History ExecutiveMeddling / VideoGames

23rd Jul '17 3:41:09 PM nombretomado
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** Originally, the "It's War!" chapter was to feature a scene where a captured soldier would appear going through live surgery at the hands of the Tediz, akin to the human experimentation performed by the Germans and Japanese during WW2. Nintendo themselves stepped in and requested that this scene be taken out upon finding out about it, as they apparently felt it was too grim even by the game's standards (on a lesser note, a brief TakeThat at the ''Franchise/{{Pokemon}}'' series was also removed, although the Pikachu tail used therein remains in the code).

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** Originally, the "It's War!" chapter was to feature a scene where a captured soldier would appear going through live surgery at the hands of the Tediz, akin to the human experimentation performed by the Germans and Japanese during WW2.[=WW2=]. Nintendo themselves stepped in and requested that this scene be taken out upon finding out about it, as they apparently felt it was too grim even by the game's standards (on a lesser note, a brief TakeThat at the ''Franchise/{{Pokemon}}'' series was also removed, although the Pikachu tail used therein remains in the code).
6th Jul '17 5:13:31 PM nombretomado
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* ''VideoGame/{{DJMAX}}'' games from ''DJMAX Portable Black Square'' onwards (save for ''DJMAX Technika'') have an "auto-correct" feature that will hit the correct note for you if you hit the wrong button. It's speculated that Pentavision implemented this feature to avoid legal issues with [[{{Beatmania}} Konami]].

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* ''VideoGame/{{DJMAX}}'' games from ''DJMAX Portable Black Square'' onwards (save for ''DJMAX Technika'') have an "auto-correct" feature that will hit the correct note for you if you hit the wrong button. It's speculated that Pentavision implemented this feature to avoid legal issues with [[{{Beatmania}} [[VideoGame/{{Beatmania}} Konami]].
10th Jun '17 2:01:44 PM nombretomado
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** The fragments of known history behind the beleaguered development process for ''[[VideoGame/SonicBoom Sonic Boom: Rise of Lyric]]'' indicates that the game's development ended up being thrown under the bus so the game could be released [[ChristmasRushed in time for the holiday season]] and so that Sega could quickly fulfill the Sonic-exclusive Nintendo contract they revealed in 2013 [[note]]The deal had Sega releasing their next three console ''Sonic'' titles exclusively to the {{Wii U}}; a deal Sega presumably decided to quickly eject from when the [[VideoGame/SonicLostWorld first two]] [[VideoGame/MarioAndSonicAtTheOlympicGames Sonic games]] of the deal sold below expectations; partially a result of the console's low install base.[[/note]]. This is notable due to the game running on [=CryEngine=] 3, an engine that isn't officially optimized for the Wii U console. Developer videos have shown development kits of the [=PS3=] and 360 in the background-which may have been the originally intended platform development for the game. Despite ''Rise of Lyric'' reportedly going gold in July, the final release [[ObviousBeta most certainly indicates it wasn't ready to see release]].

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** The fragments of known history behind the beleaguered development process for ''[[VideoGame/SonicBoom Sonic Boom: Rise of Lyric]]'' indicates that the game's development ended up being thrown under the bus so the game could be released [[ChristmasRushed in time for the holiday season]] and so that Sega could quickly fulfill the Sonic-exclusive Nintendo contract they revealed in 2013 [[note]]The deal had Sega releasing their next three console ''Sonic'' titles exclusively to the {{Wii UsefulNotes/{{Wii U}}; a deal Sega presumably decided to quickly eject from when the [[VideoGame/SonicLostWorld first two]] [[VideoGame/MarioAndSonicAtTheOlympicGames Sonic games]] of the deal sold below expectations; partially a result of the console's low install base.[[/note]]. This is notable due to the game running on [=CryEngine=] 3, an engine that isn't officially optimized for the Wii U console. Developer videos have shown development kits of the [=PS3=] and 360 in the background-which may have been the originally intended platform development for the game. Despite ''Rise of Lyric'' reportedly going gold in July, the final release [[ObviousBeta most certainly indicates it wasn't ready to see release]].
8th Jun '17 8:42:54 PM nombretomado
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* ''VideoGame/{{Solatorobo}}'' spent 10 years in DevelopmentHell due to [[BandaiNamcoEntertainment Namco Bandai]] insisting that, if Creator/{{CyberConnect2}} wanted to release a SpiritualSequel to ''VideoGame/TailConcerto'' (which did not sell as well as they'd have liked), then they had to polish and refine the [[WorldBuilding world]] and gameplay. Thankfully, [=CyberConnect2=] has a bit of a reputation for DoingItForTheArt, and [[TropesAreNotBad the result truly shines, even if it is late]].

