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#its the konami code
small-spark-of-light · 9 months
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so have you guys heard of the new incredibox mod The Masks? cause Oh Boy i sure have/pos
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dridersgeorg · 8 months
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raise ya hand if you cant sleep the night before a plane flight ✈️ ☕️ 🪦
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shitpostingkats · 2 years
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Okay, Jack and Carly are a genuinely sweet dynamic, and if you want to read them as a couple, power to you.
However, I personally think “Lesbian who doesn’t know she’s a lesbian yet” and “Gay man who’s know he was gay since he was eight years old” is an equally valid and hysterical take.
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kaiowut99 · 4 months
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A Special Announcement~ | Yu-Gi-Oh! ARC-V Tag Force Special Re-Translation Project!
I've been itching to get around to posting about this for a few months now, but wanted to wait until I'd worked on enough for it, but also had the idea to create an announcement trailer to go with it for added good measure--after recording and editing clips for a couple weeks and leveling the audio last night, heremst we are! (For some clips, I forgot to turn off the PPSSPP emulator's DevMenu option so that shows up in the top-left, buuut I didn't feel like re-recording those, lmao.)
Details worth reading below the cut here, but tl;dr work has been in progress for over a year in between things, work will continue to be in progress for a while, and the release will happen when everything's ready, but stay tuned, fun's getting started etc etc~
So, I'm sure most of us are familiar with the as-yet-unlocalized-by-Konami TFSP, the seventh and last entry in the Tag Force series on the PSP that came out early in ARC-V's run (featuring the first five series which was a cool first), as well as the current translations out there originally worked on by the guys at XenoTranslations (omarrrio and ScrewTheRules/ClickClaxer01 at GBATemp handling the card and story/etc translations, respectively) and how there are... some issues with what's out there. Everything from the DM story mode being loaded with YGOTAS references (no shade to YGOTAS and much respect to LK/Martin for his ongoing work on it still making me laugh sometimes, ofc) to the off-the-cuff edginess of 2014-2015-era internet culture and the problematic (in some cases, derogatory) language that permeated it--though to its credit, some parts do have some level of translation attempted, but taken as a whole, it can definitely turn people off from giving the game a try and seeing what it brings to the table (which is still a good amount despite the corners Konami cut here/there compared to prior TF games).
I actually did attempt a translation of my own back in 2015 (if you've been following me for a long time, you might remember it lol), tackling the GX story text starting with Judai's heart events, but eventually put it on the backburner as I focused more on my GX subbing work and beginning to finalize everything (which I'm still doing). Sometime in 2022, a friend over on NeoArkCradle (the "anonymous YGO fan" in the opening screen) was poring over the story text and patching it up the best he could to remove the references and inaccuracies with more coherent work, and after a while of seeing what he was working with in the Discord, I was a bit blown away by just how inaccurate much of it was--so alongside him, and using the better tools available since then (including some really awesome work from both nzxth2 [who did a proper re-translation of 5D's TF6 not too long ago and was kind enough to release his tools for it] and our coding helper Xan1242 who we eventually reached out to for some help), I decided to *cracks knuckles* get involved and help give everything a more accurate and professional translation, much like I do with my GX subs, working directly off the Japanese text and files. I've been taking cracks at everything in between the GX episodes I've been finalizing going back to at least last January (and I'd used my little hiatus after finalizing GX Season 2's subs to really get at some other stuff throughout the game), starting with re-translating DM's story text but also properly translating other aspects of the game, from the character names (using the original Japanese names, including those of the TF-exclusive characters, partly since Konami made a whole mess of them in English TF1-5), in-duel dialogue, pack descriptions, and more to images with Japanese text (such as localizing the in-duel cut-in onomatopoeia as you see in the video above, or other little images throughout) using some Photoshop skills I've picked up. And it's been a joint effort, as said NAC friend and I have been bouncing off how we'd like to see this go between us to stay on the same page and all, while also checking with other translators there for second/third opinions as needed.
