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** Similarly initially all the toads used the same transformations, mostly blunt objets like ram horns, boots, and wrecking balls. ''Battlemaniacs'' gave them individual themes, with Rash prefering razor sharp weapons like axes and claws, while Pimple took the bludgeoning techniques UpToEleven using anvils and stone fists. When the arcade game came in, Zitz used his greater intellect to create technology like bulldozers and power drills.

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** Similarly initially all the toads used the same transformations, mostly blunt objets objectsts like ram horns, boots, and wrecking balls. ''Battlemaniacs'' gave them individual themes, with Rash prefering razor sharp weapons like axes and claws, while Pimple took the bludgeoning techniques UpToEleven using anvils and stone fists. When the arcade game came in, Zitz used his greater intellect to create technology like bulldozers and power drills.
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* Happens InUniverse in ''VideoGame/{{Stellaris}}''. In the early days of humanity's space exploration efforts, several colony ships were sent into a small wormhole at the edge of the Oort Cloud. The wormhole collapsed shortly after, cutting off the one remaining colony ship from the rest of the human race. Centuries later, those colonists have founded the [[TheEmpire Commonwealth of Man]], a militaristic dictatorship with a hatred for all forms of alien life and a desire to expand, while the rest of humanity founded the [[TheFederation United Nations of Earth]], a democratic empire that with a much more positive view of alien life, and a desire to gather as many allies as possible.
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** Oddly enough, elves have gone back to being short, shoe-wearing humans with pointy ears in ''VideoGame/DragonAgeInquisition'', making ''Dragon Age II'' the odd one out. A straighter example is the Qunari; they were tall, dark-skinned humans with white hair in ''Origins'' and switched to huge, gray-skinned, horned humanoids as of ''II''.

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** Character-specific example: In ''Shadow Dragon and the Blade of Light'', axe fighters Bord and Cord had ''identical'' portraits. ''VideoGame/FireEmblemMysteryOfTheEmblem'' and the DS remakes give them increasingly distinct appearances, and the same was done for Dolph and Macellan.

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** Character-specific example: In ''Shadow Dragon and the Blade of Light'', axe fighters Bord and Cord a number of characters had ''identical'' identical or near-identical portraits. This included Bord and Cord, Dolph and Macellan, Vyland and Matthis, and Gordin, Sedgar, and Tomas. (And this isn't even getting into the characters with PaletteSwap portraits, or the various bosses.) ''VideoGame/FireEmblemMysteryOfTheEmblem'' and the DS remakes give them increasingly distinct appearances, and the same was done for Dolph and Macellan.appearances.
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** The Shaman and the Paladin class both inverted and played this straight. The Shaman was originally Horde-only, just as the Paladin was Alliance exclusive. While both classes are {{Magic Knight}}s, the problem was that they functioned in entirely different manners and it turned out to be a pain to balance out. They tried several things, including making the two classes more and more similar. This was not really liked (particularly as the classes have very different functions outside of buffing), and the first expansion gave both factions access to them, the Alliance gaining Draenei shamans and the Horde getting Blood Elf paladins. They were then free to start their divergent evolution without worrying about wrecking the faction power balance.
** The sixth expansion to the game, ''Legions'', plans on overhauling many of the class specializations so they stand out more. One of the best examples is the Rogue class specializations ("specs" for short). Before, all three specs were more-or-less the same ''(Subtlety relied on Stealth a bit more than the other two, Assassination used poisons sometimes, Combat was some sort of weird jack-of-all-trades)''. In ''Legions'', Subtlety was revamped to focus even more on Stealth, even [[CastingAShadow using the shadows themselves]] to attack the enemy. Assassination focused on heavy bleeding and poisoning to drain the life out of their targets. Combat was renamed "Outlaw" and eschewed Stealth almost entirely ''(Ambush is pretty much their only Stealth-attack)'', focusing more on [[CombatPragmatist cheap shots and dirty tricks]], including bringing a gun to a knife fight and literally bribing an enemy with (fool's) gold so he fights as an ally for a short time.
** Hunters are also being heavily differentiated in ''Legions''. Beast Mastery is still classic Hunter, combining ranged attacks with your loyal attack animal, but Survival Hunters get rid of most of the ranged attacks, preferring to grab a melee weapon and fight right next to his/her pet. Marksmanship Hunters can skip having a pet entirely, and emphasize ranged attacks, focusing on high-damage sniping.

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** The Shaman and the Paladin class both inverted and played this straight. The Shaman was They were originally Horde-only, just as exclusive to the Paladin was Alliance exclusive.Horde and Alliance, respectively. While both classes are {{Magic Knight}}s, the problem was that they functioned in entirely different manners and it turned out to be a pain to balance out. They tried several things, including making the two classes more and more similar. This was not really liked (particularly as liked, since the classes have very different functions outside of buffing), and buffing. As a result, the first expansion ''The Burning Crusade'' gave both factions access to them, the Alliance gaining Draenei shamans and the Horde getting Blood Elf paladins. They were then free to start their divergent evolution without worrying about wrecking the faction power balance.
** The sixth expansion to the game, ''Legions'', plans on overhauling overhauled many of the class specializations so they stand stood out more. One of the best examples is the Rogue class specializations ("specs" for short).specializations. Before, all three specs were more-or-less the same ''(Subtlety relied on Stealth a bit more than the other two, Assassination used poisons sometimes, Combat was some sort of weird jack-of-all-trades)''. In ''Legions'', Subtlety was revamped to focus even more on Stealth, even [[CastingAShadow using the shadows themselves]] to attack the enemy. Assassination focused on damage-over-time: heavy bleeding and poisoning to drain the life out of their targets. Combat was renamed "Outlaw" and eschewed Stealth almost entirely ''(Ambush is pretty much their only Stealth-attack)'', focusing more on [[CombatPragmatist cheap shots and dirty tricks]], including bringing a gun to a knife fight and literally bribing an a humanoid enemy with (fool's) gold so he fights they fight as an ally for a short time.
** Hunters are also being heavily differentiated in ''Legions''. Beast Mastery is still classic Hunter, combining ranged attacks with your loyal attack animal, but Survival Hunters get rid of most of the ranged attacks, preferring to grab a melee weapon and fight right next to his/her their pet. Marksmanship Hunters can skip having a pet entirely, and emphasize ranged attacks, focusing on high-damage sniping.
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that'd be Decomposite Character rather than this trope


* Although there was never a game that featured the singular character, early versions of ''VideoGame/{{Overwatch}}'' had Genji and Hanzo's designs and abilities rolled into a single cyber-samurai character named Genji. Eventually, a diverge was made to give the character's name, cybernetics, and more ninja-like powers to Genji, and the remaining bowman characteristics were given to Hanzo.
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* ''Franchise/YoKaiWatch'' has Nate and Katie similar in the first two games as selectable protagonists with similar stories. Then in ''3'', Katie gets replaced by Hailey. Come the fourth game where Katie is playable once again, but not as a selectable protagonist.
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* In ''VideoGame/PacManParty'', the four iconic ghosts of VideoGame/PacMan were given more distinctive looks in order to differentiate one another. No longer were they simple {{Palette Swap}}s of one another. Each of the ghosts had distinctive "hairstyles". Blinky retained the basic ghost shape, Inky was made skinnier, Pinky was given more feminine features, and Clyde became fat and huge.

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* In ''VideoGame/PacManParty'', the four iconic ghosts of VideoGame/PacMan ''VideoGame/PacMan'' were given more distinctive looks in order to differentiate one another. No longer were they simple {{Palette Swap}}s of one another. Each of the ghosts had distinctive "hairstyles". Blinky retained the basic ghost shape, Inky was made skinnier, Pinky was given more feminine features, and Clyde became fat and huge.



** In the original Arcade version of Soul Edge, Mitsurugi was in the game by default, but he could be replaced by Hwang if the owner of the cabinet wished. This was done primarily for the Korean market, where samurai are a touchy subject due to previous conflicts between them and Japan. In this version of the game, the two characters share the same moves. However, when a new version of Soul Edge was created due to the original being widely considered too hard, Hwang was added to the main roster (along with boss character Cervantes), and his moveset was differentiated substantially. This was carried through to the Playstation version (renamed Soulblade in Europe), where Hwang ended up having his own clone character, Han Myong, who only appeared in that game.
** Following on from the above example, in the first Soul Calibur, Arthur was the optional replacement character for Mitsurugi, and when he appeared as an unlockable character in later games, his moves were changed somewhat too.
** Siegfried and Nightmare had their movesets almost entirely differentiated in ''III''. Nightmare had started as a hidden costume for Siegfried in Soul Edge/Blade, became a separate character in Soul Calibur and was back to ''different costumes for the same character'' in the second.

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** In the original Arcade version of Soul Edge, ''Soul Edge'', Mitsurugi was in the game by default, but he could be replaced by Hwang if the owner of the cabinet wished. This was done primarily for the Korean market, where samurai are a touchy subject due to previous conflicts between them and Japan. In this version of the game, the two characters share the same moves. However, when a new version of Soul Edge ''Soul Edge'' was created due to the original being widely considered too hard, Hwang was added to the main roster (along with boss character Cervantes), and his moveset was differentiated substantially. This was carried through to the Playstation version (renamed Soulblade ''Soulblade'' in Europe), where Hwang ended up having his own clone character, Han Myong, who only appeared in that game.
** Following on from the above example, in the first Soul Calibur, ''Soul Calibur'', Arthur was the optional replacement character for Mitsurugi, and when he appeared as an unlockable character in later games, his moves were changed somewhat too.
** Siegfried and Nightmare had their movesets almost entirely differentiated in ''III''. ''Soul Calibur III''. Nightmare had started as a hidden costume for Siegfried in Soul Edge/Blade, ''Soul Edge/Blade'', became a separate character in Soul Calibur ''Soul Calibur'' and was back to ''different costumes for the same character'' in the second.



** As an inversion, because the create-a-character classes were different enough from the originals for them to be ''missed'' in ''Soulcalibur IV/V'''s create-a-modes. Many fans of ''III'' were pissed that their characters had to fight the exact same way as the main cast.

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** As an inversion, because the create-a-character classes were different enough from the originals for them to be ''missed'' in ''Soulcalibur IV/V'''s create-a-modes. create-a-modes, Many fans of ''III'' were pissed that their characters had to fight the exact same way as the main cast.



** [[VideoGame/SuperMarioLand Daisy]] was so similar to Princess Peach in her original appearance that many fans assumed she was the same character. ([[Film/SuperMarioBros The movie]] doesn't help the confusion, either.) Daisy has since been split off into a more tomboyish cowgirl portrayal, especially shown in games such as ''Mario Strikers''. She's also become a [[BetaCouple potential]] [[PairTheSpares love]] [[MasculineGirlFeminineBoy interest]] for Luigi. Daisy was originally nearly a palette swap of Peach, with the only exception of being redesigned for the UsefulNotes/Nintendo64 era to have slightly tanned skin while Peach was fair skinned. By ''Mario Party 4'' and later, Daisy's skin became fair like Peach's again, but Daisy's hair was shortened to neck length, she received a different hairstyle, a wider face, a brand new voice actor in ''Mario Golf: Toadstool Tour'', and her eyes were made larger in comparison to Peach's eyes. Her body frame was also changed to look chubbier than Peach's in ''Mario Tennis: Ultra Smash''.

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** [[VideoGame/SuperMarioLand Daisy]] was so similar to Princess Peach in her original appearance that many fans assumed she was the same character. ([[Film/SuperMarioBros The movie]] doesn't help the confusion, either.) Daisy has since been split off into a more tomboyish cowgirl portrayal, especially shown in games such as ''Mario Strikers''. She's also become a [[BetaCouple potential]] [[PairTheSpares love]] [[MasculineGirlFeminineBoy interest]] for Luigi. Daisy was originally nearly a palette swap of Peach, with the only exception of being redesigned for the UsefulNotes/Nintendo64 era to have slightly tanned skin while Peach was fair skinned. By ''Mario Party ''VideoGame/MarioParty 4'' and later, Daisy's skin became fair like Peach's again, but Daisy's hair was shortened to neck length, she received a different hairstyle, a wider face, a brand new voice actor in ''Mario Golf: ''VideoGame/MarioGolf: Toadstool Tour'', and her eyes were made larger in comparison to Peach's eyes. Her body frame was also changed to look chubbier than Peach's in ''Mario Tennis: ''VideoGame/MarioTennis: Ultra Smash''.
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* In ''VideoGame/KingdomHeartsIII'', numerous cases of SignificantDoubleCasting come to a head when nearly the entire cast of the series comes together for the GrandFinale. This resulted in some instant VocalEvolution to distinguish characters who previously sounded exactly the same but now had to be distinguishable.
** Sora and Vanitas, both played by Creator/HaleyJoelOsment. While Osment already put on a youthful affect for Sora and used his natural voice for Vanitas, the two extensively interact in ''III'' and so Vanitas was made noticeably raspier.
** Roxas and Ventus, {{Identical Stranger}}s both voiced by Music/{{Jesse McCartney}}, don't interact ''much''; only when they do is it noticeable that Roxas's voice is slightly deeper.
** Inverted, however, with Creator/RichardEpcar's two characters, Ansem and Terra-Xehanort. When Epcar debuted in ''VIdeoGame/KingdomHeartsII'', he played Ansem in an impression of Creator/BillyZane, who played the role in the first game, and Xehanort in a more youthful voice. In all subsequent appearances, the deep and harsh voice Epcar settled into was used for both characters.
** Also inverted with Kairi and Xion. While the duo are ''supposed'' to be played by the same actress, Creator/HaydenPanettiere's scheduling conflicts meant that for much of the series' English dub, Kairi was usually voiced by Hayden while Xion was usually voiced by Creator/AlysonStoner. As of ''III'', Alyson has been made the permanent voice of both characters, who don't sound much different.
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Luigi having a higher jump dates back to the Japanese version of SMB 2 (The Lost Levels), not the US version. Edited to reflect this.


** Luigi is the former {{Trope Namer|s}}. He was originally a PaletteSwap of his brother Mario created for [[ColorCodedMultiplayer multiplayer]], and identical to him in every way. Since then, Luigi's become taller and more slender than his brother and he has a different gameplay style, being able to jump higher at the cost of low-traction. Their personalities have drifted apart as well; Mario eventually developed into a HotBlooded adventurous type, while Luigi became more reserved, developing a second-banana complex, a fear of ghosts, and a tendency towards [[TheChewToy bad luck]]. He is also said to harbor dark secrets and hidden resentment. [[EnsembleDarkhorse Some fans prefer Luigi]] to the perceived squeaky-clean Mario for this reason. Luigi's development into a different character started with both versions of ''VideoGame/SuperMarioBros2''. The Japanese version saw him gain his higher jumps and worse traction playstyle for the first time while the US version, being a re-skin of the [[NoExportForYou Japan-only]] ''VideoGame/DokiDokiPanic'', gave him a taller look to distinguish him from Mario along with the Mama character's high-jump ability (possibly because this was a trait he already had in the Japanese version). While ''VideoGame/SuperMarioBros3'' and ''VideoGame/SuperMarioWorld'' had Luigi back to being just Mario in green during gameplay, his official art used the tall design and when ''Mario 3'' and ''Mario World'' got updated graphics for ''VideoGame/SuperMarioAllStars'', Luigi got his taller and thinner design back.

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** Luigi is the former {{Trope Namer|s}}. He was originally a PaletteSwap of his brother Mario created for [[ColorCodedMultiplayer multiplayer]], and identical to him in every way. Since then, Luigi's become taller and more slender than his brother and he has a different gameplay style, being able to jump higher at the cost of low-traction. Their personalities have drifted apart as well; Mario eventually developed into a HotBlooded adventurous type, while Luigi became more reserved, developing a second-banana complex, a fear of ghosts, and a tendency towards [[TheChewToy bad luck]]. He is also said to harbor dark secrets and hidden resentment. [[EnsembleDarkhorse Some fans prefer Luigi]] to the perceived squeaky-clean Mario for this reason. Luigi's development into a different character started with both versions of ''VideoGame/SuperMarioBros2''. ''Super Mario Bros. 2''. [[VideoGame/SuperMarioBrosTheLostLevels The Japanese version version]] saw him gain his higher jumps and worse traction playstyle for the first time while [[VideoGame/SuperMarioBros2 the US version, version]], being a re-skin of the [[NoExportForYou Japan-only]] ''VideoGame/DokiDokiPanic'', gave him a taller look to distinguish him from Mario along with the Mama character's high-jump ability (possibly because this was a trait he already had in the Japanese version). While ''VideoGame/SuperMarioBros3'' and ''VideoGame/SuperMarioWorld'' had Luigi back to being just Mario in green during gameplay, his official art used the tall design and when ''Mario 3'' and ''Mario World'' got updated graphics for ''VideoGame/SuperMarioAllStars'', Luigi got his taller and thinner design back.
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Luigi having a higher jump dates back to the Japanese version of SMB 2 (The Lost Levels), not the US version. Edited to reflect this.


** Luigi is the former {{Trope Namer|s}}. He was originally a PaletteSwap of his brother Mario created for [[ColorCodedMultiplayer multiplayer]], and identical to him in every way. Since then, Luigi's become taller and more slender than his brother and he has a different gameplay style, being able to jump higher at the cost of low-traction. Their personalities have drifted apart as well; Mario eventually developed into a HotBlooded adventurous type, while Luigi became more reserved, developing a second-banana complex, a fear of ghosts, and a tendency towards [[TheChewToy bad luck]]. He is also said to harbor dark secrets and hidden resentment. [[EnsembleDarkhorse Some fans prefer Luigi]] to the perceived squeaky-clean Mario for this reason. Luigi's development into a different character started with the US version of ''VideoGame/SuperMarioBros2'' (a re-skin of the [[NoExportForYou Japan-only]] ''VideoGame/DokiDokiPanic''). Because Doki Doki Panic featured multiple characters with differing abilities, rather than a ColorCodedMultiplayer, Luigi was given a taller look to distinguish him from Mario and received the high-jump ability originally belonging to the Mama character. While ''VideoGame/SuperMarioBros3'' and ''VideoGame/SuperMarioWorld'' had Luigi back to being just Mario in green during gameplay, his official art used the tall design and when ''Mario 3'' and ''Mario World'' got updated graphics for ''VideoGame/SuperMarioAllStars'', Luigi got his taller and thinner design back.

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** Luigi is the former {{Trope Namer|s}}. He was originally a PaletteSwap of his brother Mario created for [[ColorCodedMultiplayer multiplayer]], and identical to him in every way. Since then, Luigi's become taller and more slender than his brother and he has a different gameplay style, being able to jump higher at the cost of low-traction. Their personalities have drifted apart as well; Mario eventually developed into a HotBlooded adventurous type, while Luigi became more reserved, developing a second-banana complex, a fear of ghosts, and a tendency towards [[TheChewToy bad luck]]. He is also said to harbor dark secrets and hidden resentment. [[EnsembleDarkhorse Some fans prefer Luigi]] to the perceived squeaky-clean Mario for this reason. Luigi's development into a different character started with the US both versions of ''VideoGame/SuperMarioBros2''. The Japanese version of ''VideoGame/SuperMarioBros2'' (a saw him gain his higher jumps and worse traction playstyle for the first time while the US version, being a re-skin of the [[NoExportForYou Japan-only]] ''VideoGame/DokiDokiPanic''). Because Doki Doki Panic featured multiple characters with differing abilities, rather than a ColorCodedMultiplayer, Luigi was given ''VideoGame/DokiDokiPanic'', gave him a taller look to distinguish him from Mario and received along with the Mama character's high-jump ability originally belonging to (possibly because this was a trait he already had in the Mama character.Japanese version). While ''VideoGame/SuperMarioBros3'' and ''VideoGame/SuperMarioWorld'' had Luigi back to being just Mario in green during gameplay, his official art used the tall design and when ''Mario 3'' and ''Mario World'' got updated graphics for ''VideoGame/SuperMarioAllStars'', Luigi got his taller and thinner design back.
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* In the early ''Franchise/{{Castlevania}}'' games, Simon and Trevor Belmont were practically [[IdenticalGrandson interchangeable relatives]], with identical control schemes and overall very similar designs, both featuring long blonde hair and plate armor. Lack of characterization in those days also meant that neither really had a distinct personality. Starting with ''VideoGame/CastlevaniaChronicles,'' Simon was redesigned as a stoic {{Bishonen}} with red hair and black leather clothing, and in ''VideoGame/CastlevaniaCurseOfDarkness,'' Trevor was given dark hair, and a scar over his eye. ''VideoGame/CastlevaniaJudgment'' differentiated them further, making Simon even more of a Bishonen while making Trevor into more of a grizzled veteran with an eyepatch, and the two were given somewhat different movesets. Subsequent members of the Belmont clan have generally had more distinctive appearances, personalities and fighting styles from the get-go as the series embraced more complex mechanics and narratives.

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** Siegfried and Nightmare had their movesets almost entirely differentiated in ''III'' after being nearly identical in the first game and ''different costumes for the same character'' in the second.

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** In the original Arcade version of Soul Edge, Mitsurugi was in the game by default, but he could be replaced by Hwang if the owner of the cabinet wished. This was done primarily for the Korean market, where samurai are a touchy subject due to previous conflicts between them and Japan. In this version of the game, the two characters share the same moves. However, when a new version of Soul Edge was created due to the original being widely considered too hard, Hwang was added to the main roster (along with boss character Cervantes), and his moveset was differentiated substantially. This was carried through to the Playstation version (renamed Soulblade in Europe), where Hwang ended up having his own clone character, Han Myong, who only appeared in that game.
** Following on from the above example, in the first Soul Calibur, Arthur was the optional replacement character for Mitsurugi, and when he appeared as an unlockable character in later games, his moves were changed somewhat too.
** Siegfried and Nightmare had their movesets almost entirely differentiated in ''III'' after being nearly identical ''III''. Nightmare had started as a hidden costume for Siegfried in the first game Soul Edge/Blade, became a separate character in Soul Calibur and was back to ''different costumes for the same character'' in the second.
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* ''VideoGame/MegaManX3'' gave Zero his first playable appearance, where he played like X but with a Beam Saber upgrade (which X could gain later in the game). In the next game, Zero traded his Z Buster style for a purely close range style to completely distance himself from his partner.

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* ''VideoGame/MegaManX3'' gave Zero his first playable appearance, where he played like X but with a Beam Saber upgrade (which X could gain later in the game). In [[VideoGame/MegaManX4 the next game, game]], Zero traded his Z Buster style for a purely close range style to completely distance himself from his partner.partner, using his beam saber and abilities that were triggered by specific button inputs rather than selecting them and using them one at a time like X's weapons.
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* The [[SameSexTriplets Kuniang sisters]] from ''VideoGame/{{Strider}}''. In the first game, the three use the same {{Palette Swap}}ped sprite and have the same attack, and only their leader (Ton Pooh) got an official description and dialogue, the other two being merely {{Filler}} for the boss fight. In ''Strider 2'', the three were given different designs and hairstyles, with Bei Pooh becoming a FemmeFatale with a large ponytail, Sai Pooh getting a pigtailed childish look and Ton Pooh retaining the original design. Finally, the 2014 ''Strider'' gave each a WeaponOfChoice and fleshed out the two sister's personalities, turning [[SpellMyNameWithAnS B/Pei]] into an AxCrazy BloodKnight and Nang Pooh[[note]]Though Sai Pooh got replaced by Nang Pooh, for all intents and purposes they are the same character.[[/note]] becoming the [[OnlySaneMan Only Sane Woman]] keeping both her more hot-headed sisters in check.

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* The [[SameSexTriplets Kuniang sisters]] from ''VideoGame/{{Strider}}''. In the [[VideoGame/StriderArcade first game, game]], the three use the same {{Palette Swap}}ped sprite and have the same attack, and only their leader (Ton Pooh) got an official description and dialogue, the other two being merely {{Filler}} for the boss fight. In ''Strider 2'', the three were given different designs and hairstyles, with Bei Pooh becoming a FemmeFatale with a large ponytail, Sai Pooh getting a pigtailed childish look and Ton Pooh retaining the original design. Finally, the [[VideoGame/Strider2014 2014 ''Strider'' ''Strider'']] gave each a WeaponOfChoice and fleshed out the two sister's personalities, turning [[SpellMyNameWithAnS B/Pei]] into an AxCrazy BloodKnight and Nang Pooh[[note]]Though Sai Pooh got replaced by Nang Pooh, for all intents and purposes they are the same character.[[/note]] becoming the [[OnlySaneMan Only Sane Woman]] keeping both her more hot-headed sisters in check.
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** Elli wears an apron because she was originally a baker. ''Back to Nature'' changed her to a nurse but kept the same design. Her new redesign features crosses to emphasise that she's a nurse.
** Kai's short sleeved and urban-looking redesign better fits him being a traveler who only comes to town during summer.
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** In ''VideoGame/KirbyAndTheAmazingMirror'', Dark Meta Knight was simply a PaletteSwap EvilTwin of Meta Knight and shared the latter's fighting style. Later games give him a more threatening look with tattered wings and a scarred mask. He also received a brand-new fighting style that emphasizes wild and reckless attacks to contrast Meta Knight's finesse and restraint, along with mirror-based attacks to [[IncrediblyLamePun reflect]] his origins as a resident of the Mirror World.

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** In ''VideoGame/KirbyAndTheAmazingMirror'', Dark Meta Knight was simply a PaletteSwap EvilTwin of Meta Knight and shared the latter's fighting style. Later games give him a more threatening look with a tattered wings cape and wings, as well as a scarred mask. (This design was always present in his official art, but not in-game.) He also received a brand-new fighting style that emphasizes wild and reckless attacks to contrast [[ForceAndFinesse contrast]] Meta Knight's finesse and restraint, along with mirror-based attacks to [[IncrediblyLamePun reflect]] his origins as a resident of the Mirror World.World. As playable Dream Friends in ''VideoGame/KirbyStarAllies'', the two only share the most basic swordfighting fundamentals, and Dark Meta Knight's equivalents have differing functionality and AttackReflector properties.

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** While not "characters" in the traditional sense, Bomb Kirby and Mirror Kirby were originally PaletteSwaps of Sword Kirby and Beam Kirby, respectively. Newer installments of the ''Kirby'' series have given Bomb Kirby and Mirror Kirby more distinct designs to make it easier to tell them apart.
** Something similar happened with Ninja Kirby and Stone Kirby, both used the same sprite: Kirby with a samurai hat but with different body colors. Later installments have changed this to have Ninja Kirby wear a Naruto-esque Robe and Stone Kirby to wear a stone crown with bull horns, dismissing the samurai hat idea entirely.

