Web Analytics Made Easy - Statcounter
GamePlay
Permanent memory active
Daily Challenge
Loading...
All Mario Zelda Minecraft Final Fantasy Fallout Resident Evil BOTW RDR2 Witcher God of War Elden Ring Developers History Bonus Collected Missing
0 / 170 cards collected
Achievement Unlocked!

GamePlay Blogs

In-depth guides, stories, and tips from the world of gaming

About Us

Welcome to GamePlay, the ultimate destination for video game enthusiasts and collectors! Founded in 2024, we're passionate about preserving and sharing the most fascinating stories from gaming history.

Our Mission

At GamePlay, we believe every game has a story worth telling. From legendary glitches to hidden easter eggs, from development secrets to cultural impacts – we're here to celebrate the rich tapestry of video game history.

What We Do

Our Team

We're a small team of dedicated gamers, developers, and digital archaeologists who spend our days digging through old code, interviewing developers, and uncovering the stories that make gaming special.

Privacy Policy

Last updated: February 2024

Information We Collect

GamePlay respects your privacy. We collect only the information necessary to provide our services:

How We Use Your Information

All your collection data is stored locally in your browser's localStorage. We don't have servers, we don't track you, and we never sell your data. Your gaming journey is yours alone.

Cookies and Tracking

We don't use tracking cookies or analytics. The only "cookies" we use are the ones in Fallout 2 (and those are just easter eggs).

Your Rights

Since all data is stored locally, you have complete control. You can reset your collection anytime using the "forget all" button, or simply clear your browser data.

Terms of Use

Welcome to GamePlay! By using our site, you agree to these terms.

Acceptable Use

Intellectual Property

All game names, images, and anecdotes are property of their respective owners. We're just here to celebrate gaming history. If you're a rights holder and have concerns, please contact us.

Disclaimer

While we verify our anecdotes with digital archaeologists, some stories may be subject to interpretation. After all, even the master sword had its rumors.

Changes to Terms

We may update these terms as we add new features. Check back occasionally – just like checking for new cards in your collection!

Contact Us

Have a fascinating anecdote to share? Found a bug (the real kind, not the game kind)? Just want to say hi? We'd love to hear from you!

Ways to Reach Us

⭐ SUPER MARIO 64

Nintendo 64 · 1996
CARD #001

The face of hell

Glitch / Easter egg
During development, programmers left a texture of their own face in the castle mirror. You can still see it using specific glitches!
Discovered by fans 20 years later via ROM analysis.
CARD #002

Princess's secret letter

Hidden message
The letter carried by the stork contains binary code. Translated it says: "Thanks for playing, signed: Yoshiaki Koizumi".
Koizumi was the director, later created Zelda: BotW.
CARD #003

Impossible ice wall

Glitch
The famous "Backwards Long Jump" that lets you scale mountains was a collision error, now a speedrun legend.
Dedicated speedrun category: "BLJ any%"

⚔️ ZELDA: OCARINA OF TIME

Nintendo 64 · 1998
CARD #004

The Lost Woods lullaby

Hidden melody
Lost Woods music is based on a Japanese lullaby. If played backwards, it reveals a secret heart piece location.
Original source code was only 32 MB.
CARD #005

The sleeping sword

Rumor
Rumor said you could get the Master Sword early. Programmers confirmed it's false, but added an Easter egg if you try.
Returning as child with 3 hearts triggers a hidden text: "Come back stronger".

⛏️ MINECRAFT

PC · 2011
CARD #006

The creeper's origin

Accidental design
The creeper was born from a failed pig model: coordinates swapped, creating a tall, slender creature. Notch kept it.
The pig texture rotated 90° created the iconic creeper face.

⭐ FINAL FANTASY VII

PS1 · 1997
CARD #007

Detective Joe

Prototype
The original prototype of FFVII was a detective game starring "Detective Joe" chasing terrorists in Midgar, before Sakaguchi redirected it towards a more epic story.
The dark atmosphere of Midgar survived from this idea.
CARD #008

Death according to Hollywood

Narrative
Sakaguchi wanted a "non-heroic" death that truly hurt. He rejected Hollywood-style deaths and sought something more real and painful. Thus Aerith's scene was born.
He wanted it to stay with the player forever.
CARD #009

The emotional engineer

Philosophy
Sakaguchi studied engineering and wanted to analyze life from a logical and mathematical point of view, balanced with scenes of high emotional sensitivity.
"I'm an engineer, so I've always believed this would be a good way to overcome mental blocks."
CARD #010

The Hollywood team

Cinematics
FFVII hired Paul Ashdown (Star Wars, Jurassic Park) and Ron Sabatino (Terminator) for the cinematics. It was the first time a Japanese game collaborated with Hollywood special effects.
It was a technical milestone for its time.
CARD #011