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* ''VideoGame/{{Solatorobo}}'' spent 10 years in DevelopmentHell due to [[BandaiNamcoEntertainment [[Creator/BandaiNamcoEntertainment Namco Bandai]] insisting that, if Creator/{{CyberConnect2}} wanted to release a SpiritualSequel to ''VideoGame/TailConcerto'' (which did not sell as well as they'd have liked), then they had to polish and refine the [[WorldBuilding world]] and gameplay. Thankfully, [=CyberConnect2=] has a bit of a reputation for DoingItForTheArt, and [[TropesAreNotBad the result truly shines, even if it is late]].
4th Jun '17 6:08:32 AM Ominae
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* ''VideoGame/{{Solatorobo}}'' spent 10 years in DevelopmentHell due to NamcoBandai insisting that, if Creator/{{CyberConnect2}} wanted to release a SpiritualSequel to ''VideoGame/TailConcerto'' (which did not sell as well as they'd have liked), then they had to polish and refine the [[WorldBuilding world]] and gameplay. Thankfully, [=CyberConnect2=] has a bit of a reputation for DoingItForTheArt, and [[TropesAreNotBad the result truly shines, even if it is late]].

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* ''VideoGame/{{Solatorobo}}'' spent 10 years in DevelopmentHell due to NamcoBandai [[BandaiNamcoEntertainment Namco Bandai]] insisting that, if Creator/{{CyberConnect2}} wanted to release a SpiritualSequel to ''VideoGame/TailConcerto'' (which did not sell as well as they'd have liked), then they had to polish and refine the [[WorldBuilding world]] and gameplay. Thankfully, [=CyberConnect2=] has a bit of a reputation for DoingItForTheArt, and [[TropesAreNotBad the result truly shines, even if it is late]].
21st May '17 10:21:24 PM drewthegreat
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* Creator/NaughtyDog cooperated with Sony of Japan in many areas when making early instalments of the ''Franchise/CrashBandicoot'' series ([[GermansLoveDavidHasselhoff which was incredibly popular in that region]]). A both negative and positive example came during the production of the second game. The Japan unit objected to Tawna, Crash's girlfriend, not keen on having an oversexualized female as Crash's sidekick, requesting a more innocent alternative. The result was Tawna being "retired", though series regular Coco Bandicoot was created in her place.

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* Creator/NaughtyDog cooperated with Sony of Japan in many areas when making early instalments installments of the ''Franchise/CrashBandicoot'' series ([[GermansLoveDavidHasselhoff which was incredibly popular in that region]]). A both positive and negative and positive example came during the production of the second game. The Japan unit objected to Tawna, Crash's girlfriend, not keen on having an oversexualized female as Crash's sidekick, requesting a more innocent alternative. The result was Tawna being "retired", though series regular Coco Bandicoot was created in her place.
20th May '17 12:13:57 PM nombretomado
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* Origin Systems (responsible for the ''Franchise/{{Ultima}}'' and ''VideoGame/WingCommander'' franchises) was acquired by the company in 1992. Five years later, the company became an online-only developer that shifted its focus to ''VideoGame/UltimaOnline'' (to the point that the developers of the then-recently released ''Ultima IX: Ascension'' wrote a number of stealth insults into the game as a way to get back at EA for cutting corners, rushing the game for a holiday release and sidetracking the company). As a response to ''Ascension'''s poor retail performance, the company then cancelled all of Origin's planned projects (including the ''Ultima Online'' sequel, ''Privateer Online'' and ''VideoGame/HarryPotter Online''). The final nail in the coffin was the development of ''Ultima X: Odyssey''. EA forced relocation of development from Austin, Texas to California, leaving developers who couldn't make the move due to family issues out of work. This subsequently led to the project being scrapped altogether. The Origin trademark was later reintroduced as a digital distribution platform.

