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Although Joe's shirt is a small reference to Nobuyuki Matsushima; creator Hideki Kamiya revealed via Twitter that in-universe, the letters HMD on Joe's shirt stand for "His Master's Dance" in respect to Captain Blue.
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There was a weapon that was supposed to be used in the game called the "Revolverator", but it was cut off from the game. According to game designer "Corey Stockton", when you find a colorless Revolverator in the "Insomniac Museum" from "Ratchet & Clank: Going Commando", he said: "You may recognize this drill from Ratchet and Clank 1. It was held by a "large construction worker (The Miner from Hoven)" who gives you a lump of Raritanium. This was originally a weapon called the Revolverator. Ratchet would strike enemies with it and then spin them over his head with the drill bit. Unfortunately, this ended up leaving Ratchet open for attack, and also required a lot of resources to pull off, so it was cut."
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Mammon's form is quite similar to the final boss Elaine in Koudelka, with the model and some animations seeming to be repurposed also.
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The original release of Innocent Sin was never released outside of Japan, whilst Eternal Punishment was also released in America. The Innocent Sin remake for PSP was released worldwide, but the Eternal Punishment remake has not been released outside of Japan due to unspecified "unusual circumstances", making it the only Persona game never to receive a release in Europe in some capacity.
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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
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In a 2020 interview conducted by the YouTube channel Archipel with series creator Shinji Mikami, he stated that Dino Crisis was not a project he had first created. There was a team within Capcom that was working on original projects, when one day the team's leaders suddenly quit working at the company, leaving the rest behind. They came to Mikami with a pitch for a game with a 3-4 member party system (which Mikami likened to a Dragon Quest game) and asked him what they should do now. In response, he took them under his wing and told them to do their best. Mikami's team initially brainstormed ideas together, but after struggling to find any good ideas, he asked each individual member to come up with their own ideas so they could decide on which one was the best to pick. At that point, someone from Capcom's graphics department had an idea for a game that took place in a locale similar to Skull Island from the 1933 film "King Kong". Mikami thought that idea was new; there were not that many creatures inhabiting the island, but the only kind was dinosaurs, so they stuck to dinosaurs and applied a gameplay and camera system similar to the first three Resident Evil games to make what would become Dino Crisis.
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Atlus has shown a distinct displeasure with the franchise ever since Trauma Team's failure that they don't even mention it in their annual player surveys, despite being five games strong.
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When Eddie Dombrowski is shown during the Dog Ending credits Mira starts growling. This is most likely in reference to Eddie having killed a dog before, it's speculated that Mira could even be the dog Eddie killed.
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The second verse of the song "Ain't That Funny" features the line "Jack, Jack, he's a psycho maniac", a reference to a 1980's LEGO marketing campaign centering on "Zack the LEGO Maniac", a character who was also once named Jack.
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According to the game's art director, Tatsuya Yoshikawa, The Order of the Sword is based on the Amish religious sect as a means of blending the medieval elements within the modern setting. "We brought up the Amish early on, although the goal was never to focus on emulating them too much. I think any given religion represents a closed-off space, in a way. The Order tends to dress its knights in these flashy costumes, but there's a slightly modern sense to them. If they were really shut off from the world, there wouldn't be any modern elements in their costumes at all, right? Those designs were meant to show that the Order has adapted to modern times while stilt retaining their gaudiness. That was our goal there."
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The game's theme song, "If~ One's Thoughts", was sung by Japanese pop singer Renka, who also provided Azura's in-game singing voice. After hearing Renka's audition, the developers instantly decided that she was right for the role. According to music personnel, several among them cried when they first heard the song.