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** Animalism in the tabletop game is primarily used for wilderness survival and espionage. The Bloodlines version is also combat focused, with all but one spells being more akin to the Beckoning power of the source material. The last one (Spectral Wolf) would be at home as part of the Necromancy discipline, which isn't available to the player in Bloodlines.

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** Animalism in the tabletop game is primarily used for wilderness survival and espionage. The Bloodlines version is also combat focused, with all spells but one spells being more akin to the Beckoning power of the source material. The last one (Spectral Wolf) would be at home as part of the Necromancy discipline, which isn't available to the player in Bloodlines.
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Not only is Cuphead not an adaptation, but this example implies they were somehow expected to include the racism??? This entry makes zero sense and is clear misuse.


* ''VideoGame/{{Cuphead}}'': While the game otherwise sticks to emulating classic cartoons to the T, the racist depictions of racial minorities is purposely avoided, [[ValuesDissonance and for good reason]]. The most that happens is giving Djimmi the Great clear Egyptian influences (when genies are Arabic), and that is terribly minor in comparison while still being a possible throwback.
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* The Sega Genesis version of ''Film/MightyMorphinPowerRangersTheMovie'' skips much of the film between the Rangers' first encounter with Ivan Ooze just before being DePower[=ed=] and the climax of the film after regaining their powers. To pad out the gameplay on account of much of the movie being skipped over, the middle part of the game features a few stages based off of the [[Series/MightyMorphinPowerRangers TV show]]'s early second season, with the introduction of Lord Zedd, Tommy's return as the White Ranger, and the changing of the guard from Jason, Zack, and Trini to Rocky, Adam, and Aisha.
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* ''VideoGame/SplinterCellDoubleAgent'', originally on Platform/Xbox360 and PC, received a sixth-generation version on Playstation 2, Xbox, and Nintendo Gamecube which is this due to console limitations. The gameplay and missions are entirely different, while the story is ''mostly'' the same except for two major character changes. Enrica's characterization completely lacks her [[AntiVillain sympathetic portrayal]] and the [[OfficeRomance romantic subplot]] between her and Fisher, creating somewhat of a plot hole when Fisher abruptly starts [[spoiler:desperately trying to keep Third Echelon from killing her in the final chapter]]. Jamie, on the other hand is given a far more [[UndyingLoyalty loyal]] and [[PunchClockVillain sympathetic portrayal]] rather than the FalseFriend[=/=]SoftSpokenSadist he was in the original, [[spoiler:which made a lot of people feel seriously bad when you have no choice but to kill him in this version.]]

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* ''VideoGame/SplinterCellDoubleAgent'', originally on Platform/Xbox360 and PC, received a sixth-generation version on Playstation 2, [=PlayStation 2=], Xbox, and Nintendo Gamecube which is this due to console limitations. The gameplay and missions are entirely different, while the story is ''mostly'' the same except for two major character changes. Enrica's characterization completely lacks her [[AntiVillain sympathetic portrayal]] and the [[OfficeRomance romantic subplot]] between her and Fisher, creating somewhat of a plot hole when Fisher abruptly starts [[spoiler:desperately trying to keep Third Echelon from killing her in the final chapter]]. Jamie, on the other hand is given a far more [[UndyingLoyalty loyal]] and [[PunchClockVillain sympathetic portrayal]] rather than the FalseFriend[=/=]SoftSpokenSadist he was in the original, [[spoiler:which made a lot of people feel seriously bad when you have no choice but to kill him in this version.]]
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* ''VideoGame/{{Arcaea}}'', a mobile RhythmGame that features in-app purchases for unlocking content and a recharging stamina system similar to other "free-to-play" games (in that the player can either let the stamina recharge over time or use microtransactions to instantly refill it), underwent a lot of tweaks for the UsefulNotes/NintendoSwitch port:

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* ''VideoGame/{{Arcaea}}'', a mobile RhythmGame that features in-app purchases for unlocking content and a recharging stamina system similar to other "free-to-play" games (in that the player can either let the stamina recharge over time or use microtransactions to instantly refill it), underwent a lot of tweaks for the UsefulNotes/NintendoSwitch Platform/NintendoSwitch port:



* The games in the ''Baker Street Kids'' series for UsefulNotes/AppleII have a lot of changes that differ from Literature/TheBible. For example, in the "God's Creation" segment of ''Early Heroes of the Bible'' (the first half of the Literature/BookOfGenesis), what we read here, with the omission of most of Genesis 2,[[note]]God created the heavens and the earth, then the animals, then He created a man and a woman; and He named the man Adam, who then named his wife Eve (for no apparent reason), before settling them in the Garden of Eden He had created[[/note]] differs from what is read in the actual Book of Genesis[[note]]God created the heavens and the earth, then He created a man, whom He named Adam, before settling him in the Garden of Eden He had created and telling him not to eat anything from the tree of the knowledge of good and evil; He then created the animals for Adam to name before finally creating a woman from one of Adam's ribs; Adam then called her "woman", "for out of 'her man' this one has been taken" (Genesis 2:23c, NAB). Adam naming his wife "Eve" only occurred ''after'' the serpent had tricked her into eating the fruit from the tree of the knowledge of good and evil along with Adam, and they were all punished for it, with the woman being compelled to give birth to children in pain, which is why Adam giving her the name "Eve" means that she would become the mother of all the living (Genesis 3:20)[[/note]].
* ''VideoGame/CastlevaniaDraculaX'' for the SNES. Cutting the levels and playable characters back to fit the SNES hardware is acceptable, though [[ExecutiveMeddling legal issues]] meant Shaft was cut. And ''Vampire Killer'' for the {{UsefulNotes/MSX}}.

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* The games in the ''Baker Street Kids'' series for UsefulNotes/AppleII Platform/AppleII have a lot of changes that differ from Literature/TheBible. For example, in the "God's Creation" segment of ''Early Heroes of the Bible'' (the first half of the Literature/BookOfGenesis), what we read here, with the omission of most of Genesis 2,[[note]]God created the heavens and the earth, then the animals, then He created a man and a woman; and He named the man Adam, who then named his wife Eve (for no apparent reason), before settling them in the Garden of Eden He had created[[/note]] differs from what is read in the actual Book of Genesis[[note]]God created the heavens and the earth, then He created a man, whom He named Adam, before settling him in the Garden of Eden He had created and telling him not to eat anything from the tree of the knowledge of good and evil; He then created the animals for Adam to name before finally creating a woman from one of Adam's ribs; Adam then called her "woman", "for out of 'her man' this one has been taken" (Genesis 2:23c, NAB). Adam naming his wife "Eve" only occurred ''after'' the serpent had tricked her into eating the fruit from the tree of the knowledge of good and evil along with Adam, and they were all punished for it, with the woman being compelled to give birth to children in pain, which is why Adam giving her the name "Eve" means that she would become the mother of all the living (Genesis 3:20)[[/note]].
* ''VideoGame/CastlevaniaDraculaX'' for the SNES. Cutting the levels and playable characters back to fit the SNES hardware is acceptable, though [[ExecutiveMeddling legal issues]] meant Shaft was cut. And ''Vampire Killer'' for the {{UsefulNotes/MSX}}.{{Platform/MSX}}.



* Ports of PlayerVersusPlayer-based puzzle games to the UsefulNotes/GameBoy (and handheld systems of similar power) generally don't offer a direct take on the Player vs CPU modes of their arcade and console equivalents, either due to lack of processing power or simply the lack of real estate on the screen for two fields. Many of them instead attempt to offer a similar experience by tasking the player with filling a fluctuating gauge, meant to represent the opponent's field, while fending off occasional attacks. ''Pokémon Puzzle Challenge'', as well as the handheld ports of ''VideoGame/MagicalDrop'', ''VideoGame/StarSweep'', and ''Money Puzzle Exchanger'', are some of the games that resort to this. It is interestng to note that ''VideoGame/PuyoPuyo'', which codified the competitive puzzle subgenre, never had to resort to a "false" AI opponent; even the first arcade game's [[PortingDisaster disastrous]] Game Boy port contains real AI.

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* Ports of PlayerVersusPlayer-based puzzle games to the UsefulNotes/GameBoy Platform/GameBoy (and handheld systems of similar power) generally don't offer a direct take on the Player vs CPU modes of their arcade and console equivalents, either due to lack of processing power or simply the lack of real estate on the screen for two fields. Many of them instead attempt to offer a similar experience by tasking the player with filling a fluctuating gauge, meant to represent the opponent's field, while fending off occasional attacks. ''Pokémon Puzzle Challenge'', as well as the handheld ports of ''VideoGame/MagicalDrop'', ''VideoGame/StarSweep'', and ''Money Puzzle Exchanger'', are some of the games that resort to this. It is interestng to note that ''VideoGame/PuyoPuyo'', which codified the competitive puzzle subgenre, never had to resort to a "false" AI opponent; even the first arcade game's [[PortingDisaster disastrous]] Game Boy port contains real AI.



* An early 1980s game example: The UsefulNotes/ColecoVision version of ''VideoGame/LadyBug'' replaced the arcade original's free game credit from spelling S-P-E-C-I-A-L with a BonusStage, since the home version didn't require quarters to play it. This is better than what reward you got for finding the diamond in the home versions of the follow-up game ''VideoGame/MrDo'': just 8000 points and a free trip to the next screen.

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* An early 1980s game example: The UsefulNotes/ColecoVision Platform/ColecoVision version of ''VideoGame/LadyBug'' replaced the arcade original's free game credit from spelling S-P-E-C-I-A-L with a BonusStage, since the home version didn't require quarters to play it. This is better than what reward you got for finding the diamond in the home versions of the follow-up game ''VideoGame/MrDo'': just 8000 points and a free trip to the next screen.



* Ports of PC or Xbox games to the UsefulNotes/PlayStation2 usually invoked this trope due to the system's technical limitations. For example, ''VideoGame/ReturnToCastleWolfenstein'''s [=PS2=] port had many of its levels split into shorter sub-levels, and sometimes completely redesigned, with the player mainly being confined to narrow corridors in contrast to the more open level design of the PC and Xbox versions. Though much less rare, this also occasionally happened in ports of games to the UsefulNotes/PlayStation3 and UsefulNotes/Xbox360, even ones from the previous generation; ''VideoGame/FarCry1 Classic'' had to have level transitions added halfway through several of the larger levels from the original PC game, and even then the game is known for crashing when you reach those transitions because even the cut-in-half maps are pushing the systems' limits.