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* Origin Systems (responsible for the ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' and ''VideoGame/WingCommander'' franchises) was acquired by the company in 1992. Five years later, the company became an online-only developer that shifted its focus to ''VideoGame/UltimaOnline'' (to the point that the developers of the then-recently released ''Ultima IX: Ascension'' wrote a number of stealth insults into the game as a way to get back at EA for cutting corners, rushing the game for a holiday release and sidetracking the company). As a response to ''Ascension'''s poor retail performance, the company then cancelled all of Origin's planned projects (including the ''Ultima Online'' sequel, ''Privateer Online'' and ''VideoGame/HarryPotter Online''). The final nail in the coffin was the development of ''Ultima X: Odyssey''. EA forced relocation of development from Austin, Texas to California, leaving developers who couldn't make the move due to family issues out of work. This subsequently led to the project being scrapped altogether. The Origin trademark was later reintroduced as a digital distribution platform.
30th Apr '17 6:05:35 PM nombretomado
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* {{Touhou}} Hisoutensoku was originally intended to have a roster consisting of stage 1 to 3 bosses, such as Wriggle, Cirno, and Nitori, but Tasofro, the company helping ZUN, the creator of the series, producing the game, feels that such a roster is boring to work with, so the latter replaced some of them with higher level bosses like Sanae, Utsuho, and Suwako.

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* {{Touhou}} VideoGame/{{Touhou}} Hisoutensoku was originally intended to have a roster consisting of stage 1 to 3 bosses, such as Wriggle, Cirno, and Nitori, but Tasofro, the company helping ZUN, the creator of the series, producing the game, feels that such a roster is boring to work with, so the latter replaced some of them with higher level bosses like Sanae, Utsuho, and Suwako.
25th Apr '17 3:34:02 PM 4444jdm
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[[ExecutiveMeddling You have to do what the bossman says sometimes]] or it's game over, man.

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[[ExecutiveMeddling You have to do what the bossman says sometimes]] or it's game over, GameOver, man.
24th Apr '17 7:05:29 PM nombretomado
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* At some point after releasing ''VideoGame/TalesOfEternia'', Namco (and after the merge, Bandai Namco) decided not to localize any other 2D ''Tales'' game. For that reason, many great ''VideoGame/{{{Tales|Series}}'' games never got to North America (except for ''VideoGame/TalesOfPhantasia'' due to special reasons), such as ''VideoGame/TalesOfDestiny2'', ''VideoGame/TalesOfRebirth'', and ''VideoGame/TalesOfHearts''. ''VideoGame/TalesOfEternia'' even got a PSP port in 2005, but despite the fact that said port was released in Europe no North American version is in sight.

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* At some point after releasing ''VideoGame/TalesOfEternia'', Namco (and after the merge, Bandai Namco) decided not to localize any other 2D ''Tales'' game. For that reason, many great ''VideoGame/{{{Tales|Series}}'' ''VideoGame/{{Tales|Series}}'' games never got to North America (except for ''VideoGame/TalesOfPhantasia'' due to special reasons), such as ''VideoGame/TalesOfDestiny2'', ''VideoGame/TalesOfRebirth'', and ''VideoGame/TalesOfHearts''. ''VideoGame/TalesOfEternia'' even got a PSP port in 2005, but despite the fact that said port was released in Europe no North American version is in sight.
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