Tue. Nov 11th, 2025

Is There A Definitive Way To Experience A Video Game?

In the summer of 2049, a gaunt man shelters by a shelf in a decaying structure, clutching a rusty pipe. A spectral voice proposes a pact: immense power for his soul. “Accept it,” the voice urges, “and your daughter will be saved…” Later, this man converses with his daughter, her persistent coughs revealing a parent`s anguish over a child`s suffering. His assurances that the surrounding monsters won`t harm her highlight a father`s desperate attempt to comfort his terrified child amidst real peril. His fierce commands for enemies to retreat carry a dangerous resolve, and his pleas for help while embracing her convey a distinctly parental depth of fear and sorrow.

Fast forward to the summer of 2053. A small, youthful boy huddles against a derelict shelf, gripping a rusted pipe. An eerie voice offers a bargain: power in exchange for… something undefined, to protect… someone unspoken. As the boy rises to confront towering monsters, the perilous edge felt with the father is absent. Instead, there`s the palpable vulnerability of a young person overwhelmed by circumstances. His plea to the monsters to stay away from his sister is quiet, almost begging. His screams for help, while desperate, also betray the profound fear of someone far too young to handle such a situation.

The first portrayal originates from the 2010 English-language release of Nier, while the second is from its 2021 English release. Yoko Taro, Nier`s writer-director, initially developed two versions in 2010: one featuring a boy protagonist safeguarding his sister (known as Nier Replicant in Japan) and another with a father protecting his daughter (Nier Gestalt in Japan). The latter was reportedly created because Square Enix`s American marketing team believed Western audiences would connect more strongly with a paternal figure than a young boy as the lead. When Nier was re-released in 2021 as Nier Replicant ver.1.22474487139…, Taro opted for the boy protagonist for the English-speaking regions, making it the sole modern English version available.

When players discuss the game today, this divergence in versions rarely receives much consideration. While acknowledging the main character difference, they often assert that the core game remains largely unchanged, deeming the distinction insignificant. But is it truly so?

Festivities in the desert village of Facade in Nier Replicant.
Festivities in the desert village of Facade in Nier Replicant.

How can these two distinct gaming experiences be considered identical? The emotional resonance and narrative perspective are clearly different, eliciting varied reactions from players. The critic Dia Lacina astutely explored this subject, and inspired by that piece, I personally watched and compared the opening sequences of both versions. To me, they undeniably offer distinct emotional landscapes.

Many classic games are undergoing remakes or remasters in recent years, including titles like Shadow of the Colossus, Silent Hill 2, Resident Evil, Metal Gear Solid 3, Suikoden I and II, and Final Fantasy Tactics. I often wonder if players fully appreciate just how profoundly these new iterations can differ from their originals, especially considering that the renown and historical importance of these games typically stem from those initial releases.

Film enthusiasts meticulously examine the variations between Peter Jackson`s theatrical and extended cuts of The Lord of the Rings, or the intriguing changes in Wong Kar-wai`s versions of The Grandmaster. Literary aficionados often debate the finest translations of authors like Dostoevsky or Hugo. Yet, gamers appear more inclined to overlook alterations in elements such as narrative and art direction, even within story-focused titles.

Consider Final Fantasy VII, one of the most celebrated video games in history. It`s likely that a substantial number of players have experienced it. But precisely what version did they experience?

Perhaps it was the 1997 original Japanese release on the PlayStation. Or the localized version for America and Europe on the same console, which introduced new gameplay features. Maybe the 1998 Eidos PC version, which controversially added mouths to character models. Did players opt for mods or utilize modern features like the Character Booster? Some might even have encountered Final Fantasy VII through the abridged mobile game, Ever Crisis.

The fascinating aspect is the sheer degree of variation among these classic versions. For instance, the initial Japanese release of Final Fantasy VII reportedly lacked a specific flashback scene in the Nibelheim Mansion basement near the game`s conclusion. This scene is a narrative highlight, offering a touching glimpse of Zack Fair, a character whose importance would grow significantly throughout the series.

What about the English localization? As translator and critic Tim Rogers detailed in his video series, the English translation introduced notable changes, such as dialogue that arguably alters the emotional dynamics of Aerith and Zack`s relationship. And should we call her Aerith, the currently preferred name, or Aeris, the name many remember from the original Western release that is now largely obsolete? The PC version, with its character models featuring mouths, also impacted the feel of certain scenes; for some, Aerith`s demise, with Sephiroth bizarrely agape as if performing opera, diminishes the dramatic intensity. Perhaps some players bypassed the original entirely, jumping straight to the remake, considering it the same Final Fantasy VII experience?

