10 Video Game Remakes that CHANGED the Story
10 Video Game Remakes That Tweaked the Story
Welcome to MojoPlays, and I’m gonna say it. I LOVE video game remakes. The debate is unending, but for me, take my fav games and add a fresh coat of paint and you’ve earned my money. Oh, not just a fresh coat of paint? Knocking down some walls too? Wait, what are you doing with my fireplace? I don’t need that extra bedroom! And now the whole house is different. These are 10 Video Game Remakes that Changed the Story.
“Super Mario 64 DS” (2004)
For years, playground detectives whispered that “Super Mario 64” was hiding Yoshi somewhere in the game, and shockingly, this wasn’t another “Mew under the truck” situation. If you were unhinged enough to collect every Power Star, you could climb to the very top of Peach’s castle and find your old dinosaur pal waiting there, just vibing. Now, the story of ”Super Mario 64” is pretty simple, so it doesn’t take much to mess with it, and the DS remake showed up and immediately did that, because Yoshi wasn’t chilling on the roof anymore, you start the game as him. Nintendo could’ve taken the easy road, slapped the original game onto the handheld, and printed money faster than a Mario Kart (see what I did there). Instead, they made actual decisions. Bold ones. Mario is still there, sure, but he’s sharing the spotlight with Luigi and Wario.
“Silent Hill: Shattered Memories” (2009)
Instead of dusting off the first entry in the series, Konami went with a remake of ”Silent Hill 2”, but the reality is that the original game had already been “remade” once… but like, ‘remade’ in quotations. Rather than recreating the original game with shinier textures, it treated the source material as a loose suggestion, the way a horror movie sequel treats continuity. Players still step into the boots of Harry Mason, still searching for his daughter Cheryl, but the town itself becomes something else entirely, an icy, fractured nightmare where fighting back simply isn’t an option. Altering characters, environments, and story details based on your behaviour, the game punishes you for just being you. The deeper you go, the less recognisable the story becomes, until the finale lands somewhere completely alien compared to the original game’s ending.
“Metal Gear Solid: The Twin Snakes” (2004)
The Twin Snakes arrived as a full reinterpretation of the original game, rebuilt with the express goal of making it play, and feel, more like ”Metal Gear Solid 2”. Although the beats of the story remain untouched, the finer details of the cutscenes become more anime-ish with Snake transforming from John Wick, into ‘man who treats gravity as a polite suggestion’. Backflips become his default movement option, slow motion is deployed like it’s going out of fashion, and there’s even a moment where he stares directly at the camera like a news reporter. The now-legendary missile-surfing sequence pushes things fully into action-movie parody territory, landing somewhere between The Matrix and a Fast & Furious spinoff Kojima never asked for.
“MediEvil: Resurrection” (2005)
For a brief, glorious moment, Sir Daniel Fortesque looked poised to become PlayStation’s resident spooky icon, the Hot Topic mascot of the late ’90s, minus the wallet chain. His debut outing, ”MediEvil”, nailed a very specific blend of horror and comedy that fans love, which made the 2005 PSP remake, ”MediEvil: Resurrection”, feel less like a revival and more like a reburial. Built entirely from scratch, the remake introduced a new visual style and a new camera, both of which somehow managed to sand down the original’s atmosphere until it felt overly bright, oddly generic, and about as moody as a midnight piss. The tweak to the narrative format was simple: The talking. Endless, relentless talking. A brand-new genie sidekick is introduced who appears to have been paid by the word.
“Black Mesa” (2020)
Most remakes begin life in a boardroom; ”Black Mesa” began life on the internet, which already tells you this story is going somewhere strange. Originally, it wasn’t even supposed to be a commercial product, it started as a fan-led attempt to rebuild ”Half-Life”, and instead of issuing a cease-and-desist like a Nintendo lawyer, Valve gave its blessing. Suddenly, a passion project was allowed to grow teeth, legs, and a very ambitious to-do list, including new narrative touches woven in. The developers didn’t just repaint the house, they knocked down walls, added extensions, and redid the plumbing while somehow keeping the original blueprint intact. The boldest move came at the end, where the famously divisive Xen chapter was completely reimagined and massively expanded, transforming what was once a rushed finale into a full-scale alien gauntlet.