Our plan is to release two versions of a translation--one which uses the OCG [translated] card names in Story Mode, in-duel, and other text but not in the game's card system (mainly to deal with story-relevant notes like Osiris vs Slifer with the Gods or things like not-Utopia Hope being symbolic between Yuma and Astral, akin to how I do my GX subs), and one which uses the TCG card names in everything (like how the official subs go about it). While we're mostly working with the Japanese game files due to how the Xeno team went about decoding everything, we'll be using the card-system-related files from the fixed ISO provided by FLSGaming which fixed some issues that had been present there. And Xan has helped us with a plugin that will be used to apply our translations to the system files that were hard to edit otherwise (things like the character and recipe names, as well as the pack names pulled from for the Card Description screen), but more on how that'll work once this is ready for release, lol. At some point, I'd like to also look at HDifying textures and things, but that's definitely a bonus-level thing for after the main work here is done.
SO.
Currently, Story-Mode-wise, I've gone through everything up to Yusei's events--so Dark Yugi/Kaiba/Jounouchi/Ishizu/Mai in DM, Judai/Manjoume/Asuka/Misawa/Ryou in GX, and Yusei in 5D's have been fully retranslated, though I took initial cracks at Yuma and Yuya's events to get content for this video lol (I've also been intentionally holding off on as much ZEXAL as I can until I've properly watched the whole show so I have context). I haven't tackled overworld text yet, though (like pre-duel or the tournament-related text, which is all in the same file as all the story text). I've also been handling the in-duel dialogue as I go through the character stories, so also just up to Yusei, though I did take initial cracks at Aki's, Yuma and Shark's, and Yuya and Yuzu's for the video.
Other things tackled that were sprinkled into the video, along with some other notes:
Pack names and descriptions have been retranslated, though the descriptions may see minor edits closer to release for a little variety between worlds given the different characters at the shop. Character recipe names were also retranslated, with Yugipedia's translations for them used as an occasional second opinion, though ones based on pack names had to be abbreviated in spots.
Menu text, from the Options to Help screens and stuff in between, has been retranslated, as have in-duel text strings (so, you'll see a full "Activate Effect" instead of "Activate" or "Switch to Attack/Defense Position" instead of "Switch to ATK/DEF Position", etc--also fixed the "BATTELE PHASE" graphic typo, and NAC friend created a new translation for the "Turn Change" graphic for accuracy since ENG TF1-5 made that into "Next Player's Turn").
Database stuff, such as the Sound Test, Tutorials, Duel Missions, etc., have been retranslated closer to the Japanese text; originally I retranslated the Tutorial text via hex editor, with compromises done on quite a bit of it due to the space limits, but as Xan recently updated a text extractor tool of theirs to more cleanly pull out and reinsert that text, I've been going through and fleshing out those translations more (on my commutes to/from work mostly, to be productive lol).
As mentioned, I've been localizing/translating Japanese-text images throughout the game as I come across them, like with the in-duel onomatopoeia that come up during cut-ins or images in the shop/duel/etc screens using Japanese text, to make sure the game is fully translated.
The series logos, used during the title sequence and in the Series Select screens, were updated with translated fan edits shared on Deviantart (which we'll credit in the final release) for DM and GX, while the 5D's-ARC-V logos were edited to enlarge the "Yu-Gi-Oh!" text on them that was pretty hard to see originally.
The game's original opening sequence starts on an anti-piracy message before going into the Konami logo and then a "From Yu-Gi-Oh!..." screen before the opening animation for each series logo--the original team decided to use the first image to vent their frustration at Konami for not localizing this game, and while that's valid (to some extent), we thought we'd use the opportunity to dedicate this project to Kazuki Takahashi for inspiring our love for YGO and the place it's had in our hearts for all these years.
We'll be updating the names of cards that had TCG releases after the original patch was worked on/updated by FLSG to those corresponding names.
