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	<title>13 Games That Started Out Completely Different - Revision history</title>
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		<title>AnneLeichhardt8 at 10:00, 4 March 2026</title>
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		<updated>2026-03-04T10:00:29Z</updated>

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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 03:00, 4 March 2026&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ever since their introduction in &lt;/del&gt;Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 , Lickers became one &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/del&gt;most &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;feared and most popular enemies in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil franchise. Similar &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Crimson Heads&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Lickers are mutations from severely injured zombies&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but this mutation is caused by a separate t-Virus strain. Lickers are known for their large exposed brains &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;extremely long tongue&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Although these creatures do not have the ability to see&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;extremely sensitive &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sound and are able to hunt their prey just by listening to their movements. Although Lickers were present &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Raccoon City during &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Outbreak, Jill Valentine wasn&#039;t able to encounter them&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will be interesting &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see whether these monsters will &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;present &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the remake, especially inside the police stat&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The excitement for the remake &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 3 is at an all time high as &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first trailer was finally released on today&#039;s State of Play livestream , confirming an April 3, 2020 release date on PC, PS4, and Xbox One. There are some key takeaways fans can gather from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trailer and everything &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has &lt;/del&gt;been &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;revealed today, which may clue us in &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;what changes, insights, and additions &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;storyline &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 3&#039;s remake could ent&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Borderlands is known for its cel-shaded art style &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;quirky sense of humor, but if plans didn&lt;/del&gt;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t change during development, &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;could have been a much different game. When Borderlands was first announced, &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sported a darker tone and realistic graphics &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ma&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As of the moment&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it is pretty hard to tell whether Capcom was able to surpass Resident Evil 2 with &lt;/del&gt;Resident Evil 3 remake &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for sales, given &lt;/del&gt;that the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reception for the latest reimagining &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mixed. Unlike 2019&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 2 &lt;/del&gt;, Resident Evil 3 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remake is significantly different than its original counterpart. Sure&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;major plot points of the game &lt;/del&gt;still &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remain true &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some extent&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but Capcom has been more liberal in switching events around &lt;/del&gt;this &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time. Many players welcomed &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;changes, but some hardcore fans were not happy with how the game turned out to be, and others criticized it for being too short and leaning too much on action-heavy eleme&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hot off the heels of its Donkey Kong Country successes&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rare had quickly become one of Nintendo&#039;s most important partners in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;industry. The studio was then entrusted with creating a &lt;/del&gt;[https://&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;www.adventuregamesfans&lt;/del&gt;.com/ Adventure Game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Maps&lt;/del&gt;] &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;based on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;James Bond film GoldenEye 007 , and before it became one of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most critically-acclaimed FPS games of all time&lt;/del&gt;, it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;went through &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;couple of other iterati&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Like Borderlands &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Conker&#039;s Bad Fur Day went through some major revisions that made &lt;/del&gt;it a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;much more unique &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;arguably more interesting game&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rare&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original vision for it was that of a typical, kid-friendly 3D platformer in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;vein of Super Mario 64 and Banjo-Kazooie , called Conker&#039;s Quest and later Twelve Tales: Conker 64 . These early versions of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game even had Conker&#039;s girlfriend Berri as a playable character in stages that featured strategy gameplay, &lt;/del&gt;as well &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as split-screen co-op &lt;/del&gt;for the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;st&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;important &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take note of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lighting and shadows block out &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;full picture of the Nemesis &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new trailer&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as even Jill probably did not have &lt;/del&gt;time to get &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a clear look at the creature, other than deciphering something big and threatening stalking her&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Therefore, this can still setup the first &#039;clear&#039; encounter with the &lt;/del&gt;Nemesis &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in similar fashion to the original game&#039;s timeline in the story&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;without any major chan&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Additionally, Resident Evil 3 lacks build&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;up and most of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time it feels like the game expects that &lt;/del&gt;its &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;already players know Resident Evil 3&#039;s story and characters from the original &lt;/del&gt;game. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Moreover&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;every encounter with Nemesis is scripted &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which takes away the element of surprise similar &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil &lt;/del&gt;2&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mr. X, and while Nemesis is definitely more terrifying than the original, his appearances are mostly predicta&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Personality-wise, Capcom did introduce some slight changes &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Jill Valentine in the upcoming remake&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In previous trailers, gameplay previews, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the RE 3 playable demo , &lt;/del&gt;it is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;evident that Capcom has increased Jill&#039;s badass traits as compared to previous Resident Evil &lt;/del&gt;games&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. In the opening sequence &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;demo alone&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we saw Jill make sarcastic comments during a conversation with Carlos Oliveria &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mikhail Viktor&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Of course&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;looking at &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;closely&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the spirit of the scene remains consistent &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/del&gt;original. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The U&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;B.C.S. asked &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;partner with Jill, she was reluctant at first&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;she agreed anyway knowing that it &lt;/del&gt;would &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;increase the chances of her survi&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;One returning location that players will be able to explore is &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Stagla gas station from the 1999 &lt;/del&gt;game. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 3 veterans would remember that &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gas station where &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;oil can be found&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which has to be mixed &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an oil additive before it can be used to restart &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cable car. Players would also remember that immediately after leaving the area, the gas station would blow up, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it will be interesting to see whether this will also happen in the rem&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bringing back such a game ahead of its time means Resident Evil 4 &#039;s remake has a lot to live up to. That&#039;s precisely why Capcom has to perform a very delicate balancing act if Capcom intends to truly remake &lt;/ins&gt;Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 in the flavor &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its &lt;/ins&gt;most &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;recent remakes. A lot of what &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original game introduced &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the world of games has now become commonplace for third-person shooters&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;survival horror games&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other genres in general&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;That being said&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;plenty of quality-of-life updates Resident Evil 4 deserves that a remake could achieve thanks &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;innovations made &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;games from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;past dec&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;When you look at what was possible with Mr. X and Nemesis&lt;/ins&gt;, it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is pretty cool &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;think about how stellar the AI would &lt;/ins&gt;be in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a new RE4 game that also heavily depends on sinister and relatively intelligent enem&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Some &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;biggest games in history have undergone rather dramatic transformations to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;point &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they would have &lt;/ins&gt;been &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unrecognizable to fans had the devs stuck &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their original visions. Here are &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;13 most notable examples &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;games that started out completely differ&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unique Items &amp;amp; Currencies How to Find &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Use Seeker&#039;s Tokens How to Find First Seeker&#039;s Token (&amp;amp; Get Finder&lt;/ins&gt;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s Token) All Seeker Token Locations Where to Use Ancient Battleground Key (&amp;amp; How to Get It) Where To Use Vernworth Vault Key (&amp;amp; How to Get It) How to Use Statues Discipline (DCP) Farming Guide How to Get and Use Rift Crystals (RC) Makeshift Gaol Key - Where to Use &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and How to Get &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;How to Get (or Farm) Wyrmslife Crystals All Golden Trove Beetle Locations in Dragon&#039;s Dogma 2 How &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Get Wailing Crys&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;However&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will &lt;/ins&gt;Resident Evil 3 remake &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;only stick to monsters &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;were seen in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original 1999 title? Or will it introduce new monsters from other Resident Evil games or even creatures that were never seen before? Although there &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;no way to know until Resident Evil 3&lt;/ins&gt;&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;release to know for sure&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;here is a list of some monsters that we think would be great additions to &lt;/ins&gt;Resident Evil 3 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rema&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;For RE4 &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even though &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;graphics aren&#039;t as sharp as today&#039;s, it &lt;/ins&gt;still &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;relatively holds up. The characters are easy &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;make out&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and the settings aren&#039;t terrible. It also just received a 2016 HD remaster. Does &lt;/ins&gt;this &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game really need &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pol&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The original Resident Evil 3 was extremely well received and is loved by many&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/ins&gt;the [https://&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Adventuregamesfans&lt;/ins&gt;.com/ Adventure Game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;DLC&lt;/ins&gt;] &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is notorious for how something as simple and seemingly vital as dodge rolling can be incredibly difficult . Many are struggling to figure out &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dodge roll in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remake as well&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but thankfully &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bit more cut and dry this t&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;However&lt;/ins&gt;, it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;looks like this game franchise could be &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;victim of attrition &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;falling interest&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot; It&lt;/ins&gt;&#039;s the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same reason why &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;movie sequel always seems not to do &lt;/ins&gt;as well&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. If the numbers are low &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE3 , &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;chances are high that the same will happen to an RE4 rem&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Perfect Dodge &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;much more difficult &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pull off, but &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reward is far greater as well. Timing &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dodge button just before an attack hits &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player will result in an animation &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;character rolls out of an attack&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;after which &lt;/ins&gt;time &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;slows down, affording the player a chance &lt;/ins&gt;to get &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some well-placed shots or simply get out of danger&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This is incredibly useful when trying to evade &lt;/ins&gt;Nemesis , &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as simply walking away from him is often not eno&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With no shortage of kid&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;friendly platformers on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;market, Rare needed an angle for &lt;/ins&gt;its game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to stand out&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It eventually decided to rework Twelve Tales: Conker 64 into an adult-oriented game with dark comedy, foul language&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blood, gore, drugs, booze&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and sexual innuendos gal&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Game Information &amp;amp; Meta Details Burning Questions Answered All Patch Notes How Long to Beat How To Enable 60 FPS (&amp;amp; 120 FPS) How &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Fix FPS Issues Best PC Settings Which Control Scheme Should You Choose? Dragon&#039;s Dogma &lt;/ins&gt;2&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: Hardest Achievements Best PS5 Settings Trophy/Achievement Guide How To Install Dragon&lt;/ins&gt;&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dogma 2 &lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;One reason we love Grand Theft Auto: San Andreas so much (there&#039;s too many &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;count) is because of its character progression&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Players can upgrade skills such as running speed &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strength. No other Grand Theft Auto game has incorporated such as revolutionary system—and &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;may never happen ag&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Donkey Kong &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one of the most important video &lt;/ins&gt;games &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of all time, introducing some &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;industry&#039;s most popular characters&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;helping Nintendo become an even bigger player in the North American video game market&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Considering this&lt;/ins&gt;, it&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;s crazy to think that it all could have ended much differently&lt;/ins&gt;, with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Shigeru Miyamoto working on a licensed Popeye game instead &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;creating &lt;/ins&gt;original &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;charact&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;After remaking Resident Evil 3 , it makes logical sense to move to Resident Evil 4 next&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This game would benefit from a remake for the same reasons as the other Resident Evil games&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Remasters have attempted &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;improve the game&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a remake &lt;/ins&gt;would &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;make a huge differe&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Yes, there are parts in &lt;/ins&gt;the game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that are startling and downright creepy&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;But whether &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fact that fixed camera angles were gone or &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;horde of parasite-infested visitors&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this RE4 game moved forward on what started &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE3 —a greater reliance on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;action-oriented play &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mowing down enem&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>AnneLeichhardt8</name></author>
	</entry>
	<entry>
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		<title>RaydeLargie245 at 13:10, 3 March 2026</title>
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		<updated>2026-03-03T13:10:28Z</updated>