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** While not "characters" in the traditional sense, Bomb Kirby and Mirror Kirby were several of Kirby's copy ability hats introduced in ''VideoGame/KirbySuperStar'' originally PaletteSwaps of Sword Kirby and Beam Kirby, respectively. Newer installments used {{Palette Swap}}s of the ''Kirby'' series have same sprite that were later given Bomb Kirby and Mirror Kirby more distinct designs designs, particularly upon the switch to make it easier to tell them apart.
** Something similar happened with Ninja Kirby and Stone Kirby, both
3D models.
*** Bomb originally
used the same sprite: Kirby with a samurai floppy hat but with different body colors. Later installments have changed this as Sword, just blue instead of green; the newer design is a cone-shaped party popper hat.
*** Mirror used a recolored version of Beam's jester hat, which eventually was distinguished by removing its pom poms and adding a mirror-shaped headband.
*** Suplex originally used a simple blue headband, corresponding
to have Fighter's red headband; the newer design swaps it out for a championship belt worn around Kirby's head.
***
Ninja Kirby wear a Naruto-esque Robe and Stone Kirby used to wear use the same hat, a stone simple samurai helmet, with differing colors. In ''VideoGame/KirbysReturnToDreamLand'', Ninja's hat was replaced with a more traditional ninja robe, while Stone's became a crown of boulders with bull horns, dismissing completely dropping the samurai hat idea entirely.design altogether.
*** Wheel, Paint, and Yo-Yo all used recolors of the same hat, a backwards baseball cap. The same basic designs for Wheel and Yo-Yo were kept in later games, but distinguished by the designs on their backs; Yo-Yo also gained a PointlessBandAid. (Paint never reappeared and ended up being effectively replaced by Artist, which has a completely unique red ArtsyBeret.)
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* Several examples can be found in ''VideoGame/DragonBallFighterZ'', usually to help distinguish characters who, lorewise, weren't that distinct in their fighting styles. This is most notable amongst the DLC characters.
** Cooler, Frieza's movie-only brother, was basically a more intimidating version of Perfect Form Freeza without the stamina issues in the anime. In this game, Cooler plays as a more brutish, physically orientated fighter, with an emphasis on grappling and savagely beating down enemies.
** In the canon, Androids 17 and 18 were practically indistinguishable when introduced. Inspired by how this trope was applied in ''Anime/DragonBallSuper'', Android 17 in this game has a unique fighting style based more around solo brawling and zoning, with barriers that are shorter-lived than his sister's, but which allow him to trigger a CounterAttack.
** The GT version of Goku has a different mechanic for charging up his Spirit Bomb attack, and has new moves based on his wielding of the Power Pole, which keeps him from feeling like a MovesetClone.
** The two different versions of Broly were introduced in different "seasons" of DLC, so this trope was used to make them different. Original Broly fights only in his Legendary Super Saiyan Form and is a MightyGlacier character that prefers to NoSell attacks whilst exploiting his supreme reach and power to crush foes. Super Broly only transforms for special attacks, and in gameplay he focuses on grappling the enemy with powerful throws and charges so that he can throw out his specials and prevent the enemy from getting free.
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* Giana's sister in ''VideoGame/TheGreatGianaSisters'' started out as simply a green-haired {{Palette Swap}} of her. ''VideoGame/GianaSistersTwistedDreams'' revamped her design to be more individual. While Giana has blonde hair in a bob and wears a blue dress, Maria has her green hair in a long ponytail with a ribbon in it and wears a red dress. Her design in the endless runner spinoff ''Dream Runners'' however dials her back to essentially a palette swap, however all the characters in that game look near-identical.

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* ''VideoGame/GianaSisters'': Giana's sister Maria in ''VideoGame/TheGreatGianaSisters'' started out as simply a green-haired {{Palette Swap}} of her. ''VideoGame/GianaSistersTwistedDreams'' revamped her design to be more individual. While Giana has blonde hair in a bob and wears a blue dress, Maria has her green hair in a long ponytail with a ribbon in it and wears a red dress. Her design in the endless runner spinoff ''Dream Runners'' however dials her back to essentially a palette swap, however all the characters in that game look near-identical.
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* According to interviews, ''VideoGame/StoryOfSeasonsFriendsOfMineralTown'' contains self-divergent evolution by doing away with several [[TheArtifact artifacts]] from ''VideoGame/HarvestMoon64'':
** Gray's original design stems from him being a farmer. He has a more casual design, with gloves included, to both fit his occupation change of blacksmith and the fact he recently moved from the city. His hair is also blond instead of red because he isn't Ann's brother anymore.
** Karen's GirlinessUpgrade suits her more toned down CoolBigSis personality more than her punkier ''64'' design.
** Both Karen and Cliff lack blond bangs. Their blond bangs were because they were the grandchildren of the blonde Eve from ''VideoGame/HarvestMoon1'', which isn't mentioned in the Mineral Town games.
** Popuri's original design was intended for a girl who works with flowers, not chickens, so she was given a more sturdy looking dress.
** Sasha's original design fit when she was a soft, depressed woman but it's unusually sweet-looking for her {{Gossipy Hen|s}} personality in ''Back to Nature''. Her redesign makes her more angular looking and sharp.
** Harris was a postal worker in ''64'' and was changed to be a police officer. His new look now gives him a badge and a vest to look like a more modern officer. Also giving him a mustache that is a similar style to his father Thomas.
** The Harvest Goddess received a new design because her old design has been reused for Dessie in newer ''VideoGame/StoryOfSeasons'' games.

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* When Jeanne Alter was first introduced in ''VideoGame/FateGrandOrder'', she was pretty much a direct copy of the standard Jeanne but in black--same class, similar skills and stats, and even her artwork was basically a slightly modified PaletteSwap. It was basically just her personality that differed; an unstable but oddly endearing CardCarryingVillain as opposed to a saintly IdealHero. When she became a BreakoutVillain and was PromotedToPlayable, nearly all of this was dropped; though she was still a doppelganger in appearance, she had entirely new artwork and animations, more tweaks in her outfit and ascensions, and an entirely opposite focus (Jeanne being a passive StoneWall Ruler while Jalter is an aggressive GlassCannon Avenger).

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* ''VideoGame/FateGrandOrder'':
** Though the Gorgon sisters Stheno and Euryale were functionally identical in both appearance and personality when they debuted in ''VisualNovel/FateHollowAtaraxia'', they were significantly reworked when brought back for ''Grand Order''.
*** More emphasis is placed on Euryale being younger then Stheno. She's generally more childish than Stheno, including being more energetic, vainer and more prone to loneliness. Euryale's outfit differs a lot from Stheno's, having silver jewelry, adorning her headband with flowers and a much shorter dress in keeping with her immaturity. She also wields a weapon to protect herself, unlike Stheno, who would rather manipulate others to fight for her.
*** Stheno is distinguished by being a bit more mature than her little sister and instead having quite the sadistic streak to her. Her outfit changes after her third Ascension, getting more ribbons and a new, partially see-through dress, among other things.
**
When Jeanne Alter was first introduced in ''VideoGame/FateGrandOrder'', introduced, she was pretty much a direct copy of the standard Jeanne but in black--same class, similar skills and stats, and even her artwork was basically a slightly modified PaletteSwap. It was basically just her personality that differed; an unstable but oddly endearing CardCarryingVillain as opposed to a saintly IdealHero. When she became a BreakoutVillain and was PromotedToPlayable, nearly all of this was dropped; though she was still a doppelganger in appearance, she had entirely new artwork and animations, more tweaks in her outfit and ascensions, and an entirely opposite focus (Jeanne being a passive StoneWall Ruler while Jalter is an aggressive GlassCannon Avenger).

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* When Jeanne Alter was first introduced in ''VideoGame/FateGrandOrder'', she was pretty much a direct copy of the standard Jeanne but in black--same class, similar skills and stats, and even her artwork was basically a slightly modified PaletteSwap. It was basically just her personality that differed; an unstable but oddly endearing CardCarryingVillain as opposed to a saintly IdealHero. When she became a BreakoutVillain and was PromotedToPlayable, nearly all of this was dropped; though she was still a doppelganger in appearance, she had entirely new artwork and animations, more tweaks in her outfit and ascensions, and an entirely opposite focus (Jeanne being a passive StoneWall Ruler while Jalter is an aggressive GlassCannon Avenger).



* When Jeanne Alter was first introduced in ''VideoGame/FateGrandOrder'', she was pretty much a direct copy of the standard Jeanne but in black--same class, similar skills and stats, and even her artwork was basically a slightly modified PaletteSwap. It was basically just her personality that differed; an unstable but oddly endearing CardCarryingVillain as opposed to a saintly IdealHero. When she became a BreakoutVillain and was PromotedToPlayable, nearly all of this was dropped; though she was still a doppelganger in appearance, she had entirely new artwork and animations, more tweaks in her outfit and ascensions, and an entirely opposite focus (Jeanne being a passive StoneWall Ruler while Jalter is an aggressive GlassCannon Avenger).
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** In the GBA games, Assassins and Swordmasters were both FragileSpeedster classes that used swords, with the only real difference being that Assassins have a small chance to OneHitKill a target. ''[[VideoGame/FireEmblemPathOfRadiance Path Of Radiance]]'' introduced a seperate weapon class for knives, which Assassins wield instead of swords. ''[[VideoGame/FireEmblemAwakening Awakening]]'' didn't have knives, but gave Assassins access to bows in addition to swords.
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* When Jeanne Alter was first introduced in ''VideoGame/FateGrandOrder'', she was pretty much a direct copy of the standard Jeanne but in black--same class, similar skills and stats, and even her artwork was basically a slightly modified PaletteSwap. It was basically just her personality that differed; an unstable but oddly endearing CardCarryingVillain as opposed to a saintly IdealHero. When she became a BreakoutVillain and was PromotedToPlayable, nearly all of this was dropped; though she was still a doppelganger in appearance, she had entirely new artwork and animations, more tweaks in her outfit and ascensions, and an entirely opposite focus (Jeanne being a passive StoneWall Ruler while Jalter is an aggressive GlassCannon Avenger).
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* ''VideoGame/FireEmblem'':
** In what may be [[GoMadFromTheRevelation a shocking discovery]] for recent ''Fire Emblem'' fans, [[EarlyInstallmentWeirdness in the]] [[VideoGame/FireEmblemAkaneia first game]] the FragileSpeedster Pegasus Knights promoted into the MightyGlacier Dragon[=/=]Wyvern Rider class, making the latter simply an upgrade of the former (and just as dodgy). Eventually ''[[VideoGame/FireEmblemJugdral Genealogy of Holy War]]'' put an end to this madness by making them different classes, albeit the previous game started this process by giving Pegasi a decent Resistance (Magic Defense) stat that they lost when promoting (this also applies to the remake of the first game).
** Character-specific example: In the original versions of Marth's games, axe fighters Bord and Cord had ''identical'' portraits. The remakes give them much more distinct appearances, and the same was done for Dolph and Macellan.

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* ''VideoGame/FireEmblem'':
''Franchise/FireEmblem'':
** In what may be [[GoMadFromTheRevelation a shocking discovery]] discovery for recent ''Fire Emblem'' fans, [[EarlyInstallmentWeirdness in the]] [[VideoGame/FireEmblemAkaneia the first game]] game]], ''VideoGame/FireEmblemShadowDragonAndTheBladeOfLight'', the FragileSpeedster Pegasus Knights promoted into the MightyGlacier Dragon[=/=]Wyvern Rider class, making the latter simply an upgrade of the former (and just as dodgy). Eventually ''[[VideoGame/FireEmblemJugdral ''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' put an end to this madness by making them different classes, albeit the previous game started this process by giving Pegasi a decent Resistance (Magic Defense) stat that they lost when promoting (this also applies to the remake of the first game).
** Character-specific example: In ''Shadow Dragon and the original versions Blade of Marth's games, Light'', axe fighters Bord and Cord had ''identical'' portraits. The ''VideoGame/FireEmblemMysteryOfTheEmblem'' and the DS remakes give them much more increasingly distinct appearances, and the same was done for Dolph and Macellan.

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* ''Franchise/SuperMarioBros'':
** Luigi is the former {{Trope Namer|s}}. He was originally a PaletteSwap of his brother Mario created for [[ColorCodedMultiplayer multiplayer]], and identical to him in every way. Since then, Luigi's become taller and more slender than his brother and he has a different gameplay style, being able to jump higher at the cost of low-traction. Their personalities have drifted apart as well; Mario eventually developed into a HotBlooded adventurous type, while Luigi became more reserved, developing a second-banana complex, a fear of ghosts, and a tendency towards [[TheChewToy bad luck]]. He is also said to harbor dark secrets and hidden resentment. [[EnsembleDarkhorse Some fans prefer Luigi]] to the perceived squeaky-clean Mario for this reason. Luigi's development into a different character started with the US version of ''VideoGame/SuperMarioBros2'' (a re-skin of the [[NoExportForYou Japan-only]] ''VideoGame/DokiDokiPanic''). Because Doki Doki Panic featured multiple characters with differing abilities, rather than a ColorCodedMultiplayer, Luigi was given a taller look to distinguish him from Mario and received the high-jump ability originally belonging to the Mama character. While ''VideoGame/SuperMarioBros3'' and ''VideoGame/SuperMarioWorld'' had Luigi back to being just Mario in green during gameplay, his official art used the tall design and when ''Mario 3'' and ''Mario World'' got updated graphics for ''VideoGame/SuperMarioAllStars'', Luigi got his taller and thinner design back.
** [[VideoGame/SuperMarioLand Daisy]] was so similar to Princess Peach in her original appearance that many fans assumed she was the same character. ([[Film/SuperMarioBros The movie]] doesn't help the confusion, either.) Daisy has since been split off into a more tomboyish cowgirl portrayal, especially shown in games such as ''Mario Strikers''. She's also become a [[BetaCouple potential]] [[PairTheSpares love]] [[MasculineGirlFeminineBoy interest]] for Luigi. Daisy was originally nearly a palette swap of Peach, with the only exception of being redesigned for the UsefulNotes/Nintendo64 era to have slightly tanned skin while Peach was fair skinned. By ''Mario Party 4'' and later, Daisy's skin became fair like Peach's again, but Daisy's hair was shortened to neck length, she received a different hairstyle, a wider face, a brand new voice actor in ''Mario Golf: Toadstool Tour'', and her eyes were made larger in comparison to Peach's eyes. Her body frame was also changed to look chubbier than Peach's in ''Mario Tennis: Ultra Smash''.
** Another example from the ''Mario'' series is the Koopalings Lemmy and Iggy. While the two looked [[http://images.wikia.com/egamia/images/4/45/Lemmy_Koopa.gif rather]] [[http://images.wikia.com/egamia/images/c/cb/Iggy_Koopa.gif similar]] in earlier games, Iggy's appearance in ''VideoGame/NewSuperMarioBrosWii'' has him looking... well, like [[http://images.wikia.com/nintendo/en/images/9/99/Iggy_Koopa_Super_Mario_Wii.jpg this]]. It's also notable that Iggy seems to have apparently gone insane... Well, [[SanitySlippage more insane...]]
** Wario was once simply an evil Mario, but has since become more of a greedy AntiHero.
** Goombas were given an [[YouDontLookLikeYou odd change in appearance and behavior]] in ''VideoGame/SuperMarioWorld''. These Goombas would eventually be renamed to Galoomba and would occasionally appear in future games alongside the original Goombas. This is a DubInducedPlotHole being fixed as they were always different in Japan.
** Tiny Kong was originally a short, kiddie Kong similar to her sister Dixie Kong. When ''VideoGame/DiddyKongRacing DS'' came out, Tiny's design was tweaked in order to replace Banjo's on the roster. Tiny's new design is much taller and even more anthropomorphic-looking than her sister's.
* ''VideoGame/SuperSmashBros'':
** This trope's original name, "Luigification," came from ''Smash Bros.'' fandom, referring to Luigi becoming less of a Mario MovesetClone between the original ''VideoGame/SuperSmashBros64'' and ''VideoGame/SuperSmashBrosMelee''. Naming it after Luigi was very fitting even ignoring ''Smash Bros.'', as noted above.
** In ''VideoGame/SuperSmashBrosBrawl'', the characters that were clones in ''Melee'' got more of this to the point that there are no true clones in ''Brawl''; there are only semi-clones. This continued onward into ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', with Dr. Mario becoming more of a MightyGlacier compared to Mario than in ''Melee'', while retaining similar (but not the same) movesets. Roy also received significant changes when he was released as DLC, gaining a different stance and attack animations from Marth and turning him into a true LightningBruiser.
** In ''Brawl'', Giga Bowser, as Bowser's Final Smash, had all of the same moves, just made significantly more powerful. In ''for 3DS/Wii U'', Bowser has been redesigned to be closer to his appearance in the main ''Mario'' series, with many of his moves changed to make him less bestial and more agile; Giga Bowser, on the other hand, remains exactly the same as in ''Brawl'', the contrast further accentuating his monstrous, feral nature.
** The effects of character evolution can be seen clearly in ''VideoGame/SuperSmashBrosUltimate'', which branded {{Moveset Clone}}s as "Echo Fighters". Characters that were blatant clones in ''for 3DS/Wii U'' and hadn't had time to diverge from the originals, Lucina and Dark Pit, were reclassified as Echoes of those originals; while those that ''had'' diverged continued to be considered separate characters.
* ''Franchise/StreetFighter'':
** Ryu and Ken originally played [[MovesetClone the exact same way]] in ''VideoGame/StreetFighterI''. They have since been differentiated in both moveset and characterization. Although they are both use the [[{{Shotoclone}} same fighting style]], Ryu is now a [[KamehameHadoken Hadoken]] specialist and usually fights defensively, while Ken is more aggressive and prefers the {{Shoryuken}}. The divergence got a lot bigger in ''VideoGame/StreetFighterV''. While Ryu is relatively close to how he was in previous games, Ken went through some radical changes, utilizing a much more aggressive moveset and [[SuperMode V-Trigger]] compared to Ryu. He also no longer wears his trademark gi, which only drives the point further. Similarly, Nash plays nothing like he did in the Alpha series, thus diverging himself from a Guile clone.
** ''VideoGame/StreetFighterIII'' introduced twin brothers Yun and Yang. Originally, they played identically (to the point that they shared the same slot in the player select screen; you'd select Yang with a kick button), but in ''2nd Impact'', Yun and Yang were officially made into separate characters with different Special Moves and Super Arts.
* ''VideoGame/SoulSeries'':
** Siegfried and Nightmare had their movesets almost entirely differentiated in ''III'' after being nearly identical in the first game and ''different costumes for the same character'' in the second.
** In ''III'', Amy (making her debut as a playable character), Li Long and Hwang Seong-Gyeong (returning) had the generic create-a-character Rapier, Nunchaku and Chinese Sword movesets; thus they had far fewer moves than normal characters, were largely semi clones of Raphael, Maxi, and Yun-Seong, respectively, and aside from Hwang had no side throws. In ''SCIII: Arcade Edition'', the three were shifted into more intricate arcade-worthy characters. This served as the last time that Li Long and Hwang were playable, while the loss of the create-a-character specific weapon disciplines in ''IV'' meant that Amy had nothing to be compared to.
*** Zig-zagging the trope, Li Long and Hwang's appearances in ''Soulcalibur IV'' and ''Broken Destiny''[='s=] Quick Match mode have them use the same moves as their replacements Maxi and Yun-seong respectively.
** As an inversion, because the create-a-character classes were different enough from the originals for them to be ''missed'' in ''Soulcalibur IV/V'''s create-a-modes. Many fans of ''III'' were pissed that their characters had to fight the exact same way as the main cast.
** Lizardman was almost entirely a clone of Sophitia in his first appearance, only evolving as the series went on. Later he'd get a more animalistic style, including a crawl stance. In ''V'', he ditched the shield entirely for two axes.
** Kilik and Seong Mi-na were very similar at first, but they evolved into two different characters, although still sharing some moves, as time went on. The true point was ''VideoGame/SoulcaliburVI'', where Seong Mi-na gains many unique moves and even inherits moves from Xiba in ''V'', making them play little like each other apart from their base weapon.
* ''VideoGame/WarCraft'':
** Orcs and Humans were pretty identical in the first two games, but in ''Warcraft III'', humans are the JackOfAllStats while orcs have powerful but expensive units and weak magic.
** In ''Warcraft II'', the two races were identical in every aspect, except their respective {{Magic Knight}}s (Paladin and Ogre-mage) and true [[SquishyWizard mages]] (Mage and Death Knight) had different spells. The Orcs had most of the advantage with Bloodlust over Healing, but Mages had some tricks up their sleeve in the late-game with Invisibility and Polymorph.
* ''VideoGame/WorldOfWarcraft''
** The Shaman and the Paladin class both inverted and played this straight. The Shaman was originally Horde-only, just as the Paladin was Alliance exclusive. While both classes are {{Magic Knight}}s, the problem was that they functioned in entirely different manners and it turned out to be a pain to balance out. They tried several things, including making the two classes more and more similar. This was not really liked (particularly as the classes have very different functions outside of buffing), and the first expansion gave both factions access to them, the Alliance gaining Draenei shamans and the Horde getting Blood Elf paladins. They were then free to start their divergent evolution without worrying about wrecking the faction power balance.
** The sixth expansion to the game, ''Legions'', plans on overhauling many of the class specializations so they stand out more. One of the best examples is the Rogue class specializations ("specs" for short). Before, all three specs were more-or-less the same ''(Subtlety relied on Stealth a bit more than the other two, Assassination used poisons sometimes, Combat was some sort of weird jack-of-all-trades)''. In ''Legions'', Subtlety was revamped to focus even more on Stealth, even [[CastingAShadow using the shadows themselves]] to attack the enemy. Assassination focused on heavy bleeding and poisoning to drain the life out of their targets. Combat was renamed "Outlaw" and eschewed Stealth almost entirely ''(Ambush is pretty much their only Stealth-attack)'', focusing more on [[CombatPragmatist cheap shots and dirty tricks]], including bringing a gun to a knife fight and literally bribing an enemy with (fool's) gold so he fights as an ally for a short time.
** Hunters are also being heavily differentiated in ''Legions''. Beast Mastery is still classic Hunter, combining ranged attacks with your loyal attack animal, but Survival Hunters get rid of most of the ranged attacks, preferring to grab a melee weapon and fight right next to his/her pet. Marksmanship Hunters can skip having a pet entirely, and emphasize ranged attacks, focusing on high-damage sniping.
** Gnomes were originally nothing more than shorter Dwarves with different class options, until the lead-up to ''Cataclysm'' finally gave them some focus by making the liberation of their lost capital city Gnomeregan a major in-game event. Post-''Cata'', Gnomes were given their own starting area, New Tinkertown (the reclaimed portions of Gnomeregan, named after the Gnomish district in the Dwarven capital Ironforge), and with Goblins becoming a playable race for the Horde, greater emphasis is placed on their rivalry.
* In the ''VideoGame/StarFox'' series, all of Fox's wingmen were pretty much the same at the beginning, other than in personality. This was changed in the unreleased ''VideoGame/StarFox2'', which allowed you to choose your character, with each flying a different ship with different properties. It reverted back in ''VideoGame/StarFox64'', where you could only play as characters other than Fox in multiplayer, and that being a purely cosmetic choice. Things stayed that way until ''VideoGame/StarFoxAssault'', which gave the players different stats on the ground (health, running speed, accuracy with weapons) and different strengths in vehicles (Falco was the best Arwing pilot, Slippy was the best Landmaster driver, Fox was a JackOfAllStats, etc.). ''VideoGame/StarFoxCommand'' took things even further and finally incorporated the different ships choices from ''Star Fox 2''.
* ''Franchise/SonicTheHedgehog'':
** In ''VideoGame/SonicTheHedgehog2'', Sonic and Tails played the same way. Starting with ''[[VideoGame/Sonic3AndKnuckles Sonic the Hedgehog 3]]'', Tails was given his own play style (he is unable to use the shield power-ups as double jumps, but gains a limited flying ability). Tails' play style has gotten to the point of being unrecognizable in some of the more recent games, most memorably walking in a mecha in ''VideoGame/SonicAdventure2''.
** Also, Shadow in ''VideoGame/SonicTheHedgehog2006''. His techniques went from being very similar to Sonic in ''Sonic Adventure 2'' and ''VideoGame/SonicHeroes'' to a different style. However, the fact that he became slower could raise different questions.
** ''VideoGame/SonicGenerations'' has a variation involving stages. [[VideoGame/SonicHeroes Seaside Hill]] was originally a complete throwback to [[VideoGame/SonicTheHedgehog1 Green Hill Zone]], having palm trees and checkered soil, but since Green Hill Zone has reappeared playing up those elements, Seaside Hill in ''Generations'' plays up the ruins and water aspect more and even adding underwater elements.
** Amy was originally a spunky but sweet girl. After Cream was introduced in ''Sonic Advance 2'' less focus was put on Amy being TheHeart and more emphasis was put on her spunk and attitude. This ended up {{flanderiz|ation}}ing her into being more a [[HairTriggerTemper temperamental]] BrattyHalfPint than she originally was. Cream took over as the sweet little girl of the franchise. With time this was reversed. After ''Sonic Generations'' more emphasis was put on Amy's nice side and her energy was dialed down, while Cream was DemotedToExtra.
** When reintroduced in ''VideoGame/SonicGenerations'', Classic Sonic was simply Sonic as a child. By ''VideoGame/SonicForces'' he is a completely separate Sonic from a parallel dimension. He's also differentiated from his Modern design by being a HeroicMime.
* Inverted in the ''VideoGame/FZero'' series. The series originally featured four characters with markedly different play styles, but as the cast expanded to include LoadsAndLoadsOfCharacters, those original four have drifted to the middle, becoming little more than mildly differentiated [[JackOfAllStats Jacks of All Stats]].
* In ''VideoGame/TheKingOfFighters'', Kyo and Iori, like Ryu and Ken, were essentially clones of each other in their original appearance, but their gameplay styles began to diverge as times went by: Kyo lost his fireball and gained more powerful normal moves while Iori became quicker and more mobile.
** And then, by ''The King of Fighters XII'', Iori had lost his fire powers completely, while Kyo pretty much lost his fiery "Rekka-style" moves and had regained his fireball... (Though in ''XIII'', the Rekka-style Kyo and Flames Iori are available as [[DownloadableContent DLC]] alongside the more "classic" Kyo and the flameless Iori.)
** Even more so, Clark and Ralf from the same series (working for an actual honest-to-gosh ColonelBadass, Heidern) start as nearly identical wrestler/brawler characters, but over the years have differentiated so that Ralf has more punching-based "brawling" special moves and fewer and less-effective command throws (although still more than the average character) and Clark has become almost a pure wrestler, with more throws and almost no other special moves. At the same time, their personalities were distinguished, with Clark being the quiet, sensitive, friendly guy and Ralf being quite the BoisterousBruiser. They are both still complete badasses, of course, and compared to the rest of the cast, effectively {{Badass Normal}}s.
*** Even more so when you realize this: in a game where most characters have element-based superpowers and genetically altered genes, Ralf is the only character that has a ''[[MegatonPunch special move that can remove almost two-thirds of your health bar]]''. (And in some circumstances it can take off all of your health bar from 100%!)
*** Also, both were the protagonists of ''VideoGame/IkariWarriors'', [[DubNameChange Paul and Vince]], who both played and looked identical.
** The same goes for Mature and Vice, Rugal's {{Sexy Secretar|y}}ies who [[AscendedExtra made the jump to playable status]] as members of Iori's team in ''KOF '96''. While they already had clear signs of differentiation from the beginning (Mature is a speed-based character, Vice is a grappler), every appearance of theirs since then (excluding ''XIII'' due to [[ArtShift the shift to redrawn, HD sprites]]) has furthered the gap.