Xan has been working on many UI fixes for us to apply with this, among them 3-line dialogue box text as is used in the ENG TF1-5 games--once implemented for TFSP, I'll be going over everything to make full use of that extra space where needed, so things might not look as they do in the video by then.
Character bios will be worked on after I've done the story stuff, though I've taken initial cracks at it for Yuma and Yuya's bios for the video, along with translating the location/affiliation names ("Domino High School," "Satellite," etc).
Currently no release date is planned, as I'm working on this between my GX-finalizing work and actual IRL work, though we'll see how later this year looks as more work gets done--but as noted in the video, all things being equal, it will be released when everything is ready. I'll try to post regular updates or rambles now that this announcement's been made, lol, but do try not to constantly check in on a release date. 🙏🏽
All that said, I think that covers just about everything I wanted to put out there with this, lol. It's been fun to work on this so far and getting to see what I've re-translated in-game is definitely neat; looking forward to us being able to release everything when ready.
Stay tuned for more; the fun's just getting started!
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bebbiib · 2 years
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sad for anyone whos first experience with silent hill 2 is going to be the remake; bloober cannot make a horror game to save their lives (ex. this twitter thread explaining the plot to the medium and on a lighter note jerma laughing at the layers of fear baby) and they're taking away things that make silent hill 2 actually. scary. (dramatic lighting is limited and no fixed camera angles, plus the newer graphics in my opinion aren't as scary in general, and on top of that, the fear of how they're known to treat mental illness which is a big part of the game) being on steam makes the game a LITTLE more accessible, but being a ps5 exclusive screams cash grab more than "we want silent hill 2 to be available for old and new fans!!!" silent hill 2 is just not a game that can be successfully remade without taking away what makes it silent hill 2, and this remake is definitely not getting the love and care that it deserves. (honestly nothing will come close to the hand animated facial expressions of the original cutscenes) if you don't have access to a copy or emulation of silent hill 2, please, please, at least watch a no commentary playthrough of the game to experience what the original was like before playing the remake.
if you do have a copy of sh2 on the pc, there is a project called silent hill: enhanced edition that makes it playable on modern pcs which you can find here!
edit: i saw someone say that you can buy sh2 on the xbox store, which is technically true! its the hd remake which includes sh2 and sh3 though, and i would definitely not recommend playing it. long story short, it’s basically unfinished versions of the games with not so good graphics overlaid on top. konami lost the source codes to the original games which means the hd remake is in fact a LOT worse than the original games. it’s definitely playable, but there’s a lot of known issues.
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juriyuna · 2 months
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Some Ranka questions 'cause why not:How do you think her doppel/witch would look like?,what would it take inspiration from?,also any thoughts of her valentine costume?
Personally, I'm hoping for something bat/arcade-themed-- I feel like that'd be a good way to combine design elements from her wish and her lingering guilt/trauma. Made a quick sketch of a possible idea I had:
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Her (currently unused) doppel summoning quote from the game's files is "I'll never do it again, so please...!", so I went with a sort of "trapped by the past" vibe, where the doppel holds her in its claws. :> The screens could either play old games, memories, or be so oppressively bright that it's hard to see what's on them; I'm not sure which concept I want to settle on... Maybe it depends on how the doppel is feeling at the time.
I think Carmilla (or Mircalla) would be a fitting name for Ranka's doppel/witch, in reference to the vampire from the story by Sheridan Le Fanu. Keeping secrets, preying on the weak, killing most of the girls she's involved with and scarring the ones who survive... Carmilla even gets attacked by someone with an axe at one point. Vampires in general suit Ranka, what with her (reluctantly) having to "feed" off of younger/weaker magical girls during Futatsugi's gang wars, and the way she manipulated Rena.