Sephiroth surrounded by flames in Final Fantasy 7 Remake.
Sephiroth surrounded by flames in Final Fantasy 7 Remake.

Indeed, those who played the Final Fantasy VII Remake games have experienced a narrative distinct from the original. This is a point of significant debate among fans – whether the remake is a faithful retelling or a new story altogether – with no straightforward answer. While it covers the main plot points, it does so by introducing new elements, omitting others, and reinterpreting older scenes. Suddenly, the antagonist Sephiroth appears in story segments where he was absent in the original. While Yoshinori Kitase intended him to be mysterious, like Spielberg`s Jaws, in the original, this emphasis is less pronounced in Final Fantasy VII Remake.

In Rebirth, players can even briefly control Sephiroth, whereas in the original, he remained critically distant, an untouchable and terrifyingly powerful entity. To control him would have been unimaginable. Zack, a character with minimal presence in the original, is now far more prominent, even temporarily joining forces with Cloud to battle Sephiroth in Rebirth. Beyond narrative alterations, differences in visuals, music, direction, gameplay, and the addition of voice acting all contribute to a vastly altered experience.

It`s quite remarkable how quickly players tend to disregard such changes. They often shrug it off, claiming it`s “still basically the same story.” Others go as far as to consider a remake a replacement for the original, an assertion that, as Carolyn Petit argued, doesn`t quite hold up.

Varying translations can also fundamentally reshape a work`s essence. This is a topic frequently explored in literature and cinema but less so in video games, outside of niche websites or social media discussions. For example, in a pivotal (though optional) scene in Final Fantasy VI, Celes takes a desperate leap from a cliff. In the original English Super Nintendo version (released as Final Fantasy III), her action follows stories of others taking a “leap of faith” to restore their spirits. However, in newer, more accurate English translations, the scene is presented as decidedly dark. Both versions evoke different emotions, even if—as translator Clyde Mandelin observed—some players in 1996 already perceived the old version as grim.

The visual direction of scenes alone can dramatically alter how a work is perceived. The distinctions between the original Silent Hill 2 and its remake are immediately striking, a subject many have explored. As widely noted, the pervasive fog in the original obscures character faces, creating a profound sense of unease. Similar atmospheric shifts are evident in the Shadow of the Colossus remake. The mansion setting in the original Resident Evil on PlayStation, compared to its GameCube remake, appears dramatically different; the former possesses a plainness reminiscent of an old, vacant hotel, while the latter is much darker and gothic, evoking a setting where Dracula might reside. To some, the original feels scarier precisely because its ordinariness makes it feel more relatable, like a place one might have previously encountered.

A look at the mansion in Resident Evil HD Remastered.
A look at the mansion in Resident Evil HD Remastered.

These are all official changes, but the complexities of gaming multiply further when considering the pervasive influence of modding. Modding is so ingrained, especially in PC gaming, that many players routinely download and apply mods to “enhance” a game in various ways, often without fully considering how these modifications fundamentally alter their experience regarding visuals, audio, and interactivity. People integrate mods as casually as they might add condiments to their food. These mods might make a game look “sharper,” “correct” translations for greater accuracy, or restore cut content. You are often told they will significantly improve your gaming experience. But then, which game are you truly playing?

Perhaps there is no singular, definitive version of a game. Perhaps the medium itself presents so many variables that even the input device—be it a keyboard and mouse or a console controller—can dramatically reshape your experience. What about the sensation of playing a text-heavy game, like Disco Elysium, feeling more akin to reading a book when experienced on a handheld system?

I do not advocate for prescribing a “correct” way to play a game. However, I firmly believe in approaching gaming experiences with greater awareness and critical thought. This might be more demanding than the casual approach many of us adopt, but it`s also profoundly stimulating. It prompts us to reflect on one of this medium`s most potent qualities: its inherent fluidity. When confronted with waves of different game versions, choose discerningly. Your preferred version might not be the one universally recommended, nor even the one favored by the creator. It will simply be the one that resonates most deeply with you, for reasons that are uniquely your own.

Remakes, remasters, and mods are all valuable in principle, often wonderfully so, especially given the increasing difficulty of accessing older classics. It`s important to celebrate the rich tapestry of versions available for classic titles. However, it`s equally crucial to consider each version as an independent artistic creation. The goal isn`t to declare one version superior or inferior, but rather to contemplate the fascinating distinctions within the classic works of the video game medium.

By Cedric Ravencroft

A Leeds-based gaming journalist with nine years of experience in the industry. Started covering local gaming tournaments before expanding into national gaming news coverage. Specializes in PC gaming developments and indie game discoveries across the UK. His analytical approach to gaming trends and developer spotlights has earned him recognition among both gamers and industry insiders throughout England

Related Post