The demo that changed everything

Revolution
The "Final Fantasy SGI" demo presented at Siggraph 1995 showed for the first time the potential of 3D in RPGs and convinced Sony that PlayStation was the future.
Without that demo, the Square-Sony alliance might never have existed.
CARD #012

120 people

Development
FFVII had the largest development team in the industry up to that time: 120 people between Japan and California.
It was a global production ahead of its time.
CARD #013

The jump from cartridge to CD

Technology
FFVII was originally planned for SNES on cartridge, but the PlayStation CD-ROM allowed for cinematics and a much larger world. Square never looked back.
The last great cartridge RPG was Chrono Trigger.
CARD #014

The discarded witch

Script
In early versions of the script, a mysterious witch was key to the plot. The idea was recycled in Final Fantasy VIII (Edea) and Parasite Eve.
The influence of Parasite Eve on FFVIII is evident.
CARD #015

The frustrated film director

Inspiration
Yoshinori Kitase studied film direction, but believed that as a Japanese person he would never direct a big-budget movie. He found in video games his medium to tell epic stories.
He applies cinematic techniques in all his games.
CARD #016

Barret and identification

Characters
Tetsuya Nomura designed Barret thinking of including characteristics he always wanted to see in a character: a tough man with a soft heart and a machine gun arm.
He's one of the most beloved characters in the saga.
CARD #017

Cinematic shots

Direction
Kitase forced close-ups of faces during battles, despite technical limitations, so players could emotionally connect with the characters during combat.
It was difficult, but it worked.
CARD #018

"Childish" art

Style
Kitase considered pixel art "childish" and wanted an adult Final Fantasy. 3D allowed him to move away from that aesthetic and create something more mature.
It was a controversial decision at the time.
CARD #019

The death that had never been seen

Legacy
Sakaguchi wanted a death that would stay with the player, something never before seen in video games. Aerith's scene remains the most famous in history.
25 years later, it still moves people.
CARD #020

The detective became a terrorist

Change of direction
To make the game more commercial, they changed the focus from the detective to the terrorists of Avalanche, making the player identify with the "bad guys".
Avalanche is an eco-terrorist group.
CARD #021

11 million copies

Success
FFVII sold 11 million copies and defined the future of JRPGs and PlayStation as the dominant platform.
It's still the best-selling FF alongside XIV.

⭐ FINAL FANTASY VIII

PS1 · 1999
CARD #022

Love as the central theme

Narrative
Yoshinori Kitase and Hironobu Sakaguchi decided the central theme would be love. The entire story of Squall and Rinoa revolves around this concept, risky after previous ensemble casts.
It's the most romantic FF in the saga.
CARD #023

The idea of Laguna

Script
Initially, the story of Squall and Laguna was meant to be much more intertwined, almost like two parallel timelines that converged. The idea was discarded early.
Laguna is Squall's father.
CARD #024

The Garden academies

Setting
Tetsuya Nomura proposed military academies as the main setting. He wanted something brighter than the somber tone of FFVII, with sunlight and youthful atmosphere.
Contrasts with the darkness of FFVII.
CARD #025

100 developers

Team
The FFVIII team exceeded 100 people. Kitase confessed that he sometimes felt bad for how much he demanded of them, but the team always responded with energy.
Crunch already existed in the 90s.
CARD #026

Motion capture for the first time

Technology
FFVIII was the first FF to use motion capture. Kitase discovered that a subtle gesture (a hand, a head tilt) could convey more than words.
Gestures are key in the narrative.
CARD #027

The realism problem

Design
Moving from the chibi designs of FFVII to realistic full bodies was a headache. Scenes had to be twice as large to be proportional.
Cities are huge in FFVIII.
CARD #028

The programmers' nightmare

Development
Making characters follow the protagonist instead of "traveling inside him" (as in FFVII) was a huge technical challenge. They constantly got stuck.
NPCs were difficult to program.
CARD #029

The 70/30 ratio

Style
Yusuke Naora sought a balance of 70% realism and 30% fantasy. They spent hours imagining the daily lives of the inhabitants of each city to give them depth.
Fantasy is key in Final Fantasy.
CARD #030

The angel ring

Design
The initial designs of the Gardens were too realistic. The floating "angel ring" over Balamb was the key that provided the touch of fantasy they needed.
Balamb is one of the most iconic cities.
CARD #031

Squall, the antihero

Character
Nojima knew that Squall's distant personality wouldn't appeal to everyone, but he wanted to show the evolution of a 17-year-old who opens up thanks to his companions.
His evolution is the heart of the game.
CARD #032

Camera blur

Direction
They experimented with camera focus and blur (like in Deling City) to help the player navigate visually in very large scenarios.
Deling City is labyrinthine.
CARD #033

Laguna, the opposite

Duality
The initial duality between Squall and Laguna was transformed into opposite personalities. Laguna does what Squall cannot: be outgoing and decisive.
Laguna is the favorite of many fans.