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* Ports of PC or Xbox games to the UsefulNotes/PlayStation2 Platform/PlayStation2 usually invoked this trope due to the system's technical limitations. For example, ''VideoGame/ReturnToCastleWolfenstein'''s [=PS2=] port had many of its levels split into shorter sub-levels, and sometimes completely redesigned, with the player mainly being confined to narrow corridors in contrast to the more open level design of the PC and Xbox versions. Though much less rare, this also occasionally happened in ports of games to the UsefulNotes/PlayStation3 Platform/PlayStation3 and UsefulNotes/Xbox360, Platform/Xbox360, even ones from the previous generation; ''VideoGame/FarCry1 Classic'' had to have level transitions added halfway through several of the larger levels from the original PC game, and even then the game is known for crashing when you reach those transitions because even the cut-in-half maps are pushing the systems' limits.



* ''VideoGame/SplinterCellDoubleAgent'', originally on UsefulNotes/Xbox360 and PC, received a sixth-generation version on Playstation 2, Xbox, and Nintendo Gamecube which is this due to console limitations. The gameplay and missions are entirely different, while the story is ''mostly'' the same except for two major character changes. Enrica's characterization completely lacks her [[AntiVillain sympathetic portrayal]] and the [[OfficeRomance romantic subplot]] between her and Fisher, creating somewhat of a plot hole when Fisher abruptly starts [[spoiler:desperately trying to keep Third Echelon from killing her in the final chapter]]. Jamie, on the other hand is given a far more [[UndyingLoyalty loyal]] and [[PunchClockVillain sympathetic portrayal]] rather than the FalseFriend[=/=]SoftSpokenSadist he was in the original, [[spoiler:which made a lot of people feel seriously bad when you have no choice but to kill him in this version.]]

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* ''VideoGame/SplinterCellDoubleAgent'', originally on UsefulNotes/Xbox360 Platform/Xbox360 and PC, received a sixth-generation version on Playstation 2, Xbox, and Nintendo Gamecube which is this due to console limitations. The gameplay and missions are entirely different, while the story is ''mostly'' the same except for two major character changes. Enrica's characterization completely lacks her [[AntiVillain sympathetic portrayal]] and the [[OfficeRomance romantic subplot]] between her and Fisher, creating somewhat of a plot hole when Fisher abruptly starts [[spoiler:desperately trying to keep Third Echelon from killing her in the final chapter]]. Jamie, on the other hand is given a far more [[UndyingLoyalty loyal]] and [[PunchClockVillain sympathetic portrayal]] rather than the FalseFriend[=/=]SoftSpokenSadist he was in the original, [[spoiler:which made a lot of people feel seriously bad when you have no choice but to kill him in this version.]]



* ''VideoGame/YsIVTheDawnOfYs'' for the [[UsefulNotes/TurboGrafx16 PC-Engine]], released a month after ''VideoGame/YsIVMaskOfTheSun'' for the [[UsefulNotes/SuperNintendoEntertainmentSystem Super Famicom]], was produced by a different developer (Creator/HudsonSoft), had a significantly different story and gameplay, and is not part of Creator/{{Falcom}}'s canon, but is [[AdaptationDistillation generally regarded as the superior game]].

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* ''VideoGame/YsIVTheDawnOfYs'' for the [[UsefulNotes/TurboGrafx16 [[Platform/TurboGrafx16 PC-Engine]], released a month after ''VideoGame/YsIVMaskOfTheSun'' for the [[UsefulNotes/SuperNintendoEntertainmentSystem [[Platform/SuperNintendoEntertainmentSystem Super Famicom]], was produced by a different developer (Creator/HudsonSoft), had a significantly different story and gameplay, and is not part of Creator/{{Falcom}}'s canon, but is [[AdaptationDistillation generally regarded as the superior game]].
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* ''VideoGame/CreedRiseToGlory'' is based on the Franchise/{{Rocky}} films generally, and more specifically on the film ''Film/{{Creed}}''. The game strips out almost everything from the film except the fights, adds more fights, and re-contextualizes the fights to make Donnie's development feel more like a steady climb to the top than a lucky underdog's story. It also turns the TrainingMontage into a series of microgames.

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* ''VideoGame/CreedRiseToGlory'' is based on the Franchise/{{Rocky}} films generally, and more specifically on the film ''Film/{{Creed}}''.''Film/{{Creed|2015}}''. The game strips out almost everything from the film except the fights, adds more fights, and re-contextualizes the fights to make Donnie's development feel more like a steady climb to the top than a lucky underdog's story. It also turns the TrainingMontage into a series of microgames.
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* ''VideoGame/SpiderMan2'': As opposed to adapting the "Spider-Man No More" arc that ''Film/SpiderMan2'' did as a result of his troubled relationship with Mary Jane, the tie-in game instead has Peter consider giving up his civilian life to focus as Spider-Man full time because of said relationship trouble (in-universe; out-of-it, probably because a player doesn't want to spend a good chunk of the game not actually being Spider-Man).

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* ''VideoGame/SpiderMan2'': As opposed to adapting the "Spider-Man No More" arc that ''Film/SpiderMan2'' did as a result of his troubled relationship with Mary Jane, from [[Film/SpiderMan2 the movie]], the tie-in game instead has went in the opposite direction and had Peter consider giving up his civilian life to focus as become Spider-Man full time because of said relationship trouble (in-universe; out-of-it, probably time, presumably because a player doesn't want to spend a good chunk of the game not actually being Spider-Man).Spider-Man.

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* ''VideoGame/VampireTheMasqueradeBloodlines''. The limits of a video game (and the action-heavy elements expected from them) meant that the game needed to drop a number of systems, simplify others, and gear things more towards combat as a baseline. One example is with the Tremere, and the Tremere PC's use of [[BloodMagic Thaumaturgy]]. The Path of Blood depicted in Bloodlines is much different than the one in the source material, being more directly [[BloodyMurder martial]] than the [[ThePowerOfBlood multi-purpose powers]] in the original.

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* ''VideoGame/VampireTheMasqueradeBloodlines''. The limits of a video game (and the action-heavy elements expected from them) meant that the game needed to drop a number of systems, simplify others, and gear things more towards combat as a baseline. One example is with baseline.
** Several of
the player's clan weaknesses had to be revamped. While the Brujah (prone to frenzy), Nosferatu (ugly enough to violate TheMasquerade just by walking down the street), Ventrue (limitation on who they can feed on), and Malkavian (insanity, more often than not the player won't know what the heck they're saying) weaknesses are intact, the Gangrel, Tremere, and Toreador weaknesses are modified. Gangrel get a different weakness to frenzy instead of dropping their appearance stat every time they frenzy, Tremere can't raise their physical stats past four instead of being blood bound to any Tremere elder, and Toreador get twice the penalty of lower humanity instead of becoming obsessed with whatever catches their eye.
** The
Tremere PC's use of [[BloodMagic Thaumaturgy]]. The Thaumaturgy]], specifically the Path of Blood Blood, as depicted in Bloodlines is much different than the one in the source material, being more directly [[BloodyMurder martial]] than the [[ThePowerOfBlood multi-purpose powers]] in the original.original.
** Animalism in the tabletop game is primarily used for wilderness survival and espionage. The Bloodlines version is also combat focused, with all but one spells being more akin to the Beckoning power of the source material. The last one (Spectral Wolf) would be at home as part of the Necromancy discipline, which isn't available to the player in Bloodlines.
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** Since there are no in-app purchases, song packs are unlocked either by paying Fragments, progressing in Story Mode, or reaching them in World Mode.

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** Since there Non-collaboration packs and songs are no longer in-app purchases, song packs purchases; they are unlocked either by paying Fragments, progressing in Story Mode, or reaching them in World Mode.



** Features that previously required an internet connection (Partner stats and skills and World Mode, for example) were made available even in offline play. The only thing you need an online connection for is updates.

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** Features that previously required an internet connection (Partner stats and skills and World Mode, for example) were made available even in offline play. The only thing things you need an online connection for is updates.are updates and purchasing DLC packs.
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* More of a technical limitation, but if anyone asks why ''VideoGame/ArmoredCore Formula Front'' has a very wildly different gameplay (simply designing and tuning a HumongousMecha's autopilot instead of ''directly piloting it''), it's because ACFF was released in PSP. See, the games before that were released in [=PS/PS2=], whose controllers had far more buttons than the PSP. Not knowing how to efficiently use the PSP's button layout, FROM decided to make it a game which require as little input as possible from the players. To seemingly prove their point, the [=PS2=] version of Formula Front does enable direct piloting of your mechs. It isn't until Armored Core 3 Portable that they finally figured out how to map the controls.

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* More of a technical limitation, but if anyone asks why ''VideoGame/ArmoredCore Formula Front'' ''VideoGame/ArmoredCoreFormulaFront'' has a very wildly different gameplay (simply designing and tuning a HumongousMecha's autopilot instead of ''directly piloting it''), it's because ACFF was released in PSP. See, the games before that were released in [=PS/PS2=], whose controllers had far more buttons than the PSP. Not knowing how to efficiently use the PSP's button layout, FROM decided to make it a game which require as little input as possible from the players. To seemingly prove their point, the [=PS2=] version of Formula Front does enable direct piloting of your mechs. It isn't until Armored Core 3 Portable the ''Extreme Battle' rerelease that they finally figured out how to map the controls.

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* All of the ''Videogame/MechWarrior'' first-person HumongousMecha [[MechaGame simulator series]], based on the turn-based ''Tabletopgame/BattleTech'' tabletop wargame are this to some extent.



* All of the ''Videogame/MechWarrior'' first-person HumongousMecha [[MechaGame simulator series]], based on the turn-based ''Tabletopgame/BattleTech'' tabletop wargame are this to some extent.

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Example Indentation / Alphabetization


* ''VideoGame/CreedRiseToGlory'' is based on the Franchise/{{Rocky}} films generally, and more specifically on the film ''Film/{{Creed}}''. The game strips out almost everything from the film except the fights, adds more fights, and re-contextualizes the fights to make Donnie's development feel more like a steady climb to the top than a lucky underdog's story. It also turns the TrainingMontage into a series of microgames.
* ''VideoGame/DawnOfWar'' removes a lot of the mechanics from ''TabletopGame/Warhammer40000'' (cover is near-nonexistent, though it was reintegrated for ''Dawn of War II'', and there's no RandomNumberGod) but keeps fundamentals like squads, weapon upgrades, and different armour types in order to better work as a video game instead of a tabletop one. By necessity the factions are vastly simplified, only having access to a relatively small amount of their units, as well as lacking the individual customisation of the sub-factions. In turn it creates a new Space Marine chapter, the Blood Ravens, as well as a bunch of new characters from existing groups, to tell its own story instead of trying to adapt anything from the existing, expansive ''[=WH40K=]'' lore. The result is a game that is generally well-received by the fans and gamers in general, but isn't so much an adaptation as it is just a small piece of the ExpandedUniverse.

