 40/40 from Famitsu and the 500,000 copies from pre-orders ''alone'' as well as rave reviews, they succeeded on both accounts.
2nd Jan '16 4:26:33 PM Berrenta
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* Just one of the many examples from ''[[VideoGame/NetHack NetHack]]'': There exists an enemy named the Quantum Mechanic. Upon death, it will [[RandomlyDrops sometimes drop]] a box. Inside the box is [[SchrodingersCat either a live cat or a cat corpse]]. If you check the source code, you'll find that the contents of a quantum mechanic's box, unlike all of the other boxes in the game, are not determined until you open it, just for the little extra joke that most people will never find. (Considering that the [=NetHack=] community is the one that coined the phrase TheDevTeamThinksOfEverything, though, it's not that surprising.) And the game is free, people!
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* Just one of the many examples from ''[[VideoGame/NetHack NetHack]]'': There exists an enemy named the Quantum Mechanic. Upon death, it will [[RandomlyDrops sometimes drop]] a box. Inside the box is [[SchrodingersCat either a live cat or a cat corpse]]. If you check the source code, you'll find that the contents of a quantum mechanic's box, unlike all of the other boxes in the game, are not determined until you open it, just for the little extra joke that most people will never find. (Considering that the [=NetHack=] community is the one that coined the phrase TheDevTeamThinksOfEverything, though, it's not that surprising.) And the game is free, people!

* As Warren Spector explained in this [[http://www.jnoodle.com/careertech/files/postMortems/DeusEx.pdf post-release]] article, the original ''VideoGame/DeusEx'' was a game he was trying to get off the ground for six years, and was stymied time and time again by publishers who didn't want a "cross-genre" game and a concept that couldn't easily be defined (the game combined elements of an RPG, simulation, FPS and an adventure). With the formation of Ion Storm's Austin branch, Spector finally had the chance to realize his vision, and the end result? [[TheDevTeamThinksOfEverything Well, the game actively accounts for players trying foolish or, in some cases, counter-intuitive plot choices (ex. going against your employers earlier in the game nets different dialog and more plot information)]]; a massive amount of backstory written by the production team, even for areas the '''player never visits''', was written (some of which was utilized in the sequel, ''[[VideoGame/DeusExInvisibleWar Invisible War]]''); a 500-page design document drafted months before game production even started, and a unified production team that focused on their work in the face of the bad press spiraling out of the ''VideoGame/{{Daikatana}}'' debacle.
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* As Warren Spector explained in this [[http://www.jnoodle.com/careertech/files/postMortems/DeusEx.pdf post-release]] article, the original ''VideoGame/DeusEx'' was a game he was trying to get off the ground for six years, and was stymied time and time again by publishers who didn't want a "cross-genre" game and a concept that couldn't easily be defined (the game combined elements of an RPG, simulation, FPS and an adventure). With the formation of Ion Storm's Austin branch, Spector finally had the chance to realize his vision, and the end result? [[TheDevTeamThinksOfEverything [[DevelopersForesight Well, the game actively accounts for players trying foolish or, in some cases, counter-intuitive plot choices (ex. going against your employers earlier in the game nets different dialog and more plot information)]]; a massive amount of backstory written by the production team, even for areas the '''player never visits''', was written (some of which was utilized in the sequel, ''[[VideoGame/DeusExInvisibleWar Invisible War]]''); a 500-page design document drafted months before game production even started, and a unified production team that focused on their work in the face of the bad press spiraling out of the ''VideoGame/{{Daikatana}}'' debacle.
15th Dec '15 9:04:31 PM Nohbody
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* In 1997, Creator/LookingGlassStudios began work on ''VideoGame/SystemShock 2'', the sequel to the 1994 game (which sold decently, but wasn't much of a moneymaker). The team hired for the project only had a year to complete their project, working with an unfinished graphics engine (the Dark Engine, which would be used in the ''VideoGame/{{Thief}}'' series of games). They had to endure staff walkouts, which arguably made the remaining team members become closer as a result. The game also codified many elements of the action genre in one game--branching character paths, an open-ended gameplay experience, a constantly-changing environment, RPG elements and a extreme infusion of horror--something unheard of at the time. The game ended up being regarded as one of the scariest video games ever made, resulted in critical accolades and awards that continue to this day, received a SpiritualSuccessor in the form of ''Franchise/{{Bioshock}}'' and ''Franchise/DeadSpace'', and the creators still release materials related to the game (Ken Levine released design sketches and concept art, while composer Eric Brosius released the entire soundtrack to a fansite) more than a decade later.
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* In 1997, Creator/LookingGlassStudios began work on ''VideoGame/SystemShock 2'', the sequel to the 1994 game (which sold decently, but wasn't much of a moneymaker). The team hired for the project only had a year to complete their project, working with an unfinished graphics engine (the Dark Engine, which would be used in the ''VideoGame/{{Thief}}'' series of games). They had to endure staff walkouts, which arguably made the remaining team members become closer as a result. The game also codified many elements of the action genre in one game--branching character paths, an open-ended gameplay experience, a constantly-changing environment, RPG elements and a extreme infusion of horror--something unheard of at the time. The game ended up being regarded as one of the scariest video games ever made, resulted in critical accolades and awards that continue to this day, received a SpiritualSuccessor in the form of ''Franchise/{{Bioshock}}'' ''VideoGame/BioShock'' and ''Franchise/DeadSpace'', and the creators still release materials related to the game (Ken Levine released design sketches and concept art, while composer Eric Brosius released the entire soundtrack to a fansite) more than a decade later.
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