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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 06:10, 3 March 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;However, with the popular recent releases of Dragon Quest 11, Persona 5, Xenoblade Chronicles &lt;/del&gt;2, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Octopath Traveler and other JRPG classics such as Final Fantasy 7, Secret &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mana &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Trials of Mana obtaining contemporary remakes, it may be a ripe moment worth capitalizing upon for Capcom to stake its claim to a portion of the revived JRPG market in North Amer&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The Wildcat was a scrapped monster that was supposed to appear &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original &lt;/del&gt;Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3 game&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;These creatures were supposed &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be the ones hunting in the Raccoon City park &lt;/del&gt;but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;were replaced &lt;/del&gt;by &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Hunter Gammas instead &lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The origins of the Wildcat is still unknown but it appears that the monster is &lt;/del&gt;not &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a product of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Umbrella Corporation&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is probably an escaped zoo animal that was infected with &lt;/del&gt;the t&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-Virus. As of the moment&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gameplay videos of Resident Evil 3 remake appear &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;suggest that the Hunter Gammas &lt;/del&gt;will be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;located &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;city&#039;s sewers&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which begs &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;question of whether the city park will now be populated by this scrapped mons&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 , while arguably not up to the technical standards of many modern experiences, &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;far from as obsolete &lt;/del&gt;as the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first handful &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entries&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The over-&lt;/del&gt;the&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-shoulder camera&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;third-person aiming&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overall format utilized in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reimagining &lt;/del&gt;of Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 was, after all, first established throughout 4&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sensational rebranding of the series back in 2005. In fact, one of the &lt;/del&gt;remake&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;s most critically acclaimed features was &lt;/del&gt;its &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;faithful resurrection &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the systems and mechanics first established in the fourth game&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with many citing Resident Evil 2&lt;/del&gt;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s remake as &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;return to form for the franchise&#039;s classic formula&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With its design emulating Resident Evil 4 so closely&lt;/del&gt;, it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;begs the question of whether &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remake would seem unnecessary; almost acting as more of a visual touch up than a full reimagining of the original ti&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Some &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;biggest games in history have undergone rather dramatic transformations &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;point that they would have been unrecognizable to fans had &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;devs stuck to their original visions&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Here are the 13 most notable examples of games that started out completely differ&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The Licker Zombie appears to be a regular zombie with a Licker&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;head and iconic tongue. This creature is shown in concept art that can be unlocked in &lt;/del&gt;Resident Evil 2 remake &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;where &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;licker zombie was supposed &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;appear &lt;/del&gt;in. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The origins of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Licker Zombie remains unclear&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it is possible that these monsters are Lickers that still haven&#039;t fully transformed. Another popular theory surrounding these monsters is that they are &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;result of Lickers infecting a zombie host. It is also unclear why this monster never made it &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 2 remake given that its appearance alone looks terrifying&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;would be awesome to see this monster come to life in Resident Evi&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A good example &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this is &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way Brad Vickers died in Resident Evil 3 remake&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In the original &lt;/del&gt;[https://&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Adventuregamesfans&lt;/del&gt;.com/ &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;adventure &lt;/del&gt;Game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;collectibles&lt;/del&gt;], &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Brad died in front of Jill Valentine, after he was captured &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;killed by Nemesis. This scene soon &lt;/del&gt;became one of the most &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;iconic and memorable deaths in the Resident Evil franchise&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;surprisingly enough&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Capcom decided not to include this &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remake. Instead, the 2020 reimagining finally gave Brad his redemption arc &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allowing him to sacrifice his life to save Jill. Sure it&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;disappointing that Brad was killed by zombies instead &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nemesis, but &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;change made for &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;better story&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;making Brad&#039;s death more meaningful &lt;/del&gt;as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;compared to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original g&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Yet, it&#039;s worth remembering that Resident Evil 4 &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;undeniably one &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series&#039; most pivotal entries. The action-centric format that eventually went onto define &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;later games &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series was done to perfection in 4 &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with the game completely reinventing what it meant &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil title &lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It goes without saying that while a remake might not be as utterly transformative as games like Resident Evil 2 and &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;upcoming remake of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;third game, there&#039;s still a lot of merit &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;updating Resident Evil 4&#039;s combat and clunky controls &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;show just how incredible &lt;/del&gt;the game&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;core gameplay and set of mechanics were back &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;day. Fixing the aiming so players can move while shooting and adding some of the incredible nuances that made Resident Evil 2 such an immersive next step for the series would go a long way if added to the fourth game&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;especially if done so alongside a &lt;/del&gt;major &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;visual overha&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Additionally, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the significant changes that Capcom introduced in &lt;/del&gt;Resident Evil 3 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remake allowed players to experience &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same story but in a different way. Unlike in Resident Evil 2 , Capcom was more liberal in shuffling around &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sequences of events in &lt;/del&gt;Resident Evil 3 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. A good number of locations &lt;/del&gt;from the original game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;such as the park&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;graveyard&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the dead factory were removed in favor of a &lt;/del&gt;more &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;expansive hospital and &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;introduction of NES&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;But &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;balance it all out&lt;/del&gt;, and to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;retain the feel of &lt;/del&gt;previous Resident Evil games&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, Resident Evil 3 still has classic survival-horror elements as seen in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;police station and hospital sequences &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When players get to control Carlos in the remake&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they are taken back to the RPD and almost immediately&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overall vibe &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game changes from high-paced intense action to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;claustrophobic nature of Resident Evil 2 &lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same applies &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hospital and sewers part &lt;/del&gt;of the game&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;where &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players find themselves in a confined space&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;making every zombie&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;licker&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hunter, much more terrify&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ever since their introduction in Resident Evil &lt;/ins&gt;2 , &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Lickers became one &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the most feared &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most popular enemies &lt;/ins&gt;in the Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Similar &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Crimson Heads, Lickers are mutations from severely injured zombies, &lt;/ins&gt;but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this mutation is caused &lt;/ins&gt;by &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a separate t-Virus strain. Lickers are known for their large exposed brains and extremely long tongue&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Although these creatures do &lt;/ins&gt;not &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ability to see&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they are extremely sensitive to sound &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are able to hunt their prey just by listening to their movements. Although Lickers were present in Raccoon City during &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Outbreak, Jill Valentine wasn&#039;&lt;/ins&gt;t &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;able to encounter them&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it will be interesting &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see whether these monsters &lt;/ins&gt;will be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;present &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remake&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;especially inside &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;police stat&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The excitement for the remake of &lt;/ins&gt;Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3 &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at an all time high &lt;/ins&gt;as the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first trailer was finally released on today&lt;/ins&gt;&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;State &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Play livestream , confirming an April 3, 2020 release date on PC, PS4, and Xbox One&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There are some key takeaways fans can gather from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trailer and everything that has been revealed today, which may clue us in to what changes&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;insights&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;additions &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;storyline &lt;/ins&gt;of Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3&lt;/ins&gt;&#039;s remake &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;could ent&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Borderlands is known for &lt;/ins&gt;its &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cel-shaded art style and quirky sense &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;humor&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but if plans didn&lt;/ins&gt;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t change during development, it could have been &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;much different game&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When Borderlands was first announced&lt;/ins&gt;, it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sported &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;darker tone and realistic graphics to ma&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;moment, it is pretty hard