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* ''VideoGame/CreedRiseToGlory'' is based on %%%
%%
%% This page has been alphabetized. Please add new examples in
the Franchise/{{Rocky}} films generally, correct order. Thanks!
%%
%%%
* ''VideoGame/{{Arcaea}}'', a mobile RhythmGame that features in-app purchases for unlocking content
and more specifically on a recharging stamina system similar to other "free-to-play" games (in that the film ''Film/{{Creed}}''. The game strips out almost everything from player can either let the film except the fights, adds more fights, and re-contextualizes the fights stamina recharge over time or use microtransactions to make Donnie's development feel more like a steady climb to the top than a lucky underdog's story. It also turns the TrainingMontage into a series of microgames.
* ''VideoGame/DawnOfWar'' removes
instantly refill it), underwent a lot of tweaks for the mechanics from ''TabletopGame/Warhammer40000'' (cover UsefulNotes/NintendoSwitch port:
** World Mode no longer has the Stamina mechanic. Maps have been rebalanced accordingly.
** Since there are no in-app purchases, song packs are unlocked either by paying Fragments, progressing in Story Mode, or reaching them in World Mode.
** Many songs that were previously World Mode unlocks were made simple Fragment-based unlocks.
** The World Extend folder in the mobile version relies on a free/paid-hybrid model where players can either pay to unlock all songs in the pack or complete [[TemporaryOnlineContent temporary]] unlock maps. The Switch's port's solution
is near-nonexistent, though it to just move the World Extend songs to the Arcaea folder and make them Fragment-based unlocks.
** Memory Archive in the mobile version consists of songs that can be unlocked with individual in-app purchases. These songs are instead made World Mode unlocks for this port.
** A new control scheme that uses traditional controllers
was reintegrated implemented, due to a mandate by Nintendo that all games for ''Dawn of War II'', the system must be playable in TV Mode.
** Features that previously required an internet connection (Partner stats
and there's no RandomNumberGod) skills and World Mode, for example) were made available even in offline play. The only thing you need an online connection for is updates.
* More of a technical limitation,
but keeps fundamentals like squads, weapon upgrades, and if anyone asks why ''VideoGame/ArmoredCore Formula Front'' has a very wildly different armour types in order to better work as gameplay (simply designing and tuning a video game HumongousMecha's autopilot instead of a tabletop one. By necessity ''directly piloting it''), it's because ACFF was released in PSP. See, the factions are vastly simplified, only having access games before that were released in [=PS/PS2=], whose controllers had far more buttons than the PSP. Not knowing how to efficiently use the PSP's button layout, FROM decided to make it a relatively small amount of game which require as little input as possible from the players. To seemingly prove their units, as well as lacking point, the individual customisation [=PS2=] version of Formula Front does enable direct piloting of your mechs. It isn't until Armored Core 3 Portable that they finally figured out how to map the controls.
* ''VideoGame/{{Astyanax}}'' for the NES has a completely different story than the arcade game it's loosely adapted from.
* The games in the ''Baker Street Kids'' series for UsefulNotes/AppleII have a lot of changes that differ from Literature/TheBible. For example, in the "God's Creation" segment of ''Early Heroes
of the sub-factions. In turn it creates a new Space Marine chapter, Bible'' (the first half of the Blood Ravens, as well as a bunch Literature/BookOfGenesis), what we read here, with the omission of new characters most of Genesis 2,[[note]]God created the heavens and the earth, then the animals, then He created a man and a woman; and He named the man Adam, who then named his wife Eve (for no apparent reason), before settling them in the Garden of Eden He had created[[/note]] differs from existing groups, what is read in the actual Book of Genesis[[note]]God created the heavens and the earth, then He created a man, whom He named Adam, before settling him in the Garden of Eden He had created and telling him not to tell its own story instead of trying to adapt eat anything from the existing, expansive ''[=WH40K=]'' lore. The result is a game that is generally well-received by the fans and gamers in general, but isn't so much an adaptation as it is just a small piece tree of the ExpandedUniverse.knowledge of good and evil; He then created the animals for Adam to name before finally creating a woman from one of Adam's ribs; Adam then called her "woman", "for out of 'her man' this one has been taken" (Genesis 2:23c, NAB). Adam naming his wife "Eve" only occurred ''after'' the serpent had tricked her into eating the fruit from the tree of the knowledge of good and evil along with Adam, and they were all punished for it, with the woman being compelled to give birth to children in pain, which is why Adam giving her the name "Eve" means that she would become the mother of all the living (Genesis 3:20)[[/note]].



* ''VideoGame/CreedRiseToGlory'' is based on the Franchise/{{Rocky}} films generally, and more specifically on the film ''Film/{{Creed}}''. The game strips out almost everything from the film except the fights, adds more fights, and re-contextualizes the fights to make Donnie's development feel more like a steady climb to the top than a lucky underdog's story. It also turns the TrainingMontage into a series of microgames.
* ''VideoGame/{{Cuphead}}'': While the game otherwise sticks to emulating classic cartoons to the T, the racist depictions of racial minorities is purposely avoided, [[ValuesDissonance and for good reason]]. The most that happens is giving Djimmi the Great clear Egyptian influences (when genies are Arabic), and that is terribly minor in comparison while still being a possible throwback.
* ''VideoGame/DawnOfWar'' removes a lot of the mechanics from ''TabletopGame/Warhammer40000'' (cover is near-nonexistent, though it was reintegrated for ''Dawn of War II'', and there's no RandomNumberGod) but keeps fundamentals like squads, weapon upgrades, and different armour types in order to better work as a video game instead of a tabletop one. By necessity the factions are vastly simplified, only having access to a relatively small amount of their units, as well as lacking the individual customisation of the sub-factions. In turn it creates a new Space Marine chapter, the Blood Ravens, as well as a bunch of new characters from existing groups, to tell its own story instead of trying to adapt anything from the existing, expansive ''[=WH40K=]'' lore. The result is a game that is generally well-received by the fans and gamers in general, but isn't so much an adaptation as it is just a small piece of the ExpandedUniverse.



* ''VideoGame/StreetFighterIV'' on the Ipod Touch. While it's highly simplified from the console/PC version (only 10 characters, reduced movelists, simplified controls, and lots and lots of contents removed), it manages to be a fun experience on its own right, despite the system not being fit for such a type of game.
* ''VideoGame/{{Astyanax}}'' for the NES has a completely different story than the arcade game it's loosely adapted from.

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* ''VideoGame/StreetFighterIV'' In the original PC release of ''VideoGame/DokiDokiLiteratureClub'', [[spoiler:you defeat BigBad Monika by going into the game's directory and deleting her character data]]. This obviously isn't possible on consoles, so when the game was ported to 8th and 9th generation consoles for the ''Plus'' UpdatedRerelease, [[spoiler:an in-game desktop is provided so you are still capable of doing her in]].
* Ports of PlayerVersusPlayer-based puzzle games to the UsefulNotes/GameBoy (and handheld systems of similar power) generally don't offer a direct take
on the Ipod Touch. While it's highly simplified from Player vs CPU modes of their arcade and console equivalents, either due to lack of processing power or simply the console/PC version (only 10 characters, reduced movelists, simplified controls, and lots and lots lack of contents removed), it manages real estate on the screen for two fields. Many of them instead attempt to be offer a fun similar experience on its own right, despite by tasking the system not being fit for such player with filling a type fluctuating gauge, meant to represent the opponent's field, while fending off occasional attacks. ''Pokémon Puzzle Challenge'', as well as the handheld ports of game.
''VideoGame/MagicalDrop'', ''VideoGame/StarSweep'', and ''Money Puzzle Exchanger'', are some of the games that resort to this. It is interestng to note that ''VideoGame/PuyoPuyo'', which codified the competitive puzzle subgenre, never had to resort to a "false" AI opponent; even the first arcade game's [[PortingDisaster disastrous]] Game Boy port contains real AI.
* ''VideoGame/{{Astyanax}}'' ''VideoGame/GoldenEye1997'':
** A number of changes were done to the original game
for the NES has sake of making a completely different story than more enjoyable game. At least a half of the arcade game game's content isn't in the movie, much more was altered.
** A number of changes were made to the [[VideoGame/GoldenEyeWii Wii remake]] of ''VideoGame/GoldenEye1997'' plot to fit with the change in timeline to 2010. Most notably, 006's motivations are changed from getting revenge for Britain's betrayal of his Lienz Cossack parents (which would make him 71 in 2010) to anger over UsefulNotes/TheWarOnTerror and the Great Financial Meltdown, and how big banks made a killing while everyone else suffered. [[spoiler:Zukovsky is killed a couple dozen seconds after you meet him. After all, he does die in the films eventually, and
it's loosely adapted from.not like they're planning on making a ''Film/TheWorldIsNotEnough'' game later.]]



* ''VideoGame/VampireTheMasqueradeBloodlines''. The limits of a video game (and the action-heavy elements expected from them) meant that the game needed to drop a number of systems, simplify others, and gear things more towards combat as a baseline. One example is with the Tremere, and the Tremere PC's use of [[BloodMagic Thaumaturgy]]. The Path of Blood depicted in Bloodlines is much different than the one in the source material, being more directly [[BloodyMurder martial]] than the [[ThePowerOfBlood multi-purpose powers]] in the original.

to:

* ''VideoGame/VampireTheMasqueradeBloodlines''. The limits of a video An early 1980s game (and example: The UsefulNotes/ColecoVision version of ''VideoGame/LadyBug'' replaced the action-heavy elements expected arcade original's free game credit from them) meant spelling S-P-E-C-I-A-L with a BonusStage, since the home version didn't require quarters to play it. This is better than what reward you got for finding the diamond in the home versions of the follow-up game ''VideoGame/MrDo'': just 8000 points and a free trip to the next screen.
* A consistent part of the VideoGame/LegoAdaptationGame series is that all playable segments must have at least two characters present, both for the various puzzles and so
that the game needed to drop a number DropInDropOutMultiplayer aspect is available at all times. Since most of systems, simplify others, the games are based on pre-existing story plots, and gear there are often times where only one main character is in a scene, when adapting those scenes things more towards combat as are slightly altered so that a baseline. One example is with the Tremere, and the Tremere PC's use of [[BloodMagic Thaumaturgy]]. The Path of Blood depicted in Bloodlines is much different than the one in the source material, second character ends up being more directly [[BloodyMurder martial]] than there, even if the [[ThePowerOfBlood multi-purpose powers]] altered circumstances can get convoluted at times, such as Shagrat helping Sam fight Shelob in ''VideoGame/LegoTheLordOfTheRings'', only to apparently instantly forget Sam was there once the original.orc sees Frodo.