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* ''Franchise/SuperMarioBros'':
** Luigi is the former {{Trope Namer|s}}. He
In early versions of ''VideoGame/AkatsukiBlitzkampf'', Adler was originally a PaletteSwap palette swap of Elektrosoldat, but when he was turned into his brother Mario created for [[ColorCodedMultiplayer multiplayer]], and identical to him in every way. Since then, Luigi's become taller and more slender than own character his brother and he has a moves got radically different gameplay style, being able to jump higher at inputs and properties. Similarly, in the cost arcade version Perfecti is no longer a palette swap of low-traction. Their personalities have drifted apart as well; Mario eventually developed into a HotBlooded adventurous type, while Luigi became more reserved, developing a second-banana complex, a fear of ghosts, and a tendency towards [[TheChewToy bad luck]]. He Mycale - she is also said to harbor dark secrets and hidden resentment. [[EnsembleDarkhorse Some fans prefer Luigi]] to the perceived squeaky-clean Mario for this reason. Luigi's development into a instead an entirely different character started with the US version of ''VideoGame/SuperMarioBros2'' (a re-skin of the [[NoExportForYou Japan-only]] ''VideoGame/DokiDokiPanic''). Because Doki Doki Panic featured multiple characters with differing abilities, rather than a ColorCodedMultiplayer, Luigi was given a taller look to distinguish him from Mario and received the high-jump ability originally belonging to the Mama character. While ''VideoGame/SuperMarioBros3'' and ''VideoGame/SuperMarioWorld'' had Luigi back to being just Mario in green during gameplay, his official art used the tall design and when ''Mario 3'' and ''Mario World'' got updated graphics for ''VideoGame/SuperMarioAllStars'', Luigi got his taller and thinner design back.
** [[VideoGame/SuperMarioLand Daisy]] was so similar to Princess Peach in her original appearance that many fans assumed she was the same character. ([[Film/SuperMarioBros The movie]] doesn't help the confusion, either.) Daisy has since been split off into a more tomboyish cowgirl portrayal, especially shown in games such as ''Mario Strikers''. She's also become a [[BetaCouple potential]] [[PairTheSpares love]] [[MasculineGirlFeminineBoy interest]] for Luigi. Daisy was originally nearly a palette swap of Peach, with the only exception of being redesigned for the UsefulNotes/Nintendo64 era to have slightly tanned skin while Peach was fair skinned. By ''Mario Party 4'' and later, Daisy's skin became fair like Peach's again, but Daisy's hair was shortened to neck length, she received a different hairstyle, a wider face, a brand new voice actor in ''Mario Golf: Toadstool Tour'', and her eyes were made larger in comparison to Peach's eyes. Her body frame was also changed to look chubbier than Peach's in ''Mario Tennis: Ultra Smash''.
** Another example from the ''Mario'' series is the Koopalings Lemmy and Iggy. While the two looked [[http://images.wikia.com/egamia/images/4/45/Lemmy_Koopa.gif rather]] [[http://images.wikia.com/egamia/images/c/cb/Iggy_Koopa.gif similar]] in earlier games, Iggy's appearance in ''VideoGame/NewSuperMarioBrosWii'' has him looking... well, like [[http://images.wikia.com/nintendo/en/images/9/99/Iggy_Koopa_Super_Mario_Wii.jpg this]]. It's also notable that Iggy seems to have apparently gone insane... Well, [[SanitySlippage more insane...]]
** Wario was once simply an evil Mario, but has since become more of a greedy AntiHero.
** Goombas were given an [[YouDontLookLikeYou odd change in appearance and behavior]] in ''VideoGame/SuperMarioWorld''. These Goombas would eventually be renamed to Galoomba and would occasionally appear in future games alongside the original Goombas. This is a DubInducedPlotHole being fixed as they were always different in Japan.
** Tiny Kong was originally a short, kiddie Kong similar to her sister Dixie Kong. When ''VideoGame/DiddyKongRacing DS'' came out, Tiny's design was tweaked in order to replace Banjo's on the roster. Tiny's new design is much taller and even more anthropomorphic-looking than her sister's.
* ''VideoGame/SuperSmashBros'':
** This trope's original name, "Luigification," came from ''Smash Bros.'' fandom, referring to Luigi becoming less of a Mario MovesetClone between the original ''VideoGame/SuperSmashBros64'' and ''VideoGame/SuperSmashBrosMelee''. Naming it after Luigi was very fitting even ignoring ''Smash Bros.'', as noted above.
** In ''VideoGame/SuperSmashBrosBrawl'', the characters that were clones in ''Melee'' got more of this to the point that there are
no true clones in ''Brawl''; there are only semi-clones. This continued onward into ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', with Dr. Mario becoming more of a MightyGlacier compared to Mario than in ''Melee'', while retaining similar (but not the same) movesets. Roy also received significant changes when he was released as DLC, gaining a different stance and attack animations from Marth and turning him into a true LightningBruiser.
** In ''Brawl'', Giga Bowser, as Bowser's Final Smash, had all of the same moves, just made significantly more powerful. In ''for 3DS/Wii U'', Bowser has been redesigned to be closer to his appearance in the main ''Mario'' series, with many of his moves changed to make him less bestial and more agile; Giga Bowser, on the other hand, remains exactly the same as in ''Brawl'', the contrast further accentuating his monstrous, feral nature.
** The effects of character evolution can be seen clearly in ''VideoGame/SuperSmashBrosUltimate'', which branded {{Moveset Clone}}s as "Echo Fighters". Characters that were blatant clones in ''for 3DS/Wii U'' and hadn't had time to diverge from the originals, Lucina and Dark Pit, were reclassified as Echoes of those originals; while those that ''had'' diverged continued to be considered separate characters.
* ''Franchise/StreetFighter'':
** Ryu and Ken originally played [[MovesetClone the exact same way]] in ''VideoGame/StreetFighterI''. They have since been differentiated in both moveset and characterization. Although they are both use the [[{{Shotoclone}} same fighting style]], Ryu is now a [[KamehameHadoken Hadoken]] specialist and usually fights defensively, while Ken is more aggressive and prefers the {{Shoryuken}}. The divergence got a lot bigger in ''VideoGame/StreetFighterV''. While Ryu is relatively close to how he was in previous games, Ken went through some radical changes, utilizing a much more aggressive moveset and [[SuperMode V-Trigger]] compared to Ryu. He also no longer wears his trademark gi, which only drives the point further. Similarly, Nash plays nothing like he did in the Alpha series, thus diverging himself from a Guile clone.
** ''VideoGame/StreetFighterIII'' introduced twin brothers Yun and Yang. Originally, they played identically (to the point that they
shared the same slot in the player select screen; you'd select Yang with a kick button), but in ''2nd Impact'', Yun and Yang were officially made into separate characters with different Special Moves and Super Arts.
* ''VideoGame/SoulSeries'':
** Siegfried and Nightmare had their movesets almost entirely differentiated in ''III'' after being nearly identical in the first game and ''different costumes for the same character'' in the second.
** In ''III'', Amy (making her debut as a playable character), Li Long and Hwang Seong-Gyeong (returning) had the generic create-a-character Rapier, Nunchaku and Chinese Sword movesets; thus they had far fewer moves than normal characters, were largely semi clones of Raphael, Maxi, and Yun-Seong, respectively, and aside from Hwang had no side throws. In ''SCIII: Arcade Edition'', the three were shifted into more intricate arcade-worthy characters. This served as the last time that Li Long and Hwang were playable, while the loss of the create-a-character specific weapon disciplines in ''IV'' meant that Amy had nothing to be compared to.
*** Zig-zagging the trope, Li Long and Hwang's appearances in ''Soulcalibur IV'' and ''Broken Destiny''[='s=] Quick Match mode have them use the same moves as their replacements Maxi and Yun-seong respectively.
** As an inversion, because the create-a-character classes were different enough from the originals for them to be ''missed'' in ''Soulcalibur IV/V'''s create-a-modes. Many fans of ''III'' were pissed that their characters had to fight the exact same way as the main cast.
** Lizardman was almost entirely a clone of Sophitia in his first appearance, only evolving as the series went on. Later he'd get a more animalistic style, including a crawl stance. In ''V'', he ditched the shield entirely for two axes.
** Kilik and Seong Mi-na were very similar at first, but they evolved into two different characters, although still sharing some moves, as time went on. The true point was ''VideoGame/SoulcaliburVI'', where Seong Mi-na gains many unique moves and even inherits moves from Xiba in ''V'', making them play little like each other apart from their base weapon.
* ''VideoGame/WarCraft'':
** Orcs and Humans were pretty identical in the first two games, but in ''Warcraft III'', humans are the JackOfAllStats while orcs have powerful but expensive units and weak magic.
** In ''Warcraft II'', the two races were identical in every aspect, except their respective {{Magic Knight}}s (Paladin and Ogre-mage) and true [[SquishyWizard mages]] (Mage and Death Knight) had different spells. The Orcs had most of the advantage with Bloodlust over Healing, but Mages had some tricks up their sleeve in the late-game with Invisibility and Polymorph.
* ''VideoGame/WorldOfWarcraft''
** The Shaman and the Paladin class both inverted and played this straight. The Shaman was originally Horde-only, just as the Paladin was Alliance exclusive. While both classes are {{Magic Knight}}s, the problem was that they functioned in entirely different manners and it turned out to be a pain to balance out. They tried several things, including making the two classes more and more similar. This was not really liked (particularly as the classes have very different functions outside of buffing), and the first expansion gave both factions access to them, the Alliance gaining Draenei shamans and the Horde getting Blood Elf paladins. They were then free to start their divergent evolution without worrying about wrecking the faction power balance.
** The sixth expansion to the game, ''Legions'', plans on overhauling many of the class specializations so they stand out more. One of the best examples is the Rogue class specializations ("specs" for short). Before, all three specs were more-or-less the same ''(Subtlety relied on Stealth a bit more than the other two, Assassination used poisons sometimes, Combat was some sort of weird jack-of-all-trades)''. In ''Legions'', Subtlety was revamped to focus even more on Stealth, even [[CastingAShadow using the shadows themselves]] to attack the enemy. Assassination focused on heavy bleeding and poisoning to drain the life out of their targets. Combat was renamed "Outlaw" and eschewed Stealth almost entirely ''(Ambush is pretty much their only Stealth-attack)'', focusing more on [[CombatPragmatist cheap shots and dirty tricks]], including bringing a gun to a knife fight and literally bribing an enemy with (fool's) gold so he fights as an ally for a short time.
** Hunters are also being heavily differentiated in ''Legions''. Beast Mastery is still classic Hunter, combining ranged attacks with your loyal attack animal, but Survival Hunters get rid of most of the ranged attacks, preferring to grab a melee weapon and fight right next to his/her pet. Marksmanship Hunters can skip having a pet entirely, and emphasize ranged attacks, focusing on high-damage sniping.
** Gnomes were originally nothing more than shorter Dwarves with different class options, until the lead-up to ''Cataclysm'' finally gave them some focus by making the liberation of their lost capital city Gnomeregan a major in-game event. Post-''Cata'', Gnomes were given their own starting area, New Tinkertown (the reclaimed portions of Gnomeregan, named after the Gnomish district in the Dwarven capital Ironforge), and with Goblins becoming a playable race for the Horde, greater emphasis is placed on their rivalry.
* In the ''VideoGame/StarFox'' series, all of Fox's wingmen were pretty much the same at the beginning, other than in personality. This was changed in the unreleased ''VideoGame/StarFox2'', which allowed you to choose your character, with each flying a different ship with different properties. It reverted back in ''VideoGame/StarFox64'', where you could only play as characters other than Fox in multiplayer, and that being a purely cosmetic choice. Things stayed that way until ''VideoGame/StarFoxAssault'', which gave the players different stats on the ground (health, running speed, accuracy with weapons) and different strengths in vehicles (Falco was the best Arwing pilot, Slippy was the best Landmaster driver, Fox was a JackOfAllStats, etc.). ''VideoGame/StarFoxCommand'' took things even further and finally incorporated the different ships choices from ''Star Fox 2''.
* ''Franchise/SonicTheHedgehog'':
** In ''VideoGame/SonicTheHedgehog2'', Sonic and Tails played the same way. Starting with ''[[VideoGame/Sonic3AndKnuckles Sonic the Hedgehog 3]]'', Tails was given his own play style (he is unable to use the shield power-ups as double jumps, but gains a limited flying ability). Tails' play style has gotten to the point of being unrecognizable in some of the more recent games, most memorably walking in a mecha in ''VideoGame/SonicAdventure2''.
** Also, Shadow in ''VideoGame/SonicTheHedgehog2006''. His techniques went from being very similar to Sonic in ''Sonic Adventure 2'' and ''VideoGame/SonicHeroes'' to a different style. However, the fact that he became slower could raise different questions.
** ''VideoGame/SonicGenerations'' has a variation involving stages. [[VideoGame/SonicHeroes Seaside Hill]] was originally a complete throwback to [[VideoGame/SonicTheHedgehog1 Green Hill Zone]], having palm trees and checkered soil, but since Green Hill Zone has reappeared playing up those elements, Seaside Hill in ''Generations'' plays up the ruins and water aspect more and even adding underwater elements.
** Amy was originally a spunky but sweet girl. After Cream was introduced in ''Sonic Advance 2'' less focus was put on Amy being TheHeart and more emphasis was put on her spunk and attitude. This ended up {{flanderiz|ation}}ing her into being more a [[HairTriggerTemper temperamental]] BrattyHalfPint than she originally was. Cream took over as the sweet little girl of the franchise. With time this was reversed. After ''Sonic Generations'' more emphasis was put on Amy's nice side and her energy was dialed down, while Cream was DemotedToExtra.
** When reintroduced in ''VideoGame/SonicGenerations'', Classic Sonic was simply Sonic as a child. By ''VideoGame/SonicForces'' he is a completely separate Sonic from a parallel dimension. He's also differentiated from his Modern design by being a HeroicMime.
* Inverted in the ''VideoGame/FZero'' series. The series originally featured four characters with markedly different play styles, but as the cast expanded to include LoadsAndLoadsOfCharacters, those original four have drifted to the middle, becoming little more than mildly differentiated [[JackOfAllStats Jacks of All Stats]].
* In ''VideoGame/TheKingOfFighters'', Kyo and Iori, like Ryu and Ken, were essentially clones of each other in their original appearance, but their gameplay styles began to diverge as times went by: Kyo lost his fireball and gained more powerful normal moves while Iori became quicker and more mobile.
** And then, by ''The King of Fighters XII'', Iori had lost his fire powers completely, while Kyo pretty much lost his fiery "Rekka-style" moves and had regained his fireball... (Though in ''XIII'', the Rekka-style Kyo and Flames Iori are available as [[DownloadableContent DLC]] alongside the more "classic" Kyo and the flameless Iori.)
** Even more so, Clark and Ralf from the same series (working for an actual honest-to-gosh ColonelBadass, Heidern) start as nearly identical wrestler/brawler characters, but over the years have differentiated so that Ralf has more punching-based "brawling" special moves and fewer and less-effective command throws (although still more than the average character) and Clark has become almost a pure wrestler, with more throws and almost no other special moves. At the same time, their personalities were distinguished, with Clark being the quiet, sensitive, friendly guy and Ralf being quite the BoisterousBruiser. They are both still complete badasses, of course, and compared to the rest of the cast, effectively {{Badass Normal}}s.
*** Even more so when you realize this: in a game where most characters have element-based superpowers and genetically altered genes, Ralf is the only character that has a ''[[MegatonPunch special move that can remove almost two-thirds of your health bar]]''. (And in some circumstances it can take off all of your health bar from 100%!)
*** Also, both were the protagonists of ''VideoGame/IkariWarriors'', [[DubNameChange Paul and Vince]], who both played and looked identical.
** The same goes for Mature and Vice, Rugal's {{Sexy Secretar|y}}ies who [[AscendedExtra made the jump to playable status]] as members of Iori's team in ''KOF '96''. While they already had clear signs of differentiation from the beginning (Mature is a speed-based character, Vice is a grappler), every appearance of theirs since then (excluding ''XIII'' due to [[ArtShift the shift to redrawn, HD sprites]]) has furthered the gap.
moves.



* In ''VideoGame/SuperRobotWarsAlpha'', the player built up their own character by selecting genders, choosing a face (from four males and four females), giving them names, and adding a personality (Cool, Shy, Weird, or HotBlooded) and accompanying voice. The ''VideoGame/SuperRobotWarsOriginalGeneration'' sub-series combined these factors and fleshed them out into the characters Kusuha Mizuha, Brooklyn "Bullet" Luckfield, Rio Mei Long, Ryoto Hikawa, Leona Garstein, Tasuku Shinguji, Yuuki Jaggar, and Ricarla "Carla" Borgnine (which were the default names associated with each character archetype/gender combination).
** ''Alpha 2'' and ''3'' then adopted the Kusuha and Bullet characters as the canon heroes of ''Alpha'' (with the "player" and main character assumed to have been Kusuha) and developed them even further, taking their story and character development to appropriate extremes.
** It's worth noting that ''VideoGame/SuperRobotWars4'' did this, as well. However, only two of the eight "standard" characters (those being Irmgult "Irm" Kazahara and Ring Mao) have been included in ''Original Generation'' at this time. As a MythologyGag, in OG (and their cameos in ''Alpha'') they're ''significantly'' older than they were in the games they first appeared in, and instead of being a standard couple as per ''4'' and its re-releases, they bicker LikeAnOldMarriedCouple.
* Elves in ''VideoGame/DragonAgeOrigins'' were short humans with pointed ears. In ''VideoGame/DragonAgeII'', the elves have acquired a much more distinct facial structure and a cultural preference for [[DoesNotLikeShoes going barefoot]] (compare [[http://images2.wikia.nocookie.net/__cb20100116162230/dragonage/images/3/33/NPC-Marethari.png Marethari in Origins]] to [[http://images.wikia.com/dragonage/images/b/b6/MarethariDAII.png Marethari in DA2]]).
* ''VideoGame/MetalSlug'' is a very well known case of progressive Divergent Character Evolution. In the first game, Tarma is basically just a PaletteSwap of Marco, who even had the same death scream as him. In ''2'', although Fio is not an exact Palette Swap of Eri, she also has the same death scream as her. In ''X'' and ''3'', every character had a different death scream at last, and was given some backstory. And finally, in ''6'', they were completely differentiated by being given different in-game abilities.
* ''VideoGame/VirtuaFighter'''s Sarah and Jacky Bryant have very similar fighting styles at first. Throughout the sequels however, they have developed far different fighting styles and backstories over the course of five games. Sarah's official fighting style has been changed from Jeet Kune Do to just Martial Arts (or more specifically, what the Japanese definition of the English term "Martial Arts").

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* In ''VideoGame/SuperRobotWarsAlpha'', ''VideoGame/{{Battletoads}}'' and ''Battletoads and VideoGame/DoubleDragon'', the player built up toads all played the same, and while large sprites and artwork gave them individual designs, their in-game sprites were just recolors. ''Battletoads in Battlemaniacs'' gave them different combos and finishing moves (though they still functioned the same) and their sprites now reflected the different designs from the artwork. The arcade game took this even further with by making Rash a FragileSpeedster, Zitz a JackOfAllStats, and Pimple a MightyGlacier, all with their own character by selecting genders, choosing a face (from four males moves.
** Similarly initially all the toads used the same transformations, mostly blunt objets like ram horns, boots,
and four females), giving wrecking balls. ''Battlemaniacs'' gave them names, and adding a personality (Cool, Shy, Weird, or HotBlooded) and accompanying voice. The ''VideoGame/SuperRobotWarsOriginalGeneration'' sub-series combined these factors and fleshed them out into the characters Kusuha Mizuha, Brooklyn "Bullet" Luckfield, Rio Mei Long, Ryoto Hikawa, Leona Garstein, Tasuku Shinguji, Yuuki Jaggar, and Ricarla "Carla" Borgnine (which were the default names associated individual themes, with each character archetype/gender combination).
Rash prefering razor sharp weapons like axes and claws, while Pimple took the bludgeoning techniques UpToEleven using anvils and stone fists. When the arcade game came in, Zitz used his greater intellect to create technology like bulldozers and power drills.
* ''VideoGame/BlazBlue'': Zig-zagged with Nu-13 and Lambda-11. Nu was written out after the first game, with Lambda replacing her with some balance changes (Nu was still present as her [[SuperMode Unlimited Form]]). Lambda was written out after the second, with Nu coming back with the ability to use both movesets, ''then'' in the UpdatedRerelease, Lambda came back, Nu lost the extra moves, and while the two do still have very similar movesets, their Drives (character specific gimmick) and Overdrives (temporary power up) work differently, Lambda going for quality and Nu for quantity.
** ''Alpha This extends to their characterizations. Both started as [[CloningBlues tortured]] [[EmptyShell automatons]] who obeyed without question and eventually became childlike, but in different ways. Nu is a [[OmnicidalManiac world-hating]] {{Yandere}} who wants to kill/screw/fuse with her [[VillainousIncest "brother"]] Ragna [[MasochismTango and views their fights as a budding romance]]. Lambda is mostly innocent and [[TheWorldIsJustAwesome curious about the world]], has a healthy relationship with her [[BigBrotherInstinct "big sister"]] Noel and only fights because Kokonoe [[ShootTheDog reluctantly orders her to.]]
** [[spoiler: Defied for the following pairs; Jin and Hakumen, Noel and Mu-12, Tsubaki and Izayoi, Hazama and Terumi; despite those pairs being ''the exact same person'', they have nothing in common (sans Jin and Hakumen sharing a super)]]
* ''VideoGame/BloodyRoar
2'' and handles this rather oddly: for starters, the clone character, Shenlong, is [[CloningBlues a literal clone]] of the returning character Long. On top of that, it's ''Long'' who gets a new moveset, while Shenlong has Long's moves from the first game. From ''3'' then adopted on they switched, with Long getting his old moves back and Shenlong getting a similar but simplified moveset. Similar cases involve Yugo and Uriko, whose movesets changed rather drastically in the Kusuha and Bullet characters second game (Yugo going from an untrained kid to a professional boxer, Uriko going from a BrainwashedAndCrazy {{Super|Soldier}}-{{Child Soldier|s}} as the canon heroes FinalBoss to a playable student of ''Alpha'' (with the "player" and main aforementioned Long) and, respectively, Fang (secret character assumed to have been Kusuha) in ''Extreme'' who shares Yugo's moveset from the first game) and developed them even further, taking their story and Uranus (secret character development to appropriate extremes.
** It's worth noting that ''VideoGame/SuperRobotWars4'' did this, as well. However, only two
in ''3'' onwards who is essentially a playable version of final-boss Uriko). More traditional examples involve Shina (the adopted daughter of Gado) and the second Bakuryu and Kohryu (respectively the {{legacy|Character}} and a resurrected mecha-clone of the eight "standard" characters (those being Irmgult "Irm" Kazahara and Ring Mao) have been included in ''Original Generation'' at this time. As a MythologyGag, in OG (and original Bakuryu), who play rather similarly to, but still distinctive from their cameos in ''Alpha'') they're ''significantly'' older than they were in the games they first appeared in, originators. Not to mention as well Jenny and instead of being a standard couple as per ''4'' Stun, who are straight-up [[SuspiciouslySimilarSubstitute replacements]] for Fox and its re-releases, they bicker LikeAnOldMarriedCouple.
* Elves in ''VideoGame/DragonAgeOrigins'' were short humans with pointed ears. In ''VideoGame/DragonAgeII'', the elves have acquired a much
Mitsuko and keep their general playstyles while adding more distinct facial structure moves to make them unique.
* "Soap" [=MacTavish=] was the typical silent protagonist for the British missions in ''VideoGame/CallOfDuty 4: VideoGame/ModernWarfare'' who played identically to,
and a cultural preference for [[DoesNotLikeShoes going barefoot]] (compare [[http://images2.wikia.nocookie.net/__cb20100116162230/dragonage/images/3/33/NPC-Marethari.png Marethari in Origins]] to [[http://images.wikia.com/dragonage/images/b/b6/MarethariDAII.png Marethari in DA2]]).
* ''VideoGame/MetalSlug'' is a very well known case of progressive Divergent Character Evolution. In
was effectively interchangeable with, Paul Jackson from the first game, Tarma is basically just a PaletteSwap of Marco, who even had the same death scream as him. American missions. In ''2'', although Fio is not an exact Palette Swap of Eri, she also has the same death scream as her. In ''X'' ''Modern Warfare 2'' and ''3'', every he was made into a non-player character for several missions, and accordingly given a strong personality and voice actor.
** Price's first playable level in ''[=CoD4=]'' likewise
had him play identically to Soap, right down to being silent despite the dialogue he gets in the rest of the game. When he's playable again for the finale of ''3'', he's taken a cue from the ''VideoGame/CallOfDutyBlackOps'' cast and talks just as much under your control as he did when an NPC, and for the first half of the mission he's also given NighInvulnerable Juggernaut armor that Soap and all the other player characters never had access to.
* The playable nations in the early ''VideoGame/{{Civilization}}'' games only differed in their city names, leaders' AI and titles. ''Civ III'' introduced the idea of national Unique Units, and gave each civilization two picks from a list of traits such as Militaristic, Industrious, Religious, etc., which ''Civ IV'' built upon by also adding unique buildings, and giving some civs the choice between multiple leaders with differing traits. This did help each civilization feel more distinct, but their unique units and buildings were just slightly-improved replacements for generic units and buildings. Then ''Civ V'' rolled around and replaced the traits system with a unique ability for every civ, each one
different death scream at last, and was given some backstory. And finally, in ''6'', they many of them quite powerful: the Inca move through hill terrain as easily as other factions move along roads, Egypt builds great Wonders faster, the Polynesians can sail across oceans from the start of the game, and so forth. ''Civ VI'' has built upon this by giving national leaders distinct agendas based on their historical personalities, so President Teddy Roosevelt is a BullyHunter and Czar Peter the Great is a modernizer who looks favorably upon more-advanced nations.
* Subfactions
were completely differentiated by being given introduced in the later ''VideoGame/CommandAndConquer'' games to give the existing factions diversity in multiplayer matches; previous games with different in-game abilities.
countries/factions/whatever simply had one or two slightly-changed attributes that [[GuideDangIt you are never made aware of]] (''VideoGame/CommandAndConquerRedAlert'') or one unit/ability no one else gets or has to rely on tech buildings to use (''VideoGame/CommandAndConquerRedAlert2'').
** The ''VideoGame/CommandAndConquerRedAlertSeries'' started as a possible prequel spin-off of the ''VideoGame/CommandAndConquerTiberianSeries''. ''Red Alert 2'' made that portion of the franchise known for being DenserAndWackier
* ''VideoGame/VirtuaFighter'''s Sarah In the original ''VideoGame/ConquestOfTheNewWorld'', all European powers were created equal, and Jacky Bryant have very similar fighting styles at first. Throughout only the sequels however, they have developed far different fighting styles and backstories over High Native player functioned differently. In the course of five games. Sarah's official fighting style has been Deluxe Edition, this was changed from Jeet Kune Do to just Martial Arts (or give each power (including the Natives) a buff, causing each power to play slightly differently. For example, the French get better native relations and dominant cavalry, while the Dutch are masters of finance and the European trade.
* Genbei "Jaguar" Yagyu inverts this trope between ''Neo VideoGame/{{Contra}}'' and ''Contra [=ReBirth=]''. In ''Neo'', he's slower but
more specifically, what powerful than series protagonist Bill Rizer, and you can unlock the Japanese definition option to replace one of the English term "Martial Arts").his guns with a powerful but melee-range katana. In ''[=ReBirth=]'', he not only plays identically to Bill, but dresses like him, too.



* Zigzagged throughout the ''Franchise/{{Disgaea}}'' series. In the [[VideoGame/DisgaeaHourOfDarkness first]] game, many of the basic creatable classes have male-female variation, which except for sprites and ''tiny'' Stat variations, are exactly the same. In the [[VideoGame/Disgaea2CursedMemories second game]], each class is given different unique passive abilities to differentiate them, and there are more variations to the Stat spread of the male-female variants (like how the Male Warrior has better HP and DEF and is better at [[AnAxeToGrind Axe]] while the Female Warrior has more HIT and SPD and better with [[BladeOnAStick Spears]]). The [[VideoGame/Disgaea3AbsenceOfJustice third game, however]] introduces ''more'' male-female variants to the existing single-gender classes (for example now there's a male version of the previously female-only Archers), with differing Evilities and secondary weapon (the male archer can also learn Sword skills while the female can learn Spear skills), but nearly identical Stats. The [[VideoGame/Disgaea4APromiseUnforgotten fourth game]] then removes nearly all gender variants introduced in the third game.
* Franchise/DonkeyKong and Mario started on [[VideoGame/DonkeyKong the same game]] but the latter got [[Franchise/SuperMarioBros his own game franchise]] known for its speed and wide open levels while the former remained a slow-moving puzzle game. DK got a second lease on life when ''VideoGame/DonkeyKongCountry1'' was released on SNES and he finally got his own fast-paced game complete with distinct gameplay and style.
* The ''Franchise/{{Doom}}'' series has the Hell Knight, introduced in ''Doom II'' as a less durable palette-swapped [[EliteMook Baron of Hell]] that fought exactly the same by throwing green fireballs. In ''VideoGame/{{Doom 3}}'' they got a different appearance and served the same role as the Baron of Hell, being a more durable enemy that still threw green fire. Come [[VideoGame/{{Doom2016}} the 2016 game]], the Hell Knight is now a CloseRangeCombatant with similar looks to its ''Doom 3'' incarnation and lacks a fireball attack, while the Baron of Hell fights with both close and long range green attacks while still retaining [[BigRedDevil its looks from the first game]].



