* AcclaimedFlop: Despite having relatively mixed, yet leaning into positive reviews across the map, it failed at retail due to not only the controversial ([[VindicatedByHistory at the time]]) game design, but also due to Creator/{{Capcom}}'s reputation at the time, as well as delaying the game in the UK as well as releasing close to the time of VideoGame/MassEffect3 and not having UK's biggest Gaming retailer, GAME, have the game in stock.
* AllStarCast: A lot of popular and well-known voice actors in Japan are being cast for this game.
* DevelopmentGag: Augus came about by way of recycling Asura's original character concept, which was like him in personality and wielded two swords.
* DoingItForTheArt: Most definitely, especially when you read A Buddhist's Guide to Asura's Wrath.
* FanNickname: The [[Creator/TheCynicalBrit Awesome Button]] for the Burst button. This is because something awesome happens whenever you're prompted to press it.
* NonDubbedGrunts: The people of Gaea use the same voice clips (Japanese VAs speaking a made-up language) in both English and Japanese. The Lost Episodes are also only done in Japanese with reused audio clips; Asura's are taken from different cutscenes in the same game while Ryu and Akuma's are taken directly from ''StreetFighterIV''.
* RecycledScript: Some of the [=QTEs=] in the [[spoiler:Chakravartin]] fight are repurposed from the fight against Deus, such as the very strong punch and pummeling them while they're on the ground.
* RefittedForSequel: Inverted. Part IV was supposed to ''be'' a sequel, but the low sales of the game resulted in it being made the Downloadable finale instead.
* WhatCouldHaveBeen:
** In one interview, it was stated that there originally wasn't going to be a dodge button at all (Something that just about all action games use) because the developers felt that it wouldn't make sense, as Asura is hell-bent on revenge, so trying to dodge everything wouldn't help him much. A Dodge button was put in in newer builds for the sake of gameplay, however.
** Another example, it's shown in earlier trailers that the game was more than likely going to be much BloodierAndGorier than the final product to compliment how the story is similar to ''VideoGame/GodOfWar''. However, this was when KeijiInafune was executive producer for the game before he left capcom, and he had also tried to westernize the game this way. When a game is based on Asian Mythology to begin with.
*** The trailers also showed the game as a ''VideoGame/GodHand''-esque beat-'em-up with some QTE's for power-ups and special moves, being able to pick up things like giant stone pillars for weapons, and actual blood spurts.
** Asura and Yasha's designs underwent some significant changes according to the PreorderBonus artbook. In fact, one of Asura's older designs was actually used in the final product -- ''as Augus!''
** The main development team for this game is the same team that did the boss fights for ''NarutoShippudenUltimateNinjaStorm2'', thus why many of the boss fights in this game and the overall system of progress for each level seems so similar to the same game, and is also the reason why ''NarutoShippudenUltimateNinjaStormGenerations'' doesn't have the big boss fights that the previous installment had.
** The DLC Part IV: Nirvana, was originally supposed to be a part of the original game, according to CyberConnect2 CEO Hiroshi Matsuyama, but Capcom asked for them to take it off after noticing it wasn't quite as epic as they thought, so Capcom took it off for CyberConnect2 to enhance and make it even better then what the initial draft for Part IV: Nirvana was.
*** Before this, Part IV nirvana was originally supposed to be a full blown sequel to the original game, hence why the overall QTE style is much more varied compared to the main game itself, but the poor sales of the original game scrapped these plans, and it was made into a downloadable true ending to complete Asura's Story.
** There are many Ghoma designs that were scrapped, as shown in the official complete works.