“Metroid: Zero Mission” (2004)
The fact that people are already asking for a remake of ”Metroid: Zero Mission” is a gentle reminder that time is undefeated and your back probably hurts for no reason now. When it was released, though, it was practically a masterclass in how to modernise an ancient entry without angering the fanbase or breaking the series’ DNA. The developers treated it like a storage shed auction, where you buy it for the beautiful Porsche that’s in there, and discover the rarest Pokemon cards sitting in the back. New areas were added, gameplay sequences were expanded, and Samus got powers that felt closer to later entries, bridging the connections for modern fans. Cinematic sequences were introduced, finally allowing the game to communicate atmosphere, character, and story beats without relying on vague manuals or player imagination doing unpaid labour.
“Resident Evil 3” (2020)
The ”Resident Evil 2” remake proved that you can change the camera, change the controls, even change enemy behaviour, and it still worked because the setting carried decades of memory on its zombie-infected shoulders. Now contrast that with what came next. Resident Evil 3 was adapting a very different original. ”Resident Evil 3: Nemesis” wasn’t defined by a central puzzle box location like a mansion or police station, it was defined by movement, panic, and being aggressively evicted from every street in Raccoon City by Nemesis, and therein lies the problem. There was a small but critical oversight in the remake: it largely misplaced the one element that gave the original its identity. Nemesis, once an unpredictable stalker who could appear almost anywhere, is reduced to something far more controlled and scripted. Instead of keeping players on edge, wondering which street would become a nightmare next, he’s largely confined to specific sequences, robbing the game of its defining tension. The end result is a game that feel less a true reimagining of RE3 and more an extension of RE2’s remake.
“Dead Space” (2023)
Silence was once a defining trait of ”Dead Space”, but by the time the remake arrived, that ship had very much sailed, along with most of its crew. Giving Isaac Clarke a speaking role stands out as the most obvious change, yet it’s also the least surprising. After the sequels granted him a voice, reverting to mime-era space horror would’ve felt less “artistic” and more “someone forgot to plug in the microphone”, but this doesn’t change how much this affects the narrative when comparing it to the original. And once you look past that vocal tweak, the remake quietly alters far more than nostalgia might initially allow you to notice: Combat, the layout of the Ishumura, and then Isaac himself feeling more like a superhero.
“Yakuza Kiwami” (2016)
Chronologically rewinding the franchise to the ’80s turned out to be an idea for the ages, because “Yakuza 0” wasn’t just a prequel, it was a love letter to Western fans. With a bunch of new Western players, Capcom had to face the awkward reality that the original “Yakuza” was not going to digest as easily as the current entry. Enter “Yakuza Kiwami”, a remake designed not just to polish the first game, but to retroactively make it feel like it always belonged in the modern series timeline. Kiwami keeps the original’s major plot beats intact while carefully stitching them into the events of Yakuza 0, most notably by finally giving Akira the depth he previously lacked. What was once a villain who felt like he skipped several emotional cutscenes now gets proper narrative weight, making his arc land with far more impact.
“Final Fantasy VII Remake” (2020) &
“Final Fantasy VII Rebirth” (2024)
Easily one of the most tweaked remake stories of all time comes in the form of this soon-to-be epic trilogy of modern games, created from the single 1997 entry “Final Fantasy VII”. The first entry, FF7 Remake, finishes with the party leaving Midgar, and getting there is no longer a brisk opening act but an entire feature-length journey, stretched, reworked, and occasionally detoured so hard it feels like the game got bored and went walking. Familiar scenes are still present, but they’re recontextualised, expanded, or outright altered, making the changes themselves the defining feature rather than a footnote. It's so tweaked, that characters who are there to alter the trajectory from the original are now written into the story - keepers of fate (if you will). Then came the second entry, “Final Fantasy VII Rebirth”. Where “Final Fantasy VII Remake” cautiously tested how far it could bend the original story, Rebirth fully commits to the idea that faithfulness is optional, but nostalgia is mandatory. The result feels less like a traditional RPG progression and more like a lavish theme-park ride based on “Final Fantasy VII”, shuttling players from iconic location to iconic location while constantly shouting, “Hey, remember this? Also, here’s twelve new distractions.” The sheer volume of additions and expansions is overwhelming in the best and worst ways. Entire regions ballooned in scope, side content multiplying like Chocobos left unattended, and familiar moments reframed with enough extra context to make die-hard fans question their memories.
