Games that completely changed mid-development

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Games that completely changed mid-development
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Games like Diablo, Borderlands, and Resident Evil 4 began very differently.

It's hard to imagine that many games go from design doc to finished product without any twisting and turning along the way—we just don't get to see all the failed prototypes, scrapped levels, and deleted placeholder art.

Every now and then, though, we do get a glimpse into the process, sometimes finding that the games we know today once looked very different.There have surely been many, many mid-development pivots that we never heard anything about, but here are a few we do know about that stick out to us: games that may not have found the same success, or wielded the same influence over PC gaming, had they never made dramatic changes during development.

How did Brevik make the change from turn-based to realtime? It was shockingly simple."I just made the turns happen 20 times a second, or whatever it was, and it all just kind of worked, magically," he said."I remember taking the mouse. I clicked on the mouse, and the warrior walked over and smacked the skeleton down. And I was like, ‘Oh my god! ...

That version of the game was an evolution of the 2002 iteration, sometimes called"Castle," which had gotten a trailer the year before. None of these ever quite worked out—you can read more about them, and the struggles with the GameCube hardware that eventually lead Shinji Mikami to come in and direct the version of Resident Evil 4 that was finally released. But the best part of the story is that Resident Evil 4 was, once upon a time, an action game directed by Hideki Kamiya.

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