⭐ FINAL FANTASY IX

PS1 · 2000
CARD #034

Return to roots

Philosophy
After the sci-fi of VII and VIII, FFIX was conceived as a tribute to classic FFs, with medieval setting, characters with tails, and a more fantastical tone.
It's the favorite of many veteran fans.
CARD #035

Sakaguchi's last

Director
Hironobu Sakaguchi personally directed FFIX before leaving Square to found Mistwalker. It's his last FF as main director.
Mistwalker is his current studio.
CARD #036

Vivi and mortality

Character
Vivi, the black mage, is one of the most beloved characters in the saga because his story explores mortality, identity, and purpose, recurring themes in Sakaguchi's work.
His story is heartbreaking.
CARD #037

Treno theater

Minigames
The card game Tetra Master and the Treno theater were ideas from the designers to add depth to the world and offer something beyond combat.
Tetra Master is more complex than Triple Triad.
CARD #038

The 16-bit crisis

Development
FFIX was developed while Square was at its most prolific, with up to a dozen projects at once. There were doubts they could maintain quality.
Square released games every month.
CARD #039

The most beloved soundtrack

Music
Nobuo Uematsu composed "Melodies of Life" as the main theme. The music of FFIX is frequently voted the best of the entire saga by Japanese fans.
Uematsu considers it his masterpiece.

⭐ FINAL FANTASY X

PS2 · 2001
CARD #040

The first FF without Sakaguchi

Development
FFX was the first mainline Final Fantasy without direct supervision from Hironobu Sakaguchi, who was in Hawaii working on the movie The Spirits Within.
The Spirits Within was a commercial failure.
CARD #041

The voice acting gamble

Innovation
Kitase's main goal from the beginning was to implement recorded dialogue. It was a huge challenge because Square had no experience with voice acting.
First FF with English voices.
CARD #042

The localization nightmare

Translation
Translators had to rewrite dialogue to match lip movements. A half-second delay could crash the game.
It was a craftsmans work.
CARD #043

"I love you" vs "Thank you"

Translation
In the Japanese final scene, Yuna says "arigatou" (thank you). In English, it was changed to "I love you". The translator argued that "arigatou" has deeper connotations in that context.
The final scene is iconic.
CARD #044

Kitase's first tear

Emotion
Kitase confessed that it was the first time he cried with one of his games during development. The story deeply moved him.
It's the most emotional FF for him.
CARD #045

Kamikaze inspiration

Script
Kazushige Nojima was inspired by the diaries of kamikaze pilots from World War II to write the melancholy and resignation of the story.
Yuna's pilgrimage is a journey of death.
CARD #046

Tidus the plumber

Design
In early designs, Tidus was a brawling plumber with black hair who was constantly in the water. Kitase turned him into an athlete inspired by the 2002 World Cup.
Blitzball is like underwater soccer.
CARD #047

The invented sport

Minigame
Blitzball was born from Kitase's desire to create a fictional sport, like the pod races in Star Wars. He wanted something that culturally identified Spira.
Inspired by Star Wars.
CARD #048

Okinawa and Southeast Asia

Inspiration
Nojima traveled to Okinawa and decided to draw inspiration from the religions and myths of Southeast Asia (Thailand, Indonesia) to create a unique universe, breaking with the European aesthetic of the saga.
The architecture of Spira is unique.
CARD #049

The discarded epidemic

Script
In early sketches, Yuna was the solitary protagonist and the plot revolved around an epidemic that killed all young people when they turned 17.
Too dark for the time.
CARD #050

4 billion yen

Budget
Development cost about 30 million euros at the time, significantly less than FFVII, but with a team of 100 people over two years.
It was profitable in weeks.
CARD #051

8.5 million copies

Success
FFX sold 8.5 million copies worldwide and was the highest-rated game by Famitsu until the arrival of FFXIII-2.
Score of 39/40 in Famitsu.

☢️ FALLOUT 2

PC · 1998
CARD #052

The game of 1000 deaths

Animations
Fallout 2 is famous for its special deaths. Depending on how you kill an enemy (critical, specific weapon), there are unique animations. There are hundreds.
Violent deaths are a hallmark.
CARD #053

Frank Horrigan's sheep

Villain
The main villain, Frank Horrigan, was going to be a mutant sheep in early designs. Luckily, they turned him into a super mutant with power armor.
He's one of the most fearsome villains.
CARD #054

The car joke

Humor
The car in Fallout 2 is an inside joke from the developers. It's a 50s sedan armored up, and it explodes if you look at it wrong.
It explodes frequently.
CARD #055

The Monty Python reference

Easter egg
The "Killer Cow" mission is a direct reference to Monty Python and the Holy Grail (the "killer rabbit of Caerbannog" changed to a cow).
It's an absurd and fun mission.
CARD #056

The fastest development

Crunch
Fallout 2 was developed in just 9 months. Interplay pushed to release it quickly to capitalize on the success of the first, and the team worked under immense pressure.
That's why it has so many bugs.