* The all-girl fighting series ''VideoGame/VariableGeo'' has done this exactly twice. Initially, [[TheHero Yuka]] and [[{{Ninja}} Chiho]] played very similarly to one another, with the only real difference between them being their differently animated special moves. However, as the series went on, Chiho developed into more of a GlassCannon by playing up her ninja-ness and giving her new abilities while Yuka remained largely the same [[JackOfAllStats balanced]] character. When Yuka was sidelined for a later game's story mode, she was [[SuspiciouslySimilarSubstitute replaced]] with Tamao, an [[AscendedFanboy Ascended]] HeroWorshipper who copied all of Yuka's moves. The following game had them diverge by once again keeping Yuka more or less the same, while turning Tamao into a borderline JokeCharacter who botched her attacks and had to improvise on the fly to stay in the game.
* The original Creator/{{Konami}} ''VideoGame/TeenageMutantNinjaTurtlesTheArcadeGame'' tried to balance the characters: Raphael is the fastest (but with the shortest range), Michelangelo is [[MightyGlacier the strongest (but slowest)]], Donatello has the most range (but is the weakest) and Leonardo [[JackOfAllStats is the second in all attributes]]. The later games had Raph becoming the strongest and Mike the fastest, as it fits their personalities more.
* In ''VideoGame/{{Raiden}}'' and its sequels, the red Raiden (1P) and blue Raiden (2P) play identically except in ''Raiden DX'', in which the two ships differ in which axis they move faster along (Red is faster vertically, Blue is faster horizontally). In ''VideoGame/RaidenFighters'', the two ships are significantly different; the red Raiden (Raiden mk-II) uses the [[FanNickname toothpaste laser]] and a delayed-detonation bomb for its weapons, while the blue one (Raiden mk-II Beta) uses missiles, [[TierInducedScrappy spread shots with no rapid-fire capability, and a weak cluster bomb]].
* In early versions of ''VideoGame/AkatsukiBlitzkampf'', Adler was a palette swap of Elektrosoldat, but when he was turned into his own character his moves got radically different inputs and properties. Similarly, in the arcade version Perfecti is no longer a palette swap of Mycale - she is instead an entirely different character with no shared moves.

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* The all-girl fighting Elves in ''VideoGame/DragonAgeOrigins'' were short humans with pointed ears. In ''VideoGame/DragonAgeII'', the elves have acquired a much more distinct facial structure and a cultural preference for [[DoesNotLikeShoes going barefoot]] (compare [[http://images2.wikia.nocookie.net/__cb20100116162230/dragonage/images/3/33/NPC-Marethari.png Marethari in Origins]] to [[http://images.wikia.com/dragonage/images/b/b6/MarethariDAII.png Marethari in DA2]]).
* In ''Franchise/TheElderScrolls''
series ''VideoGame/VariableGeo'' has done a Justified example when this exactly twice. Initially, [[TheHero Yuka]] happened to Peryite, the [[OurGodsAreDifferent Daedric Prince]] of [[{{Plaguemaster}} Pestilence]], Tasks, and [[{{Ninja}} Chiho]] played very similarly to one another, Order, upon the introduction of Jyggalag, Daedric Prince of Order, in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'''s ''Shivering Isles'' expansion. Peryite's association with "Order" became downplayed and replaced with "Natural Order", essentially the only real difference between them being their differently animated special moves. However, cycle of growth and decay. Meanwhile, Jyggalag came to represent the idea of "Perfect Order", essentially inorganic stasis. The implication is that Peryite became tasked with representing the greater scope of "order" while Jyggalag was [[spoiler:[[SealedInsideAPersonShapedCan sealed as]] [[MadGod Sheogorath]]]], because [[SomeoneHasToDoIt Someone Had To Do It]]. It also helps to explain why Peryite is looked down upon as a "loathesome" ButtMonkey by the other Daedric Princes, who are primarily [[OrderVersusChaos chaotic in nature]]. Come ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', Peryite's quest fully emphasizes his association with [[MysticalPlague pestilence]].
* Inverted in the ''VideoGame/FZero'' series. The series originally featured four characters with markedly different play styles, but
as the series went on, Chiho developed into cast expanded to include LoadsAndLoadsOfCharacters, those original four have drifted to the middle, becoming little more of a GlassCannon by playing up her ninja-ness and giving her new abilities while Yuka remained largely the same than mildly differentiated [[JackOfAllStats balanced]] character. When Yuka was sidelined for Jacks of All Stats]].
* An inverted example from ''VideoGame/FinalFantasyVII'' and ''VideoGame/FinalFantasyVIII'': Cloud Strife and Squall Leonhart. While they both start as difficult and selfish people, and undergo significant development during their respective games, they actually had very distinct personalities. Cloud is
a later game's story mode, she was [[SuspiciouslySimilarSubstitute replaced]] cocky, arrogant tough guy with Tamao, an [[AscendedFanboy Ascended]] HeroWorshipper who copied all plenty of Yuka's moves. The following game had them diverge by once again keeping Yuka more or less the same, light and goofy moments, while turning Tamao into Squall starts off as a borderline JokeCharacter solitary {{jerkass}} who botched her attacks and had puts up a false wall of confidence to improvise on the fly to stay in the game.
* The original Creator/{{Konami}} ''VideoGame/TeenageMutantNinjaTurtlesTheArcadeGame'' tried to balance the characters: Raphael is the fastest (but with the shortest range), Michelangelo is [[MightyGlacier the strongest (but slowest)]], Donatello has the most range (but is the weakest) and Leonardo [[JackOfAllStats is the second in all attributes]]. The later games had Raph becoming the strongest and Mike the fastest, as it fits their personalities more.
* In ''VideoGame/{{Raiden}}'' and its sequels, the red Raiden (1P) and blue Raiden (2P) play identically except in ''Raiden DX'', in which the two ships differ in which axis they move faster along (Red is faster vertically, Blue is faster horizontally). In ''VideoGame/RaidenFighters'', the two ships are significantly different; the red Raiden (Raiden mk-II) uses the [[FanNickname toothpaste laser]] and a delayed-detonation bomb for its weapons, while the blue one (Raiden mk-II Beta) uses missiles, [[TierInducedScrappy spread shots with no rapid-fire capability, and a weak cluster bomb]].
* In early versions of ''VideoGame/AkatsukiBlitzkampf'', Adler was a palette swap of Elektrosoldat, but when he was turned into
hide his own character his moves got radically different inputs and properties. Similarly, in the arcade emotional turmoil. Then you look at any version Perfecti of them from ''Advent Children'' onwards, and they've practically swapped: Squall is no longer a palette swap of Mycale - she the confident, snarky one and Cloud is instead an entirely different character with no shared moves.constantly brooding, plagued by crushing doubt.



* The first ''VideoGame/TwistedMetal'''s character roster contained a dune buggy called Pit Viper which spat out acid blobs as a special attack. However, when the time came for the sequel, instead of repeating the same move (projectiles were extremely common as it stood), they gave it a new one (a jump-based slamming attack) to differentiate it more from other vehicles, and they also redid its color scheme, calling the vehicle Grasshopper from then on.



* Giana's sister in ''VideoGame/TheGreatGianaSisters'' started out as simply a green-haired {{Palette Swap}} of her. ''VideoGame/GianaSistersTwistedDreams'' revamped her design to be more individual. While Giana has blonde hair in a bob and wears a blue dress, Maria has her green hair in a long ponytail with a ribbon in it and wears a red dress. Her design in the endless runner spinoff ''Dream Runners'' however dials her back to essentially a palette swap, however all the characters in that game look near-identical.
* The ''VideoGame/GundamVsSeries'' has an odd example of this with [[Anime/MobileSuitGundamWing Wing Gundam Zero]]. Firstly, ''Gundam vs. Gundam Next'' had only the TV version, but the home version added the ''Endless Waltz'' version, which was given unique traits. The sequel series ''Gundam Extreme Vs.'' started with only the movie version (which was a CompositeCharacter of the ''Next'' incarnations), but ''Extreme Vs. Full Boost'' brought back the TV version, which required '''re'''-divergence. Ironically, this lead to the two swapping some of their traits: In ''Next'', Wing Zero TV was ranged-centric and fired continuous beams from its [[{{BFG}} twin buster rifle]] while Wing Zero EW was more melee-focused and fired beam shots; in ''Extreme Vs.'' it's the other way around. Other changes include Wing Zero EW being more agile (since it's not a TransformingMecha) while Wing Zero TV has the ZERO System as a temporary buff that negates enemy tracking.
* In ''VisualNovel/HigurashiWhenTheyCry Matsuri'' [[spoiler:Hanyuu's daughter]] Oka looked exactly like Rika except that her hair was darker. In the Kotohogushi-hen arc in ''Kizuna'' for the UsefulNotes/NintendoDS she received a slight redesign and also received her own artwork.
* When ''VideoGame/HyruleWarriors'' first came out, an art book revealed that the developers had toyed around with the concept of a female version of Link before rejecting it. When making the ''Legends'' UpdatedRerelease, they brushed off the concept and made a new CanonForeigner character called Linkle. Instead of just being Link only female, like the original concept art portrayed, Linkle's final design bears some similarities to Link (green clothes, blond hair, pointy ears) but also some sharp contrasts: Link is a legendary hero while Linkle only ''thinks'' she's one, Linkle is a GenkiGirl in contrast to how (adult) Link tends to be TheStoic, and Link is primarily a swordsman but Linkle is TheGunslinger with dual crossbows.
* ''VideoGame/KidIcarus'' has a rather strange example in that it originated in an entirely different series: Pit has a PaletteSwap in ''VideoGame/SuperSmashBrosBrawl'' which gave him black hair and black wings, but it differed in appearance only. In ''VideoGame/KidIcarusUprising'' they took that palette swap and turned him into the anti-hero Dark Pit, with an entirely different personality and having layers of depth. In the ''Kid Icarus'' canon Dark Pit spends the first 15 minutes of his existence thinking he's the real Pit, and for most of the game [[CloningBlues he's really bitter about being a clone]], seen by the world as little more than an EvilKnockoff. Eventually he finds out that GoodFeelsGood (in contrast to regular Pit who indulges in the KnightInShiningArmor image) and settles into a comfortable rhythm. Things came full circle in ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', in which Dark Pit is a separate character from Pit, but with almost no difference in moveset (which the following game would term an "Echo Fighter") and little opportunity to display the difference in personality.
* In ''VideoGame/TheKingOfFighters'', Kyo and Iori, like Ryu and Ken, were essentially clones of each other in their original appearance, but their gameplay styles began to diverge as times went by: Kyo lost his fireball and gained more powerful normal moves while Iori became quicker and more mobile.
** And then, by ''The King of Fighters XII'', Iori had lost his fire powers completely, while Kyo pretty much lost his fiery "Rekka-style" moves and had regained his fireball... (Though in ''XIII'', the Rekka-style Kyo and Flames Iori are available as [[DownloadableContent DLC]] alongside the more "classic" Kyo and the flameless Iori.)
** Even more so, Clark and Ralf from the same series (working for an actual honest-to-gosh ColonelBadass, Heidern) start as nearly identical wrestler/brawler characters, but over the years have differentiated so that Ralf has more punching-based "brawling" special moves and fewer and less-effective command throws (although still more than the average character) and Clark has become almost a pure wrestler, with more throws and almost no other special moves. At the same time, their personalities were distinguished, with Clark being the quiet, sensitive, friendly guy and Ralf being quite the BoisterousBruiser. They are both still complete badasses, of course, and compared to the rest of the cast, effectively {{Badass Normal}}s.
*** Even more so when you realize this: in a game where most characters have element-based superpowers and genetically altered genes, Ralf is the only character that has a ''[[MegatonPunch special move that can remove almost two-thirds of your health bar]]''. (And in some circumstances it can take off all of your health bar from 100%!)
*** Also, both were the protagonists of ''VideoGame/IkariWarriors'', [[DubNameChange Paul and Vince]], who both played and looked identical.
** The same goes for Mature and Vice, Rugal's {{Sexy Secretar|y}}ies who [[AscendedExtra made the jump to playable status]] as members of Iori's team in ''KOF '96''. While they already had clear signs of differentiation from the beginning (Mature is a speed-based character, Vice is a grappler), every appearance of theirs since then (excluding ''XIII'' due to [[ArtShift the shift to redrawn, HD sprites]]) has furthered the gap.
* ''Franchise/{{Kirby}}'':
** While not "characters" in the traditional sense, Bomb Kirby and Mirror Kirby were originally PaletteSwaps of Sword Kirby and Beam Kirby, respectively. Newer installments of the ''Kirby'' series have given Bomb Kirby and Mirror Kirby more distinct designs to make it easier to tell them apart.
** Something similar happened with Ninja Kirby and Stone Kirby, both used the same sprite: Kirby with a samurai hat but with different body colors. Later installments have changed this to have Ninja Kirby wear a Naruto-esque Robe and Stone Kirby to wear a stone crown with bull horns, dismissing the samurai hat idea entirely.
** In ''VideoGame/KirbyAndTheAmazingMirror'', Dark Meta Knight was simply a PaletteSwap EvilTwin of Meta Knight and shared the latter's fighting style. Later games give him a more threatening look with tattered wings and a scarred mask. He also received a brand-new fighting style that emphasizes wild and reckless attacks to contrast Meta Knight's finesse and restraint, along with mirror-based attacks to [[IncrediblyLamePun reflect]] his origins as a resident of the Mirror World.
* The Materials of the ''VideoGame/MagicalGirlLyricalNanohaAsPortable'' games. When they were originally introduced as a trio of {{Evil Twin}}s in ''The Battle of Aces'', they were basically {{Palette Swap}}s of the three Aces except with different stats. When they returned in ''The Gears of Destiny'' sequel due to [[BreakoutVillain popular demand]], they received their own unique move sets to differentiate them from their originals. This gets several {{Lampshade Hanging}}s in sequel and the [[AllThereInTheManual supplementary materials]] related to it, such as the Materials explaining that the time they spent [[FromASingleCell recovering from their deaths]] was used to devise their own fighting styles and spells, and other characters pointing out that for copies, they don't actually act, fight, or even look that much like the people they were supposed to be based on.
* When ''VideoGame/MarvelVsCapcom2'' came out, this trope came into play with Iron Man and War Machine (who debuted in the previous game as a palette swap of the former). Originally, War Machine had a very similar moveset, with one extra special move (a ducking laser) and one extra Hyper. However, even with that game, there was a secret palette swap (Hyper Armor War Machine) that used missiles for his special attacks instead of lasers. So when Iron Man and War Machine were used in the same game, they went with his alternate missile-heavy moveset for War Machine while keeping Iron Man's original laser-heavy moveset.
* ''VideoGame/MegaManX3'' gave Zero his first playable appearance, where he played like X but with a Beam Saber upgrade (which X could gain later in the game). In the next game, Zero traded his Z Buster style for a purely close range style to completely distance himself from his partner.
** ''[[VideoGame/MegaManX7 X7]]'', with Axl's debut appearance. Aside from his Copy, dodge, hovering and a couple of different guns, Axl was very similar to X in style and how he used enemy weapons. ''[[VideoGame/MegaManX8 X8]]'' modified Axl's play style: he retained his Copy, dodge and hover moves, while getting the unique ability to aim his gun in the eight cardinal directions (though he had to stand/hover in one place while firing, unlike X). For each boss defeated, he instead received a new gun that fired projectiles based on a secondary attack each boss used, with different looks and properties from X's, and without needing weapon energy to boot.
* ''VideoGame/MegaManBattleNetwork'' contains an interesting example that applies to the series as a whole. One of the basic concepts behind BN was the idea of a divergent timeline [[ForWantOfANail where Dr. Light turned to network technology rather than robotics]]. This idea informed the series up until ''Battle Network 4'', which introduced an alternate version of Classic Mega Man character Duo... problem is, Duo shouldn't have ''had'' an alternate version, [[NonSequiturCausality since he's from outer space]]. From then on, Battle Network was less and less informed by the Classic series, and its sequel SpinOff, ''VideoGame/MegaManStarForce'', didn't even bother to look back.
* ''VideoGame/{{Metal Gear Solid 2|SonsOfLiberty}}'''s Raiden starts out playing identically to Snake. It isn't until the very end of the game that he gets the sword that allows him to showcase his ImplausibleFencingPowers, which Snake doesn't possess. His switch from being a gameplay clone of Snake to having his own play style is actually part of the plot.
* ''VideoGame/MetalSlug'' is a very well known case of progressive Divergent Character Evolution. In the first game, Tarma is basically just a PaletteSwap of Marco, who even had the same death scream as him. In ''2'', although Fio is not an exact Palette Swap of Eri, she also has the same death scream as her. In ''X'' and ''3'', every character had a different death scream at last, and was given some backstory. And finally, in ''6'', they were completely differentiated by being given different in-game abilities.



* Done with several boss characters in ''VideoGame/{{Tekken}}'':
** Kunimitsu was initially a [[ViewerGenderConfusion gender-neutral]] PaletteSwap of Yoshimitsu, but in the second game was clearly modeled as female and given a slightly different moveset. The first ''Tekken Tag Tournament'' uses her ''Tekken 2'' persona and moves with a few additional touches, but in ''Tekken Tag Tournament 2'' she was given a brand new move set that differentiates her from Yoshimitsu.
** Jin started as a SuspiciouslySimilarSubstitute for his father Kazuya, but with a few moves from his mother Jun (who was also absent). Jin got his own fighting style when Kazuya came back in ''4''.
** Anna started out as what amounted to an alternative costume for her sister Nina. Nowadays Anna has an almost entirely different moveset, and some of the moves she still shares with Nina have been given a personal twist. Notably, she was only included in ''Tekken 3'' at the last minute, whereas other clone characters weren't, which meant they significantly changed her moves from that point on.
** In the first two games Lee was a clone of Marshall Law with the occasional special move. From ''Tekken Tag Tournament'' onward, he grew to be a more distinctive character with better combos.
** Jack and P-Jack had the same moves in the first ''Tekken'' game, although P-Jack was more powerful and looked cooler. In the second, P-Jack can fly whereas Jack-2 can't. This was carried over to Gun Jack and all the Jacks afterwards, as well as being retroactively applied to Jack-2 when he appeared in ''Tekken Tag Tournament''.
*** In the first game, Jack, P. Jack, Kuma and Ganryu used almost entirely the same moveset. This was expanded slightly in ''Tekken 2'', giving them individual special moves, but they still had a lot of the core moves. P. Jack notably introduced his flight ability. ''Tekken 3'' sought to resolve the similarities by getting rid of clone characters, so it removed Ganryu, only included one Jack (Gun Jack) who had P. Jack's introduced moves, and introduced Kuma's son, [[{{Flanderization}} who can't hit as hard as the original Kuma]] and has some [[JokeCharacter comedy special moves]], as well as his clone, Panda. Ganryu was absent from ''Tekken 4'' as well but had an updated moveset when he returned in ''Tekken 5''. Also in ''Tekken 5'', Kuma and Ganryu were both given different punch moves to differentiate them from Jack-5. By ''Tekken Tag Tournament 2'' you can play as all four and they are all sufficiently different.
** In ''Tekken 4'', Miharu Hirano once shared the moveset of her friend Ling Xiayou. It's not until ''Tekken Tag Tournament 2'' where she finally becomes her own character and different moveset variations. Not to mention that she got ProgressivelyPrettier.
* ''VideoGame/{{Metal Gear Solid 2|SonsOfLiberty}}'''s Raiden starts out playing identically to Snake. It isn't until the very end of the game that he gets the sword that allows him to showcase his ImplausibleFencingPowers, which Snake doesn't possess. His switch from being a gameplay clone of Snake to having his own play style is actually part of the plot.
* ''VideoGame/MegaManX3'' gave Zero his first playable appearance, where he played like X but with a Beam Saber upgrade (which X could gain later in the game). In the next game, Zero traded his Z Buster style for a purely close range style to completely distance himself from his partner.
** ''[[VideoGame/MegaManX7 X7]]'', with Axl's debut appearance. Aside from his Copy, dodge, hovering and a couple of different guns, Axl was very similar to X in style and how he used enemy weapons. ''[[VideoGame/MegaManX8 X8]]'' modified Axl's play style: he retained his Copy, dodge and hover moves, while getting the unique ability to aim his gun in the eight cardinal directions (though he had to stand/hover in one place while firing, unlike X). For each boss defeated, he instead received a new gun that fired projectiles based on a secondary attack each boss used, with different looks and properties from X's, and without needing weapon energy to boot.
* ''VideoGame/MegaManBattleNetwork'' contains an interesting example that applies to the series as a whole. One of the basic concepts behind BN was the idea of a divergent timeline [[ForWantOfANail where Dr. Light turned to network technology rather than robotics]]. This idea informed the series up until ''Battle Network 4'', which introduced an alternate version of Classic Mega Man character Duo... problem is, Duo shouldn't have ''had'' an alternate version, [[NonSequiturCausality since he's from outer space]]. From then on, Battle Network was less and less informed by the Classic series, and its sequel SpinOff, ''VideoGame/MegaManStarForce'', didn't even bother to look back.
* Happens in the ''VideoGame/SengokuBasara'' series with Matsu and Kasuga. Both formerly used Kenshin and Sasuke's movesets before gaining their own in the second game. Similarly, a few [=NPCs=] who used polearms merely had copies of either Toshie or Shingen's movesets before actually getting their own.
* In ''VideoGame/RhythmHeaven'' for the GBA, the Space Dancers and Cosmo Dancers were interchangeable, the Cosmo Dancers only representing a higher difficulty level. In the DS version, both sets of dancers received minor redesigns and hobbies, with the Space Dancers being the focus of the Rhythm Rally games and the Cosmo Dancers being the focus of the Space Soccer games.

to:

* Done with several boss characters in ''VideoGame/{{Tekken}}'':
** Kunimitsu
Although there was initially never a [[ViewerGenderConfusion gender-neutral]] PaletteSwap of Yoshimitsu, but in the second game that featured the singular character, early versions of ''VideoGame/{{Overwatch}}'' had Genji and Hanzo's designs and abilities rolled into a single cyber-samurai character named Genji. Eventually, a diverge was clearly modeled as female made to give the character's name, cybernetics, and more ninja-like powers to Genji, and the remaining bowman characteristics were given a slightly different moveset. The first ''Tekken Tag Tournament'' uses her ''Tekken 2'' persona and moves with a few additional touches, but in ''Tekken Tag Tournament 2'' she was to Hanzo.
* In ''VideoGame/PacManParty'', the four iconic ghosts of VideoGame/PacMan were
given a brand new move set that differentiates her from Yoshimitsu.
** Jin started as a SuspiciouslySimilarSubstitute for his father Kazuya, but with a few moves from his mother Jun (who was also absent). Jin got his own fighting style when Kazuya came back in ''4''.
** Anna started out as what amounted to an alternative costume for her sister Nina. Nowadays Anna has an almost entirely different moveset, and some of the moves she still shares with Nina have been given a personal twist. Notably, she was only included in ''Tekken 3'' at the last minute, whereas other clone characters weren't, which meant they significantly changed her moves from that point on.
** In the first two games Lee was a clone of Marshall Law with the occasional special move. From ''Tekken Tag Tournament'' onward, he grew to be a
more distinctive character with better combos.
** Jack and P-Jack had the same moves
looks in the first ''Tekken'' game, although P-Jack was more powerful and looked cooler. In the second, P-Jack can fly whereas Jack-2 can't. This was carried over to Gun Jack and all the Jacks afterwards, as well as being retroactively applied to Jack-2 when he appeared in ''Tekken Tag Tournament''.
*** In the first game, Jack, P. Jack, Kuma and Ganryu used almost entirely the same moveset. This was expanded slightly in ''Tekken 2'', giving them individual special moves, but they still had a lot of the core moves. P. Jack notably introduced his flight ability. ''Tekken 3'' sought to resolve the similarities by getting rid of clone characters, so it removed Ganryu, only included one Jack (Gun Jack) who had P. Jack's introduced moves, and introduced Kuma's son, [[{{Flanderization}} who can't hit as hard as the original Kuma]] and has some [[JokeCharacter comedy special moves]], as well as his clone, Panda. Ganryu was absent from ''Tekken 4'' as well but had an updated moveset when he returned in ''Tekken 5''. Also in ''Tekken 5'', Kuma and Ganryu were both given different punch moves
order to differentiate them from Jack-5. By ''Tekken Tag Tournament 2'' you can play as all four and one another. No longer were they are all sufficiently different.
** In ''Tekken 4'', Miharu Hirano once shared the moveset
simple {{Palette Swap}}s of her friend Ling Xiayou. It's not until ''Tekken Tag Tournament 2'' where she finally becomes her own character and different moveset variations. Not to mention that she got ProgressivelyPrettier.
* ''VideoGame/{{Metal Gear Solid 2|SonsOfLiberty}}'''s Raiden starts out playing identically to Snake. It isn't until the very end
one another. Each of the game that he gets the sword that allows him to showcase his ImplausibleFencingPowers, which Snake doesn't possess. His switch from being a gameplay clone of Snake to having his own play style is actually part of the plot.
* ''VideoGame/MegaManX3'' gave Zero his first playable appearance, where he played like X but with a Beam Saber upgrade (which X could gain later in the game). In the next game, Zero traded his Z Buster style for a purely close range style to completely distance himself from his partner.
** ''[[VideoGame/MegaManX7 X7]]'', with Axl's debut appearance. Aside from his Copy, dodge, hovering and a couple of different guns, Axl was very similar to X in style and how he used enemy weapons. ''[[VideoGame/MegaManX8 X8]]'' modified Axl's play style: he
ghosts had distinctive "hairstyles". Blinky retained his Copy, dodge and hover moves, while getting the unique ability to aim his gun in the eight cardinal directions (though he had to stand/hover in one place while firing, unlike X). For each boss defeated, he instead received a new gun that fired projectiles based on a secondary attack each boss used, with different looks and properties from X's, and without needing weapon energy to boot.
* ''VideoGame/MegaManBattleNetwork'' contains an interesting example that applies to the series as a whole. One of
the basic concepts behind BN ghost shape, Inky was the idea of a divergent timeline [[ForWantOfANail where Dr. Light turned to network technology rather than robotics]]. This idea informed the series up until ''Battle Network 4'', which introduced an alternate version of Classic Mega Man character Duo... problem is, Duo shouldn't have ''had'' an alternate version, [[NonSequiturCausality since he's from outer space]]. From then on, Battle Network made skinnier, Pinky was less given more feminine features, and less informed by the Classic series, Clyde became fat and its sequel SpinOff, ''VideoGame/MegaManStarForce'', didn't even bother to look back.
huge.
* Happens In ''VideoGame/{{Paladins}}'', Cassie originally used a bow as her weapon. When another archer was added in the ''VideoGame/SengokuBasara'' series form of Sha Lin, Cassie was later redesigned with Matsu and Kasuga. Both formerly used Kenshin and Sasuke's movesets before gaining their own a crossbow to differentiate the two. It helps that Cassie's bow acted more like a crossbow in the second game. Similarly, a few [=NPCs=] who used polearms merely had copies of either Toshie or Shingen's movesets before actually getting their own.
* In ''VideoGame/RhythmHeaven'' for
first place, lacking the GBA, the Space Dancers and Cosmo Dancers were interchangeable, the Cosmo Dancers only representing a higher difficulty level. In the DS version, both sets of dancers received minor redesigns and hobbies, with the Space Dancers being the focus of the Rhythm Rally games and the Cosmo Dancers being the focus of the Space Soccer games.ChargedAttack expected from bows.