(gameplay-wise, i think it'd be fun if it granted teamwide survive, like a magireco version of the konami code lol)
As for my thoughts on her Valentine's outfit: It's super cute!! I'm so glad f4 went for a goth-type look; it suits her perfectly. I love the red ribbons in her hair, the heart-shaped bow around her neck, her oversized jacket (with cute pins!), the leather garter, and the fishnet stockings. Just a really nice look for her all around.
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seizurecube · 8 days
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I feel like I'm ready to be done with Animal Well after having run several laps of the map by now, but there are still areas I can't get to, implying at least two abilties I don't have, a boss I don't know how to beat, puzzles whose last piece I can't find, and answers to questions that haven't been asked. Do I look up what to do or no? This is way post credits btw.
What I think I'm missing:
the ability to walk on spikes
the ability to pass through or destroy glass
7 eggs
code to free the last kitten, the one labelled X
code to get the chest in mama cat's room (possibly I will get that from freeing all the kitties? idk)
at least one chest blocked off inside the pedometer
key to the locked room inside the TV room, assuming this is a true ending unlock but I wouldn't be surprised if it comes earlier.
what the deal is with the rabbits. I reached the one in the starting area and the one in the TV, and I transmogrified the duck with the konami code. It also appears in dreams if you wait long enough but there's no fanfare for that. I don't know what it's all for.
the purpose of the editable rabbit mural
the purpose of the (presumably) numerical code from connecting the map markers. It seems like there are only a few symbols I haven't found yet in the environs of fish and dog but I can either extrapolate or brute force from where I am.
method to defeat or move past fishbone. The top created a water spout but I don't know what to do with that. Possibly I have to play a song, but I don't know which one and it's hard to play anything without getting OHKO'd.
whether or not there's something else I can do with the mock disc, given it can be safely removed from its shrine by putting the real disc back in dog's mouth.
the purpose of the clock. If i had to guess I'd say it's for speedruns.
the purpose of the everything bagel. this one is a complete mystery to me
possibly some areas accessed through floor spots breakable by the spinning top, because these are really hard to notice and I don't know what I don't know.
possibly some information from outside the game itself, given the credits mentioned an ARG.
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alanshemper · 6 days
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strips AI out of Google search results, giving you just the pages
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more info ⬇️
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my girlfriend does the konami code with my boobs and i shoot a fireball at its prostate
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imeverywoman420 · 8 months
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there are moments in my life where the drugs in my system activated some kind of konami code and its not just that i do not appear autistic and like a normie- in these brief beautiful moments i was better at being social and charming than a normie and people would hang onto my every word…..
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shinigami-striker · 2 months
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55th Anniversary: Konami | Thursday, 03.21.24
Happy 55th anniversary to Konami, a popular international video game developer and publisher known for its famous Konami Code (Up, Up, Down, Down, Left, Right, Left, Right, B, A, Start), as well as producing incredible video game franchises, including:
Adventure Island (acquired from Hudson Soft)
Airforce Delta
Beatmania
Bishi Bashi
Bloody Roar
Boktai
Bomberman (acquired from Hudson Soft)
Bonk
Castlevania
Contra
Crash Bandicoot (Japan only; 2001-2004)
Deca Sports (acquired from Hudson Soft)
eFootball
Frogger
Ganbare Goemon
Gradius
International Superstar Soccer
Metal Gear
Momotaro Densetsu (Japan only)
Nectaris
Parodius
Pop'n Music
Power Pros
Pro Evolution Soccer
Professional Baseball Spirits
Puzzle (acquired from Hudson Soft)
Rocket Knight
Silent Hill
Silent Scope
Spyro the Dragon (Japan only; 2002)
Star Soldier
Suikoden
Taisen Puzzle-Dama (Japan only)
Teenage Mutant Ninja Turtles (licensed)
Tengai Makyo (Japan only)
Tokimeki Memorial (Japan only)
Twinbee
Vandal Hearts
Zone of the Enders
...and many, many more!
Comment below on which Konami game is your all-time favorite!
Happy 55th anniversary, Konami!
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demonfox38 · 1 year
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🔥 castlevania
God. Incoming fireballs.