☢️ FALLOUT: NEW VEGAS

PC/PS3/X360 · 2010
CARD #057

The return of the fathers

Development
Obsidian Entertainment, which developed New Vegas, was made up of many of the original creators of Fallout (Black Isle Studios). It was a homecoming.
The original team returned.
CARD #058

The Metacritic curse

Controversy
Obsidian had a clause in their contract: if the game reached 85 on Metacritic, they would receive a bonus. It got 84. They didn't get the bonus by one point.
It was very controversial in the industry.
CARD #059

The legionary that wasn't

Content
Caesar's Legion was supposed to have much more development, but due to time and budget, much of its content was cut. They ended up as the "shallow bad guys."
A lot of content was cut.
CARD #060

Fan credits

Community
The developers included special credits for modders from the Fallout community, thanking them for their support. It was an uncommon gesture in the industry.
The mod community is huge.
CARD #061

The Narrator's voice

Curiosity
Ron Perlman, who voices the narrator in all Fallout games, recorded his lines for New Vegas in a single 45-minute session. He was paid with a bottle of whiskey.
An unconventional deal.
CARD #062

The Indiana Jones easter egg

Easter egg
In the scrapyard, you can find a skeleton inside a refrigerator with a fedora. It's a reference to Indiana Jones and the atomic bomb.
Indy survived a bomb in a fridge.

☢️ FALLOUT 4

PC/PS4/XB1 · 2015
CARD #063

The dog that changed everything

Companion
Dogmeat was going to be a secondary character without much importance, but the developers fell in love with him during development. They gave him more prominence and his own mechanics.
He's man's best friend in the wasteland.
CARD #064

The protagonist's voice

Change
It's the first Fallout where the protagonist has a voice. There was internal debate, but they decided it was necessary for the more personal narrative.
Two actors: male and female.
CARD #065

Piper and journalism

Companion
Companion Piper is inspired by real investigative journalists. The developers wanted a character who represented truth and justice in a devastated world.
She's the reporter from Diamond City.
CARD #066

The reduced dialogue wheel

Design
The famous four-option dialogue system (Yes, No, Sarcastic, Question) was a deliberate simplification to make the game more accessible, although veteran fans criticized it.
"Yes" with nuances.

🧟 RESIDENT EVIL 0

GameCube · 2002
CARD #067

The chronological zero

Prequel
Resident Evil 0 was originally planned for Nintendo 64, but delays led it to end up on GameCube. It's the direct prequel to the first game.
It takes place on a train.
CARD #068

The lost pink herb

Secret
In the game's code, there's a pink herb that is never used. Dataminers found it, but its purpose was never known. Perhaps it cured a discarded status effect.
It remains a mystery.
CARD #069

The Ecliptic Express

Setting
The entire game takes place on a train at the beginning. It was an artistic decision to create a sense of claustrophobia and mystery.
You can't escape.
CARD #070

Billy Coen, the condemned

Companion
Rebecca's partner, Billy Coen, was sentenced to death for murder. The developers wanted a character with a dark past to contrast with Rebecca's innocence.
His story is murky.
CARD #071

The item mechanics

Innovation
RE0 introduced the mechanic of leaving items on the ground instead of using item boxes. It was controversial because it forced players to remember where they left things.
It demanded memory and organization.

🧟 RESIDENT EVIL

PS1 · 1996
CARD #072

The origin of the name

Localization
In Japan, it's called Biohazard. In the West, they changed the name to Resident Evil due to copyright issues with a punk-metal band called Biohazard.
The band still exists.
CARD #073

English dubbing

Voices
Shinji Mikami decided that, although the game was Japanese, being set in the US, it should have English voices. He discarded the already finished Japanese dubbing.
The voices are legendary for their poor quality.
CARD #074

The inspiration from Alone in the Dark

Survival horror
Mikami wanted to make a first-person shooter, but after seeing Alone in the Dark, he changed the formula to survival horror with fixed camera. He reached an agreement with Infogrames not to admit it until years later.
The fixed camera is iconic.
CARD #075

George Romero's script

Cinema
George Romero (Night of the Living Dead) wrote a script for the Resident Evil movie, but it was rejected. He did direct a commercial for Resident Evil 2 in Japan.
The commercial is a gem.
CARD #076

Sweet Home, the precursor

Inspiration
Resident Evil started as a remake of Sweet Home, an NES RPG with horror elements and permanent death. Gradually it became something new.
Sweet Home is from 1989.