* When ''VideoGame/MarvelVsCapcom2'' came out, this trope came into play with Iron Man and War Machine (who debuted in the previous game as a palette swap of the former). Originally, War Machine had a very similar moveset, with one extra special move (a ducking laser) and one extra Hyper. However, even with that game, there was a secret palette swap (Hyper Armor War Machine) that used missiles for his special attacks instead of lasers. So when Iron Man and War Machine were used in the same game, they went with his alternate missile-heavy moveset for War Machine while keeping Iron Man's original laser-heavy moveset.
* In ''VideoGame/{{Battletoads}}'' and ''Battletoads and VideoGame/DoubleDragon'', the toads all played the same, and while large sprites and artwork gave them individual designs, their in-game sprites were just recolors. ''Battletoads in Battlemaniacs'' gave them different combos and finishing moves (though they still functioned the same) and their sprites now reflected the different designs from the artwork. The arcade game took this even further with by making Rash a FragileSpeedster, Zitz a JackOfAllStats, and Pimple a MightyGlacier, all with their own moves.
** Similarly initially all the toads used the same transformations, mostly blunt objets like ram horns, boots, and wrecking balls. Battlemaniacs gave them individual themes, with Rash prefering razor sharp weapons like axes and claws, while Pimple took the bludgeoning techniques UpToEleven using anvils and stone fists. When the arcade game came in, Zitz used his greater intellect to create technology like bulldozers and power drills.
* In the original ''VideoGame/ValkyrieProfile'', Lenneth was the only playable valkyrie, so there was no need to set her apart from her sisters. She could use swords and bows in battle. Hrist appears as an enemy in the game as well, but she's just a PaletteSwap of Lenneth, with black armor and hair and a red Nibelung Valesti. In [[VideoGame/ValkyrieProfile2Silmeria the second game]], all three valkyries are playable. Lenneth loses her ability to use bows, and they become the weapon of choice for Silmeria. Hrist uses spears in battle, a weapon that Lenneth couldn't use at all in the first game. All three sisters use swords for Nibelung Valesti, though.
* The Materials of the ''VideoGame/MagicalGirlLyricalNanohaAsPortable'' games. When they were originally introduced as a trio of {{Evil Twin}}s in ''The Battle of Aces'', they were basically {{Palette Swap}}s of the three Aces except with different stats. When they returned in ''The Gears of Destiny'' sequel due to [[BreakoutVillain popular demand]], they received their own unique move sets to differentiate them from their originals. This gets several {{Lampshade Hanging}}s in sequel and the [[AllThereInTheManual supplementary materials]] related to it, such as the Materials explaining that the time they spent [[FromASingleCell recovering from their deaths]] was used to devise their own fighting styles and spells, and other characters pointing out that for copies, they don't actually act, fight, or even look that much like the people they were supposed to be based on.
* Zigzagged throughout the ''Franchise/{{Disgaea}}'' series. In the [[VideoGame/DisgaeaHourOfDarkness first]] game, many of the basic creatable classes have male-female variation, which except for sprites and ''tiny'' Stat variations, are exactly the same. In the [[VideoGame/Disgaea2CursedMemories second game]], each class is given different unique passive abilities to differentiate them, and there are more variations to the Stat spread of the male-female variants (like how the Male Warrior has better HP and DEF and is better at [[AnAxeToGrind Axe]] while the Female Warrior has more HIT and SPD and better with [[BladeOnAStick Spears]]). The [[VideoGame/Disgaea3AbsenceOfJustice third game, however]] introduces ''more'' male-female variants to the existing single-gender classes (for example now there's a male version of the previously female-only Archers), with differing Evilities and secondary weapon (the male archer can also learn Sword skills while the female can learn Spear skills), but nearly identical Stats. The [[VideoGame/Disgaea4APromiseUnforgotten fourth game]] then removes nearly all gender variants introduced in the third game.
* In ''VideoGame/PacManParty'', the four iconic ghosts of VideoGame/PacMan were given more distinctive looks in order to differentiate one another. No longer were they simple {{Palette Swap}}s of one another. Each of the ghosts had distinctive "hairstyles". Blinky retained the basic ghost shape, Inky was made skinnier, Pinky was given more feminine features, and Clyde became fat and huge.
* In ''VisualNovel/HigurashiWhenTheyCry Matsuri'' [[spoiler:Hanyuu's daughter]] Oka looked exactly like Rika except that her hair was darker. In the Kotohogushi-hen arc in ''Kizuna'' for the UsefulNotes/NintendoDS she received a slight redesign and also received her own artwork.
* "Soap" [=MacTavish=] was the typical silent protagonist for the British missions in ''VideoGame/CallOfDuty 4: VideoGame/ModernWarfare'' who played identically to, and was effectively interchangeable with, Paul Jackson from the American missions. In ''Modern Warfare 2'' and ''3'', he was made into a non-player character for several missions, and accordingly given a strong personality and voice actor.
** Price's first playable level in ''[=CoD4=]'' likewise had him play identically to Soap, right down to being silent despite the dialogue he gets in the rest of the game. When he's playable again for the finale of ''3'', he's taken a cue from the ''VideoGame/CallOfDutyBlackOps'' cast and talks just as much under your control as he did when an NPC, and for the first half of the mission he's also given NighInvulnerable Juggernaut armor that Soap and all the other player characters never had access to.
* ''VideoGame/KidIcarus'' has a rather strange example in that it originated in an entirely different series: Pit has a PaletteSwap in ''VideoGame/SuperSmashBrosBrawl'' which gave him black hair and black wings, but it differed in appearance only. In ''VideoGame/KidIcarusUprising'' they took that palette swap and turned him into the anti-hero Dark Pit, with an entirely different personality and having layers of depth. In the ''Kid Icarus'' canon Dark Pit spends the first 15 minutes of his existence thinking he's the real Pit, and for most of the game [[CloningBlues he's really bitter about being a clone]], seen by the world as little more than an EvilKnockoff. Eventually he finds out that GoodFeelsGood (in contrast to regular Pit who indulges in the KnightInShiningArmor image) and settles into a comfortable rhythm. Things came full circle in ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', in which Dark Pit is a separate character from Pit, but with almost no difference in moveset (which the following game would term an "Echo Fighter") and little opportunity to display the difference in personality.
* ''VideoGame/PunchOut'' has a fair few characters that have evolved over the years, the most notable being [[FightingIrish Aran Ryan]]. In the SNES game, he was a bland palette swap of Pizza Pasta who fought by the rules. In the Wii game, he's a ''[[AxCrazy complete lunatic]]'' who [[{{Heel}} threatens Mac, the referee and the audience]]. He breaks just about every rule of boxing, from using his elbows to loading his gloves with horseshoes to tying a rope to one of said horseshoe gloves and ''using it as a flail.''

to:

* When ''VideoGame/MarvelVsCapcom2'' came out, this trope came into play with Iron Man and War Machine (who debuted in the previous game as a palette swap of the former). Originally, War Machine had a very similar moveset, with one extra special move (a ducking laser) and one extra Hyper. However, even with that game, there was a secret palette swap (Hyper Armor War Machine) that used missiles for his special attacks instead of lasers. So when Iron Man and War Machine were used in the same game, they went with his alternate missile-heavy moveset for War Machine while keeping Iron Man's original laser-heavy moveset.
* In ''VideoGame/{{Battletoads}}'' and ''Battletoads and VideoGame/DoubleDragon'', the toads all played the same, and while large sprites and artwork gave them individual designs, their in-game sprites were just recolors. ''Battletoads in Battlemaniacs'' gave them different combos and finishing moves (though they still functioned the same) and their sprites now reflected the different designs from the artwork. The arcade game took this even further with by making Rash a FragileSpeedster, Zitz a JackOfAllStats, and Pimple a MightyGlacier, all with their own moves.
** Similarly initially all the toads used the same transformations, mostly blunt objets like ram horns, boots, and wrecking balls. Battlemaniacs gave them individual themes, with Rash prefering razor sharp weapons like axes and claws, while Pimple took the bludgeoning techniques UpToEleven using anvils and stone fists. When the arcade game came in, Zitz used his greater intellect to create technology like bulldozers and power drills.
* In the original ''VideoGame/ValkyrieProfile'', Lenneth was the only playable valkyrie, so there was no need to set her apart from her sisters. She could use swords and bows in battle. Hrist appears as an enemy in the game as well, but she's just a PaletteSwap of Lenneth, with black armor and hair and a red Nibelung Valesti. In [[VideoGame/ValkyrieProfile2Silmeria the second game]], all three valkyries are playable. Lenneth loses her ability to use bows, and they become the weapon of choice for Silmeria. Hrist uses spears in battle, a weapon that Lenneth couldn't use at all in the first game. All three sisters use swords for Nibelung Valesti, though.
* The Materials of the ''VideoGame/MagicalGirlLyricalNanohaAsPortable'' games. When they were originally introduced as a trio of {{Evil Twin}}s in ''The Battle of Aces'', they were basically {{Palette Swap}}s of the three Aces except with different stats. When they returned in ''The Gears of Destiny'' sequel due to [[BreakoutVillain popular demand]], they received their own unique move sets to differentiate them from their originals. This gets several {{Lampshade Hanging}}s in sequel ''{{VideoGame/Persona 3}}'' and ''{{VideoGame/Persona 4}}'' crossover, ''VideoGame/PersonaQShadowOfTheLabyrinth'', did this for both its main protagonists and the [[AllThereInTheManual supplementary materials]] related to it, such as the Materials explaining that the time they spent [[FromASingleCell recovering from {{Mission Control}}s Fuuka and Rise.
** The protagonists of ''3'' and ''4'' are both identical in
their deaths]] was used to devise base games in that they can change their own fighting styles Personas constantly, and spells, and other characters pointing out that for copies, thus they don't actually act, fight, or even look that much like the people they were supposed to be based on.
* Zigzagged throughout the ''Franchise/{{Disgaea}}'' series. In the [[VideoGame/DisgaeaHourOfDarkness first]] game, many of the basic creatable classes
have male-female variation, which except for sprites and ''tiny'' Stat variations, no fixed stats or skillset, unlike their teammates who only have one Persona each. In ''Q'', however, everyone can equip a sub-Persona in addition to their main ones, so both protagonists are exactly the same. In the [[VideoGame/Disgaea2CursedMemories second game]], each class is given different unique passive abilities to differentiate them, and there are more variations to the Stat spread of the male-female variants (like how the Male Warrior has better HP and DEF and differing builds. The P4 hero is better at [[AnAxeToGrind Axe]] a JackOfAllStats who specializes in [[ShockAndAwe lightning magic]], while the Female Warrior has more HIT and SPD and better with [[BladeOnAStick Spears]]). The [[VideoGame/Disgaea3AbsenceOfJustice third game, however]] introduces ''more'' male-female variants to the existing single-gender classes (for example now there's a male version of the previously female-only Archers), with differing Evilities and secondary weapon (the male archer can also learn Sword skills while the female can learn Spear skills), but nearly identical Stats. The [[VideoGame/Disgaea4APromiseUnforgotten fourth game]] then removes nearly all gender variants introduced in the third game.
* In ''VideoGame/PacManParty'', the four iconic ghosts of VideoGame/PacMan were given more distinctive looks in order to differentiate one another. No longer were they simple {{Palette Swap}}s of one another. Each of the ghosts had distinctive "hairstyles". Blinky retained the basic ghost shape, Inky was made skinnier, Pinky was given more feminine features, and Clyde became fat and huge.
* In ''VisualNovel/HigurashiWhenTheyCry Matsuri'' [[spoiler:Hanyuu's daughter]] Oka looked exactly like Rika except that her hair was darker. In the Kotohogushi-hen arc in ''Kizuna'' for the UsefulNotes/NintendoDS she received a slight redesign and also received her own artwork.
* "Soap" [=MacTavish=] was the typical silent protagonist for the British missions in ''VideoGame/CallOfDuty 4: VideoGame/ModernWarfare'' who played identically to, and was effectively interchangeable with, Paul Jackson from the American missions. In ''Modern Warfare 2'' and ''3'', he was made into a non-player character for several missions, and accordingly given a strong personality and voice actor.
** Price's first playable level in ''[=CoD4=]'' likewise had him play identically to Soap, right down to being silent despite the dialogue he gets in
P3 hero's stats are generally higher than the rest of the game. When he's playable again for the finale of ''3'', he's taken a cue from the ''VideoGame/CallOfDutyBlackOps'' cast party and talks just as much under your control as he did when an NPC, and for the first half of the mission he's also given NighInvulnerable Juggernaut armor specializes in [[PlayingWithFire fire magic.]] The P3 hero's higher stats are likely to compensate that Soap and all the other player characters never had access to.
* ''VideoGame/KidIcarus'' has a rather strange example in that it originated in an entirely different series: Pit has a PaletteSwap in ''VideoGame/SuperSmashBrosBrawl'' which gave him black hair and black wings, but it differed in appearance only. In ''VideoGame/KidIcarusUprising'' they took that palette swap and turned him into the anti-hero Dark Pit, with an entirely different personality and having layers of depth. In the ''Kid Icarus'' canon Dark Pit spends the first 15 minutes of his existence thinking he's the real Pit, and for most of the game [[CloningBlues he's really bitter about
he starts off weak to two elements (one being a clone]], seen by the world as little more than an EvilKnockoff. Eventually he finds out that GoodFeelsGood (in contrast to regular Pit who indulges instant-killing [[CastingAShadow dark element]]).
** The two support characters, Fuuka and Rise, served identical roles in their games, although
in the KnightInShiningArmor image) and settles into a comfortable rhythm. Things came full circle in ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', in which Dark Pit is a separate character from Pit, but with almost no difference in moveset (which the following game would term an "Echo Fighter") and little opportunity to display the difference in personality.
* ''VideoGame/PunchOut'' has a fair few characters
''Golden'' re-release of ''P4,'' Rise was given additional battle-assisting skills that have evolved over Fuuka never got in ''P3.'' In ''PQ'', Fuuka's skills revolve around [[TheMedic healing]], while Rise's skills streamline and make battles more efficient (she can cut SP costs for on round, and her ultimate skill makes the years, the most notable being [[FightingIrish Aran Ryan]]. In the SNES game, he was a bland palette swap of Pizza Pasta who fought by the rules. In the Wii game, he's a ''[[AxCrazy complete lunatic]]'' who [[{{Heel}} threatens Mac, the referee and the audience]]. He breaks just about every rule of boxing, from using his elbows party completely immune to loading his gloves with horseshoes to tying damage for a rope to one of said horseshoe gloves and ''using it as a flail.''turn).



* ''VideoGame/PunchOut'' has a fair few characters that have evolved over the years, the most notable being [[FightingIrish Aran Ryan]]. In the SNES game, he was a bland palette swap of Pizza Pasta who fought by the rules. In the Wii game, he's a ''[[AxCrazy complete lunatic]]'' who [[{{Heel}} threatens Mac, the referee and the audience]]. He breaks just about every rule of boxing, from using his elbows to loading his gloves with horseshoes to tying a rope to one of said horseshoe gloves and ''using it as a flail.''
* In ''VideoGame/{{Raiden}}'' and its sequels, the red Raiden (1P) and blue Raiden (2P) play identically except in ''Raiden DX'', in which the two ships differ in which axis they move faster along (Red is faster vertically, Blue is faster horizontally). In ''VideoGame/RaidenFighters'', the two ships are significantly different; the red Raiden (Raiden mk-II) uses the [[FanNickname toothpaste laser]] and a delayed-detonation bomb for its weapons, while the blue one (Raiden mk-II Beta) uses missiles, [[TierInducedScrappy spread shots with no rapid-fire capability, and a weak cluster bomb]].
* In ''VideoGame/RhythmHeaven'' for the GBA, the Space Dancers and Cosmo Dancers were interchangeable, the Cosmo Dancers only representing a higher difficulty level. In the DS version, both sets of dancers received minor redesigns and hobbies, with the Space Dancers being the focus of the Rhythm Rally games and the Cosmo Dancers being the focus of the Space Soccer games.
* Happens in the ''VideoGame/SengokuBasara'' series with Matsu and Kasuga. Both formerly used Kenshin and Sasuke's movesets before gaining their own in the second game. Similarly, a few [=NPCs=] who used polearms merely had copies of either Toshie or Shingen's movesets before actually getting their own.
* ''Franchise/SonicTheHedgehog'':
** In ''VideoGame/SonicTheHedgehog2'', Sonic and Tails played the same way. Starting with ''[[VideoGame/Sonic3AndKnuckles Sonic the Hedgehog 3]]'', Tails was given his own play style (he is unable to use the shield power-ups as double jumps, but gains a limited flying ability). Tails' play style has gotten to the point of being unrecognizable in some of the more recent games, most memorably walking in a mecha in ''VideoGame/SonicAdventure2''.
** Also, Shadow in ''VideoGame/SonicTheHedgehog2006''. His techniques went from being very similar to Sonic in ''Sonic Adventure 2'' and ''VideoGame/SonicHeroes'' to a different style. However, the fact that he became slower could raise different questions.
** ''VideoGame/SonicGenerations'' has a variation involving stages. [[VideoGame/SonicHeroes Seaside Hill]] was originally a complete throwback to [[VideoGame/SonicTheHedgehog1 Green Hill Zone]], having palm trees and checkered soil, but since Green Hill Zone has reappeared playing up those elements, Seaside Hill in ''Generations'' plays up the ruins and water aspect more and even adding underwater elements.
** Amy was originally a spunky but sweet girl. After Cream was introduced in ''Sonic Advance 2'' less focus was put on Amy being TheHeart and more emphasis was put on her spunk and attitude. This ended up {{flanderiz|ation}}ing her into being more a [[HairTriggerTemper temperamental]] BrattyHalfPint than she originally was. Cream took over as the sweet little girl of the franchise. With time this was reversed. After ''Sonic Generations'' more emphasis was put on Amy's nice side and her energy was dialed down, while Cream was DemotedToExtra.
** When reintroduced in ''VideoGame/SonicGenerations'', Classic Sonic was simply Sonic as a child. By ''VideoGame/SonicForces'' he is a completely separate Sonic from a parallel dimension. He's also differentiated from his Modern design by being a HeroicMime.
* ''VideoGame/SoulSeries'':
** Siegfried and Nightmare had their movesets almost entirely differentiated in ''III'' after being nearly identical in the first game and ''different costumes for the same character'' in the second.
** In ''III'', Amy (making her debut as a playable character), Li Long and Hwang Seong-Gyeong (returning) had the generic create-a-character Rapier, Nunchaku and Chinese Sword movesets; thus they had far fewer moves than normal characters, were largely semi clones of Raphael, Maxi, and Yun-Seong, respectively, and aside from Hwang had no side throws. In ''SCIII: Arcade Edition'', the three were shifted into more intricate arcade-worthy characters. This served as the last time that Li Long and Hwang were playable, while the loss of the create-a-character specific weapon disciplines in ''IV'' meant that Amy had nothing to be compared to.
*** Zig-zagging the trope, Li Long and Hwang's appearances in ''Soulcalibur IV'' and ''Broken Destiny''[='s=] Quick Match mode have them use the same moves as their replacements Maxi and Yun-seong respectively.
** As an inversion, because the create-a-character classes were different enough from the originals for them to be ''missed'' in ''Soulcalibur IV/V'''s create-a-modes. Many fans of ''III'' were pissed that their characters had to fight the exact same way as the main cast.
** Lizardman was almost entirely a clone of Sophitia in his first appearance, only evolving as the series went on. Later he'd get a more animalistic style, including a crawl stance. In ''V'', he ditched the shield entirely for two axes.
** Kilik and Seong Mi-na were very similar at first, but they evolved into two different characters, although still sharing some moves, as time went on. The true point was ''VideoGame/SoulcaliburVI'', where Seong Mi-na gains many unique moves and even inherits moves from Xiba in ''V'', making them play little like each other apart from their base weapon.
* One accusation made toward ''VideoGame/StarCraft'' is referenced in one of Artanis' StopPokingMe lines: "This is ''not'' ''VideoGame/{{WarCraft}}'' [[RecycledInSpace in space!]] It's much more sophisticated!" The original ''[=StarCraft=]'' is indeed very similar to the later ''[=WarCraft=]'' titles, but the two have since diverged, especially as ''[=WarCraft=]'' transformed into [[VideoGame/WorldOfWarcraft an MMORPG]].
* In the ''VideoGame/StarFox'' series, all of Fox's wingmen were pretty much the same at the beginning, other than in personality. This was changed in the unreleased ''VideoGame/StarFox2'', which allowed you to choose your character, with each flying a different ship with different properties. It reverted back in ''VideoGame/StarFox64'', where you could only play as characters other than Fox in multiplayer, and that being a purely cosmetic choice. Things stayed that way until ''VideoGame/StarFoxAssault'', which gave the players different stats on the ground (health, running speed, accuracy with weapons) and different strengths in vehicles (Falco was the best Arwing pilot, Slippy was the best Landmaster driver, Fox was a JackOfAllStats, etc.). ''VideoGame/StarFoxCommand'' took things even further and finally incorporated the different ships choices from ''Star Fox 2''.
* ''Franchise/StreetFighter'':
** Ryu and Ken originally played [[MovesetClone the exact same way]] in ''VideoGame/StreetFighterI''. They have since been differentiated in both moveset and characterization. Although they are both use the [[{{Shotoclone}} same fighting style]], Ryu is now a [[KamehameHadoken Hadoken]] specialist and usually fights defensively, while Ken is more aggressive and prefers the {{Shoryuken}}. The divergence got a lot bigger in ''VideoGame/StreetFighterV''. While Ryu is relatively close to how he was in previous games, Ken went through some radical changes, utilizing a much more aggressive moveset and [[SuperMode V-Trigger]] compared to Ryu. He also no longer wears his trademark gi, which only drives the point further. Similarly, Nash plays nothing like he did in the Alpha series, thus diverging himself from a Guile clone.
** ''VideoGame/StreetFighterIII'' introduced twin brothers Yun and Yang. Originally, they played identically (to the point that they shared the same slot in the player select screen; you'd select Yang with a kick button), but in ''2nd Impact'', Yun and Yang were officially made into separate characters with different Special Moves and Super Arts.



* The ''{{VideoGame/Persona 3}}'' and ''{{VideoGame/Persona 4}}'' crossover, ''VideoGame/PersonaQShadowOfTheLabyrinth'', did this for both its main protagonists and the {{Mission Control}}s Fuuka and Rise.
** The protagonists of ''3'' and ''4'' are both identical in their base games in that they can change their Personas constantly, and thus they have no fixed stats or skillset, unlike their teammates who only have one Persona each. In ''Q'', however, everyone can equip a sub-Persona in addition to their main ones, so both protagonists are given differing builds. The P4 hero is a JackOfAllStats who specializes in [[ShockAndAwe lightning magic]], while the P3 hero's stats are generally higher than the rest of the party and specializes in [[PlayingWithFire fire magic.]] The P3 hero's higher stats are likely to compensate that he starts off weak to two elements (one being the instant-killing [[CastingAShadow dark element]]).
** The two support characters, Fuuka and Rise, served identical roles in their games, although in the ''Golden'' re-release of ''P4,'' Rise was given additional battle-assisting skills that Fuuka never got in ''P3.'' In ''PQ'', Fuuka's skills revolve around [[TheMedic healing]], while Rise's skills streamline and make battles more efficient (she can cut SP costs for on round, and her ultimate skill makes the party completely immune to damage for a turn).
* ''VideoGame/BloodyRoar 2'' handles this rather oddly: for starters, the clone character, Shenlong, is [[CloningBlues a literal clone]] of the returning character Long. On top of that, it's ''Long'' who gets a new moveset, while Shenlong has Long's moves from the first game. From ''3'' on they switched, with Long getting his old moves back and Shenlong getting a similar but simplified moveset. Similar cases involve Yugo and Uriko, whose movesets changed rather drastically in the second game (Yugo going from an untrained kid to a professional boxer, Uriko going from a BrainwashedAndCrazy {{Super|Soldier}}-{{Child Soldier|s}} as the FinalBoss to a playable student of the aforementioned Long) and, respectively, Fang (secret character in ''Extreme'' who shares Yugo's moveset from the first game) and Uranus (secret character in ''3'' onwards who is essentially a playable version of final-boss Uriko). More traditional examples involve Shina (the adopted daughter of Gado) and the second Bakuryu and Kohryu (respectively the {{legacy|Character}} and a resurrected mecha-clone of the original Bakuryu), who play rather similarly to, but still distinctive from their originators. Not to mention as well Jenny and Stun, who are straight-up [[SuspiciouslySimilarSubstitute replacements]] for Fox and Mitsuko and keep their general playstyles while adding more moves to make them unique.
* Subfactions were introduced in the later ''VideoGame/CommandAndConquer'' games to give the existing factions diversity in multiplayer matches; previous games with different countries/factions/whatever simply had one or two slightly-changed attributes that [[GuideDangIt you are never made aware of]] (''VideoGame/CommandAndConquerRedAlert'') or one unit/ability no one else gets or has to rely on tech buildings to use (''VideoGame/CommandAndConquerRedAlert2'').
* ''VideoGame/BlazBlue'': Zig-zagged with Nu-13 and Lambda-11. Nu was written out after the first game, with Lambda replacing her with some balance changes (Nu was still present as her [[SuperMode Unlimited Form]]). Lambda was written out after the second, with Nu coming back with the ability to use both movesets, ''then'' in the UpdatedRerelease, Lambda came back, Nu lost the extra moves, and while the two do still have very similar movesets, their Drives (character specific gimmick) and Overdrives (temporary power up) work differently, Lambda going for quality and Nu for quantity.
** This extends to their characterizations. Both started as [[CloningBlues tortured]] [[EmptyShell automatons]] who obeyed without question and eventually became childlike, but in different ways. Nu is a [[OmnicidalManiac world-hating]] {{Yandere}} who wants to kill/screw/fuse with her [[VillainousIncest "brother"]] Ragna [[MasochismTango and views their fights as a budding romance]]. Lambda is mostly innocent and [[TheWorldIsJustAwesome curious about the world]], has a healthy relationship with her [[BigBrotherInstinct "big sister"]] Noel and only fights because Kokonoe [[ShootTheDog reluctantly orders her to.]]
** [[spoiler: Defied for the following pairs; Jin and Hakumen, Noel and Mu-12, Tsubaki and Izayoi, Hazama and Terumi; despite those pairs being ''the exact same person'', they have nothing in common (sans Jin and Hakumen sharing a super)]]
* The VideoGame/GundamVsSeries has an odd example of this with [[Anime/MobileSuitGundamWing Wing Gundam Zero]]. Firstly, ''Gundam vs. Gundam Next'' had only the TV version, but the home version added the ''Endless Waltz'' version, which was given unique traits. The sequel series ''Gundam Extreme Vs.'' started with only the movie version (which was a CompositeCharacter of the ''Next'' incarnations), but ''Extreme Vs. Full Boost'' brought back the TV version, which required '''re'''-divergence. Ironically, this lead to the two swapping some of their traits: In ''Next'', Wing Zero TV was ranged-centric and fired continuous beams from its [[{{BFG}} twin buster rifle]] while Wing Zero EW was more melee-focused and fired beam shots; in ''Extreme Vs.'' it's the other way around. Other changes include Wing Zero EW being more agile (since it's not a TransformingMecha) while Wing Zero TV has the ZERO System as a temporary buff that negates enemy tracking.
* In the original ''VideoGame/ConquestOfTheNewWorld'', all European powers were created equal, and only the High Native player functioned differently. In the Deluxe Edition, this was changed to give each power (including the Natives) a buff, causing each power to play slightly differently. For example, the French get better native relations and dominant cavalry, while the Dutch are masters of finance and the European trade.
* Genbei "Jaguar" Yagyu inverts this trope between ''Neo VideoGame/{{Contra}}'' and ''Contra [=ReBirth=]''. In ''Neo'', he's slower but more powerful than series protagonist Bill Rizer, and you can unlock the option to replace one of his guns with a powerful but melee-range katana. In ''[=ReBirth=]'', he not only plays identically to Bill, but dresses like him, too.
* ''VideoGame/StarCraft'' was derisively called ''VideoGame/WarCraft'' "IN SPACE!", but the two have diverged over the years with the former staying mostly true to its RTS roots while ''Warcraft'' has transformed into [[VideoGame/WorldOfWarcraft an MMORPG]].
** Parodied by a StopPokingMe line from Artanis:
-->'''Artanis:''' This is ''not'' Warcraft in space! It's much more sophisticated!
* The ''VideoGame/CommandAndConquerRedAlertSeries'' started as a possible prequel spin-off of the ''VideoGame/CommandAndConquerTiberianSeries''. ''Red Alert 2'' made that portion of the franchise known for being DenserAndWackier.
* When ''VideoGame/HyruleWarriors'' first came out, an art book revealed that the developers had toyed around with the concept of a female version of Link before rejecting it. When making the ''Legends'' UpdatedRerelease, they brushed off the concept and made a new CanonForeigner character called Linkle. Instead of just being Link only female, like the original concept art portrayed, Linkle's final design bears some similarities to Link (green clothes, blond hair, pointy ears) but also some sharp contrasts: Link is a legendary hero while Linkle only ''thinks'' she's one, Linkle is a GenkiGirl in contrast to how (adult) Link tends to be TheStoic, and Link is primarily a swordsman but Linkle is TheGunslinger with dual crossbows.
* Franchise/DonkeyKong and Mario started on [[VideoGame/DonkeyKong the same game]] but the latter got [[Franchise/SuperMarioBros his own game franchise]] known for its speed and wide open levels while the former remained a slow-moving puzzle game. DK got a second lease on life when ''VideoGame/DonkeyKongCountry1'' was released on SNES and he finally got his own fast-paced game complete with distinct gameplay and style.
* ''Franchise/{{Kirby}}'':
** While not "characters" in the traditional sense, Bomb Kirby and Mirror Kirby were originally PaletteSwaps of Sword Kirby and Beam Kirby, respectively. Newer installments of the ''Kirby'' series have given Bomb Kirby and Mirror Kirby more distinct designs to make it easier to tell them apart.
** Something similar happened with Ninja Kirby and Stone Kirby, both used the same sprite: Kirby with a samurai hat but with different body colors. Later installments have changed this to have Ninja Kirby wear a Naruto-esque Robe and Stone Kirby to wear a stone crown with bull horns, dismissing the samurai hat idea entirely.
** In ''VideoGame/KirbyAndTheAmazingMirror'', Dark Meta Knight was simply a PaletteSwap EvilTwin of Meta Knight and shared the latter's fighting style. Later games give him a more threatening look with tattered wings and a scarred mask. He also received a brand-new fighting style that emphasizes wild and reckless attacks to contrast Meta Knight's finesse and restraint, along with mirror-based attacks to [[IncrediblyLamePun reflect]] his origins as a resident of the Mirror World.
* The ''Franchise/{{Doom}}'' series has the Hell Knight, introduced in ''Doom II'' as a less durable palette-swapped [[EliteMook Baron of Hell]] that fought exactly the same by throwing green fireballs. In ''VideoGame/{{Doom 3}}'' they got a different appearance and served the same role as the Baron of Hell, being a more durable enemy that still threw green fire. Come [[VideoGame/{{Doom2016}} the 2016 game]], the Hell Knight is now a CloseRangeCombatant with similar looks to its ''Doom 3'' incarnation and lacks a fireball attack, while the Baron of Hell fights with both close and long range green attacks while still retaining [[BigRedDevil its looks from the first game]].
* In ''VideoGame/{{Paladins}}'', Cassie originally used a bow as her weapon. When another archer was added in the form of Sha Lin, Cassie was later redesigned with a crossbow to differentiate the two. It helps that Cassie's bow acted more like a crossbow in the first place, lacking the ChargedAttack expected from bows.
* Although there was never a game that featured the singular character, early versions of ''VideoGame/{{Overwatch}}'' had Genji and Hanzo's designs and abilities rolled into a single cyber-samurai character named Genji. Eventually, a diverge was made to give the character's name, cybernetics, and more ninja-like powers to Genji, and the remaining bowman characteristics were given to Hanzo.
* An inverted example from ''VideoGame/FinalFantasyVII'' and ''VideoGame/FinalFantasyVIII'': Cloud Strife and Squall Leonhart. While they both start as difficult and selfish people, and undergo significant development during their respective games, they actually had very distinct personalities. Cloud is a cocky, arrogant tough guy with plenty of light and goofy moments, while Squall starts off as a solitary {{jerkass}} who puts up a false wall of confidence to hide his emotional turmoil. Then you look at any version of them from ''Advent Children'' onwards, and they've practically swapped: Squall is the confident, snarky one and Cloud is constantly brooding, plagued by crushing doubt.
* Giana's sister in ''VideoGame/TheGreatGianaSisters'' started out as simply a green haired {{Palette Swap}} of her. ''VideoGame/GianaSistersTwistedDreams'' revamped her design to be more individual. While Giana has blonde hair in a bob and wears a blue dress, Maria has her green hair in a long ponytail with a ribbon in it and wears a red dress. Her design in the endless runner spinoff ''Dream Runners'' however dials her back to essentially a palette swap, however all the characters in that game look near-identical.
* In ''Franchise/TheElderScrolls'' series has a Justified example when this happened to Peryite, the [[OurGodsAreDifferent Daedric Prince]] of [[{{Plaguemaster}} Pestilence]], Tasks, and Order, upon the introduction of Jyggalag, Daedric Prince of Order, in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'''s ''Shivering Isles'' expansion. Peryite's association with "Order" became downplayed and replaced with "Natural Order", essentially the cycle of growth and decay. Meanwhile, Jyggalag came to represent the idea of "Perfect Order", essentially inorganic stasis. The implication is that Peryite became tasked with representing the greater scope of "order" while Jyggalag was [[spoiler:[[SealedInsideAPersonShapedCan sealed as]] [[MadGod Sheogorath]]]], because [[SomeoneHasToDoIt Someone Had To Do It]]. It also helps to explain why Peryite is looked down upon as a "loathesome" ButtMonkey by the other Daedric Princes, who are primarily [[OrderVersusChaos chaotic in nature]]. Come ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', Peryite's quest fully emphasizes his association with [[MysticalPlague pestilence]].