* The N64 version of ''VideoGame/QuakeII'' had its story changed from the original, and most of the levels replaced with all-new ones, which were generally shorter than the PC version's. The crouch function, hand grenades, and several enemy types were removed, the [[GatlingGood chaingun]] was {{nerf}}ed, and the submachine gun's recoil was reduced.
* The [=iPhone=] version of ''VideoGame/MetalGearSolid4GunsOfThePatriots'' was stated to be this by WordOfGod. The original game had stealth elements, but when Konami playtested it they found that it was really tedious and distracting for a casual game. So Kojima Productions took over development themselves, concentrating on shooting-range stuff.
* A number of changes were made to the [[VideoGame/GoldenEyeWii Wii remake]] of ''VideoGame/GoldenEye1997'' plot to fit with the change in timeline to 2010. Most notably, 006's motivations are changed from getting revenge for Britain's betrayal of his Lienz Cossack parents (which would make him 71 in 2010) to anger over UsefulNotes/TheWarOnTerror and the Great Financial Meltdown, and how big banks made a killing while everyone else suffered. [[spoiler:Zukovsky is killed a couple dozen seconds after you meet him. After all, he does die in the films eventually, and it's not like they're planning on making a ''Film/TheWorldIsNotEnough'' game later.]]
** Even in the original game, a number of changes were done for the sake of making a more enjoyable game. At least a half of the game's content isn't in the movie, much more was altered.
* ''VideoGame/YsIVTheDawnOfYs'' for the [[UsefulNotes/TurboGrafx16 PC-Engine]], released a month after ''VideoGame/YsIVMaskOfTheSun'' for the [[UsefulNotes/SuperNintendoEntertainmentSystem Super Famicom]], was produced by a different developer (Creator/HudsonSoft), had a significantly different story and gameplay, and is not part of Creator/{{Falcom}}'s canon, but is [[AdaptationDistillation generally regarded as the superior game]].
* The console adaptations of ''VideoGame/RainbowSix3'' have a completely different story and considerably different gameplay, although some of the locales from the PC version make an appearance.
* More of a technical limitation, but if anyone asks why ''VideoGame/ArmoredCore Formula Front'' has a very wildly different gameplay (simply designing and tuning a HumongousMecha's autopilot instead of ''directly piloting it''), it's because ACFF was released in PSP. See, the games before that were released in [=PS/PS2=], whose controllers had far more buttons than the PSP. Not knowing how to efficiently use the PSP's button layout, FROM decided to make it a game which require as little input as possible from the players. To seemingly prove their point, the [=PS2=] version of Formula Front does enable direct piloting of your mechs. It isn't until Armored Core 3 Portable that they finally figured out how to map the controls.



* All of the ''Videogame/MechWarrior'' first-person HumongousMecha [[MechaGame simulator series]], based on the turn-based ''Tabletopgame/BattleTech'' tabletop wargame are this to some extent.



* An early 1980s game example: The UsefulNotes/ColecoVision version of ''VideoGame/LadyBug'' replaced the arcade original's free game credit from spelling S-P-E-C-I-A-L with a BonusStage, since the home version didn't require quarters to play it. This is better than what reward you got for finding the diamond in the home versions of the follow-up game ''VideoGame/MrDo'': just 8000 points and a free trip to the next screen.

to:

* An early 1980s game example: All of the ''Videogame/MechWarrior'' first-person HumongousMecha [[MechaGame simulator series]], based on the turn-based ''Tabletopgame/BattleTech'' tabletop wargame are this to some extent.
* ''VideoGame/MegaMan2AtariDeMake'': To emulate better the limitations of Atari, some level objects were changed. Instead of the Crash Lifts, there are moving platforms moving from left to right and with a pointer that spins from time to time and hurts.
The UsefulNotes/ColecoVision Air Cheriots do not have a circular trajectory, but are moved through shots from the opposite direction Mega Man is standing on them and are separate from Kaminari Goros. Another important change is that there are no continuous screens.
* The [=iPhone=]
version of ''VideoGame/LadyBug'' replaced the arcade original's free ''VideoGame/MetalGearSolid4GunsOfThePatriots'' was stated to be this by WordOfGod. The original game credit from spelling S-P-E-C-I-A-L with a BonusStage, since the home version didn't require quarters to play it. This is better than what reward you got had stealth elements, but when Konami playtested it they found that it was really tedious and distracting for finding the diamond in the home a casual game. So Kojima Productions took over development themselves, concentrating on shooting-range stuff.
* The PC
versions of ''VideoGame/{{Oneshot}}'' require you to solve [[ParadiegeticGameplay several fourth wall breaking puzzles]] in order to progress, such as [[spoiler: looking at a generated pattern on your desktop or finding a code in your Documents folder.]] The Nintendo Switch port of the follow-up game ''VideoGame/MrDo'': just 8000 points and a free trip emulates this by providing an in-game desktop so that the puzzles are still doable without an actual PC.
* Ports of PC or Xbox games
to the next screen.UsefulNotes/PlayStation2 usually invoked this trope due to the system's technical limitations. For example, ''VideoGame/ReturnToCastleWolfenstein'''s [=PS2=] port had many of its levels split into shorter sub-levels, and sometimes completely redesigned, with the player mainly being confined to narrow corridors in contrast to the more open level design of the PC and Xbox versions. Though much less rare, this also occasionally happened in ports of games to the UsefulNotes/PlayStation3 and UsefulNotes/Xbox360, even ones from the previous generation; ''VideoGame/FarCry1 Classic'' had to have level transitions added halfway through several of the larger levels from the original PC game, and even then the game is known for crashing when you reach those transitions because even the cut-in-half maps are pushing the systems' limits.
* The N64 version of ''VideoGame/QuakeII'' had its story changed from the original, and most of the levels replaced with all-new ones, which were generally shorter than the PC version's. The crouch function, hand grenades, and several enemy types were removed, the [[GatlingGood chaingun]] was {{nerf}}ed, and the submachine gun's recoil was reduced.
* The console adaptations of ''VideoGame/RainbowSix3'' have a completely different story and considerably different gameplay, although some of the locales from the PC version make an appearance.
* ''VideoGame/SpiderMan2'': As opposed to adapting the "Spider-Man No More" arc that ''Film/SpiderMan2'' did as a result of his troubled relationship with Mary Jane, the tie-in game instead has Peter consider giving up his civilian life to focus as Spider-Man full time because of said relationship trouble (in-universe; out-of-it, probably because a player doesn't want to spend a good chunk of the game not actually being Spider-Man).



* ''VideoGame/StreetFighterIV'' on the Ipod Touch. While it's highly simplified from the console/PC version (only 10 characters, reduced movelists, simplified controls, and lots and lots of contents removed), it manages to be a fun experience on its own right, despite the system not being fit for such a type of game.



* ''VideoGame/VampireTheMasqueradeBloodlines''. The limits of a video game (and the action-heavy elements expected from them) meant that the game needed to drop a number of systems, simplify others, and gear things more towards combat as a baseline. One example is with the Tremere, and the Tremere PC's use of [[BloodMagic Thaumaturgy]]. The Path of Blood depicted in Bloodlines is much different than the one in the source material, being more directly [[BloodyMurder martial]] than the [[ThePowerOfBlood multi-purpose powers]] in the original.