🧟 RESIDENT EVIL 2

PS1 · 1998
CARD #077

1.5 mode

Legend
There was a complete version of RE2 (called "Resident Evil 1.5") that was 80% discarded because Mikami wasn't satisfied. It's one of the most sought-after pieces by collectors.
Gameplay footage was leaked years ago.
CARD #078

The physical camera

Secret
In RE2, if you shoot the camera, it gets damaged, implying it's a physical object present in the room. It's one of the most famous secrets.
You have to hit the target.
CARD #079

The 4 scenarios

Design
The system of 4 scenarios (Leon A/Claire B and vice versa) was a headache for the developers, who had to align two overlapping stories.
A narrative puzzle.
CARD #080

Tofu

Secret character
The secret character "Tofu" (a block of tofu with eyes) was an inside joke from the programmers. They only left it in because they found it funny.
He only carries a knife.
CARD #081

Romero's commercial

Curiosity
The RE2 commercial directed by George Romero is considered a gem. It shows a child playing while a horde of zombies ravages the city.
The child doesn't notice.
CARD #082

The "fake" soundtrack

Controversy
Composer Mamoru Samuragochi was accused of fraud: he wasn't deaf and hadn't composed the music for RE2. A certain Takashi Niigaki was the real author.
A scandal in Japan.

🧟 RESIDENT EVIL 3: NEMESIS

PS1 · 1999
CARD #083

The real RE3

Development
The real Resident Evil 3 was Code: Veronica, but Capcom had an agreement with Sony to release a numbered entry on PlayStation, so Nemesis got the number 3.
Code: Veronica came out on Dreamcast.
CARD #084

The stalker

Villain
Nemesis was designed to be an enemy that could appear at any moment and break the sense of security. It was revolutionary for its time.
He could open doors.
CARD #085

The dilemmas

Choices
The choice system (escape or fight?) was added to provide replayability and make each playthrough slightly different.
They change the development.
CARD #086

Jill Sandwich, returns

Easter egg
The famous "Jill Sandwich" phrase from the first game has a nod in RE3, where Barry Burton contacts Jill by radio.
A beloved cameo.
CARD #087

The express development

Production
RE3 was developed in parallel with Code: Veronica in less than a year, reusing many assets from RE2. That's why it's shorter.
They recycled scenarios.

🧟 RESIDENT EVIL 4

GameCube · 2005
CARD #088

The definitive change

Revolution
RE4 revolutionized the genre by switching to over-the-shoulder camera and action. Mikami said: "If this game doesn't sell, I'll cut off my head." Luckily, it sold.
Nothing was cut.
CARD #089

The multiple versions

Development
RE4 went through several discarded versions, including one with supernatural elements and another with a more stylized Leon. The final version is the one we know.
The "ghost" version was very different.
CARD #090

Los Ganados, not zombies

Enemies
The enemies are called "Ganados" (Spanish for "cattle") because they're infected by parasites, not a virus. They retain some intelligence.
They use tools and talk.
CARD #091

Leon's suplex

Mechanic
Leon's famous suplex move was a programming error that they left in because it looked cool. It became a hallmark of the series.
A bug that stayed.
CARD #092

The merchant

Character
The merchant who appears out of nowhere was the idea of a designer who wanted a mysterious and recurring character. His phrase "What're ya buyin'?" is iconic.
He appears in the most unusual places.

🧟 RESIDENT EVIL 5

PS3/X360 · 2009
CARD #093

The controversial co-op

Cooperative
RE5 introduced mandatory co-op. Some fans criticized it for moving away from horror, but it was a massive commercial success.
It became more action-oriented.
CARD #094

Sheva, the partner

Character
Sheva Alomar was designed to bring diversity and a backstory connecting to Wesker's past in Africa.
The setting is African.
CARD #095

The African sun

Lighting
The game's lighting was a technical challenge. The developers wanted to convey the heat and blinding light of the African sun as part of the atmosphere.
The reflections are very realistic.
CARD #096

Wesker's return

Villain
Wesker is the main villain and his story concludes here. The developers wanted to give a definitive end to the saga's most charismatic character.
His death is epic.

🧟 RESIDENT EVIL (GENERAL)

Saga curiosities
CARD #097

S.T.A.R.S.

Team
The S.T.A.R.S. team (Special Tactics And Rescue Service) was inspired by real SWAT teams and 80s movies. Each member has a detailed backstory.
Alpha and Bravo team.
CARD #098

The eternal doors

Loading
The famous doors that take time to open were a loading screen. The developers turned them into an element of narrative tension.
They created anxiety.
CARD #099

The origin of Umbrella

Corporation
Umbrella Corporation was founded by Ozwell E. Spencer, Edward Ashford, and James Marcus. Its logo is an umbrella, symbolizing "protection" from the sun (and from the truth).
They all died.
CARD #100

The colors of herbs

Items
Green (health), red (power), blue (antidote). The color combination was a deliberately simple system so players would understand it instantly.
Mixing them is key.
CARD #101

The first zombie

Horror
The first zombie you see in RE1 (the one that turns its head) was animated to appear as if it was looking directly at the player, breaking the fourth wall and increasing the terror.
It stares at you.