Obviously, the greatest of the "Castlevania" TV's show's sins was Season 3. But, I also want to nominate Sin #2 as making the dullest interpretation of Carmilla known to the entire goddamn series. You could have had a giant, naked woman riding around on a skull, crying flaming tears while her catgirl girlfriend mauled people to death. Or, Necromancer Barbie shaking her titties at the protagonist and laughing her ass off at their futile struggles. But, no. We had to rip off what turned out to be one of the most disappointing media mistakes all to get cash. Boo. I'm not renewing my Netflix subscription to see the next "Castlevania" show. Frankly, it would not break my heart if it fell apart in production.
I hate that Alucard's hair color has drifted from white/platinum blonde to a honey blonde in the popular consciousness. Like, yes, it used to be black (and still can be, if he's hot about it.) And yes, I get that it makes him look more like his mother. But, I'm all about an interpretation of Alucard where people look at him and go, "What the fuck is that, and why is it kind of hot?" And that's just harder to do when you've got the color palette of the average Japanese stereotype of a European/American dude.
Writers are cowards for not including Grant Danasty in subsequent projects. But also, I could easily write him out of the story. Just got up to the tower where he's hanging out, accidentally kill him in monster form, then have Trevor go "Oh, fuck! What the hell?!" and move on. He can be removable, but goddamn, does it show how little writers have played the actual games or have any sense of geography when they talk about him.
Honestly, I don't like watching most "Castlevania" speedruns. Mostly, because they have broken into clipping and arbitrary code execution to get the fastest times. If it's glitchless, I'm cool with it. It's otherwise dull to me.
It's a shame that "Aria/Dawn of Sorrow" never went full tilt with Shintoism or Japanese mythology in their games, but I'm glad Igarashi's doing it now with the "Bloodstained" series.
I don't trust Konami to do anything with the "Castlevania" property outside of whoring it out when they want cash. Frankly, that's their attitude with all of their properties, but that's the one that hits me closest to home. Some executive in that company has earned a special place in hell for not cultivating and keeping their design teams happy and in house.
I get the feeling that every time Igarashi was made to put a Belmont in his "Castlevania" games, it came at the cost of him cursing and swearing a lot. Like, "Shit! Fuck! You want more of these guys? May I please use someone else?"
If you don't get that Dracula's Castle is both alive and a character, you have no business handling anything with the series. It needs to be as charming and hostile as its master. If you don't get why people might want to hang around it, you've gotta leave.
It is Dracula's Castle. It is not "Castlevania." "Castlevania" is the English name we're stuck with for the series. Dracula's Castle is the place.
We probably shouldn't ever get a 1999 "Castlevania." It will never be sick enough.
We also shouldn't get a "Castlevania: Symphony of the Night" remake. At least, not until modeling can match the sprite work for fluidity and personality. And frankly, losing the original voice acting is a disaster unto itself. (Yes, I am not pleased with the PSP dub.)  
Okay. I think this enough for now.
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wvbaandtheboys · 1 year
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my art style is really pullin the konami code rn its goin up down up down left right left right LMAO but erm intruder!aran/lalande huhuhu~ 
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hyp3r4ct1v3-h0rn3tz · 4 months
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10. Is there a skill your character doesn’t know they’re bad at?