* ''VideoGame/{{Cuphead}}'': While the game otherwise sticks to emulating classic cartoons to the T, the racist depictions of racial minorities is purposely avoided, [[ValuesDissonance and for good reason]]. The most that happens is giving Djimmi the Great clear Egyptian influences (when genies are Arabic), and that is terribly minor in comparison while still being a possible throwback.
* ''VideoGame/MegaMan2AtariDeMake'': To emulate better the limitations of Atari, some level objects were changed. Instead of the Crash Lifts, there are moving platforms moving from left to right and with a pointer that spins from time to time and hurts. The Air Cheriots do not have a circular trajectory, but are moved through shots from the opposite direction Mega Man is standing on them and are separate from Kaminari Goros. Another important change is that there are no continuous screens.
* Ports of PlayerVersusPlayer-based puzzle games to the UsefulNotes/GameBoy (and handheld systems of similar power) generally don't offer a direct take on the Player vs CPU modes of their arcade and console equivalents, either due to lack of processing power or simply the lack of real estate on the screen for two fields. Many of them instead attempt to offer a similar experience by tasking the player with filling a fluctuating gauge, meant to represent the opponent's field, while fending off occasional attacks. ''Pokémon Puzzle Challenge'', as well as the handheld ports of ''VideoGame/MagicalDrop'', ''VideoGame/StarSweep'', and ''Money Puzzle Exchanger'', are some of the games that resort to this. It is interestng to note that ''VideoGame/PuyoPuyo'', which codified the competitive puzzle subgenre, never had to resort to a "false" AI opponent; even the first arcade game's [[PortingDisaster disastrous]] Game Boy port contains real AI.
* Ports of PC or Xbox games to the UsefulNotes/PlayStation2 usually invoked this trope due to the system's technical limitations. For example, ''VideoGame/ReturnToCastleWolfenstein'''s [=PS2=] port had many of its levels split into shorter sub-levels, and sometimes completely redesigned, with the player mainly being confined to narrow corridors in contrast to the more open level design of the PC and Xbox versions. Though much less rare, this also occasionally happened in ports of games to the UsefulNotes/PlayStation3 and UsefulNotes/Xbox360, even ones from the previous generation; ''VideoGame/FarCry1 Classic'' had to have level transitions added halfway through several of the larger levels from the original PC game, and even then the game is known for crashing when you reach those transitions because even the cut-in-half maps are pushing the systems' limits.
* As opposed to adapting the "Spider-Man No More" arc that ''Film/SpiderMan2'' did as a result of his troubled relationship with Mary Jane, [[VideoGame/SpiderMan2 the tie-in game]] instead has Peter consider giving up his civilian life to focus as Spider-Man full time because of said relationship trouble (in-universe; out-of-it, probably because a player doesn't want to spend a good chunk of the game not actually being Spider-Man).
* The games in the ''Baker Street Kids'' series for UsefulNotes/AppleII have a lot of changes that differ from Literature/TheBible. For example, in the "God's Creation" segment of ''Early Heroes of the Bible'' (the first half of the Literature/BookOfGenesis), what we read here, with the omission of most of Genesis 2,[[note]]God created the heavens and the earth, then the animals, then He created a man and a woman; and He named the man Adam, who then named his wife Eve (for no apparent reason), before settling them in the Garden of Eden He had created[[/note]] differs from what is read in the actual Book of Genesis[[note]]God created the heavens and the earth, then He created a man, whom He named Adam, before settling him in the Garden of Eden He had created and telling him not to eat anything from the tree of the knowledge of good and evil; He then created the animals for Adam to name before finally creating a woman from one of Adam's ribs; Adam then called her "woman", "for out of 'her man' this one has been taken" (Genesis 2:23c, NAB). Adam naming his wife "Eve" only occurred ''after'' the serpent had tricked her into eating the fruit from the tree of the knowledge of good and evil along with Adam, and they were all punished for it, with the woman being compelled to give birth to children in pain, which is why Adam giving her the name "Eve" means that she would become the mother of all the living (Genesis 3:20)[[/note]].
* ''VideoGame/{{Arcaea}}'', a mobile RhythmGame that features in-app purchases for unlocking content and a recharging stamina system similar to other "free-to-play" games (in that the player can either let the stamina recharge over time or use microtransactions to instantly refill it), underwent a lot of tweaks for the UsefulNotes/NintendoSwitch port:
** World Mode no longer has the Stamina mechanic. Maps have been rebalanced accordingly.
** Since there are no in-app purchases, song packs are unlocked either by paying Fragments, progressing in Story Mode, or reaching them in World Mode.
** Many songs that were previously World Mode unlocks were made simple Fragment-based unlocks.
** The World Extend folder in the mobile version relies on a free/paid-hybrid model where players can either pay to unlock all songs in the pack or complete [[TemporaryOnlineContent temporary]] unlock maps. The Switch's port's solution is to just move the World Extend songs to the Arcaea folder and make them Fragment-based unlocks.
** Memory Archive in the mobile version consists of songs that can be unlocked with individual in-app purchases. These songs are instead made World Mode unlocks for this port.
** A new control scheme that uses traditional controllers was implemented, due to a mandate by Nintendo that all games for the system must be playable in TV Mode.
** Features that previously required an internet connection (Partner stats and skills and World Mode, for example) were made available even in offline play. The only thing you need an online connection for is updates.
* In the original PC release of ''VideoGame/DokiDokiLiteratureClub'', [[spoiler:you defeat BigBad Monika by going into the game's directory and deleting her character data]]. This obviously isn't possible on consoles, so when the game was ported to 8th and 9th generation consoles for the ''Plus'' UpdatedRerelease, [[spoiler:an in-game desktop is provided so you are still capable of doing her in]].
* A consistent part of the VideoGame/LegoAdaptationGame series is that all playable segments must have at least two characters present, both for the various puzzles and so that the DropInDropOutMultiplayer aspect is available at all times. Since most of the games are based on pre-existing story plots, and there are often times where only one main character is in a scene, when adapting those scenes things are slightly altered so that a second character ends up being there, even if the altered circumstances can get convoluted at times, such as Shagrat helping Sam fight Shelob in ''VideoGame/LegoTheLordOfTheRings'', only to apparently instantly forget Sam was there once the orc sees Frodo.

to:

* ''VideoGame/{{Cuphead}}'': While ''VideoGame/YsIVTheDawnOfYs'' for the game otherwise sticks to emulating classic cartoons to [[UsefulNotes/TurboGrafx16 PC-Engine]], released a month after ''VideoGame/YsIVMaskOfTheSun'' for the T, the racist depictions of racial minorities is purposely avoided, [[ValuesDissonance [[UsefulNotes/SuperNintendoEntertainmentSystem Super Famicom]], was produced by a different developer (Creator/HudsonSoft), had a significantly different story and for good reason]]. The most that happens is giving Djimmi the Great clear Egyptian influences (when genies are Arabic), gameplay, and that is terribly minor in comparison while still being a possible throwback.
* ''VideoGame/MegaMan2AtariDeMake'': To emulate better the limitations of Atari, some level objects were changed. Instead of the Crash Lifts, there are moving platforms moving from left to right and with a pointer that spins from time to time and hurts. The Air Cheriots do
not have a circular trajectory, part of Creator/{{Falcom}}'s canon, but are moved through shots from the opposite direction Mega Man is standing on them and are separate from Kaminari Goros. Another important change is that there are no continuous screens.
* Ports of PlayerVersusPlayer-based puzzle games to the UsefulNotes/GameBoy (and handheld systems of similar power)
[[AdaptationDistillation generally don't offer a direct take on the Player vs CPU modes of their arcade and console equivalents, either due to lack of processing power or simply the lack of real estate on the screen for two fields. Many of them instead attempt to offer a similar experience by tasking the player with filling a fluctuating gauge, meant to represent the opponent's field, while fending off occasional attacks. ''Pokémon Puzzle Challenge'', as well regarded as the handheld ports of ''VideoGame/MagicalDrop'', ''VideoGame/StarSweep'', and ''Money Puzzle Exchanger'', are some of the games that resort to this. It is interestng to note that ''VideoGame/PuyoPuyo'', which codified the competitive puzzle subgenre, never had to resort to a "false" AI opponent; even the first arcade game's [[PortingDisaster disastrous]] Game Boy port contains real AI.
* Ports of PC or Xbox games to the UsefulNotes/PlayStation2 usually invoked this trope due to the system's technical limitations. For example, ''VideoGame/ReturnToCastleWolfenstein'''s [=PS2=] port had many of its levels split into shorter sub-levels, and sometimes completely redesigned, with the player mainly being confined to narrow corridors in contrast to the more open level design of the PC and Xbox versions. Though much less rare, this also occasionally happened in ports of games to the UsefulNotes/PlayStation3 and UsefulNotes/Xbox360, even ones from the previous generation; ''VideoGame/FarCry1 Classic'' had to have level transitions added halfway through several of the larger levels from the original PC game, and even then the game is known for crashing when you reach those transitions because even the cut-in-half maps are pushing the systems' limits.
* As opposed to adapting the "Spider-Man No More" arc that ''Film/SpiderMan2'' did as a result of his troubled relationship with Mary Jane, [[VideoGame/SpiderMan2 the tie-in game]] instead has Peter consider giving up his civilian life to focus as Spider-Man full time because of said relationship trouble (in-universe; out-of-it, probably because a player doesn't want to spend a good chunk of the game not actually being Spider-Man).
* The games in the ''Baker Street Kids'' series for UsefulNotes/AppleII have a lot of changes that differ from Literature/TheBible. For example, in the "God's Creation" segment of ''Early Heroes of the Bible'' (the first half of the Literature/BookOfGenesis), what we read here, with the omission of most of Genesis 2,[[note]]God created the heavens and the earth, then the animals, then He created a man and a woman; and He named the man Adam, who then named his wife Eve (for no apparent reason), before settling them in the Garden of Eden He had created[[/note]] differs from what is read in the actual Book of Genesis[[note]]God created the heavens and the earth, then He created a man, whom He named Adam, before settling him in the Garden of Eden He had created and telling him not to eat anything from the tree of the knowledge of good and evil; He then created the animals for Adam to name before finally creating a woman from one of Adam's ribs; Adam then called her "woman", "for out of 'her man' this one has been taken" (Genesis 2:23c, NAB). Adam naming his wife "Eve" only occurred ''after'' the serpent had tricked her into eating the fruit from the tree of the knowledge of good and evil along with Adam, and they were all punished for it, with the woman being compelled to give birth to children in pain, which is why Adam giving her the name "Eve" means that she would become the mother of all the living (Genesis 3:20)[[/note]].
* ''VideoGame/{{Arcaea}}'', a mobile RhythmGame that features in-app purchases for unlocking content and a recharging stamina system similar to other "free-to-play" games (in that the player can either let the stamina recharge over time or use microtransactions to instantly refill it), underwent a lot of tweaks for the UsefulNotes/NintendoSwitch port:
** World Mode no longer has the Stamina mechanic. Maps have been rebalanced accordingly.
** Since there are no in-app purchases, song packs are unlocked either by paying Fragments, progressing in Story Mode, or reaching them in World Mode.
** Many songs that were previously World Mode unlocks were made simple Fragment-based unlocks.
** The World Extend folder in the mobile version relies on a free/paid-hybrid model where players can either pay to unlock all songs in the pack or complete [[TemporaryOnlineContent temporary]] unlock maps. The Switch's port's solution is to just move the World Extend songs to the Arcaea folder and make them Fragment-based unlocks.
** Memory Archive in the mobile version consists of songs that can be unlocked with individual in-app purchases. These songs are instead made World Mode unlocks for this port.
** A new control scheme that uses traditional controllers was implemented, due to a mandate by Nintendo that all games for the system must be playable in TV Mode.
** Features that previously required an internet connection (Partner stats and skills and World Mode, for example) were made available even in offline play. The only thing you need an online connection for is updates.
* In the original PC release of ''VideoGame/DokiDokiLiteratureClub'', [[spoiler:you defeat BigBad Monika by going into the game's directory and deleting her character data]]. This obviously isn't possible on consoles, so when the game was ported to 8th and 9th generation consoles for the ''Plus'' UpdatedRerelease, [[spoiler:an in-game desktop is provided so you are still capable of doing her in]].
* A consistent part of the VideoGame/LegoAdaptationGame series is that all playable segments must have at least two characters present, both for the various puzzles and so that the DropInDropOutMultiplayer aspect is available at all times. Since most of the games are based on pre-existing story plots, and there are often times where only one main character is in a scene, when adapting those scenes things are slightly altered so that a second character ends up being there, even if the altered circumstances can get convoluted at times, such as Shagrat helping Sam fight Shelob in ''VideoGame/LegoTheLordOfTheRings'', only to apparently instantly forget Sam was there once the orc sees Frodo.
superior game]].
Is there an issue? Send a MessageReason:
None