🌿 ZELDA: BREATH OF THE WILD

Switch/Wii U · 2017
CARD #102

The timeline debate

Lore
Nintendo confirmed BotW takes place at the end of all timelines, so far in the future that the stories merged into legend.
Over 10,000 years after previous games.
CARD #103

Shield surfing

Mechanic
The shield surfing mechanic was a last-minute addition. A programmer implemented it secretly and showed it to the team, who loved it so much they kept it.
Works on snow, grass, and rails.
CARD #104

First voice acting

Innovation
Breath of the Wild was the first Zelda game with full voice acting. Zelda's voice actress had to re-record many lines because fans found her "too British".
Different accents in different regions.
CARD #105

The rain frustration

Design
Rain making climbing impossible was a deliberate design choice. The developers wanted players to feel the same frustration Link would feel.
You can still climb, but you slip.
CARD #106

Horse physics

Easter egg
If you ride a horse through deep sand, it will automatically use its "swimming" animation because the physics engine treats sand as a liquid.
Works in the Gerudo desert.

🤠 RED DEAD REDEMPTION 2

PS4/XB1/PC · 2018
CARD #107

Attention to detail

Realism
Rockstar modeled horse testicles that shrink in cold weather. This became one of the most famous examples of RDR2's obsessive detail.
They also grow in warm weather.
CARD #108

The 8-year journey

Development
RDR2 took 8 years to develop, with over 3,000 people involved. It had a budget of over $500 million, making it one of the most expensive games ever.
Over 1,200 actors did motion capture.
CARD #109

Arthur's actor

Performance
Roger Clark, Arthur Morgan's actor, had no major acting credits before RDR2. His performance earned him multiple Game of the Year awards for Best Performance.
He beat actors like Norman Reedus.
CARD #110

The hidden first-person

Perspective
First-person mode was added late in development. Players can see Arthur's body, holsters, and even his beard growing in first-person.
You can see yourself shaving.
CARD #111

The Mexican cut

Content
Mexico was fully explorable in early versions but was cut. Data miners found complete dialogue, missions, and assets that were never used.
It's still accessible via glitches.

🐺 THE WITCHER 3

PC/PS4/XB1 · 2015
CARD #112

The 36 endings

Narrative
The Witcher 3 has 36 different endings, ranging from major world changes to small details about which characters survive.
3 main endings with 33 variations.
CARD #113

Developer cameo

Easter egg
You can find the game's lead quest designer, Pawel Sasko, as an NPC in Novigrad. If you talk to him, he references his own work.
He's near the Novigrad docks.
CARD #114

The Gwent phenomenon

Minigame
Gwent was so popular it became a standalone game. Originally it was created in two weeks by one designer as a simple minigame.
It has its own esports scene now.
CARD #115

The best villain

DLC
Gaunter O'Dimm from Hearts of Stone is considered one of gaming's best villains. He was originally just a random merchant in the base game.
His theme is a twisted children's song.
CARD #116

The massive world

Scale
The Witcher 3's map is over 100 square kilometers. It would take 30-40 minutes to cross on horseback without fast travel.
Roach can run forever.

🪓 GOD OF WAR (2018)

PS4 · 2018
CARD #117

The one-shot take

Direction
God of War is presented as a single continuous shot with no camera cuts. This was a directive from Cory Barlog to immerse players in Kratos' journey.
Even loading screens are seamless.
CARD #118

The Leviathan Axe

Design
The axe's recall mechanic was inspired by Thor's hammer Mjolnir. The sound it makes when recalled is a mix of a tuning fork and a jet engine.
It took months to perfect the sound.
CARD #119

Boy

Performance
Sunny Suljic, who played Atreus, was 11 during mocap. He had to learn archery and Norse mythology for the role. His voice cracked during recording, which they kept for realism.
He's a teenager in Ragnarök.
CARD #120

The original script

Writing
The original script was 900 pages. Cory Barlog wrote much of it himself, rewriting Kratos' dialogue to make him more restrained and paternal.
"I'm a father now."
CARD #121

The World Serpent

Lore
Jörmungandr being there when Kratos and Atreus arrive is a time paradox. The serpent was sent back in time during Thor's fight with it in Ragnarök.
It recognizes Atreus later.