14. What is your character’s opinion on cheating in games?
Weston for this one . um. ......critical thinking. Im Sorry ok this guy just kind of goes along with whatever sounds good. his dni is longer than the constitution and it probably has steven universe fans on it like thrice
Next one um. i wanna do sentient arcade machine for this one because i have a funny thing to say . you Can do the konami code in its game. but if you do it'll jumpscare you with The Scary Face That Is Scary
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italianjoe83 · 1 year
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The Most Secret Plot Twist in Gaming History: Punished "Venom" Snake's True Identity Mistery in Metal Gear Solid V The Phantom Pain
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The most secret plot twist in gaming history, Punished "Venom" Snake and Ricardo "Chico" Valenciano Libre being one and the same person in Metal Gear Solid V The Phantom Pain, the only canonical Secret Truth in MGSV, was hinted in Metal Gear Solid Peace Walker's Title Sequence (originally planned to be titled "Metal Gear Solid 5: Peace Walker")
which shows this mirror breaking transition with two hidden butterflies (suggested play speed 0,25x) revealing - Chico Young volunteer in Snake's private army - the "Hombre Nuevo" chosen for Hideo Kojima's Metal Gear Solid V Experience as its new main protagonist
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(which includes P.T. Silent Hills Concept Movie with the Chico's head appearance...)
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that was, and still is, believed by most of the audience and its english language speaking vocal minority in particular (also known as the "Metal Gear community") to have died in the final helicopter crash cutscenes from Metal Gear Solid V Ground Zeroes showed in this video which was mirrored "for a special reason."
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This crucial hint, hidden in plain sight, was secretly a direct reference left by the Metal Gear mastermind to be seen, and then revisited, only by those "good listeners" among his fans whose minds are still looking for the Truth behind the Hideo Kojima's Metal Gear Solid V Experience in the future MGSV games released years after such as it occurs in this very pivotal moment from MGSVTPP's Episode 46 Truth The Man Who Sold The World ending cutscene when the main protagonist punches the mirror "...for a S-Special reason."
I highly recommend to read the not flipped text printed down below in this Metal Gear Solid V Ground Zeroes' poster showing - Snake A former hero once known by the code name "Big Boss" - revealed during the Metal Gear Saga 25th Anniversary Party for the details...
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The text "ƎЯƎH ꓘƆI⅃Ɔ" from Konami's Metal Gear 25th Anniversary Party Special Site was also flipped "for a special reason."
This crucial hint was also a tribute to Yuji Horii's Portopia Renzoku Satsujin Jiken/The Portopia Serial Murder Case in which a butterfly is revealed to be a critical clue for the player trying to solve that mistery
which was one of the most influential games inspiring Hideo Kojima into starting his career as game designer
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The original version for the NEC PC-6001 cassette tape data loader sound of Portopia Renzoku Satsujin Jiken/The Portopia Serial Murder Case
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was originally included in Metal Gear Solid V Ground Zeroes' "Classified Intel Data" (timestamp 1:01:50)
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and Metal Gear Solid V The Phantom Pain's "Operation Intrude N313" cassette tapes as a clue to solve Punished "Venom" Snake's true identity mistery, the key to decipher the entire Metal Gear Solid V Experience's enigma
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before being changed by the "Metal Gear Development Team" left in Konami after Kojima's departure from the company in October 9th 2015
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with the MSX version of the original Hideo Kojima's Metal Gear game (here displayed during Metal Gear Solid V Ground Zeroes boot camp held in Nasu on february 2014 in which the japanese game designer is "recreating a scene" from both his past and The Phantom Pain player's future...)
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after being discovered by dataminers of the MGSVTPP pc version
in order to trying to keep hidden the most secret plot twist in gaming history before someone would have been able to find it...
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...that someone was this online persona known by the username @ItalianJoe83 very long time ago (timestamp 1:41:50)
which social media activities including this video
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weren’t, and are not, affiliated in any capacity with Konami Digital Entertainment like the spreading of this Google document
created and updated for years by Twitter user @HastatusAtratus
explaining in details all the issues still afflicting this Hideo Kojima's "social experiment" known as The Secret Nuclear Disarmament Event of Metal Gear Solid V The Phantom Pain...
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...which wasn't even mentioned in this DidYouKnowGaming's video and its description box about how Konami is still hiding Metal Gear Solid V The Phantom Pain's Final Chapter from the entire playerbase since the game's release date...
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...despite the fact I actually did asked to the author of this video @DrLavaYT (who asked me for my contribution after most of his video script was already finalized) to include @HastatusAtratus's username on top of the contributors list as he deserved but his name was nowhere to be seen and heard for some reason...