to:

* The ''{{VideoGame/Persona 3}}'' ''Franchise/SuperMarioBros'':
** Luigi is the former {{Trope Namer|s}}. He was originally a PaletteSwap of his brother Mario created for [[ColorCodedMultiplayer multiplayer]],
and ''{{VideoGame/Persona 4}}'' crossover, ''VideoGame/PersonaQShadowOfTheLabyrinth'', did identical to him in every way. Since then, Luigi's become taller and more slender than his brother and he has a different gameplay style, being able to jump higher at the cost of low-traction. Their personalities have drifted apart as well; Mario eventually developed into a HotBlooded adventurous type, while Luigi became more reserved, developing a second-banana complex, a fear of ghosts, and a tendency towards [[TheChewToy bad luck]]. He is also said to harbor dark secrets and hidden resentment. [[EnsembleDarkhorse Some fans prefer Luigi]] to the perceived squeaky-clean Mario for this reason. Luigi's development into a different character started with the US version of ''VideoGame/SuperMarioBros2'' (a re-skin of the [[NoExportForYou Japan-only]] ''VideoGame/DokiDokiPanic''). Because Doki Doki Panic featured multiple characters with differing abilities, rather than a ColorCodedMultiplayer, Luigi was given a taller look to distinguish him from Mario and received the high-jump ability originally belonging to the Mama character. While ''VideoGame/SuperMarioBros3'' and ''VideoGame/SuperMarioWorld'' had Luigi back to being just Mario in green during gameplay, his official art used the tall design and when ''Mario 3'' and ''Mario World'' got updated graphics for both its main protagonists ''VideoGame/SuperMarioAllStars'', Luigi got his taller and the {{Mission Control}}s Fuuka and Rise.thinner design back.
** The protagonists of ''3'' and ''4'' are both identical in their base games in that they can change their Personas constantly, and thus they have no fixed stats or skillset, unlike their teammates who only have one Persona each. In ''Q'', however, everyone can equip a sub-Persona in addition to their main ones, so both protagonists are given differing builds. The P4 hero is a JackOfAllStats who specializes in [[ShockAndAwe lightning magic]], while the P3 hero's stats are generally higher than the rest of the party and specializes in [[PlayingWithFire fire magic.]] The P3 hero's higher stats are likely to compensate that he starts off weak to two elements (one being the instant-killing [[CastingAShadow dark element]]).
** The two support characters, Fuuka and Rise, served identical roles in their games, although in the ''Golden'' re-release of ''P4,'' Rise
[[VideoGame/SuperMarioLand Daisy]] was given additional battle-assisting skills that Fuuka never got in ''P3.'' In ''PQ'', Fuuka's skills revolve around [[TheMedic healing]], while Rise's skills streamline and make battles more efficient (she can cut SP costs for on round, and her ultimate skill makes the party completely immune to damage for a turn).
* ''VideoGame/BloodyRoar 2'' handles this rather oddly: for starters, the clone character, Shenlong, is [[CloningBlues a literal clone]] of the returning character Long. On top of that, it's ''Long'' who gets a new moveset, while Shenlong has Long's moves from the first game. From ''3'' on they switched, with Long getting his old moves back and Shenlong getting a
so similar but simplified moveset. Similar cases involve Yugo and Uriko, whose movesets changed rather drastically to Princess Peach in the second game (Yugo going from an untrained kid to a professional boxer, Uriko going from a BrainwashedAndCrazy {{Super|Soldier}}-{{Child Soldier|s}} as the FinalBoss to a playable student of the aforementioned Long) and, respectively, Fang (secret character in ''Extreme'' who shares Yugo's moveset from the first game) and Uranus (secret character in ''3'' onwards who is essentially a playable version of final-boss Uriko). More traditional examples involve Shina (the adopted daughter of Gado) and the second Bakuryu and Kohryu (respectively the {{legacy|Character}} and a resurrected mecha-clone of the her original Bakuryu), who play rather similarly to, but still distinctive from their originators. Not to mention appearance that many fans assumed she was the same character. ([[Film/SuperMarioBros The movie]] doesn't help the confusion, either.) Daisy has since been split off into a more tomboyish cowgirl portrayal, especially shown in games such as well Jenny and Stun, who are straight-up [[SuspiciouslySimilarSubstitute replacements]] ''Mario Strikers''. She's also become a [[BetaCouple potential]] [[PairTheSpares love]] [[MasculineGirlFeminineBoy interest]] for Fox and Mitsuko and keep their general playstyles Luigi. Daisy was originally nearly a palette swap of Peach, with the only exception of being redesigned for the UsefulNotes/Nintendo64 era to have slightly tanned skin while adding more moves Peach was fair skinned. By ''Mario Party 4'' and later, Daisy's skin became fair like Peach's again, but Daisy's hair was shortened to make them unique.
* Subfactions were introduced in the later ''VideoGame/CommandAndConquer'' games to give the existing factions diversity in multiplayer matches; previous games with
neck length, she received a different countries/factions/whatever simply had one or two slightly-changed attributes that [[GuideDangIt you are never hairstyle, a wider face, a brand new voice actor in ''Mario Golf: Toadstool Tour'', and her eyes were made aware of]] (''VideoGame/CommandAndConquerRedAlert'') or one unit/ability no one else gets or has larger in comparison to rely on tech buildings Peach's eyes. Her body frame was also changed to use (''VideoGame/CommandAndConquerRedAlert2'').
* ''VideoGame/BlazBlue'': Zig-zagged with Nu-13
look chubbier than Peach's in ''Mario Tennis: Ultra Smash''.
** Another example from the ''Mario'' series is the Koopalings Lemmy
and Lambda-11. Nu was written out after the first game, with Lambda replacing her with some balance changes (Nu was still present as her [[SuperMode Unlimited Form]]). Lambda was written out after the second, with Nu coming back with the ability to use both movesets, ''then'' in the UpdatedRerelease, Lambda came back, Nu lost the extra moves, and while Iggy. While the two do still looked [[http://images.wikia.com/egamia/images/4/45/Lemmy_Koopa.gif rather]] [[http://images.wikia.com/egamia/images/c/cb/Iggy_Koopa.gif similar]] in earlier games, Iggy's appearance in ''VideoGame/NewSuperMarioBrosWii'' has him looking... well, like [[http://images.wikia.com/nintendo/en/images/9/99/Iggy_Koopa_Super_Mario_Wii.jpg this]]. It's also notable that Iggy seems to have very similar movesets, their Drives (character specific gimmick) and Overdrives (temporary power up) work differently, Lambda going for quality and Nu for quantity.
** This extends to their characterizations. Both started as [[CloningBlues tortured]] [[EmptyShell automatons]] who obeyed without question and eventually became childlike, but in different ways. Nu is a [[OmnicidalManiac world-hating]] {{Yandere}} who wants to kill/screw/fuse with her [[VillainousIncest "brother"]] Ragna [[MasochismTango and views their fights as a budding romance]]. Lambda is mostly innocent and [[TheWorldIsJustAwesome curious about the world]], has a healthy relationship with her [[BigBrotherInstinct "big sister"]] Noel and only fights because Kokonoe [[ShootTheDog reluctantly orders her to.
apparently gone insane... Well, [[SanitySlippage more insane...]]
** [[spoiler: Defied for Wario was once simply an evil Mario, but has since become more of a greedy AntiHero.
** Goombas were given an [[YouDontLookLikeYou odd change in appearance and behavior]] in ''VideoGame/SuperMarioWorld''. These Goombas would eventually be renamed to Galoomba and would occasionally appear in future games alongside
the following pairs; Jin and Hakumen, Noel and Mu-12, Tsubaki and Izayoi, Hazama and Terumi; despite those pairs original Goombas. This is a DubInducedPlotHole being ''the exact same person'', fixed as they were always different in Japan.
** Tiny Kong was originally a short, kiddie Kong similar to her sister Dixie Kong. When ''VideoGame/DiddyKongRacing DS'' came out, Tiny's design was tweaked in order to replace Banjo's on the roster. Tiny's new design is much taller and even more anthropomorphic-looking than her sister's.
* In ''VideoGame/SuperRobotWarsAlpha'', the player built up their own character by selecting genders, choosing a face (from four males and four females), giving them names, and adding a personality (Cool, Shy, Weird, or HotBlooded) and accompanying voice. The ''VideoGame/SuperRobotWarsOriginalGeneration'' sub-series combined these factors and fleshed them out into the characters Kusuha Mizuha, Brooklyn "Bullet" Luckfield, Rio Mei Long, Ryoto Hikawa, Leona Garstein, Tasuku Shinguji, Yuuki Jaggar, and Ricarla "Carla" Borgnine (which were the default names associated with each character archetype/gender combination).
** ''Alpha 2'' and ''3'' then adopted the Kusuha and Bullet characters as the canon heroes of ''Alpha'' (with the "player" and main character assumed to
have nothing in common (sans Jin been Kusuha) and Hakumen sharing a super)]]
* The VideoGame/GundamVsSeries has an odd example
developed them even further, taking their story and character development to appropriate extremes.
** It's worth noting that ''VideoGame/SuperRobotWars4'' did this, as well. However, only two
of the eight "standard" characters (those being Irmgult "Irm" Kazahara and Ring Mao) have been included in ''Original Generation'' at this with [[Anime/MobileSuitGundamWing Wing Gundam Zero]]. Firstly, ''Gundam vs. Gundam Next'' had only time. As a MythologyGag, in OG (and their cameos in ''Alpha'') they're ''significantly'' older than they were in the TV version, but the home version added the ''Endless Waltz'' version, which was given unique traits. The sequel series ''Gundam Extreme Vs.games they first appeared in, and instead of being a standard couple as per ''4'' and its re-releases, they bicker LikeAnOldMarriedCouple.
* ''VideoGame/SuperSmashBros'':
** This trope's original name, "Luigification," came from ''Smash Bros.
'' started fandom, referring to Luigi becoming less of a Mario MovesetClone between the original ''VideoGame/SuperSmashBros64'' and ''VideoGame/SuperSmashBrosMelee''. Naming it after Luigi was very fitting even ignoring ''Smash Bros.'', as noted above.
** In ''VideoGame/SuperSmashBrosBrawl'', the characters that were clones in ''Melee'' got more of this to the point that there are no true clones in ''Brawl''; there are only semi-clones. This continued onward into ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'',
with only Dr. Mario becoming more of a MightyGlacier compared to Mario than in ''Melee'', while retaining similar (but not the movie version (which same) movesets. Roy also received significant changes when he was released as DLC, gaining a CompositeCharacter different stance and attack animations from Marth and turning him into a true LightningBruiser.
** In ''Brawl'', Giga Bowser, as Bowser's Final Smash, had all
of the ''Next'' incarnations), but ''Extreme Vs. Full Boost'' brought back the TV version, which required '''re'''-divergence. Ironically, this lead to the two swapping some of their traits: In ''Next'', Wing Zero TV was ranged-centric and fired continuous beams from its [[{{BFG}} twin buster rifle]] while Wing Zero EW was same moves, just made significantly more melee-focused powerful. In ''for 3DS/Wii U'', Bowser has been redesigned to be closer to his appearance in the main ''Mario'' series, with many of his moves changed to make him less bestial and fired beam shots; in ''Extreme Vs.'' it's more agile; Giga Bowser, on the other way around. Other changes include Wing Zero EW being more agile (since it's not a TransformingMecha) hand, remains exactly the same as in ''Brawl'', the contrast further accentuating his monstrous, feral nature.
** The effects of character evolution can be seen clearly in ''VideoGame/SuperSmashBrosUltimate'', which branded {{Moveset Clone}}s as "Echo Fighters". Characters that were blatant clones in ''for 3DS/Wii U'' and hadn't had time to diverge from the originals, Lucina and Dark Pit, were reclassified as Echoes of those originals;
while Wing Zero TV those that ''had'' diverged continued to be considered separate characters.
* The original Creator/{{Konami}} ''VideoGame/TeenageMutantNinjaTurtlesTheArcadeGame'' tried to balance the characters: Raphael is the fastest (but with the shortest range), Michelangelo is [[MightyGlacier the strongest (but slowest)]], Donatello
has the ZERO System most range (but is the weakest) and Leonardo [[JackOfAllStats is the second in all attributes]]. The later games had Raph becoming the strongest and Mike the fastest, as it fits their personalities more.
* Done with several boss characters in ''VideoGame/{{Tekken}}'':
** Kunimitsu was initially a [[ViewerGenderConfusion gender-neutral]] PaletteSwap of Yoshimitsu, but in the second game was clearly modeled as female and given a slightly different moveset. The first ''Tekken Tag Tournament'' uses her ''Tekken 2'' persona and moves with a few additional touches, but in ''Tekken Tag Tournament 2'' she was given a brand new move set that differentiates her from Yoshimitsu.
** Jin started
as a temporary buff SuspiciouslySimilarSubstitute for his father Kazuya, but with a few moves from his mother Jun (who was also absent). Jin got his own fighting style when Kazuya came back in ''4''.
** Anna started out as what amounted to an alternative costume for her sister Nina. Nowadays Anna has an almost entirely different moveset, and some of the moves she still shares with Nina have been given a personal twist. Notably, she was only included in ''Tekken 3'' at the last minute, whereas other clone characters weren't, which meant they significantly changed her moves from
that negates enemy tracking.
point on.
** In the first two games Lee was a clone of Marshall Law with the occasional special move. From ''Tekken Tag Tournament'' onward, he grew to be a more distinctive character with better combos.
** Jack and P-Jack had the same moves in the first ''Tekken'' game, although P-Jack was more powerful and looked cooler. In the second, P-Jack can fly whereas Jack-2 can't. This was carried over to Gun Jack and all the Jacks afterwards, as well as being retroactively applied to Jack-2 when he appeared in ''Tekken Tag Tournament''.
*** In the first game, Jack, P. Jack, Kuma and Ganryu used almost entirely the same moveset. This was expanded slightly in ''Tekken 2'', giving them individual special moves, but they still had a lot of the core moves. P. Jack notably introduced his flight ability. ''Tekken 3'' sought to resolve the similarities by getting rid of clone characters, so it removed Ganryu, only included one Jack (Gun Jack) who had P. Jack's introduced moves, and introduced Kuma's son, [[{{Flanderization}} who can't hit as hard as the original Kuma]] and has some [[JokeCharacter comedy special moves]], as well as his clone, Panda. Ganryu was absent from ''Tekken 4'' as well but had an updated moveset when he returned in ''Tekken 5''. Also in ''Tekken 5'', Kuma and Ganryu were both given different punch moves to differentiate them from Jack-5. By ''Tekken Tag Tournament 2'' you can play as all four and they are all sufficiently different.
** In ''Tekken 4'', Miharu Hirano once shared the moveset of her friend Ling Xiayou. It's not until ''Tekken Tag Tournament 2'' where she finally becomes her own character and different moveset variations. Not to mention that she got ProgressivelyPrettier.
* The first ''VideoGame/TwistedMetal'''s character roster contained a dune buggy called Pit Viper which spat out acid blobs as a special attack. However, when the time came for the sequel, instead of repeating the same move (projectiles were extremely common as it stood), they gave it a new one (a jump-based slamming attack) to differentiate it more from other vehicles, and they also redid its color scheme, calling the vehicle Grasshopper from then on.
* In the original ''VideoGame/ConquestOfTheNewWorld'', all European powers were created equal, and ''VideoGame/ValkyrieProfile'', Lenneth was the only the High Native player functioned differently. In the Deluxe Edition, this playable valkyrie, so there was changed no need to give each power (including the Natives) a buff, causing each power to play slightly differently. For example, the French get better native relations and dominant cavalry, while the Dutch are masters of finance and the European trade.
* Genbei "Jaguar" Yagyu inverts this trope between ''Neo VideoGame/{{Contra}}'' and ''Contra [=ReBirth=]''. In ''Neo'', he's slower but more powerful than series protagonist Bill Rizer, and you can unlock the option to replace one of his guns with a powerful but melee-range katana. In ''[=ReBirth=]'', he not only plays identically to Bill, but dresses like him, too.
* ''VideoGame/StarCraft'' was derisively called ''VideoGame/WarCraft'' "IN SPACE!", but the two have diverged over the years with the former staying mostly true to its RTS roots while ''Warcraft'' has transformed into [[VideoGame/WorldOfWarcraft an MMORPG]].
** Parodied by a StopPokingMe line
set her apart from Artanis:
-->'''Artanis:''' This is ''not'' Warcraft
her sisters. She could use swords and bows in space! It's much more sophisticated!
* The ''VideoGame/CommandAndConquerRedAlertSeries'' started
battle. Hrist appears as a possible prequel spin-off of an enemy in the ''VideoGame/CommandAndConquerTiberianSeries''. ''Red Alert 2'' made that portion of the franchise known for being DenserAndWackier.
* When ''VideoGame/HyruleWarriors'' first came out, an art book revealed that the developers had toyed around with the concept of a female version of Link before rejecting it. When making the ''Legends'' UpdatedRerelease, they brushed off the concept and made a new CanonForeigner character called Linkle. Instead of just being Link only female, like the original concept art portrayed, Linkle's final design bears some similarities to Link (green clothes, blond hair, pointy ears)
game as well, but also some sharp contrasts: Link is a legendary hero while Linkle only ''thinks'' she's one, Linkle is a GenkiGirl in contrast to how (adult) Link tends to be TheStoic, and Link is primarily a swordsman but Linkle is TheGunslinger with dual crossbows.
* Franchise/DonkeyKong and Mario started on [[VideoGame/DonkeyKong the same game]] but the latter got [[Franchise/SuperMarioBros his own game franchise]] known for its speed and wide open levels while the former remained a slow-moving puzzle game. DK got a second lease on life when ''VideoGame/DonkeyKongCountry1'' was released on SNES and he finally got his own fast-paced game complete with distinct gameplay and style.
* ''Franchise/{{Kirby}}'':
** While not "characters" in the traditional sense, Bomb Kirby and Mirror Kirby were originally PaletteSwaps of Sword Kirby and Beam Kirby, respectively. Newer installments of the ''Kirby'' series have given Bomb Kirby and Mirror Kirby more distinct designs to make it easier to tell them apart.
** Something similar happened with Ninja Kirby and Stone Kirby, both used the same sprite: Kirby with a samurai hat but with different body colors. Later installments have changed this to have Ninja Kirby wear a Naruto-esque Robe and Stone Kirby to wear a stone crown with bull horns, dismissing the samurai hat idea entirely.
** In ''VideoGame/KirbyAndTheAmazingMirror'', Dark Meta Knight was simply
just a PaletteSwap EvilTwin of Meta Knight Lenneth, with black armor and shared hair and a red Nibelung Valesti. In [[VideoGame/ValkyrieProfile2Silmeria the latter's second game]], all three valkyries are playable. Lenneth loses her ability to use bows, and they become the weapon of choice for Silmeria. Hrist uses spears in battle, a weapon that Lenneth couldn't use at all in the first game. All three sisters use swords for Nibelung Valesti, though.
* The all-girl
fighting style. Later games give him a series ''VideoGame/VariableGeo'' has done this exactly twice. Initially, [[TheHero Yuka]] and [[{{Ninja}} Chiho]] played very similarly to one another, with the only real difference between them being their differently animated special moves. However, as the series went on, Chiho developed into more threatening look of a GlassCannon by playing up her ninja-ness and giving her new abilities while Yuka remained largely the same [[JackOfAllStats balanced]] character. When Yuka was sidelined for a later game's story mode, she was [[SuspiciouslySimilarSubstitute replaced]] with tattered wings Tamao, an [[AscendedFanboy Ascended]] HeroWorshipper who copied all of Yuka's moves. The following game had them diverge by once again keeping Yuka more or less the same, while turning Tamao into a borderline JokeCharacter who botched her attacks and a scarred mask. He also received a brand-new had to improvise on the fly to stay in the game.
* ''VideoGame/VirtuaFighter'''s Sarah and Jacky Bryant have very similar fighting styles at first. Throughout the sequels however, they have developed far different fighting styles and backstories over the course of five games. Sarah's official
fighting style that emphasizes wild and reckless attacks has been changed from Jeet Kune Do to contrast Meta Knight's finesse and restraint, along with mirror-based attacks to [[IncrediblyLamePun reflect]] his origins as a resident just Martial Arts (or more specifically, what the Japanese definition of the Mirror World.
English term "Martial Arts").
* The ''Franchise/{{Doom}}'' series has the Hell Knight, introduced in ''Doom II'' as a less durable palette-swapped [[EliteMook Baron of Hell]] that fought exactly the same by throwing green fireballs. In ''VideoGame/{{Doom 3}}'' they got a different appearance ''VideoGame/WarCraft'':
** Orcs
and served the same role as the Baron of Hell, being a more durable enemy that still threw green fire. Come [[VideoGame/{{Doom2016}} the 2016 game]], the Hell Knight is now a CloseRangeCombatant with similar looks to its ''Doom 3'' incarnation and lacks a fireball attack, while the Baron of Hell fights with both close and long range green attacks while still retaining [[BigRedDevil its looks from the first game]].
* In ''VideoGame/{{Paladins}}'', Cassie originally used a bow as her weapon. When another archer was added in the form of Sha Lin, Cassie was later redesigned with a crossbow to differentiate the two. It helps that Cassie's bow acted more like a crossbow
Humans were pretty identical in the first place, lacking two games, but in ''Warcraft III'', humans are the ChargedAttack expected from bows.
* Although there was never a game that featured
JackOfAllStats while orcs have powerful but expensive units and weak magic.
** In ''Warcraft II'',
the singular character, early versions of ''VideoGame/{{Overwatch}}'' had Genji and Hanzo's designs and abilities rolled into a single cyber-samurai character named Genji. Eventually, a diverge was made to give the character's name, cybernetics, and more ninja-like powers to Genji, and the remaining bowman characteristics two races were given to Hanzo.
* An inverted example from ''VideoGame/FinalFantasyVII'' and ''VideoGame/FinalFantasyVIII'': Cloud Strife and Squall Leonhart. While they both start as difficult and selfish people, and undergo significant development during
identical in every aspect, except their respective games, {{Magic Knight}}s (Paladin and Ogre-mage) and true [[SquishyWizard mages]] (Mage and Death Knight) had different spells. The Orcs had most of the advantage with Bloodlust over Healing, but Mages had some tricks up their sleeve in the late-game with Invisibility and Polymorph.
* ''VideoGame/WorldOfWarcraft''
** The Shaman and the Paladin class both inverted and played this straight. The Shaman was originally Horde-only, just as the Paladin was Alliance exclusive. While both classes are {{Magic Knight}}s, the problem was that
they actually had functioned in entirely different manners and it turned out to be a pain to balance out. They tried several things, including making the two classes more and more similar. This was not really liked (particularly as the classes have very distinct personalities. Cloud is a cocky, arrogant tough guy with plenty different functions outside of light buffing), and goofy moments, while Squall starts off as a solitary {{jerkass}} who puts up a false wall of confidence the first expansion gave both factions access to hide his emotional turmoil. Then you look at any version of them from ''Advent Children'' onwards, them, the Alliance gaining Draenei shamans and they've practically swapped: Squall the Horde getting Blood Elf paladins. They were then free to start their divergent evolution without worrying about wrecking the faction power balance.
** The sixth expansion to the game, ''Legions'', plans on overhauling many of the class specializations so they stand out more. One of the best examples
is the confident, snarky one and Cloud is constantly brooding, plagued by crushing doubt.
* Giana's sister in ''VideoGame/TheGreatGianaSisters'' started out as simply
Rogue class specializations ("specs" for short). Before, all three specs were more-or-less the same ''(Subtlety relied on Stealth a green haired {{Palette Swap}} of her. ''VideoGame/GianaSistersTwistedDreams'' revamped her design to be bit more individual. While Giana has blonde hair in a bob and wears a blue dress, Maria has her green hair in a long ponytail with a ribbon in it and wears a red dress. Her design in the endless runner spinoff ''Dream Runners'' however dials her back to essentially a palette swap, however all the characters in that game look near-identical.
* In ''Franchise/TheElderScrolls'' series has a Justified example when this happened to Peryite, the [[OurGodsAreDifferent Daedric Prince]] of [[{{Plaguemaster}} Pestilence]], Tasks, and Order, upon the introduction of Jyggalag, Daedric Prince of Order, in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'''s ''Shivering Isles'' expansion. Peryite's association with "Order" became downplayed and replaced with "Natural Order", essentially the cycle of growth and decay. Meanwhile, Jyggalag came to represent the idea of "Perfect Order", essentially inorganic stasis. The implication is that Peryite became tasked with representing the greater scope of "order" while Jyggalag was [[spoiler:[[SealedInsideAPersonShapedCan sealed as]] [[MadGod Sheogorath]]]], because [[SomeoneHasToDoIt Someone Had To Do It]]. It also helps to explain why Peryite is looked down upon as a "loathesome" ButtMonkey by
than the other Daedric Princes, who are primarily [[OrderVersusChaos chaotic in nature]]. Come ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', Peryite's quest fully emphasizes his association two, Assassination used poisons sometimes, Combat was some sort of weird jack-of-all-trades)''. In ''Legions'', Subtlety was revamped to focus even more on Stealth, even [[CastingAShadow using the shadows themselves]] to attack the enemy. Assassination focused on heavy bleeding and poisoning to drain the life out of their targets. Combat was renamed "Outlaw" and eschewed Stealth almost entirely ''(Ambush is pretty much their only Stealth-attack)'', focusing more on [[CombatPragmatist cheap shots and dirty tricks]], including bringing a gun to a knife fight and literally bribing an enemy with [[MysticalPlague pestilence]].(fool's) gold so he fights as an ally for a short time.
** Hunters are also being heavily differentiated in ''Legions''. Beast Mastery is still classic Hunter, combining ranged attacks with your loyal attack animal, but Survival Hunters get rid of most of the ranged attacks, preferring to grab a melee weapon and fight right next to his/her pet. Marksmanship Hunters can skip having a pet entirely, and emphasize ranged attacks, focusing on high-damage sniping.
** Gnomes were originally nothing more than shorter Dwarves with different class options, until the lead-up to ''Cataclysm'' finally gave them some focus by making the liberation of their lost capital city Gnomeregan a major in-game event. Post-''Cata'', Gnomes were given their own starting area, New Tinkertown (the reclaimed portions of Gnomeregan, named after the Gnomish district in the Dwarven capital Ironforge), and with Goblins becoming a playable race for the Horde, greater emphasis is placed on their rivalry.
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"belief about the work which is observably false but the work doesn't actually make this very clear" isn't fanon


** [[VideoGame/SuperMarioLand Daisy]] was so similar to Princess Peach in her original appearance that [[{{Fanon}} many fans assumed she was the same character]]. ([[Film/SuperMarioBros The movie]] doesn't help the confusion, either.) Daisy has since been split off into a more tomboyish cowgirl portrayal, especially shown in games such as ''Mario Strikers''. She's also become a [[BetaCouple potential]] [[PairTheSpares love]] [[MasculineGirlFeminineBoy interest]] for Luigi. Daisy was originally nearly a palette swap of Peach, with the only exception of being redesigned for the UsefulNotes/Nintendo64 era to have slightly tanned skin while Peach was fair skinned. By ''Mario Party 4'' and later, Daisy's skin became fair like Peach's again, but Daisy's hair was shortened to neck length, she received a different hairstyle, a wider face, a brand new voice actor in ''Mario Golf: Toadstool Tour'', and her eyes were made larger in comparison to Peach's eyes. Her body frame was also changed to look chubbier than Peach's in ''Mario Tennis: Ultra Smash''.