* The games in the ''Baker Street Kids'' series for UsefulNotes/AppleII have a lot of changes that differ from Literature/TheBible. For example, in the "God's Creation" segment of ''Early Heroes of the Bible'' (the first half of the Literature/BookOfGenesis), what we read here, with the omission of most of Genesis 2,[[note]]God created the heavens and the earth, then the animals, then he created a man and a woman; and he named the man Adam, who then named his wife Eve (for no apparent reason), before settling them in the Garden of Eden he had created[[/note]] differs from what is read in the actual Book of Genesis[[note]]God created the heavens and the earth, then he created a man, whom he named Adam, before settling him in the Garden of Eden he had created and telling him not to eat anything from the tree of the knowledge of good and evil; he then created the animals for Adam to name before finally creating a woman from one of Adam's ribs; Adam then called her "woman", "for out of 'her man' this one has been taken" (Genesis 2:23c, NAB). Adam naming his wife "Eve" only occurred ''after'' the serpent had tricked her into eating the fruit from the tree of the knowledge of good and evil along with Adam, and they were all punished for it, with the woman being compelled to give birth to children in pain, which is why Adam giving her the name "Eve" means that she would become the mother of all the living (Genesis 3:20)[[/note]].

to:

* The games in the ''Baker Street Kids'' series for UsefulNotes/AppleII have a lot of changes that differ from Literature/TheBible. For example, in the "God's Creation" segment of ''Early Heroes of the Bible'' (the first half of the Literature/BookOfGenesis), what we read here, with the omission of most of Genesis 2,[[note]]God created the heavens and the earth, then the animals, then he He created a man and a woman; and he He named the man Adam, who then named his wife Eve (for no apparent reason), before settling them in the Garden of Eden he He had created[[/note]] differs from what is read in the actual Book of Genesis[[note]]God created the heavens and the earth, then he He created a man, whom he He named Adam, before settling him in the Garden of Eden he He had created and telling him not to eat anything from the tree of the knowledge of good and evil; he He then created the animals for Adam to name before finally creating a woman from one of Adam's ribs; Adam then called her "woman", "for out of 'her man' this one has been taken" (Genesis 2:23c, NAB). Adam naming his wife "Eve" only occurred ''after'' the serpent had tricked her into eating the fruit from the tree of the knowledge of good and evil along with Adam, and they were all punished for it, with the woman being compelled to give birth to children in pain, which is why Adam giving her the name "Eve" means that she would become the mother of all the living (Genesis 3:20)[[/note]].
Is there an issue? Send a MessageReason:
Doesn't explain how it's an example of this trope.


* Most ''Franchise/SamAndMax'' media, while most of the media is a bit LighterAndSofter than the original comics (well, until ''[[VideoGame/SamAndMaxTheDevilsPlayhouse The Devil's Playhouse]]'', of course), they've more or less had some pretty good games for quite a while now, demonstrating the dark comedy and wit that the series is known for.

Added: 4

Changed: 16

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None


* A consistent part of the ''VideoGame/LEGOAdaptationGame'' series is that all playable segments must have at least two characters present, both for the various puzzles and so that the DropInDropOutMultiplayer aspect is available at all times. Since most of the games are based on pre-existing story plots, and there are often times where only one main character is in a scene, when adapting those scenes things are slightly altered so that a second character ends up being there, even if the altered circumstances can get convoluted at times, such as Shagrat helping Sam fight Shelob in ''VideoGame/LEGOTheLordOfTheRings'', only to apparently instantly forget Sam was there once the orc sees Frodo.

to:

* A consistent part of the ''VideoGame/LEGOAdaptationGame'' VideoGame/LegoAdaptationGame series is that all playable segments must have at least two characters present, both for the various puzzles and so that the DropInDropOutMultiplayer aspect is available at all times. Since most of the games are based on pre-existing story plots, and there are often times where only one main character is in a scene, when adapting those scenes things are slightly altered so that a second character ends up being there, even if the altered circumstances can get convoluted at times, such as Shagrat helping Sam fight Shelob in ''VideoGame/LEGOTheLordOfTheRings'', ''VideoGame/LegoTheLordOfTheRings'', only to apparently instantly forget Sam was there once the orc sees Frodo.Frodo.
----
Is there an issue? Send a MessageReason:
Poisonous Friend is no longer a trope


* ''VideoGame/SplinterCellDoubleAgent'', originally on UsefulNotes/Xbox360 and PC, received a sixth-generation version on Playstation 2, Xbox, and Nintendo Gamecube which is this due to console limitations. The gameplay and missions are entirely different, while the story is ''mostly'' the same except for two major character changes. Enrica's characterization completely lacks her [[AntiVillain sympathetic portrayal]] and the [[OfficeRomance romantic subplot]] between her and Fisher, creating somewhat of a plot hole when Fisher abruptly starts [[spoiler:desperately trying to keep Third Echelon from killing her in the final chapter]]. Jamie, on the other hand is given a far more [[UndyingLoyalty loyal]] and [[PunchClockVillain sympathetic portrayal]] rather than the PoisonousFriend[=/=]SoftSpokenSadist he was in the original, [[spoiler:which made a lot of people feel seriously bad when you have no choice but to kill him in this version.]]

to:

* ''VideoGame/SplinterCellDoubleAgent'', originally on UsefulNotes/Xbox360 and PC, received a sixth-generation version on Playstation 2, Xbox, and Nintendo Gamecube which is this due to console limitations. The gameplay and missions are entirely different, while the story is ''mostly'' the same except for two major character changes. Enrica's characterization completely lacks her [[AntiVillain sympathetic portrayal]] and the [[OfficeRomance romantic subplot]] between her and Fisher, creating somewhat of a plot hole when Fisher abruptly starts [[spoiler:desperately trying to keep Third Echelon from killing her in the final chapter]]. Jamie, on the other hand is given a far more [[UndyingLoyalty loyal]] and [[PunchClockVillain sympathetic portrayal]] rather than the PoisonousFriend[=/=]SoftSpokenSadist FalseFriend[=/=]SoftSpokenSadist he was in the original, [[spoiler:which made a lot of people feel seriously bad when you have no choice but to kill him in this version.]]
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* In ''VideoGame/DemonSlayerKimetsuNoYaibaTheHinokamiChronicles'', the game's original event in which Tanjiro fights against Rengoku's spirit after his death in the Mugen Train arc, a duel to instill growth in Tanjiro's determination ends with Tanjiro inheriting Rengoku's nichirin blade's hilt/tsuba; this is an alternative take on the canonical fact that Tanjiro inherited the same hilt but by Rengoku's younger brother, Senjuro, after he visited the Rengoku household post the Mugen Train arc.
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* In the original PC release of ''VideoGame/DokiDokiLiteratureClub'', [[spoiler:you defeat BigBad Monika by going into the game's directory and deleting her character data]]. This obviously isn't possible on consoles, so when the game was ported to 8th and 9th generation consoles for the ''Plus'' UpdatedRerelease, [[spoiler:an in-game desktop is provided so you are still capable of doing her in]].

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* In the original PC release of ''VideoGame/DokiDokiLiteratureClub'', [[spoiler:you defeat BigBad Monika by going into the game's directory and deleting her character data]]. This obviously isn't possible on consoles, so when the game was ported to 8th and 9th generation consoles for the ''Plus'' UpdatedRerelease, [[spoiler:an in-game desktop is provided so you are still capable of doing her in]].in]].
* A consistent part of the ''VideoGame/LEGOAdaptationGame'' series is that all playable segments must have at least two characters present, both for the various puzzles and so that the DropInDropOutMultiplayer aspect is available at all times. Since most of the games are based on pre-existing story plots, and there are often times where only one main character is in a scene, when adapting those scenes things are slightly altered so that a second character ends up being there, even if the altered circumstances can get convoluted at times, such as Shagrat helping Sam fight Shelob in ''VideoGame/LEGOTheLordOfTheRings'', only to apparently instantly forget Sam was there once the orc sees Frodo.
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* ''VideoGame/{{Ys}} IV: The Dawn of Ys'' for the PC-Engine, released a month after ''Ys IV: Mask of the Sun'' for the Super Famicom, was produced by a different developer (Creator/HudsonSoft), had a significantly different story and gameplay, and is not part of Falcom's canon, but is [[AdaptationDistillation generally regarded as the superior game]].

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* ''VideoGame/{{Ys}} IV: The Dawn of Ys'' ''VideoGame/YsIVTheDawnOfYs'' for the PC-Engine, [[UsefulNotes/TurboGrafx16 PC-Engine]], released a month after ''Ys IV: Mask of the Sun'' ''VideoGame/YsIVMaskOfTheSun'' for the [[UsefulNotes/SuperNintendoEntertainmentSystem Super Famicom, Famicom]], was produced by a different developer (Creator/HudsonSoft), had a significantly different story and gameplay, and is not part of Falcom's Creator/{{Falcom}}'s canon, but is [[AdaptationDistillation generally regarded as the superior game]].
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** Features that previously required an internet connection (Partner stats and skills and World Mode, for example) were made available even in offline play. The only thing you need an online connection for is updates.

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** Features that previously required an internet connection (Partner stats and skills and World Mode, for example) were made available even in offline play. The only thing you need an online connection for is updates.updates.
* In the original PC release of ''VideoGame/DokiDokiLiteratureClub'', [[spoiler:you defeat BigBad Monika by going into the game's directory and deleting her character data]]. This obviously isn't possible on consoles, so when the game was ported to 8th and 9th generation consoles for the ''Plus'' UpdatedRerelease, [[spoiler:an in-game desktop is provided so you are still capable of doing her in]].
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* The games in the ''Baker Street Kids'' series for UsefulNotes/AppleII have a lot of changes that differ from Literature/TheBible. For example, in the "God's Creation" segment of ''Early Heroes of the Bible'' (the first half of the Literature/BookOfGenesis), what we read here, with the omission of most of Genesis 2,[[note]]God created the heavens and the earth, then the animals, then he created a man and a woman; and he named the man Adam, who then named his wife Eve (for no apparent reason), before settling them in the Garden of Eden he had created[[/note]] differs from what is read in the actual Book of Genesis[[note]]God created the heavens and the earth, then he created a man, whom he named Adam, before settling him in the Garden of Eden he had created and telling him not to eat anything from the tree of the knowledge of good and evil; he then created the animals for Adam to name before finally creating a woman from one of Adam's ribs; Adam then called her "woman", "for out of 'her man' this one has been taken" (Genesis 2:23c, NAB). Adam naming his wife "Eve" only occurred ''after'' the serpent had tricked her into eating the fruit from the tree of the knowledge of good and evil along with Adam, and they were all punished for it, with the woman being compelled to give birth to children in pain, which is why Adam giving her the name "Eve" means that she would become the mother of all the living (Genesis 3:20)[[/note]].