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...and here's a now "Deleted User" Hung Horse's direct message reply to me on Discord in which he didn't just confirmed his awareness of this Google document existence but he also admitted to have took inspiration from Hastatus Atratus' monumental work into exposing Konami's agenda (way long before anybody else) for his group's activities...
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...thus, everything else the audience is being shown and told in this DidYouKnowGaming's YouTube video outside from my contribution (which goes by timestamp 17:42 up to 18:26) should be considered as to being approved by/affiliated with Konami Digital Entertainment in official capacity before the final upload...
Be aware of this fact while you're looking for the Truth on r/AHideoKojimaRuse subreddit...
..."Hombre"
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kayla1507 · 1 year
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i was wondering if you could explain what this refers to? “I’d guess it was tied to the original Marla/Connor deviant route” it was the last bullet point on one of your unused concept art posts (other unused concept art included marla at the gilmour hotel and the apartment from the hostage originally being daylight).
i feel like i only know the bare minimum when it comes to cut content 😅 i know marla was a cut fourth protagonist, but was there significant interaction between marla and connor? or am i just misinterpreting your comment and you meant that both deviant!marla or deviant!connor had a different route originally?
on that note, is there anywhere you’d recommend looking to find more cut content? every time i feel like i’ve got a good grasp on what was cut, suddenly a new post comes along which casually talks about 40 things i had no idea were cut casually, as if it was common knowledge 😭
tysm for any answer to either question!!
Hi, Anon. :)
The cut Marla-Connor deviant route was a reference to a “hidden” concept artwork by Florent Auguy which shows Markus watching an explosion at CyberLife HQ (”Lime Corporation”), after Marla banished him from Jericho during “Crossroads”. The artist confirmed on his Instagram that Markus is the lone figure standing on top of the bridge.
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The file of this artwork is labeled florent-auguy-detroit-city-revolution. This confirms that despite the unusual daylight setting, the destruction of Lime Corporation/CyberLife HQ took place during the revolution.
There’s another artwork to this scene. It shows Connor, with his weapon drawn, facing off against CyberLife security guards in a narrow entryway.
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It appears that Marla would’ve offered Deviant Connor the detonator to her bomb, or at least equipped him with explosives after recruiting him — just like North offers the detonator to Markus if he remains leader of Jericho. In another unused concept scene, Marla observes the vehicle containing radioactive cobalt alongside a man who isn’t Markus (possibly Connor).
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So there might have been another dead-end path for CyberLife HQ, where instead of breaking into the warehouse, Connor rides up the elevator until the end to level 31 — and if he took the detonator from Marla, he could set off the explosives instead of just immediately being gunned down by the awaiting guards as it happens in canon.
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During “Night of the Soul”, there was a third option alongside Demonstration and Revolution called Hostages. There’s no text attached to the option and we know nothing about it, other than it existed. I think it might’ve been an option for Leader Marla’s and Connor’s revolution given its extremist implication and the fact that Connor is also a hostage negotiator. But that’s purely speculation.
As for where to find cut content, my sources are mainly the Detroit: Become Human game files and concept art. A good bunch of cut dialogue and choices were never erased from the files. I've written down a compilation of cut dialogue in this post.
I wrote three bigger meta essays about the scrapped model of Lieutenant Gavin Reed, about the hidden meaning behind Ferndale’s murals and about scrapped options for Kara and Alice to visit the coffee shop and pharmacy if they stayed at the motel in chapter „On the Run“.
@konami-code-ao3 has written a lot about cut content on their tumblr blog and DragonBane0 on YouTube has restored multiple deleted sequences from the game, such as the cut Bad Boys at Pirate Cove, Connor’s cut victory speech and a cut Kamksi/RK900 ending sequence.
To see all my posts regarding cut content, type dbh cut content into the search option on my blog. :)
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