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** [[VideoGame/SuperMarioLand Daisy]] was so similar to Princess Peach in her original appearance that [[{{Fanon}} many fans assumed she was the same character]].character. ([[Film/SuperMarioBros The movie]] doesn't help the confusion, either.) Daisy has since been split off into a more tomboyish cowgirl portrayal, especially shown in games such as ''Mario Strikers''. She's also become a [[BetaCouple potential]] [[PairTheSpares love]] [[MasculineGirlFeminineBoy interest]] for Luigi. Daisy was originally nearly a palette swap of Peach, with the only exception of being redesigned for the UsefulNotes/Nintendo64 era to have slightly tanned skin while Peach was fair skinned. By ''Mario Party 4'' and later, Daisy's skin became fair like Peach's again, but Daisy's hair was shortened to neck length, she received a different hairstyle, a wider face, a brand new voice actor in ''Mario Golf: Toadstool Tour'', and her eyes were made larger in comparison to Peach's eyes. Her body frame was also changed to look chubbier than Peach's in ''Mario Tennis: Ultra Smash''.
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** Tiny Kong was originally a short, kiddie Kong similar to her sister Dixie Kong. When ''VideoGame/DiddyKongRacing DS'' came out, Tiny's design was tweaked in order to replace Banjo's on the roster. Tiny's new design is much taller and even more anthropomorphic-looking than her sister's.
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* ''Franchise/SuperMarioBros'':
** Luigi is the former {{Trope Namer|s}}. He was originally a PaletteSwap of his brother Mario created for [[ColorCodedMultiplayer multiplayer]], and identical to him in every way. Since then, Luigi's become taller and more slender than his brother and he has a different gameplay style, being able to jump higher at the cost of low-traction. Their personalities have drifted apart as well; Mario eventually developed into a HotBlooded adventurous type, while Luigi became more reserved, developing a second-banana complex, a fear of ghosts, and a tendency towards [[TheChewToy bad luck]]. He is also said to harbor dark secrets and hidden resentment. [[EnsembleDarkhorse Some fans prefer Luigi]] to the perceived squeaky-clean Mario for this reason. Luigi's development into a different character started with the US version of ''VideoGame/SuperMarioBros2'' (a re-skin of the [[NoExportForYou Japan-only]] ''VideoGame/DokiDokiPanic''). Because Doki Doki Panic featured multiple characters with differing abilities, rather than a ColorCodedMultiplayer, Luigi was given a taller look to distinguish him from Mario and received the high-jump ability originally belonging to the Mama character. While ''VideoGame/SuperMarioBros3'' and ''VideoGame/SuperMarioWorld'' had Luigi back to being just Mario in green during gameplay, his official art used the tall design and when ''Mario 3'' and ''Mario World'' got updated graphics for ''VideoGame/SuperMarioAllStars'', Luigi got his taller and thinner design back.
** [[VideoGame/SuperMarioLand Daisy]] was so similar to Princess Peach in her original appearance that [[{{Fanon}} many fans assumed she was the same character]]. ([[Film/SuperMarioBros The movie]] doesn't help the confusion, either.) Daisy has since been split off into a more tomboyish cowgirl portrayal, especially shown in games such as ''Mario Strikers''. She's also become a [[BetaCouple potential]] [[PairTheSpares love]] [[MasculineGirlFeminineBoy interest]] for Luigi. Daisy was originally nearly a palette swap of Peach, with the only exception of being redesigned for the UsefulNotes/Nintendo64 era to have slightly tanned skin while Peach was fair skinned. By ''Mario Party 4'' and later, Daisy's skin became fair like Peach's again, but Daisy's hair was shortened to neck length, she received a different hairstyle, a wider face, a brand new voice actor in ''Mario Golf: Toadstool Tour'', and her eyes were made larger in comparison to Peach's eyes. Her body frame was also changed to look chubbier than Peach's in ''Mario Tennis: Ultra Smash''.
** Another example from the ''Mario'' series is the Koopalings Lemmy and Iggy. While the two looked [[http://images.wikia.com/egamia/images/4/45/Lemmy_Koopa.gif rather]] [[http://images.wikia.com/egamia/images/c/cb/Iggy_Koopa.gif similar]] in earlier games, Iggy's appearance in ''VideoGame/NewSuperMarioBrosWii'' has him looking... well, like [[http://images.wikia.com/nintendo/en/images/9/99/Iggy_Koopa_Super_Mario_Wii.jpg this]]. It's also notable that Iggy seems to have apparently gone insane... Well, [[SanitySlippage more insane...]]
** Wario was once simply an evil Mario, but has since become more of a greedy AntiHero.
** Goombas were given an [[YouDontLookLikeYou odd change in appearance and behavior]] in ''VideoGame/SuperMarioWorld''. These Goombas would eventually be renamed to Galoomba and would occasionally appear in future games alongside the original Goombas. This is a DubInducedPlotHole being fixed as they were always different in Japan.
* ''VideoGame/SuperSmashBros'':
** This trope's original name, "Luigification," came from ''Smash Bros.'' fandom, referring to Luigi becoming less of a Mario MovesetClone between the original ''VideoGame/SuperSmashBros64'' and ''VideoGame/SuperSmashBrosMelee''. Naming it after Luigi was very fitting even ignoring ''Smash Bros.'', as noted above.
** In ''VideoGame/SuperSmashBrosBrawl'', the characters that were clones in ''Melee'' got more of this to the point that there are no true clones in ''Brawl''; there are only semi-clones. This continued onward into ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', with Dr. Mario becoming more of a MightyGlacier compared to Mario than in ''Melee'', while retaining similar (but not the same) movesets. Roy also received significant changes when he was released as DLC, gaining a different stance and attack animations from Marth and turning him into a true LightningBruiser.
** In ''Brawl'', Giga Bowser, as Bowser's Final Smash, had all of the same moves, just made significantly more powerful. In ''for 3DS/Wii U'', Bowser has been redesigned to be closer to his appearance in the main ''Mario'' series, with many of his moves changed to make him less bestial and more agile; Giga Bowser, on the other hand, remains exactly the same as in ''Brawl'', the contrast further accentuating his monstrous, feral nature.
** The effects of character evolution can be seen clearly in ''VideoGame/SuperSmashBrosUltimate'', which branded {{Moveset Clone}}s as "Echo Fighters". Characters that were blatant clones in ''for 3DS/Wii U'' and hadn't had time to diverge from the originals, Lucina and Dark Pit, were reclassified as Echoes of those originals; while those that ''had'' diverged continued to be considered separate characters.
* ''Franchise/StreetFighter'':
** Ryu and Ken originally played [[MovesetClone the exact same way]] in ''VideoGame/StreetFighterI''. They have since been differentiated in both moveset and characterization. Although they are both use the [[{{Shotoclone}} same fighting style]], Ryu is now a [[KamehameHadoken Hadoken]] specialist and usually fights defensively, while Ken is more aggressive and prefers the {{Shoryuken}}. The divergence got a lot bigger in ''VideoGame/StreetFighterV''. While Ryu is relatively close to how he was in previous games, Ken went through some radical changes, utilizing a much more aggressive moveset and [[SuperMode V-Trigger]] compared to Ryu. He also no longer wears his trademark gi, which only drives the point further. Similarly, Nash plays nothing like he did in the Alpha series, thus diverging himself from a Guile clone.
** ''VideoGame/StreetFighterIII'' introduced twin brothers Yun and Yang. Originally, they played identically (to the point that they shared the same slot in the player select screen; you'd select Yang with a kick button), but in ''2nd Impact'', Yun and Yang were officially made into separate characters with different Special Moves and Super Arts.
* ''VideoGame/SoulSeries'':
** Siegfried and Nightmare had their movesets almost entirely differentiated in ''III'' after being nearly identical in the first game and ''different costumes for the same character'' in the second.
** In ''III'', Amy (making her debut as a playable character), Li Long and Hwang Seong-Gyeong (returning) had the generic create-a-character Rapier, Nunchaku and Chinese Sword movesets; thus they had far fewer moves than normal characters, were largely semi clones of Raphael, Maxi, and Yun-Seong, respectively, and aside from Hwang had no side throws. In ''SCIII: Arcade Edition'', the three were shifted into more intricate arcade-worthy characters. This served as the last time that Li Long and Hwang were playable, while the loss of the create-a-character specific weapon disciplines in ''IV'' meant that Amy had nothing to be compared to.
*** Zig-zagging the trope, Li Long and Hwang's appearances in ''Soulcalibur IV'' and ''Broken Destiny''[='s=] Quick Match mode have them use the same moves as their replacements Maxi and Yun-seong respectively.
** As an inversion, because the create-a-character classes were different enough from the originals for them to be ''missed'' in ''Soulcalibur IV/V'''s create-a-modes. Many fans of ''III'' were pissed that their characters had to fight the exact same way as the main cast.
** Lizardman was almost entirely a clone of Sophitia in his first appearance, only evolving as the series went on. Later he'd get a more animalistic style, including a crawl stance. In ''V'', he ditched the shield entirely for two axes.
** Kilik and Seong Mi-na were very similar at first, but they evolved into two different characters, although still sharing some moves, as time went on. The true point was ''VideoGame/SoulcaliburVI'', where Seong Mi-na gains many unique moves and even inherits moves from Xiba in ''V'', making them play little like each other apart from their base weapon.
* ''VideoGame/WarCraft'':
** Orcs and Humans were pretty identical in the first two games, but in ''Warcraft III'', humans are the JackOfAllStats while orcs have powerful but expensive units and weak magic.
** In ''Warcraft II'', the two races were identical in every aspect, except their respective {{Magic Knight}}s (Paladin and Ogre-mage) and true [[SquishyWizard mages]] (Mage and Death Knight) had different spells. The Orcs had most of the advantage with Bloodlust over Healing, but Mages had some tricks up their sleeve in the late-game with Invisibility and Polymorph.
* ''VideoGame/WorldOfWarcraft''
** The Shaman and the Paladin class both inverted and played this straight. The Shaman was originally Horde-only, just as the Paladin was Alliance exclusive. While both classes are {{Magic Knight}}s, the problem was that they functioned in entirely different manners and it turned out to be a pain to balance out. They tried several things, including making the two classes more and more similar. This was not really liked (particularly as the classes have very different functions outside of buffing), and the first expansion gave both factions access to them, the Alliance gaining Draenei shamans and the Horde getting Blood Elf paladins. They were then free to start their divergent evolution without worrying about wrecking the faction power balance.
** The sixth expansion to the game, ''Legions'', plans on overhauling many of the class specializations so they stand out more. One of the best examples is the Rogue class specializations ("specs" for short). Before, all three specs were more-or-less the same ''(Subtlety relied on Stealth a bit more than the other two, Assassination used poisons sometimes, Combat was some sort of weird jack-of-all-trades)''. In ''Legions'', Subtlety was revamped to focus even more on Stealth, even [[CastingAShadow using the shadows themselves]] to attack the enemy. Assassination focused on heavy bleeding and poisoning to drain the life out of their targets. Combat was renamed "Outlaw" and eschewed Stealth almost entirely ''(Ambush is pretty much their only Stealth-attack)'', focusing more on [[CombatPragmatist cheap shots and dirty tricks]], including bringing a gun to a knife fight and literally bribing an enemy with (fool's) gold so he fights as an ally for a short time.
** Hunters are also being heavily differentiated in ''Legions''. Beast Mastery is still classic Hunter, combining ranged attacks with your loyal attack animal, but Survival Hunters get rid of most of the ranged attacks, preferring to grab a melee weapon and fight right next to his/her pet. Marksmanship Hunters can skip having a pet entirely, and emphasize ranged attacks, focusing on high-damage sniping.
** Gnomes were originally nothing more than shorter Dwarves with different class options, until the lead-up to ''Cataclysm'' finally gave them some focus by making the liberation of their lost capital city Gnomeregan a major in-game event. Post-''Cata'', Gnomes were given their own starting area, New Tinkertown (the reclaimed portions of Gnomeregan, named after the Gnomish district in the Dwarven capital Ironforge), and with Goblins becoming a playable race for the Horde, greater emphasis is placed on their rivalry.
* In the ''VideoGame/StarFox'' series, all of Fox's wingmen were pretty much the same at the beginning, other than in personality. This was changed in the unreleased ''VideoGame/StarFox2'', which allowed you to choose your character, with each flying a different ship with different properties. It reverted back in ''VideoGame/StarFox64'', where you could only play as characters other than Fox in multiplayer, and that being a purely cosmetic choice. Things stayed that way until ''VideoGame/StarFoxAssault'', which gave the players different stats on the ground (health, running speed, accuracy with weapons) and different strengths in vehicles (Falco was the best Arwing pilot, Slippy was the best Landmaster driver, Fox was a JackOfAllStats, etc.). ''VideoGame/StarFoxCommand'' took things even further and finally incorporated the different ships choices from ''Star Fox 2''.
* ''Franchise/SonicTheHedgehog'':
** In ''VideoGame/SonicTheHedgehog2'', Sonic and Tails played the same way. Starting with ''[[VideoGame/Sonic3AndKnuckles Sonic the Hedgehog 3]]'', Tails was given his own play style (he is unable to use the shield power-ups as double jumps, but gains a limited flying ability). Tails' play style has gotten to the point of being unrecognizable in some of the more recent games, most memorably walking in a mecha in ''VideoGame/SonicAdventure2''.
** Also, Shadow in ''VideoGame/SonicTheHedgehog2006''. His techniques went from being very similar to Sonic in ''Sonic Adventure 2'' and ''VideoGame/SonicHeroes'' to a different style. However, the fact that he became slower could raise different questions.
** ''VideoGame/SonicGenerations'' has a variation involving stages. [[VideoGame/SonicHeroes Seaside Hill]] was originally a complete throwback to [[VideoGame/SonicTheHedgehog1 Green Hill Zone]], having palm trees and checkered soil, but since Green Hill Zone has reappeared playing up those elements, Seaside Hill in ''Generations'' plays up the ruins and water aspect more and even adding underwater elements.
** Amy was originally a spunky but sweet girl. After Cream was introduced in ''Sonic Advance 2'' less focus was put on Amy being TheHeart and more emphasis was put on her spunk and attitude. This ended up {{flanderiz|ation}}ing her into being more a [[HairTriggerTemper temperamental]] BrattyHalfPint than she originally was. Cream took over as the sweet little girl of the franchise. With time this was reversed. After ''Sonic Generations'' more emphasis was put on Amy's nice side and her energy was dialed down, while Cream was DemotedToExtra.
** When reintroduced in ''VideoGame/SonicGenerations'', Classic Sonic was simply Sonic as a child. By ''VideoGame/SonicForces'' he is a completely separate Sonic from a parallel dimension. He's also differentiated from his Modern design by being a HeroicMime.
* Inverted in the ''VideoGame/FZero'' series. The series originally featured four characters with markedly different play styles, but as the cast expanded to include LoadsAndLoadsOfCharacters, those original four have drifted to the middle, becoming little more than mildly differentiated [[JackOfAllStats Jacks of All Stats]].
* In ''VideoGame/TheKingOfFighters'', Kyo and Iori, like Ryu and Ken, were essentially clones of each other in their original appearance, but their gameplay styles began to diverge as times went by: Kyo lost his fireball and gained more powerful normal moves while Iori became quicker and more mobile.
** And then, by ''The King of Fighters XII'', Iori had lost his fire powers completely, while Kyo pretty much lost his fiery "Rekka-style" moves and had regained his fireball... (Though in ''XIII'', the Rekka-style Kyo and Flames Iori are available as [[DownloadableContent DLC]] alongside the more "classic" Kyo and the flameless Iori.)
** Even more so, Clark and Ralf from the same series (working for an actual honest-to-gosh ColonelBadass, Heidern) start as nearly identical wrestler/brawler characters, but over the years have differentiated so that Ralf has more punching-based "brawling" special moves and fewer and less-effective command throws (although still more than the average character) and Clark has become almost a pure wrestler, with more throws and almost no other special moves. At the same time, their personalities were distinguished, with Clark being the quiet, sensitive, friendly guy and Ralf being quite the BoisterousBruiser. They are both still complete badasses, of course, and compared to the rest of the cast, effectively {{Badass Normal}}s.
*** Even more so when you realize this: in a game where most characters have element-based superpowers and genetically altered genes, Ralf is the only character that has a ''[[MegatonPunch special move that can remove almost two-thirds of your health bar]]''. (And in some circumstances it can take off all of your health bar from 100%!)
*** Also, both were the protagonists of ''VideoGame/IkariWarriors'', [[DubNameChange Paul and Vince]], who both played and looked identical.
** The same goes for Mature and Vice, Rugal's {{Sexy Secretar|y}}ies who [[AscendedExtra made the jump to playable status]] as members of Iori's team in ''KOF '96''. While they already had clear signs of differentiation from the beginning (Mature is a speed-based character, Vice is a grappler), every appearance of theirs since then (excluding ''XIII'' due to [[ArtShift the shift to redrawn, HD sprites]]) has furthered the gap.
* Ryo Sakazaki and his best buddy Robert Garcia, the Ryu and Ken analogues of ''VideoGame/ArtOfFighting'', have this as part of their backstory. Ryo's principle of Kyokugen Karate, while well-balanced, seems to have a slight emphasis on punching and striking techniques, whereas Robert's style focuses on kicks. Note that this difference was established well before Ken would start incorporating a larger repertoire of kicks into his moveset in later iterations of ''Street Fighter''.
* In ''VideoGame/SuperRobotWarsAlpha'', the player built up their own character by selecting genders, choosing a face (from four males and four females), giving them names, and adding a personality (Cool, Shy, Weird, or HotBlooded) and accompanying voice. The ''VideoGame/SuperRobotWarsOriginalGeneration'' sub-series combined these factors and fleshed them out into the characters Kusuha Mizuha, Brooklyn "Bullet" Luckfield, Rio Mei Long, Ryoto Hikawa, Leona Garstein, Tasuku Shinguji, Yuuki Jaggar, and Ricarla "Carla" Borgnine (which were the default names associated with each character archetype/gender combination).
** ''Alpha 2'' and ''3'' then adopted the Kusuha and Bullet characters as the canon heroes of ''Alpha'' (with the "player" and main character assumed to have been Kusuha) and developed them even further, taking their story and character development to appropriate extremes.
** It's worth noting that ''VideoGame/SuperRobotWars4'' did this, as well. However, only two of the eight "standard" characters (those being Irmgult "Irm" Kazahara and Ring Mao) have been included in ''Original Generation'' at this time. As a MythologyGag, in OG (and their cameos in ''Alpha'') they're ''significantly'' older than they were in the games they first appeared in, and instead of being a standard couple as per ''4'' and its re-releases, they bicker LikeAnOldMarriedCouple.
* Elves in ''VideoGame/DragonAgeOrigins'' were short humans with pointed ears. In ''VideoGame/DragonAgeII'', the elves have acquired a much more distinct facial structure and a cultural preference for [[DoesNotLikeShoes going barefoot]] (compare [[http://images2.wikia.nocookie.net/__cb20100116162230/dragonage/images/3/33/NPC-Marethari.png Marethari in Origins]] to [[http://images.wikia.com/dragonage/images/b/b6/MarethariDAII.png Marethari in DA2]]).
* ''VideoGame/MetalSlug'' is a very well known case of progressive Divergent Character Evolution. In the first game, Tarma is basically just a PaletteSwap of Marco, who even had the same death scream as him. In ''2'', although Fio is not an exact Palette Swap of Eri, she also has the same death scream as her. In ''X'' and ''3'', every character had a different death scream at last, and was given some backstory. And finally, in ''6'', they were completely differentiated by being given different in-game abilities.
* ''VideoGame/VirtuaFighter'''s Sarah and Jacky Bryant have very similar fighting styles at first. Throughout the sequels however, they have developed far different fighting styles and backstories over the course of five games. Sarah's official fighting style has been changed from Jeet Kune Do to just Martial Arts (or more specifically, what the Japanese definition of the English term "Martial Arts").
* In a very odd bit of differentiation mixup, the ''VideoGame/DeadOrAlive'' series features the extended ninja sub-plot playing itself out in the characters' fighting styles as well. Kasumi and Ayane, the game's BashBrothers pair, are similar in fighting style, though with differences: Kasumi's moves set up follow-up combos far more easily, while Ayane is greased lightning with lots of very fast but proportionately weaker strikes. Hayabusa, Kasumi's bodyguard and friend, shares some of her moves, but is slightly more powerful than either for sheer hit potential and has more grappling techniques. Hayate, Kasumi's brother, first appeared in ''Dead or Alive 2'' as Ein, an amnesiac, featuring a similar fighting style to Kasumi, but with much more emphasis on punishing single hits and short combos, though he kept some of the acrobatics. Then ''Dead or Alive 3'' introduced Hitomi, his training partner during his amnesiac phase who is a pure karate practitioner as opposed to Hayate's karate/ninjutsu hybrid, and is slightly harder hitting and faster than him, but much more linear, lacking Hayate's jumping abilities.
** Definitively Leon and Bayman. Bayman was in the first ''Dead or Alive'', but was [[SuspiciouslySimilarSubstitute replaced]] by Leon in ''Dead or Alive 2''. They retained their similarities in ''Dead or Alive 3'', where they both appeared, but in ''Dead or Alive 4'', Bayman has gained a bit more speed to his moves, while Leon retains a more powerful strike potential, and Spartan Nicole-458 uses their shared Russian Sabo style as a skeleton upon which the rest of her unique style was built up from.
** This is fairly common in ''Dead or Alive'', as much research was put into replicating the fighting styles of the individual characters from real life martial arts. As such, fighting arts with common roots often show it quite well.
* ''Super VideoGame/DoubleDragon'' differentiated Billy's and Jimmy's fighting styles by giving them different basic moves, giving Billy the faster attacks and Jimmy the stronger ones. No other Double Dragon game attempted to give the Lee brothers different moves besides the [=iPhone=] version and the two fighting games.
* The all-girl fighting series ''VideoGame/VariableGeo'' has done this exactly twice. Initially, [[TheHero Yuka]] and [[{{Ninja}} Chiho]] played very similarly to one another, with the only real difference between them being their differently animated special moves. However, as the series went on, Chiho developed into more of a GlassCannon by playing up her ninja-ness and giving her new abilities while Yuka remained largely the same [[JackOfAllStats balanced]] character. When Yuka was sidelined for a later game's story mode, she was [[SuspiciouslySimilarSubstitute replaced]] with Tamao, an [[AscendedFanboy Ascended]] HeroWorshipper who copied all of Yuka's moves. The following game had them diverge by once again keeping Yuka more or less the same, while turning Tamao into a borderline JokeCharacter who botched her attacks and had to improvise on the fly to stay in the game.
* The original Creator/{{Konami}} ''VideoGame/TeenageMutantNinjaTurtlesTheArcadeGame'' tried to balance the characters: Raphael is the fastest (but with the shortest range), Michelangelo is [[MightyGlacier the strongest (but slowest)]], Donatello has the most range (but is the weakest) and Leonardo [[JackOfAllStats is the second in all attributes]]. The later games had Raph becoming the strongest and Mike the fastest, as it fits their personalities more.
* In ''VideoGame/{{Raiden}}'' and its sequels, the red Raiden (1P) and blue Raiden (2P) play identically except in ''Raiden DX'', in which the two ships differ in which axis they move faster along (Red is faster vertically, Blue is faster horizontally). In ''VideoGame/RaidenFighters'', the two ships are significantly different; the red Raiden (Raiden mk-II) uses the [[FanNickname toothpaste laser]] and a delayed-detonation bomb for its weapons, while the blue one (Raiden mk-II Beta) uses missiles, [[TierInducedScrappy spread shots with no rapid-fire capability, and a weak cluster bomb]].
* In early versions of ''VideoGame/AkatsukiBlitzkampf'', Adler was a palette swap of Elektrosoldat, but when he was turned into his own character his moves got radically different inputs and properties. Similarly, in the arcade version Perfecti is no longer a palette swap of Mycale - she is instead an entirely different character with no shared moves.
* Hurdy used to be a PaletteSwap version of the Mooglings in ''VideoGame/FinalFantasyXII''. In ''VideoGame/FinalFantasyTacticsA2'', he takes off his hat and had his own unique clothing, along with his other Moogling brothers Sorbet and Horne.
* The first ''VideoGame/TwistedMetal'''s character roster contained a dune buggy called Pit Viper which spat out acid blobs as a special attack. However, when the time came for the sequel, instead of repeating the same move (projectiles were extremely common as it stood), they gave it a new one (a jump-based slamming attack) to differentiate it more from other vehicles, and they also redid its color scheme, calling the vehicle Grasshopper from then on.
* ''VideoGame/FireEmblem'':
** In what may be [[GoMadFromTheRevelation a shocking discovery]] for recent ''Fire Emblem'' fans, [[EarlyInstallmentWeirdness in the]] [[VideoGame/FireEmblemAkaneia first game]] the FragileSpeedster Pegasus Knights promoted into the MightyGlacier Dragon[=/=]Wyvern Rider class, making the latter simply an upgrade of the former (and just as dodgy). Eventually ''[[VideoGame/FireEmblemJugdral Genealogy of Holy War]]'' put an end to this madness by making them different classes, albeit the previous game started this process by giving Pegasi a decent Resistance (Magic Defense) stat that they lost when promoting (this also applies to the remake of the first game).
** Character-specific example: In the original versions of Marth's games, axe fighters Bord and Cord had ''identical'' portraits. The remakes give them much more distinct appearances, and the same was done for Dolph and Macellan.
* ''Franchise/MortalKombat'':
** The series was infamous for having several PaletteSwap characters. It started with Scorpion and Sub Zero--same sprite, same basic moves, different special moves, different standing animations. Then they added Reptile as a hidden boss--the same sprite, only green, and with both Sub-Zero's and Scorpion's special moves. Several sequels and home versions later, there were eight palette swapped male ninjas, four palette swapped female ninjas, and three [[NinjaPirateZombieRobot palette swapped cyborg ninjas]]. Once the games became 3D, all characters were each given a unique model and, since they were no longer sharing the same digitized sprites, they could have different basic moves. Appearance-wise, the two most drastic changes were making Reptile more animalistic and giving Ermac a floating stance and mummy-like costume.
** In ''VideoGame/MortalKombat4'', Jarek and Tanya were {{Suspiciously Similar Substitute}}s of Kano and Kitana, respectively. The two older Kombatants were DummiedOut when ExecutiveMeddling demanded more new characters. While Tanya has always been distinct by having a more [[SheFu acrobatic]] fighting style compared to Kitana's punches and [[CombatHandFan fan-slashes]], Jarek was nothing but a MovesetClone of Kano, right down to possessing EyeBeams ''despite not having a cybernetic eye''. His only unique ability was his signature Rhino Stomp, but even that was most likely meant as a new move for Kano. It took until ''[[VideoGame/MortalKombatArmageddon Armageddon]]'' for Jarek to reappear with a new moveset consisting of lasso attacks in order to stand out.
* Done with several boss characters in ''VideoGame/{{Tekken}}'':