to tell whether Capcom was able &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;surpass Resident Evil 2 with Resident Evil 3 remake for sales, given that &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reception for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;latest reimagining is mixed&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unlike 2019&lt;/ins&gt;&#039;s Resident Evil 2 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, Resident Evil 3 &lt;/ins&gt;remake &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is significantly different than its original counterpart. Sure, the major plot points of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game still remain true &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some extent, but Capcom has been more liberal &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;switching events around this time&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Many players welcomed &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;changes&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some hardcore fans were not happy with how &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game turned out &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and others criticized &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for being too short and leaning too much on action-heavy eleme&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hot off the heels of its Donkey Kong Country successes, Rare had quickly become one &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nintendo&#039;s most important partners in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;industry&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The studio was then entrusted with creating a &lt;/ins&gt;[https://&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;www.adventuregamesfans&lt;/ins&gt;.com/ &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Adventure &lt;/ins&gt;Game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Maps&lt;/ins&gt;] &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;based on the James Bond film GoldenEye 007 &lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;before it &lt;/ins&gt;became one of the most &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;critically-acclaimed FPS games of all time, it went through a couple of other iterati&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Like Borderlands &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Conker&#039;s Bad Fur Day went through some major revisions that made it a much more unique &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;arguably more interesting game. Rare&#039;s original vision for it was that of a typical&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;kid-friendly 3D platformer &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;vein of Super Mario 64 and Banjo-Kazooie &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;called Conker&lt;/ins&gt;&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Quest and later Twelve Tales: Conker 64 . These early versions &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game even had Conker&#039;s girlfriend Berri as &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;playable character in stages that featured strategy gameplay&lt;/ins&gt;, as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;well as split-screen co-op for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;st&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;important to take note &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way the lighting and shadows block out the full picture of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nemesis &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new trailer&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as even Jill probably did not have time &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;get &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;clear look at the creature, other than deciphering something big and threatening stalking her&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Therefore, this can still setup &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first &#039;clear&#039; encounter with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nemesis &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;similar fashion &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original &lt;/ins&gt;game&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;timeline &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;story&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;without any &lt;/ins&gt;major &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;chan&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Additionally, Resident Evil 3 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lacks build-up and most of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time it feels like &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game expects that its already players know &lt;/ins&gt;Resident Evil 3&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;s story and characters &lt;/ins&gt;from the original game&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Moreover, every encounter with Nemesis is scripted &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which takes away &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;element of surprise similar to Resident Evil 2&#039;s Mr. X&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while Nemesis is definitely &lt;/ins&gt;more &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;terrifying than &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original, his appearances are mostly predicta&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Personality-wise, Capcom did introduce some slight changes &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Jill Valentine in the upcoming remake. In previous trailers, gameplay previews&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the RE 3 playable demo , it is evident that Capcom has increased Jill&#039;s badass traits as compared &lt;/ins&gt;to previous Resident Evil games&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. In &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;opening sequence &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;demo alone, we saw Jill make sarcastic comments during a conversation with Carlos Oliveria and Mikhail Viktor&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Of course&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;looking at it closely&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spirit &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;scene remains consistent with that of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;U.B.C.S. asked &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;partner with Jill, she was reluctant at first, but she agreed anyway knowing that it would increase &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;chances &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;her survi&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;One returning location that players will be able to explore is the Stagla gas station from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;1999 &lt;/ins&gt;game&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Resident Evil 3 veterans would remember that it is in the gas station &lt;/ins&gt;where &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the oil can be found&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which has to be mixed with an oil additive before it can be used to restart the cable car. Players would also remember that immediately after leaving the area&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the gas station would blow up&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it will be interesting to see whether this will also happen in the rem&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>RaydeLargie245</name></author>
