Rubrica Cose che non sai sui Retro Giochi

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That name

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Mrs. Shoutfire's name is a reference to the character Mrs. Doubtfire from the film of the same name.
 
Scrapped

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A dung beetle Piñata animal was planned to be included, but was ultimately left out. It would leave droppings on the ground which could be used on plants for super growth.
 
Divergenze:

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Koudelka

This game was plagued by internal conflict within the development team. Hiroki Kikuta wanted to take the RPG genre into a new direction while the others wanted to do something more close to what Squaresoft (now Square Enix) was doing at the time. Kikuta wanted the game to be action orientated, citing Resident Evil as inspiration.
Kikuta departed Sacnoth after the game was released and Sacnoth changed their name to Nautilus. This game is considered the source material for the series Shadow Hearts, as the games take place in the Koudelka universe.
 
Sono anche queste divergenze che fanno di Koudelka quello che è.
Un titolo imperfetto ma estremamente fascinoso. TIpo Kikuta è un musicista, eppure i CD erano talmento tanto pieni fra FULL DUB e tutto il resto, che le tracce sono pochissime


Proseguendo

Colori diversi

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During the animated cutscenes Sly is depicted wearing black shoes and yellow gloves. However, during gameplay, his shoes and gloves are blue.
 
Cameo

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At the end of the crypt in episode five "A Tangled Web", using the Binocucom whilst standing on a pillar, you can see Jojo the Raccoon hovering above the coffin, the main antagonist from Sucker Punch's first game "Rocket: Robot of Wheels".
 
Omaggio

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In the level "Blood Bath Bay" is a poster that says "Dev & Karin wedding Aug 05". This presumably refers to Dev Madan and Karin Yamagiwa Madan, two Sucker Punch developers who got married during the creation of the game.
 
Fratellino:

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Donkey Kong 64

According to the game's Japanese website, K. Lumsy is King K. Rool's younger brother. This detail is not mentioned at any point in the English version of the game.
 
Presenze

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On the multiplayer map "Asylum", if the player positions themselves correctly they are able to hear ghostly whispers, a piano playing and even eerie ghostly dogs barking in various locations.
 
L'importanza della sperimentazione:

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Dragon Warrior III

In a 1989 interview with designer and writer Yuji Horii and director Koichi Nakamura, they discussed their focus on enhancing the player’s experience in combat and storytelling. Nakamura explained that they wanted to make battles more enjoyable and less repetitive, moving away from the grind-heavy nature of older RPGs. He highlighted that the team worked to ensure each battle felt engaging, and tried to prevent the common tendency of players to run from strong enemies due to the monotony of repeated encounters.

They also discussed the expanded battle options in Dragon Quest III, including a greater variety of spells, the ability to attack party members, and character positioning in the lineup having an effect on battles. They emphasized that even support spells, which were often underutilized in previous games, had been made more "effective in their own right". They believed every spell in the game now served a meaningful purpose, adding depth to combat, and contributing to their goal of creating an experience where players would be curious and eager to experiment with different strategies.
 
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