** Kunimitsu was initially a [[ViewerGenderConfusion gender-neutral]] PaletteSwap of Yoshimitsu, but in the second game was clearly modeled as female and given a slightly different moveset. The first ''Tekken Tag Tournament'' uses her ''Tekken 2'' persona and moves with a few additional touches, but in ''Tekken Tag Tournament 2'' she was given a brand new move set that differentiates her from Yoshimitsu.
** Jin started as a SuspiciouslySimilarSubstitute for his father Kazuya, but with a few moves from his mother Jun (who was also absent). Jin got his own fighting style when Kazuya came back in ''4''.
** Anna started out as what amounted to an alternative costume for her sister Nina. Nowadays Anna has an almost entirely different moveset, and some of the moves she still shares with Nina have been given a personal twist. Notably, she was only included in ''Tekken 3'' at the last minute, whereas other clone characters weren't, which meant they significantly changed her moves from that point on.
** In the first two games Lee was a clone of Marshall Law with the occasional special move. From ''Tekken Tag Tournament'' onward, he grew to be a more distinctive character with better combos.
** Jack and P-Jack had the same moves in the first ''Tekken'' game, although P-Jack was more powerful and looked cooler. In the second, P-Jack can fly whereas Jack-2 can't. This was carried over to Gun Jack and all the Jacks afterwards, as well as being retroactively applied to Jack-2 when he appeared in ''Tekken Tag Tournament''.
*** In the first game, Jack, P. Jack, Kuma and Ganryu used almost entirely the same moveset. This was expanded slightly in ''Tekken 2'', giving them individual special moves, but they still had a lot of the core moves. P. Jack notably introduced his flight ability. ''Tekken 3'' sought to resolve the similarities by getting rid of clone characters, so it removed Ganryu, only included one Jack (Gun Jack) who had P. Jack's introduced moves, and introduced Kuma's son, [[{{Flanderization}} who can't hit as hard as the original Kuma]] and has some [[JokeCharacter comedy special moves]], as well as his clone, Panda. Ganryu was absent from ''Tekken 4'' as well but had an updated moveset when he returned in ''Tekken 5''. Also in ''Tekken 5'', Kuma and Ganryu were both given different punch moves to differentiate them from Jack-5. By ''Tekken Tag Tournament 2'' you can play as all four and they are all sufficiently different.
** In ''Tekken 4'', Miharu Hirano once shared the moveset of her friend Ling Xiayou. It's not until ''Tekken Tag Tournament 2'' where she finally becomes her own character and different moveset variations. Not to mention that she got ProgressivelyPrettier.
* ''VideoGame/{{Metal Gear Solid 2|SonsOfLiberty}}'''s Raiden starts out playing identically to Snake. It isn't until the very end of the game that he gets the sword that allows him to showcase his ImplausibleFencingPowers, which Snake doesn't possess. His switch from being a gameplay clone of Snake to having his own play style is actually part of the plot.
* ''VideoGame/MegaManX3'' gave Zero his first playable appearance, where he played like X but with a Beam Saber upgrade (which X could gain later in the game). In the next game, Zero traded his Z Buster style for a purely close range style to completely distance himself from his partner.
** ''[[VideoGame/MegaManX7 X7]]'', with Axl's debut appearance. Aside from his Copy, dodge, hovering and a couple of different guns, Axl was very similar to X in style and how he used enemy weapons. ''[[VideoGame/MegaManX8 X8]]'' modified Axl's play style: he retained his Copy, dodge and hover moves, while getting the unique ability to aim his gun in the eight cardinal directions (though he had to stand/hover in one place while firing, unlike X). For each boss defeated, he instead received a new gun that fired projectiles based on a secondary attack each boss used, with different looks and properties from X's, and without needing weapon energy to boot.
* ''VideoGame/MegaManBattleNetwork'' contains an interesting example that applies to the series as a whole. One of the basic concepts behind BN was the idea of a divergent timeline [[ForWantOfANail where Dr. Light turned to network technology rather than robotics]]. This idea informed the series up until ''Battle Network 4'', which introduced an alternate version of Classic Mega Man character Duo... problem is, Duo shouldn't have ''had'' an alternate version, [[NonSequiturCausality since he's from outer space]]. From then on, Battle Network was less and less informed by the Classic series, and its sequel SpinOff, ''VideoGame/MegaManStarForce'', didn't even bother to look back.
* Happens in the ''VideoGame/SengokuBasara'' series with Matsu and Kasuga. Both formerly used Kenshin and Sasuke's movesets before gaining their own in the second game. Similarly, a few [=NPCs=] who used polearms merely had copies of either Toshie or Shingen's movesets before actually getting their own.
* In ''VideoGame/RhythmHeaven'' for the GBA, the Space Dancers and Cosmo Dancers were interchangeable, the Cosmo Dancers only representing a higher difficulty level. In the DS version, both sets of dancers received minor redesigns and hobbies, with the Space Dancers being the focus of the Rhythm Rally games and the Cosmo Dancers being the focus of the Space Soccer games.
* The original ''VideoGame/{{Parodius}}'' for the {{UsefulNotes/MSX}} gave its characters different personalities, but they all used the ''Gradius'' moveset. ''Parodius Da!'' did give Vic Viper, Octopus, Twinbee and Pentarou each a different moveset.
* When ''VideoGame/MarvelVsCapcom2'' came out, this trope came into play with Iron Man and War Machine (who debuted in the previous game as a palette swap of the former). Originally, War Machine had a very similar moveset, with one extra special move (a ducking laser) and one extra Hyper. However, even with that game, there was a secret palette swap (Hyper Armor War Machine) that used missiles for his special attacks instead of lasers. So when Iron Man and War Machine were used in the same game, they went with his alternate missile-heavy moveset for War Machine while keeping Iron Man's original laser-heavy moveset.
* In ''VideoGame/{{Battletoads}}'' and ''Battletoads and VideoGame/DoubleDragon'', the toads all played the same, and while large sprites and artwork gave them individual designs, their in-game sprites were just recolors. ''Battletoads in Battlemaniacs'' gave them different combos and finishing moves (though they still functioned the same) and their sprites now reflected the different designs from the artwork. The arcade game took this even further with by making Rash a FragileSpeedster, Zitz a JackOfAllStats, and Pimple a MightyGlacier, all with their own moves.
** Similarly initially all the toads used the same transformations, mostly blunt objets like ram horns, boots, and wrecking balls. Battlemaniacs gave them individual themes, with Rash prefering razor sharp weapons like axes and claws, while Pimple took the bludgeoning techniques UpToEleven using anvils and stone fists. When the arcade game came in, Zitz used his greater intellect to create technology like bulldozers and power drills.
* In the original ''VideoGame/ValkyrieProfile'', Lenneth was the only playable valkyrie, so there was no need to set her apart from her sisters. She could use swords and bows in battle. Hrist appears as an enemy in the game as well, but she's just a PaletteSwap of Lenneth, with black armor and hair and a red Nibelung Valesti. In [[VideoGame/ValkyrieProfile2Silmeria the second game]], all three valkyries are playable. Lenneth loses her ability to use bows, and they become the weapon of choice for Silmeria. Hrist uses spears in battle, a weapon that Lenneth couldn't use at all in the first game. All three sisters use swords for Nibelung Valesti, though.
* The Materials of the ''VideoGame/MagicalGirlLyricalNanohaAsPortable'' games. When they were originally introduced as a trio of {{Evil Twin}}s in ''The Battle of Aces'', they were basically {{Palette Swap}}s of the three Aces except with different stats. When they returned in ''The Gears of Destiny'' sequel due to [[BreakoutVillain popular demand]], they received their own unique move sets to differentiate them from their originals. This gets several {{Lampshade Hanging}}s in sequel and the [[AllThereInTheManual supplementary materials]] related to it, such as the Materials explaining that the time they spent [[FromASingleCell recovering from their deaths]] was used to devise their own fighting styles and spells, and other characters pointing out that for copies, they don't actually act, fight, or even look that much like the people they were supposed to be based on.
* Zigzagged throughout the ''Franchise/{{Disgaea}}'' series. In the [[VideoGame/DisgaeaHourOfDarkness first]] game, many of the basic creatable classes have male-female variation, which except for sprites and ''tiny'' Stat variations, are exactly the same. In the [[VideoGame/Disgaea2CursedMemories second game]], each class is given different unique passive abilities to differentiate them, and there are more variations to the Stat spread of the male-female variants (like how the Male Warrior has better HP and DEF and is better at [[AnAxeToGrind Axe]] while the Female Warrior has more HIT and SPD and better with [[BladeOnAStick Spears]]). The [[VideoGame/Disgaea3AbsenceOfJustice third game, however]] introduces ''more'' male-female variants to the existing single-gender classes (for example now there's a male version of the previously female-only Archers), with differing Evilities and secondary weapon (the male archer can also learn Sword skills while the female can learn Spear skills), but nearly identical Stats. The [[VideoGame/Disgaea4APromiseUnforgotten fourth game]] then removes nearly all gender variants introduced in the third game.
* In ''VideoGame/PacManParty'', the four iconic ghosts of VideoGame/PacMan were given more distinctive looks in order to differentiate one another. No longer were they simple {{Palette Swap}}s of one another. Each of the ghosts had distinctive "hairstyles". Blinky retained the basic ghost shape, Inky was made skinnier, Pinky was given more feminine features, and Clyde became fat and huge.
* In ''VisualNovel/HigurashiWhenTheyCry Matsuri'' [[spoiler:Hanyuu's daughter]] Oka looked exactly like Rika except that her hair was darker. In the Kotohogushi-hen arc in ''Kizuna'' for the UsefulNotes/NintendoDS she received a slight redesign and also received her own artwork.
* "Soap" [=MacTavish=] was the typical silent protagonist for the British missions in ''VideoGame/CallOfDuty 4: VideoGame/ModernWarfare'' who played identically to, and was effectively interchangeable with, Paul Jackson from the American missions. In ''Modern Warfare 2'' and ''3'', he was made into a non-player character for several missions, and accordingly given a strong personality and voice actor.
** Price's first playable level in ''[=CoD4=]'' likewise had him play identically to Soap, right down to being silent despite the dialogue he gets in the rest of the game. When he's playable again for the finale of ''3'', he's taken a cue from the ''VideoGame/CallOfDutyBlackOps'' cast and talks just as much under your control as he did when an NPC, and for the first half of the mission he's also given NighInvulnerable Juggernaut armor that Soap and all the other player characters never had access to.
* ''VideoGame/KidIcarus'' has a rather strange example in that it originated in an entirely different series: Pit has a PaletteSwap in ''VideoGame/SuperSmashBrosBrawl'' which gave him black hair and black wings, but it differed in appearance only. In ''VideoGame/KidIcarusUprising'' they took that palette swap and turned him into the anti-hero Dark Pit, with an entirely different personality and having layers of depth. In the ''Kid Icarus'' canon Dark Pit spends the first 15 minutes of his existence thinking he's the real Pit, and for most of the game [[CloningBlues he's really bitter about being a clone]], seen by the world as little more than an EvilKnockoff. Eventually he finds out that GoodFeelsGood (in contrast to regular Pit who indulges in the KnightInShiningArmor image) and settles into a comfortable rhythm. Things came full circle in ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', in which Dark Pit is a separate character from Pit, but with almost no difference in moveset (which the following game would term an "Echo Fighter") and little opportunity to display the difference in personality.
* ''VideoGame/PunchOut'' has a fair few characters that have evolved over the years, the most notable being [[FightingIrish Aran Ryan]]. In the SNES game, he was a bland palette swap of Pizza Pasta who fought by the rules. In the Wii game, he's a ''[[AxCrazy complete lunatic]]'' who [[{{Heel}} threatens Mac, the referee and the audience]]. He breaks just about every rule of boxing, from using his elbows to loading his gloves with horseshoes to tying a rope to one of said horseshoe gloves and ''using it as a flail.''
* ''Franchise/{{Pokemon}}'':
** ''VideoGame/PokemonGoldAndSilver'' have four executives of Team Rocket, who are all unnamed and (aside from the [[TheSmurfettePrinciple one woman]]) identical in appearance. The [[VideoGameRemake remakes]], ''[=HeartGold and SoulSilver=]'', flesh out their characters, giving each a unique name and design. Similarly, while ''VideoGame/PokemonRubyAndSapphire'' were the only games to have two villain teams, Team Aqua and Team Magma, the members of said teams were practically identical in every way ''but'' appearance in spite of their diametrically opposed objectives. ''Omega Ruby and Alpha Sapphire'' do a lot to make them more unique, with a distinct look and personality for the admins and leaders; even [[{{Mooks}} grunts]] get differing dialogue and demeanors between versions.
** With Pokemon themselves, quite a few species that were [[{{Expy}} similar to previous species]] may end up getting changes between generations that make them more distinct. To list them all would take up the rest of the page, but one example would be between Clefable, Wigglytuff, and Blissey. Previously they were all pink girly Normal types with high hit points, but bad attack and defense. But after their introduction, they've started to diversify, with ''VideoGame/PokemonXAndY'' bringing the most dramatic change: [[OurFairiesAreDifferent The Fairy type]]. Clefable was {{retcon}}ed to be a Fairy type, Wigglytuff was made a dual Normal/Fairy, and Blissey remained a Normal type.
* The [[SameSexTriplets Kuniang sisters]] from ''VideoGame/{{Strider}}''. In the first game, the three use the same {{Palette Swap}}ped sprite and have the same attack, and only their leader (Ton Pooh) got an official description and dialogue, the other two being merely {{Filler}} for the boss fight. In ''Strider 2'', the three were given different designs and hairstyles, with Bei Pooh becoming a FemmeFatale with a large ponytail, Sai Pooh getting a pigtailed childish look and Ton Pooh retaining the original design. Finally, the 2014 ''Strider'' gave each a WeaponOfChoice and fleshed out the two sister's personalities, turning [[SpellMyNameWithAnS B/Pei]] into an AxCrazy BloodKnight and Nang Pooh[[note]]Though Sai Pooh got replaced by Nang Pooh, for all intents and purposes they are the same character.[[/note]] becoming the [[OnlySaneMan Only Sane Woman]] keeping both her more hot-headed sisters in check.
* The ''{{VideoGame/Persona 3}}'' and ''{{VideoGame/Persona 4}}'' crossover, ''VideoGame/PersonaQShadowOfTheLabyrinth'', did this for both its main protagonists and the {{Mission Control}}s Fuuka and Rise.
** The protagonists of ''3'' and ''4'' are both identical in their base games in that they can change their Personas constantly, and thus they have no fixed stats or skillset, unlike their teammates who only have one Persona each. In ''Q'', however, everyone can equip a sub-Persona in addition to their main ones, so both protagonists are given differing builds. The P4 hero is a JackOfAllStats who specializes in [[ShockAndAwe lightning magic]], while the P3 hero's stats are generally higher than the rest of the party and specializes in [[PlayingWithFire fire magic.]] The P3 hero's higher stats are likely to compensate that he starts off weak to two elements (one being the instant-killing [[CastingAShadow dark element]]).
** The two support characters, Fuuka and Rise, served identical roles in their games, although in the ''Golden'' re-release of ''P4,'' Rise was given additional battle-assisting skills that Fuuka never got in ''P3.'' In ''PQ'', Fuuka's skills revolve around [[TheMedic healing]], while Rise's skills streamline and make battles more efficient (she can cut SP costs for on round, and her ultimate skill makes the party completely immune to damage for a turn).
* ''VideoGame/BloodyRoar 2'' handles this rather oddly: for starters, the clone character, Shenlong, is [[CloningBlues a literal clone]] of the returning character Long. On top of that, it's ''Long'' who gets a new moveset, while Shenlong has Long's moves from the first game. From ''3'' on they switched, with Long getting his old moves back and Shenlong getting a similar but simplified moveset. Similar cases involve Yugo and Uriko, whose movesets changed rather drastically in the second game (Yugo going from an untrained kid to a professional boxer, Uriko going from a BrainwashedAndCrazy {{Super|Soldier}}-{{Child Soldier|s}} as the FinalBoss to a playable student of the aforementioned Long) and, respectively, Fang (secret character in ''Extreme'' who shares Yugo's moveset from the first game) and Uranus (secret character in ''3'' onwards who is essentially a playable version of final-boss Uriko). More traditional examples involve Shina (the adopted daughter of Gado) and the second Bakuryu and Kohryu (respectively the {{legacy|Character}} and a resurrected mecha-clone of the original Bakuryu), who play rather similarly to, but still distinctive from their originators. Not to mention as well Jenny and Stun, who are straight-up [[SuspiciouslySimilarSubstitute replacements]] for Fox and Mitsuko and keep their general playstyles while adding more moves to make them unique.
* Subfactions were introduced in the later ''VideoGame/CommandAndConquer'' games to give the existing factions diversity in multiplayer matches; previous games with different countries/factions/whatever simply had one or two slightly-changed attributes that [[GuideDangIt you are never made aware of]] (''VideoGame/CommandAndConquerRedAlert'') or one unit/ability no one else gets or has to rely on tech buildings to use (''VideoGame/CommandAndConquerRedAlert2'').
* ''VideoGame/BlazBlue'': Zig-zagged with Nu-13 and Lambda-11. Nu was written out after the first game, with Lambda replacing her with some balance changes (Nu was still present as her [[SuperMode Unlimited Form]]). Lambda was written out after the second, with Nu coming back with the ability to use both movesets, ''then'' in the UpdatedRerelease, Lambda came back, Nu lost the extra moves, and while the two do still have very similar movesets, their Drives (character specific gimmick) and Overdrives (temporary power up) work differently, Lambda going for quality and Nu for quantity.
** This extends to their characterizations. Both started as [[CloningBlues tortured]] [[EmptyShell automatons]] who obeyed without question and eventually became childlike, but in different ways. Nu is a [[OmnicidalManiac world-hating]] {{Yandere}} who wants to kill/screw/fuse with her [[VillainousIncest "brother"]] Ragna [[MasochismTango and views their fights as a budding romance]]. Lambda is mostly innocent and [[TheWorldIsJustAwesome curious about the world]], has a healthy relationship with her [[BigBrotherInstinct "big sister"]] Noel and only fights because Kokonoe [[ShootTheDog reluctantly orders her to.]]
** [[spoiler: Defied for the following pairs; Jin and Hakumen, Noel and Mu-12, Tsubaki and Izayoi, Hazama and Terumi; despite those pairs being ''the exact same person'', they have nothing in common (sans Jin and Hakumen sharing a super)]]
* The VideoGame/GundamVsSeries has an odd example of this with [[Anime/MobileSuitGundamWing Wing Gundam Zero]]. Firstly, ''Gundam vs. Gundam Next'' had only the TV version, but the home version added the ''Endless Waltz'' version, which was given unique traits. The sequel series ''Gundam Extreme Vs.'' started with only the movie version (which was a CompositeCharacter of the ''Next'' incarnations), but ''Extreme Vs. Full Boost'' brought back the TV version, which required '''re'''-divergence. Ironically, this lead to the two swapping some of their traits: In ''Next'', Wing Zero TV was ranged-centric and fired continuous beams from its [[{{BFG}} twin buster rifle]] while Wing Zero EW was more melee-focused and fired beam shots; in ''Extreme Vs.'' it's the other way around. Other changes include Wing Zero EW being more agile (since it's not a TransformingMecha) while Wing Zero TV has the ZERO System as a temporary buff that negates enemy tracking.
* In the original ''VideoGame/ConquestOfTheNewWorld'', all European powers were created equal, and only the High Native player functioned differently. In the Deluxe Edition, this was changed to give each power (including the Natives) a buff, causing each power to play slightly differently. For example, the French get better native relations and dominant cavalry, while the Dutch are masters of finance and the European trade.
* Genbei "Jaguar" Yagyu inverts this trope between ''Neo VideoGame/{{Contra}}'' and ''Contra [=ReBirth=]''. In ''Neo'', he's slower but more powerful than series protagonist Bill Rizer, and you can unlock the option to replace one of his guns with a powerful but melee-range katana. In ''[=ReBirth=]'', he not only plays identically to Bill, but dresses like him, too.
* ''VideoGame/StarCraft'' was derisively called ''VideoGame/WarCraft'' "IN SPACE!", but the two have diverged over the years with the former staying mostly true to its RTS roots while ''Warcraft'' has transformed into [[VideoGame/WorldOfWarcraft an MMORPG]].
** Parodied by a StopPokingMe line from Artanis:
-->'''Artanis:''' This is ''not'' Warcraft in space! It's much more sophisticated!
* The ''VideoGame/CommandAndConquerRedAlertSeries'' started as a possible prequel spin-off of the ''VideoGame/CommandAndConquerTiberianSeries''. ''Red Alert 2'' made that portion of the franchise known for being DenserAndWackier.
* When ''VideoGame/HyruleWarriors'' first came out, an art book revealed that the developers had toyed around with the concept of a female version of Link before rejecting it. When making the ''Legends'' UpdatedRerelease, they brushed off the concept and made a new CanonForeigner character called Linkle. Instead of just being Link only female, like the original concept art portrayed, Linkle's final design bears some similarities to Link (green clothes, blond hair, pointy ears) but also some sharp contrasts: Link is a legendary hero while Linkle only ''thinks'' she's one, Linkle is a GenkiGirl in contrast to how (adult) Link tends to be TheStoic, and Link is primarily a swordsman but Linkle is TheGunslinger with dual crossbows.
* Franchise/DonkeyKong and Mario started on [[VideoGame/DonkeyKong the same game]] but the latter got [[Franchise/SuperMarioBros his own game franchise]] known for its speed and wide open levels while the former remained a slow-moving puzzle game. DK got a second lease on life when ''VideoGame/DonkeyKongCountry1'' was released on SNES and he finally got his own fast-paced game complete with distinct gameplay and style.
* ''Franchise/{{Kirby}}'':
** While not "characters" in the traditional sense, Bomb Kirby and Mirror Kirby were originally PaletteSwaps of Sword Kirby and Beam Kirby, respectively. Newer installments of the ''Kirby'' series have given Bomb Kirby and Mirror Kirby more distinct designs to make it easier to tell them apart.
** Something similar happened with Ninja Kirby and Stone Kirby, both used the same sprite: Kirby with a samurai hat but with different body colors. Later installments have changed this to have Ninja Kirby wear a Naruto-esque Robe and Stone Kirby to wear a stone crown with bull horns, dismissing the samurai hat idea entirely.
** In ''VideoGame/KirbyAndTheAmazingMirror'', Dark Meta Knight was simply a PaletteSwap EvilTwin of Meta Knight and shared the latter's fighting style. Later games give him a more threatening look with tattered wings and a scarred mask. He also received a brand-new fighting style that emphasizes wild and reckless attacks to contrast Meta Knight's finesse and restraint, along with mirror-based attacks to [[IncrediblyLamePun reflect]] his origins as a resident of the Mirror World.
* The ''Franchise/{{Doom}}'' series has the Hell Knight, introduced in ''Doom II'' as a less durable palette-swapped [[EliteMook Baron of Hell]] that fought exactly the same by throwing green fireballs. In ''VideoGame/{{Doom 3}}'' they got a different appearance and served the same role as the Baron of Hell, being a more durable enemy that still threw green fire. Come [[VideoGame/{{Doom2016}} the 2016 game]], the Hell Knight is now a CloseRangeCombatant with similar looks to its ''Doom 3'' incarnation and lacks a fireball attack, while the Baron of Hell fights with both close and long range green attacks while still retaining [[BigRedDevil its looks from the first game]].
* In ''VideoGame/{{Paladins}}'', Cassie originally used a bow as her weapon. When another archer was added in the form of Sha Lin, Cassie was later redesigned with a crossbow to differentiate the two. It helps that Cassie's bow acted more like a crossbow in the first place, lacking the ChargedAttack expected from bows.
* Although there was never a game that featured the singular character, early versions of ''VideoGame/{{Overwatch}}'' had Genji and Hanzo's designs and abilities rolled into a single cyber-samurai character named Genji. Eventually, a diverge was made to give the character's name, cybernetics, and more ninja-like powers to Genji, and the remaining bowman characteristics were given to Hanzo.
* An inverted example from ''VideoGame/FinalFantasyVII'' and ''VideoGame/FinalFantasyVIII'': Cloud Strife and Squall Leonhart. While they both start as difficult and selfish people, and undergo significant development during their respective games, they actually had very distinct personalities. Cloud is a cocky, arrogant tough guy with plenty of light and goofy moments, while Squall starts off as a solitary {{jerkass}} who puts up a false wall of confidence to hide his emotional turmoil. Then you look at any version of them from ''Advent Children'' onwards, and they've practically swapped: Squall is the confident, snarky one and Cloud is constantly brooding, plagued by crushing doubt.
* Giana's sister in ''VideoGame/TheGreatGianaSisters'' started out as simply a green haired {{Palette Swap}} of her. ''VideoGame/GianaSistersTwistedDreams'' revamped her design to be more individual. While Giana has blonde hair in a bob and wears a blue dress, Maria has her green hair in a long ponytail with a ribbon in it and wears a red dress. Her design in the endless runner spinoff ''Dream Runners'' however dials her back to essentially a palette swap, however all the characters in that game look near-identical.
* In ''Franchise/TheElderScrolls'' series has a Justified example when this happened to Peryite, the [[OurGodsAreDifferent Daedric Prince]] of [[{{Plaguemaster}} Pestilence]], Tasks, and Order, upon the introduction of Jyggalag, Daedric Prince of Order, in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'''s ''Shivering Isles'' expansion. Peryite's association with "Order" became downplayed and replaced with "Natural Order", essentially the cycle of growth and decay. Meanwhile, Jyggalag came to represent the idea of "Perfect Order", essentially inorganic stasis. The implication is that Peryite became tasked with representing the greater scope of "order" while Jyggalag was [[spoiler:[[SealedInsideAPersonShapedCan sealed as]] [[MadGod Sheogorath]]]], because [[SomeoneHasToDoIt Someone Had To Do It]]. It also helps to explain why Peryite is looked down upon as a "loathesome" ButtMonkey by the other Daedric Princes, who are primarily [[OrderVersusChaos chaotic in nature]]. Come ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', Peryite's quest fully emphasizes his association with [[MysticalPlague pestilence]].
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