	</entry>
	<entry>
		<id>https://prophet-of-ai.com/index.php?title=13_Games_That_Started_Out_Completely_Different&amp;diff=1265&amp;oldid=prev</id>
		<title>DillonLadner932: Created page with &quot;&lt;br&gt;However, with the popular recent releases of Dragon Quest 11, Persona 5, Xenoblade Chronicles 2, Octopath Traveler and other JRPG classics such as Final Fantasy 7, Secret of Mana and Trials of Mana obtaining contemporary remakes, it may be a ripe moment worth capitalizing upon for Capcom to stake its claim to a portion of the revived JRPG market in North Amer&lt;br&gt;&lt;br&gt; &lt;br&gt;The Wildcat was a scrapped monster that was supposed to appear in the original Resident Evil 3 ga...&quot;</title>
		<link rel="alternate" type="text/html" href="https://prophet-of-ai.com/index.php?title=13_Games_That_Started_Out_Completely_Different&amp;diff=1265&amp;oldid=prev"/>
		<updated>2026-03-03T12:06:19Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;br&amp;gt;However, with the popular recent releases of Dragon Quest 11, Persona 5, Xenoblade Chronicles 2, Octopath Traveler and other JRPG classics such as Final Fantasy 7, Secret of Mana and Trials of Mana obtaining contemporary remakes, it may be a ripe moment worth capitalizing upon for Capcom to stake its claim to a portion of the revived JRPG market in North Amer&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The Wildcat was a scrapped monster that was supposed to appear in the original Resident Evil 3 ga...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;br&amp;gt;However, with the popular recent releases of Dragon Quest 11, Persona 5, Xenoblade Chronicles 2, Octopath Traveler and other JRPG classics such as Final Fantasy 7, Secret of Mana and Trials of Mana obtaining contemporary remakes, it may be a ripe moment worth capitalizing upon for Capcom to stake its claim to a portion of the revived JRPG market in North Amer&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The Wildcat was a scrapped monster that was supposed to appear in the original Resident Evil 3 game. These creatures were supposed to be the ones hunting in the Raccoon City park but were replaced by the Hunter Gammas instead . The origins of the Wildcat is still unknown but it appears that the monster is not a product of the Umbrella Corporation, and is probably an escaped zoo animal that was infected with the t-Virus. As of the moment, gameplay videos of Resident Evil 3 remake appear to suggest that the Hunter Gammas will be located in the city&amp;#039;s sewers, which begs the question of whether the city park will now be populated by this scrapped mons&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Resident Evil 4 , while arguably not up to the technical standards of many modern experiences, is far from as obsolete as the franchise&amp;#039;s first handful of entries. The over-the-shoulder camera, third-person aiming, and overall format utilized in the reimagining of Resident Evil 2 was, after all, first established throughout 4&amp;#039;s sensational rebranding of the series back in 2005. In fact, one of the remake&amp;#039;s most critically acclaimed features was its faithful resurrection of the systems and mechanics first established in the fourth game, with many citing Resident Evil 2&amp;#039;s remake as a return to form for the franchise&amp;#039;s classic formula. With its design emulating Resident Evil 4 so closely, it begs the question of whether a remake would seem unnecessary; almost acting as more of a visual touch up than a full reimagining of the original ti&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Some of the biggest games in history have undergone rather dramatic transformations to the point that they would have been unrecognizable to fans had the devs stuck to their original visions. Here are the 13 most notable examples of games that started out completely differ&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The Licker Zombie appears to be a regular zombie with a Licker&amp;#039;s head and iconic tongue. This creature is shown in concept art that can be unlocked in Resident Evil 2 remake where the licker zombie was supposed to appear in. The origins of the Licker Zombie remains unclear, but it is possible that these monsters are Lickers that still haven&amp;#039;t fully transformed. Another popular theory surrounding these monsters is that they are the result of Lickers infecting a zombie host. It is also unclear why this monster never made it to Resident Evil 2 remake given that its appearance alone looks terrifying, but it would be awesome to see this monster come to life in Resident Evi&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;A good example of this is the way Brad Vickers died in Resident Evil 3 remake. In the original [https://Adventuregamesfans.com/ adventure Game collectibles], Brad died in front of Jill Valentine, after he was captured and killed by Nemesis. This scene soon became one of the most iconic and memorable deaths in the Resident Evil franchise, and surprisingly enough, Capcom decided not to include this in the remake. Instead, the 2020 reimagining finally gave Brad his redemption arc , allowing him to sacrifice his life to save Jill. Sure it&amp;#039;s disappointing that Brad was killed by zombies instead of Nemesis, but the change made for a better story, making Brad&amp;#039;s death more meaningful as compared to the original g&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Yet, it&amp;#039;s worth remembering that Resident Evil 4 is undeniably one of the series&amp;#039; most pivotal entries. The action-centric format that eventually went onto define the later games in the series was done to perfection in 4 , with the game completely reinventing what it meant to play a Resident Evil title . It goes without saying that while a remake might not be as utterly transformative as games like Resident Evil 2 and the upcoming remake of the third game, there&amp;#039;s still a lot of merit in updating Resident Evil 4&amp;#039;s combat and clunky controls to show just how incredible the game&amp;#039;s core gameplay and set of mechanics were back in the day. Fixing the aiming so players can move while shooting and adding some of the incredible nuances that made Resident Evil 2 such an immersive next step for the series would go a long way if added to the fourth game, especially if done so alongside a major visual overha&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Additionally, the significant changes that Capcom introduced in Resident Evil 3 remake allowed players to experience the same story but in a different way. Unlike in Resident Evil 2 , Capcom was more liberal in shuffling around the sequences of events in Resident Evil 3 . A good number of locations from the original game such as the park, the graveyard, and the dead factory were removed in favor of a more expansive hospital and the introduction of NES&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;But to balance it all out, and to retain the feel of previous Resident Evil games, Resident Evil 3 still has classic survival-horror elements as seen in the police station and hospital sequences of the game. When players get to control Carlos in the remake, they are taken back to the RPD and almost immediately, the overall vibe of the game changes from high-paced intense action to the claustrophobic nature of Resident Evil 2 . The same applies to the hospital and sewers part of the game, where players find themselves in a confined space, making every zombie, licker, and hunter, much more terrify&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DillonLadner932</name></author>
	</entry>
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