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* SequelGap: ''Slave Zero X'' was unveiled nearly 23 years after the original's release.

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* SequelGap: ''Slave Zero X'' ''VideoGame/SlaveZeroX'' was unveiled nearly 23 years after the original's release.
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** The game's evolved out of a pitch titled ''[[http://kencapelli.com/gameart.shtml MindFuck]]'', which was a pedestrian TPS starring a female hacker.

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** The game's evolved out of a pitch titled ''[[http://kencapelli.com/gameart.shtml MindFuck]]'', MindF%ck]]'', which was a pedestrian TPS starring a female hacker.
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** The original idea for the game featured mechs that were much more alien in design, with the titular Slave Zero being equally monstrous to convey the theme of a human "becoming a monster to fight the monsters" and had the pilot having a much more involved internal struggle over having sacrificed his humanity. Unfortunately, the higher-ups rejected the direction of both the story and the art, wanting a less bleak narrative and more conventional militaristic mechs. The borderline ExcusePlot of the final game and Slave Zero's final design were the compromise.

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** The original idea for the game featured mechs that were much more alien in design, with the titular Slave Zero being equally monstrous to convey the theme of a human "becoming a monster to fight the monsters" and had the pilot having a much more involved internal struggle over having sacrificed his humanity. Unfortunately, the higher-ups rejected the direction of both the story and the art, wanting a less bleak narrative and more conventional militaristic mechs. The borderline ExcusePlot of the final game and Slave Zero's final design were the compromise. ''Slave Zero X'' would re-implement the more monstrous designs for the Slaves.

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* CreatorBacklash: The game's art director, Ken Capelli, is [[http://kencapelli.tumblr.com/post/839341119/concept-art-for-the-slave-zero-project-used-to rather bitter]] about the final design of the titular mech, stating it was a clear case of design-by-comitee and that it failed to convey the theme of "becoming a monster to fight the monsters".

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* CreatorBacklash: The game's art director, Ken Capelli, is [[http://kencapelli.tumblr.com/post/839341119/concept-art-for-the-slave-zero-project-used-to rather bitter]] about the final design of the titular mech, stating it was a clear case of design-by-comitee design-by-committee and that it failed to convey the theme of "becoming a monster to fight the monsters".



* WhatCouldHaveBeen
** The game's evolved out of a pitch titled ''[[http://kencapelli.com/gameart.shtml MindFuck]]'', which was a pedestrian TPS starring a female hacker.

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* WhatCouldHaveBeen
SequelGap: ''Slave Zero X'' was unveiled nearly 23 years after the original's release.
* WhatCouldHaveBeen:
** The game's evolved out of a pitch titled ''[[http://kencapelli.com/gameart.shtml MindFuck]]'', which was a pedestrian TPS starring a female hacker.hacker.
** The original idea for the game featured mechs that were much more alien in design, with the titular Slave Zero being equally monstrous to convey the theme of a human "becoming a monster to fight the monsters" and had the pilot having a much more involved internal struggle over having sacrificed his humanity. Unfortunately, the higher-ups rejected the direction of both the story and the art, wanting a less bleak narrative and more conventional militaristic mechs. The borderline ExcusePlot of the final game and Slave Zero's final design were the compromise.
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* HeAlsoDid: Sanguinar and the Old One are voiced by Creator/CharlesMartinet, much better known as the voice of [[Franchise/SuperMarioBrothers Mario]].

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* HeAlsoDid: Sanguinar and the Old One are voiced by Creator/CharlesMartinet, much better known as the voice of [[Franchise/SuperMarioBrothers [[Franchise/SuperMarioBros Mario]].
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Added DiffLines:

* HeAlsoDid: Sanguinar and the Old One are voiced by Creator/CharlesMartinet, much better known as the voice of [[Franchise/SuperMarioBrothers Mario]].
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* CreatorBacklash: The game's art director, Ken Capelli, is [http://kencapelli.tumblr.com/post/839341119/concept-art-for-the-slave-zero-project-used-to rather bitter]] about the final design of the titular mech, stating it was a clear case of design-by-comitee and that it failed to convey the theme of "becoming a monster to fight the monsters".

to:

* CreatorBacklash: The game's art director, Ken Capelli, is [http://kencapelli.[[http://kencapelli.tumblr.com/post/839341119/concept-art-for-the-slave-zero-project-used-to rather bitter]] about the final design of the titular mech, stating it was a clear case of design-by-comitee and that it failed to convey the theme of "becoming a monster to fight the monsters".
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*CreatorBacklash: The game's art director, Ken Capelli, is [http://kencapelli.tumblr.com/post/839341119/concept-art-for-the-slave-zero-project-used-to rather bitter]] about the final design of the titular mech, stating it was a clear case of design-by-comitee and that it failed to convey the theme of "becoming a monster to fight the monsters".
*WhatCouldHaveBeen
**The game's evolved out of a pitch titled ''[[http://kencapelli.com/gameart.shtml MindFuck]]'', which was a pedestrian TPS starring a female hacker.

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