Trivia / Asura's Wrath

  • Acclaimed Flop: Despite having relatively mixed, yet leaning into positive reviews across the map, it failed at retail due to not only the controversial (at the time) game design, but also due to Capcom's reputation at the time, as well as delaying the game in the UK as well as releasing close to the time of Mass Effect 3 and not having UK's biggest Gaming retailer, GAME, have the game in stock.
  • All-Star Cast: A lot of popular and well-known voice actors in Japan are being cast for this game.
  • Development Gag: Augus came about by way of recycling Asura's original character concept, which was like him in personality and wielded two swords.
  • Doing It for the Art: Most definitely, especially when you read A Buddhist's Guide to Asura's Wrath.
  • Fan Nickname: The Awesome Button for the Burst button. This is because something awesome happens whenever you're prompted to press it.
  • Non-Dubbed Grunts: The people of Gaea use the same voice clips (Japanese V As 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 Street Fighter IV.
  • Recycled Script: Some of the QTEs in the Chakravartin fight are repurposed from the fight against Deus, such as the very strong punch and pummeling them while they're on the ground.
  • Refitted for Sequel: 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.
  • What Could Have Been:
    • 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 Bloodier and Gorier than the final product to compliment how the story is similar to God of War. However, this was when Keiji Inafune 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 God Hand-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 Preorder Bonus 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 Naruto Shippuden: Ultimate Ninja Storm 2, 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 Naruto Shippuden: Ultimate Ninja Storm Generations 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.
http://tvtropes.org/pmwiki/pmwiki.php/Trivia/AsurasWrath