⚔️ ELDEN RING

PC/PS5/XSX · 2022
CARD #122

The Martin collaboration

Development
George R.R. Martin wrote the mythology and history of the Lands Between before Miyazaki and his team built the game around it.
Martin wrote about events long before the game.
CARD #123

Torrent's double jump

Mechanic
Torrent's double jump was a late addition. Miyazaki wanted the horse to feel magical and less realistic than typical mounts.
It's actually a spectral steed.
CARD #124

First open world

Design
Elden Ring was FromSoftware's first true open world. The team had to create new tools and pipelines to handle the scale.
Legacy dungeons are more traditional.
CARD #125

The hardest boss

Difficulty
Malenia was designed to be the hardest boss FromSoftware ever made. Her waterfowl dance took players months to learn how to dodge consistently.
She heals on hit, even through shields.
CARD #126

Instant success

Sales
Elden Ring sold 12 million copies in its first month, making it FromSoftware's fastest-selling game and a cultural phenomenon.
It won Game of the Year 2022.

👨‍💻 LEGENDARY DEVELOPERS

The minds behind the magic
CARD #127

Shigeru Miyamoto

Nintendo
Miyamoto created Mario, Zelda, and Donkey Kong. He drew inspiration from his childhood explorations of caves and forests near Kyoto.
Mario was originally called "Jumpman".
CARD #128

Hideo Kojima

Konami / Kojima Productions
Kojima wanted to be a film director but couldn't afford film school. He found video games a more accessible medium for his cinematic vision.
He's obsessed with cardboard boxes.
CARD #129

John Carmack

id Software
Carmack pioneered 3D graphics. He wrote most of Doom's engine in assembly language for maximum performance. He later worked on VR and rockets.
He open-sourced Doom's source code.
CARD #130

Gabe Newell

Valve
Newell worked at Microsoft for 13 years before founding Valve. He funded the company with his own money and created Half-Life, Steam, and more.
He can't count to 3.
CARD #131

Yoko Taro

Square Enix
Yoko Taro always wears a mask in public because he's shy. He wrote Nier's story after being told "you can't do that" and did it anyway.
He kills his characters constantly.
CARD #132

Hironobu Sakaguchi

Square / Mistwalker
Sakaguchi created Final Fantasy as a last gamble to save Square from bankruptcy. The name came from his feeling that it would be his final game.
He loves chocobos.
CARD #133

Shinji Mikami

Capcom / Tango
Mikami created Resident Evil and later said he'd cut off his head if RE4 wasn't a success. Luckily, it sold millions. He's still alive.
He loves survival horror.
CARD #134

Tim Sweeney

Epic Games
Sweeney founded Epic in his parents' garage. He created the Unreal Engine and is now a billionaire fighting for open platforms.
He buys land to preserve forests.
CARD #135

Todd Howard

Bethesda
Todd Howard started at Bethesda answering phones. He became the face of the studio, known for "It just works" and "See that mountain? You can climb it."
He's been at Bethesda for 30 years.
CARD #136

Amy Hennig

Naughty Dog
Hennig wrote and directed the Uncharted series. She started in Atari and is one of the most influential women in game development.
She loves adventure movies.

📜 HISTORICAL MOMENTS

Gaming history milestones
CARD #137

The Video Game Crash of 1983

Industry
The market crashed from $3.2B to $100M in two years. Blamed on oversaturation and E.T. the Extra-Terrestrial, which sold poorly and was buried in a landfill.
The landfill was excavated in 2014.
CARD #138

The Console Wars Begin

16-bit era
Sega's "Genesis does what Nintendon't" campaign started the first real console war. Sonic was created to beat Mario, and it worked.
Sonic was originally blue hedgehog.
CARD #139

The Birth of ESRB

Regulation
Mortal Kombat's blood and fatalities led to US Senate hearings. The ESRB rating system was created in 1994 to avoid government censorship.
The blood code "ABACABB" became legend.
CARD #140

The FFVII Effect

JRPGs in the West
FFVII's massive success in the West introduced millions to JRPGs. It was the first RPG to get a massive marketing campaign in the US.
Those 3-disc cases were iconic.
CARD #141

The PlayStation Revolution

1994
Sony entered the console market after a failed partnership with Nintendo. The PlayStation became the first console to sell 100 million units.
It popularized CD-ROMs in consoles.
CARD #142

The CD-ROM Betrayal

Technology
Nintendo worked with Sony on a CD-ROM for the SNES, then secretly partnered with Philips. This betrayal led Sony to create the PlayStation.
The prototype "Nintendo PlayStation" exists.
CARD #143

The Rise of FPS

Genre
Doom didn't invent FPS, but it defined it. Shareware distribution meant millions played the first episode for free, creating a new genre.
It was banned in schools for violence.
CARD #144

The WoW Phenomenon

MMOs
World of Warcraft peaked at 12 million subscribers in 2010. It made MMOs mainstream and generated over $9 billion in revenue.
Corrupted Blood plague was studied by epidemiologists.
CARD #145

The Indie Revolution

Democratization
Digital distribution (Steam, Xbox Live Arcade) allowed indie devs to thrive. Games like Braid, Super Meat Boy, and Minecraft changed the industry.
Minecraft was made by one person initially.
CARD #146

The COVID Boom

2020
Gaming sales surged 20% in 2020 as people stayed home. Animal Crossing: New Horizons became a cultural phenomenon, selling 13 million in 6 weeks.
Weddings were held in Animal Crossing.