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* The games in the ''Baker Street Kids'' series for UsefulNotes/AppleII have a lot of changes that differ from Literature/TheBible. For example, in the "God's Creation" segment of ''Early Heroes of the Bible'' (the first half of the Literature/BookOfGenesis), what we read here, with the omission of most of Genesis 2,[[note]]God created the heavens and the earth, then the animals, then he created a man and a woman; and he named the man Adam, who then named his wife Eve (for no apparent reason), before settling them in the Garden of Eden he had created[[/note]] differs from what is read in the actual Book of Genesis[[note]]God created the heavens and the earth, then he created a man, whom he named Adam, before settling him in the Garden of Eden he had created and telling him not to eat anything from the tree of the knowledge of good and evil; he then created the animals for Adam to name before finally creating a woman from one of Adam's ribs; Adam then called her "woman", "for out of 'her man' this one has been taken" (Genesis 2:23c, NAB). Adam naming his wife "Eve" only occurred ''after'' the serpent had tricked her into eating the fruit from the tree of the knowledge of good and evil along with Adam, and they were all punished for it, with the woman being compelled to give birth to children in pain, which is why Adam giving her the name "Eve" means that she would become the mother of all the living (Genesis 3:20)[[/note]].3:20)[[/note]].
* ''VideoGame/{{Arcaea}}'', a mobile RhythmGame that features in-app purchases for unlocking content and a recharging stamina system similar to other "free-to-play" games (in that the player can either let the stamina recharge over time or use microtransactions to instantly refill it), underwent a lot of tweaks for the UsefulNotes/NintendoSwitch port:
** World Mode no longer has the Stamina mechanic. Maps have been rebalanced accordingly.
** Since there are no in-app purchases, song packs are unlocked either by paying Fragments, progressing in Story Mode, or reaching them in World Mode.
** Many songs that were previously World Mode unlocks were made simple Fragment-based unlocks.
** The World Extend folder in the mobile version relies on a free/paid-hybrid model where players can either pay to unlock all songs in the pack or complete [[TemporaryOnlineContent temporary]] unlock maps. The Switch's port's solution is to just move the World Extend songs to the Arcaea folder and make them Fragment-based unlocks.
** Memory Archive in the mobile version consists of songs that can be unlocked with individual in-app purchases. These songs are instead made World Mode unlocks for this port.
** A new control scheme that uses traditional controllers was implemented, due to a mandate by Nintendo that all games for the system must be playable in TV Mode.
** Features that previously required an internet connection (Partner stats and skills and World Mode, for example) were made available even in offline play. The only thing you need an online connection for is updates.
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* The games in the ''Baker Street Kids'' series for UsefulNotes/AppleII have a lot of changes that differ from Literature/TheBible. For example, in the "God's Creation" segment of ''Early Heroes of the Bible'' (the first half of the Literature/BookOfGenesis''), what we read here, with the omission of most of Genesis 2,[[note]]God created the heavens and the earth, then the animals, then he created a man and a woman; and he named the man Adam, who then named his wife Eve (for no apparent reason), before settling them in the Garden of Eden he had created[[/note]] differs from what is read in the actual Book of Genesis[[note]]God created the heavens and the earth, then he created a man, whom he named Adam, before settling him in the Garden of Eden he had created and telling him not to eat anything from the tree of the knowledge of good and evil; he then created the animals for Adam to name before finally creating a woman from one of Adam's ribs; Adam then called her "woman", "for out of 'her man' this one has been taken" (Genesis 2:23c, NAB). Adam naming his wife "Eve" only occurred ''after'' the serpent had tricked her into eating the fruit from the tree of the knowledge of good and evil along with Adam, and they were all punished for it, with the woman being compelled to give birth to children in pain, which is why Adam giving her the name "Eve" means that she would become the mother of all the living (Genesis 3:20)[[/note].

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* The games in the ''Baker Street Kids'' series for UsefulNotes/AppleII have a lot of changes that differ from Literature/TheBible. For example, in the "God's Creation" segment of ''Early Heroes of the Bible'' (the first half of the Literature/BookOfGenesis''), Literature/BookOfGenesis), what we read here, with the omission of most of Genesis 2,[[note]]God created the heavens and the earth, then the animals, then he created a man and a woman; and he named the man Adam, who then named his wife Eve (for no apparent reason), before settling them in the Garden of Eden he had created[[/note]] differs from what is read in the actual Book of Genesis[[note]]God created the heavens and the earth, then he created a man, whom he named Adam, before settling him in the Garden of Eden he had created and telling him not to eat anything from the tree of the knowledge of good and evil; he then created the animals for Adam to name before finally creating a woman from one of Adam's ribs; Adam then called her "woman", "for out of 'her man' this one has been taken" (Genesis 2:23c, NAB). Adam naming his wife "Eve" only occurred ''after'' the serpent had tricked her into eating the fruit from the tree of the knowledge of good and evil along with Adam, and they were all punished for it, with the woman being compelled to give birth to children in pain, which is why Adam giving her the name "Eve" means that she would become the mother of all the living (Genesis 3:20)[[/note].3:20)[[/note]].
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* As opposed to adapting the "Spider-Man No More" arc that ''Film/SpiderMan2'' did as a result of his troubled relationship with Mary Jane, [[VideoGame/SpiderMan2 the tie-in game]] instead has Peter consider giving up his civilian life to focus as Spider-Man full time because of said relationship trouble (in-universe; out-of-it, probably because a player doesn't want to spend a good chunk of the game not actually being Spider-Man).