🎮 GENERAL CURIOSITIES

A bit of everything
CARD #147

The FFVII translation error

Translation
The famous phrase "This guy are sick" is one of the most famous translation errors in history. Square learned the lesson and improved their localization teams.
A classic.
CARD #148

Cloud's dress

Humor
Cloud's famous dress in Don Corneo's mansion was a deliberate decision by Nomura to add humor and show that Cloud would do anything for the mission.
It's an iconic scene.
CARD #149

The origin of Sephiroth

Villain
Sephiroth was originally going to be androgynous and more human. Nomura elongated him and gave him silver hair to make him look like a fallen angel.
Angel with one wing.
CARD #150

Squall's sword

Weapon
The design of Squall's weapon (revolver + sword) was Nomura's idea, wanting something that combined technology and fantasy.
A gunblade.
CARD #151

Aerith's death in other languages

Translation
In the Japanese version, Aerith says nothing when she dies. In English, she says "I'm coming, Cloud." The translation changed the tone of the scene.
Silence is more powerful.
CARD #152

The Blitzball Vacation trick

Secret
If you hold a button during the FFX title screen, you enter "Vacation" mode with the Blitzball team playing in the background.
A relaxing easter egg.
CARD #153

The coffee cup easter egg

Humor
In Fallout 2, if you leave the mouse idle on the Pip-Boy screen for a long time, the character takes a coffee and patiently waits.
Very patient.
CARD #154

Fallout's mascot

Design
Vault Boy was designed in a 50s style to look like a vintage advertisement. His thumbs-up is his trademark.
Measuring radiation.
CARD #155

The radio guy in FO4

Curiosity
Travis, the radio announcer, was voiced by an actor who also voiced several raiders. He recorded all the voices in a single afternoon.
He's the Diamond City announcer.
CARD #156

The cat in RE: Code Veronica

Jumpscare
At the start of Code: Veronica, Claire sees a cat. If you wait without moving, the cat scratches the screen. It's one of the first fake jumpscares in the saga.
It makes you jump.
CARD #157

RE files

Rewards
In almost every RE, reading all files unlocks special costumes or weapons. The developers wanted to encourage exploration.
Alternate costumes.
CARD #158

The Spencer Mansion

Setting
The mansion in the first RE is inspired by Victorian houses and European castles. The designers visited museums and studied architecture for the floor plans.
It's labyrinthine.
CARD #159

The nod to George Romero in RE2

Easter egg
In RE2, there's a theater called "Raccoon Palace" showing zombie movies. It's a nod to Romero.
A tribute.
CARD #160

The happy ending of FFX-2

Fans
The "true" ending of FFX-2 shows Tidus alive and reuniting with Yuna. It was added due to fan pressure after the sad ending of FFX.
A happy ending.
CARD #161

The beta OoT

Development
The beta version of Ocarina of Time had a different map, including a massive field with a giant windmill and a more complex Temple of Time.
The beta was found in 2021.
CARD #162

The invisible wall

Glitch
In Mario 64, there's an invisible wall on the staircase to the final bowser. It was added to prevent players from skipping floors.
It's called the "invisible wall".
CARD #163

The Far Lands

Bug
The Far Lands were a terrain generation bug at X/Z positions ±12,550,821. They were removed in Beta 1.8 but are legendary among players.
Caused by integer overflow.
CARD #164

Tranquility Lane

Quest
Tranquility Lane in Fallout 3 was inspired by The Stepford Wives. The creepy suburban simulation is a fan favorite quest.
You can kill everyone.
CARD #165

The chainsaw guy

Enemy
Dr. Salvador, the chainsaw-wielding maniac, was designed to create instant dread. His sack hood hides his face, making him more mysterious.
He can decapitate Leon.
CARD #166

The opera scene

Innovation
Final Fantasy VI's opera scene was revolutionary for its time. The synthesized vocals were created by Nobuo Uematsu humming into a microphone.
It's still performed in concerts.
CARD #167

The inventor of New Game+

Mechanic
Chrono Trigger invented New Game+. The developers wanted players to experience all 13 endings without starting over completely.
It has multiple endings.
CARD #168

Psycho Mantis

Fourth wall
Psycho Mantis reading your memory card and making you switch controller ports was Hideo Kojima's genius fourth wall break.
Put controller in port 2.
CARD #169

The cake is a lie

Meme
"The cake is a lie" from Portal became one of gaming's most famous memes. The companion cube also has no heart, it's just a cube.
You monster.
CARD #170

Half-Life 3

Meme
Half-Life 3 became a running joke in the industry. Even Valve references it occasionally, but it remains one of gaming's greatest mysteries.
Maybe someday.