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* As opposed to adapting the "Spider-Man No More" arc that ''Film/SpiderMan2'' did as a result of his troubled relationship with Mary Jane, [[VideoGame/SpiderMan2 the tie-in game]] instead has Peter consider giving up his civilian life to focus as Spider-Man full time because of said relationship trouble (in-universe; out-of-it, probably because a player doesn't want to spend a good chunk of the game not actually being Spider-Man).Spider-Man).
* The games in the ''Baker Street Kids'' series for UsefulNotes/AppleII have a lot of changes that differ from Literature/TheBible. For example, in the "God's Creation" segment of ''Early Heroes of the Bible'' (the first half of the Literature/BookOfGenesis''), what we read here, with the omission of most of Genesis 2,[[note]]God created the heavens and the earth, then the animals, then he created a man and a woman; and he named the man Adam, who then named his wife Eve (for no apparent reason), before settling them in the Garden of Eden he had created[[/note]] differs from what is read in the actual Book of Genesis[[note]]God created the heavens and the earth, then he created a man, whom he named Adam, before settling him in the Garden of Eden he had created and telling him not to eat anything from the tree of the knowledge of good and evil; he then created the animals for Adam to name before finally creating a woman from one of Adam's ribs; Adam then called her "woman", "for out of 'her man' this one has been taken" (Genesis 2:23c, NAB). Adam naming his wife "Eve" only occurred ''after'' the serpent had tricked her into eating the fruit from the tree of the knowledge of good and evil along with Adam, and they were all punished for it, with the woman being compelled to give birth to children in pain, which is why Adam giving her the name "Eve" means that she would become the mother of all the living (Genesis 3:20)[[/note].
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* ''VideoGame/CreedRiseToGlory'' is based on the Franchise/{{Rocky}} films generally, and more specifically on the film ''Film/{{Creed}}''. The game strips out almost everything from the film except the fights, adds more fights, and re-contextualizes the fights to make Donnie's development feel more like a steady climb to the top than a lucky underdog's story. It also turns the TrainingMontage into a series of microgames.
* ''VideoGame/DawnOfWar'' removes a lot of the mechanics from ''TabletopGame/Warhammer40000'' (cover is near-nonexistent, though it was reintegrated for ''Dawn of War II'', and there's no RandomNumberGod) but keeps fundamentals like squads, weapon upgrades, and different armour types in order to better work as a video game instead of a tabletop one. By necessity the factions are vastly simplified, only having access to a relatively small amount of their units, as well as lacking the individual customisation of the sub-factions. In turn it creates a new Space Marine chapter, the Blood Ravens, as well as a bunch of new characters from existing groups, to tell its own story instead of trying to adapt anything from the existing, expansive ''[=WH40K=]'' lore. The result is a game that is generally well-received by the fans and gamers in general, but isn't so much an adaptation as it is just a small piece of the ExpandedUniverse.
* ''VideoGame/CastlevaniaDraculaX'' for the SNES. Cutting the levels and playable characters back to fit the SNES hardware is acceptable, though [[ExecutiveMeddling legal issues]] meant Shaft was cut. And ''Vampire Killer'' for the {{UsefulNotes/MSX}}.
* ''VideoGame/StreetFighterIV'' on the Ipod Touch. While it's highly simplified from the console/PC version (only 10 characters, reduced movelists, simplified controls, and lots and lots of contents removed), it manages to be a fun experience on its own right, despite the system not being fit for such a type of game.
* ''VideoGame/{{Astyanax}}'' for the NES has a completely different story than the arcade game it's loosely adapted from.
* Most RPG games made under the infinity engine (''VideoGame/BaldursGate'', ''VideoGame/IcewindDale'', ''VideoGame/PlanescapeTorment'') employed this approach to the original tabletop rules to fit better into a more action-oriented isometric computer game.
* ''VideoGame/VampireTheMasqueradeBloodlines''. The limits of a video game (and the action-heavy elements expected from them) meant that the game needed to drop a number of systems, simplify others, and gear things more towards combat as a baseline. One example is with the Tremere, and the Tremere PC's use of [[BloodMagic Thaumaturgy]]. The Path of Blood depicted in Bloodlines is much different than the one in the source material, being more directly [[BloodyMurder martial]] than the [[ThePowerOfBlood multi-purpose powers]] in the original.
* ''VideoGame/TheLordOfTheRingsOnline'' serves almost like a POVSequel to the books, where the player is experiencing the events of the books from the perspective of someone outside The Fellowship. Some changes are made to allow this; Angmar rising again gives us a villain for the first part of the game (Angmar at that time is supposed to be deserted), and a company of Dwarves trying to reclaim Moria days after the Fellowship passed through gives us an excuse to adventure there (Moria was not reclaimed until after the Ring was destroyed), for example. The player does interact with members of The Fellowship (and other famous characters) and even assists them in important plot points (the reforging of Narsil, walking with Frodo before his journey and later delivering Arwen's banner to the Grey Company and riding with them.
* The N64 version of ''VideoGame/QuakeII'' had its story changed from the original, and most of the levels replaced with all-new ones, which were generally shorter than the PC version's. The crouch function, hand grenades, and several enemy types were removed, the [[GatlingGood chaingun]] was {{nerf}}ed, and the submachine gun's recoil was reduced.
* The [=iPhone=] version of ''VideoGame/MetalGearSolid4GunsOfThePatriots'' was stated to be this by WordOfGod. The original game had stealth elements, but when Konami playtested it they found that it was really tedious and distracting for a casual game. So Kojima Productions took over development themselves, concentrating on shooting-range stuff.
* A number of changes were made to the [[VideoGame/GoldenEyeWii Wii remake]] of ''VideoGame/GoldenEye1997'' plot to fit with the change in timeline to 2010. Most notably, 006's motivations are changed from getting revenge for Britain's betrayal of his Lienz Cossack parents (which would make him 71 in 2010) to anger over UsefulNotes/TheWarOnTerror and the Great Financial Meltdown, and how big banks made a killing while everyone else suffered. [[spoiler:Zukovsky is killed a couple dozen seconds after you meet him. After all, he does die in the films eventually, and it's not like they're planning on making a ''Film/TheWorldIsNotEnough'' game later.]]
** Even in the original game, a number of changes were done for the sake of making a more enjoyable game. At least a half of the game's content isn't in the movie, much more was altered.
* ''VideoGame/{{Ys}} IV: The Dawn of Ys'' for the PC-Engine, released a month after ''Ys IV: Mask of the Sun'' for the Super Famicom, was produced by a different developer (Creator/HudsonSoft), had a significantly different story and gameplay, and is not part of Falcom's canon, but is [[AdaptationDistillation generally regarded as the superior game]].
* Most ''Franchise/SamAndMax'' media, while most of the media is a bit LighterAndSofter than the original comics (well, until ''[[VideoGame/SamAndMaxTheDevilsPlayhouse The Devil's Playhouse]]'', of course), they've more or less had some pretty good games for quite a while now, demonstrating the dark comedy and wit that the series is known for.
* The console adaptations of ''VideoGame/RainbowSix3'' have a completely different story and considerably different gameplay, although some of the locales from the PC version make an appearance.
* More of a technical limitation, but if anyone asks why ''VideoGame/ArmoredCore Formula Front'' has a very wildly different gameplay (simply designing and tuning a HumongousMecha's autopilot instead of ''directly piloting it''), it's because ACFF was released in PSP. See, the games before that were released in [=PS/PS2=], whose controllers had far more buttons than the PSP. Not knowing how to efficiently use the PSP's button layout, FROM decided to make it a game which require as little input as possible from the players. To seemingly prove their point, the [=PS2=] version of Formula Front does enable direct piloting of your mechs. It isn't until Armored Core 3 Portable that they finally figured out how to map the controls.
* {{Invoked|Trope}} in ''VideoGame/TheMatrixPathOfNeo'', where the Wachowskis literally stop time and interrupt the game to explain that the sacrificial ending to the movie wouldn't have worked in a video game, so instead the player gets to fight a FinalBoss made up of [[IAmLegion every Smith in the level]].
* All of the ''Videogame/MechWarrior'' first-person HumongousMecha [[MechaGame simulator series]], based on the turn-based ''Tabletopgame/BattleTech'' tabletop wargame are this to some extent.
** ''[=MechWarrior=] 3'' was a nearly direct adaption in terms of weapon damage values, armor, and such, and such was a total balance train wreck full of {{Game Breaker}}s - such as the perfectly legal [[BeamSpam 12x Small Laser]] ''Shadowcat'' that could reliably lop legs off and [[CriticalExistenceFailure instantly kill the enemy]] in a few spammed hits.
** ''[=MW4=]'' greatly altered many of the mechanics from ''3'' and ditched the boardgame's stats entirely in the name of balance. DesignItYourselfEquipment remains but is heavily altered, as mechs can only put certain types of weapons in certain slots, preventing some of the more infamous examples from ''Mech 3'' like firing missiles [[InformedEquipment from the cockpit canopy]]. The freeware re-release of the ''Mercenaries'' ExpansionPack by the [=MekTek=] GameMod developers increased the divergence, and introduced new mechanics such as changing the EnemyDetectingRadar to require line-of-sight, in order to reel in some of the unforeseen consequences caused by ''Mech 4'''s game design.
** ''Living Legends'' diverges heavily from the previous games in balance, asset usage (such as having useful aircraft, PowerArmor, and {{tank|Goodness}}s), and basic game mechanics - all of which were changed for competitive multiplayer balance centered around objective-based gameplay. The end result is that while it still plays much like a [=MechWarrior=] game, the spirit is much more like the original wargame, ''[=BattleTech=]''. The DesignItYourselfEquipment was purposely delayed til the end of the public UsefulNotes/BetaTest ([[ScrewedByTheLawyers that never came]]) in order to allow the developers to balance out weapons and battlemechs on their own sake in order to avoid the [[FranchiseOriginalSin terminal min-maxing that has plagued the series]].
** ''Online'' started out being a nearly direct 1-to-1 stats translation from the boardgame, which suffice to say did not work very well, resulting in massive min-maxing and entire classes of weapons and battlemechs being rendered redundant courtesy of stats copy-pasted from a turn-based wargame not transferring well to a real-time first person shooter. Later patches diverged from ''[=BattleTech=]'' for the sake of balance.
* An early 1980s game example: The UsefulNotes/ColecoVision version of ''VideoGame/LadyBug'' replaced the arcade original's free game credit from spelling S-P-E-C-I-A-L with a BonusStage, since the home version didn't require quarters to play it. This is better than what reward you got for finding the diamond in the home versions of the follow-up game ''VideoGame/MrDo'': just 8000 points and a free trip to the next screen.
* ''VideoGame/SplinterCellDoubleAgent'', originally on UsefulNotes/Xbox360 and PC, received a sixth-generation version on Playstation 2, Xbox, and Nintendo Gamecube which is this due to console limitations. The gameplay and missions are entirely different, while the story is ''mostly'' the same except for two major character changes. Enrica's characterization completely lacks her [[AntiVillain sympathetic portrayal]] and the [[OfficeRomance romantic subplot]] between her and Fisher, creating somewhat of a plot hole when Fisher abruptly starts [[spoiler:desperately trying to keep Third Echelon from killing her in the final chapter]]. Jamie, on the other hand is given a far more [[UndyingLoyalty loyal]] and [[PunchClockVillain sympathetic portrayal]] rather than the PoisonousFriend[=/=]SoftSpokenSadist he was in the original, [[spoiler:which made a lot of people feel seriously bad when you have no choice but to kill him in this version.]]
* Various video game adaptations of the exploits of ComicBook/{{Superman}} have struggled with how to show off the character's iconic borderline invincibility, powers and strength while still presenting a game that possesses both a fair challenge and lose conditions. The ''Film/SupermanReturns'' game took a novel approach to this -- instead of giving Supes a health bar, Metropolis ''itself'' is the life bar, and you have to let it suffer as little collateral damage as possible in order to succeed in a given mission. In fact, the final boss isn't even a person or machine. It's a tornado, a force of nature, that you have to put out before it wrecks everything.
* The three games for ''Franchise/TheWitcher'' franchise take some liberties with the books largely for RuleOfFun.
** In the books, monsters are becoming less common in the world, which has made the Witchers who were mutated and trained to hunt them largely a relic of the past. As such, Geralt is stuck in PerpetualPoverty because he has a hard time finding work. Meanwhile, monsters are brimming all over in the games. While this runs contrary to the original setting, it makes the world feel less empty, allows the player to fight all kinds of interesting creatures, and provides context for a great number of side quests that inevitably involve hunting the beasties down.
** In the books, Geralt typically only carried a steel sword with him. His silver sword was usually stored away on his horse, and he would only ever pull it out when he knew he would be facing a monster. In all three games, he and pretty much all witchers carry both swords with them at all times, which makes for more convenient gameplay since the player can encounter humans or monsters at any time.
** In the books, Geralt often had his potions brewed by trained alchemists. In the games, he can brew them himself, and there's always an entire branch of skills that the player can develop to improve the quality of his potions.
* ''VideoGame/{{Cuphead}}'': While the game otherwise sticks to emulating classic cartoons to the T, the racist depictions of racial minorities is purposely avoided, [[ValuesDissonance and for good reason]]. The most that happens is giving Djimmi the Great clear Egyptian influences (when genies are Arabic), and that is terribly minor in comparison while still being a possible throwback.
* ''VideoGame/MegaMan2AtariDeMake'': To emulate better the limitations of Atari, some level objects were changed. Instead of the Crash Lifts, there are moving platforms moving from left to right and with a pointer that spins from time to time and hurts. The Air Cheriots do not have a circular trajectory, but are moved through shots from the opposite direction Mega Man is standing on them and are separate from Kaminari Goros. Another important change is that there are no continuous screens.
* Ports of PlayerVersusPlayer-based puzzle games to the UsefulNotes/GameBoy (and handheld systems of similar power) generally don't offer a direct take on the Player vs CPU modes of their arcade and console equivalents, either due to lack of processing power or simply the lack of real estate on the screen for two fields. Many of them instead attempt to offer a similar experience by tasking the player with filling a fluctuating gauge, meant to represent the opponent's field, while fending off occasional attacks. ''Pokémon Puzzle Challenge'', as well as the handheld ports of ''VideoGame/MagicalDrop'', ''VideoGame/StarSweep'', and ''Money Puzzle Exchanger'', are some of the games that resort to this. It is interestng to note that ''VideoGame/PuyoPuyo'', which codified the competitive puzzle subgenre, never had to resort to a "false" AI opponent; even the first arcade game's [[PortingDisaster disastrous]] Game Boy port contains real AI.
* Ports of PC or Xbox games to the UsefulNotes/PlayStation2 usually invoked this trope due to the system's technical limitations. For example, ''VideoGame/ReturnToCastleWolfenstein'''s [=PS2=] port had many of its levels split into shorter sub-levels, and sometimes completely redesigned, with the player mainly being confined to narrow corridors in contrast to the more open level design of the PC and Xbox versions. Though much less rare, this also occasionally happened in ports of games to the UsefulNotes/PlayStation3 and UsefulNotes/Xbox360, even ones from the previous generation; ''VideoGame/FarCry1 Classic'' had to have level transitions added halfway through several of the larger levels from the original PC game, and even then the game is known for crashing when you reach those transitions because even the cut-in-half maps are pushing the systems' limits.
* As opposed to adapting the "Spider-Man No More" arc that ''Film/SpiderMan2'' did as a result of his troubled relationship with Mary Jane, [[VideoGame/SpiderMan2 the tie-in game]] instead has Peter consider giving up his civilian life to focus as Spider-Man full time because of said relationship trouble (in-universe; out-of-it, probably because a player doesn't want to spend a good chunk of the game not actually being Spider-Man).

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