Game development is an iterative process where heroes and villains often undergo significant transformations. Before appearing in their final forms, many of gaming's most recognizable icons existed as completely different concepts, ranging from name changes to radical redesigns.
Character Origins and Concept Shifts
Several major franchises have revealed that their lead characters were nearly unrecognizable during early production:
- Tomb Raider: Lara Croft was originally called Laura Cruz. The surname was changed to the more British-sounding Croft, and the first name was adjusted to ensure easier pronunciation for American audiences.
- Super Mario: Bowser was initially envisioned as an ox by Shigeru Miyamoto, inspired by the character King Gruesome. It was only after designer Takashi Tezuka noted the design looked like a turtle that the team pivoted to the current Koopa-based iteration.
- The Last of Us: Joel Miller was originally written to be younger, potentially in his early 30s, and was initially conceptualized as a more stoic, quiet figure before Troy Baker’s performance pushed the character toward a more emotional arc.
- Overwatch: Sombra began as a character named Omniblade, a Japanese woman using throwing daggers. After that kit was shelved, the concept was reimagined as a Mexican hacker with the stealth-based abilities players recognize today.
- God of War: Kratos was once designed wearing an eye mask, but the idea was dropped because the developers felt it made the character look "soulless."
Design and Personality Revisions
In addition to foundational changes, specific visual and narrative choices shaped the final versions of these characters:
- Super Mario Galaxy: Rosalina’s iconic long bangs were a later addition; early concept art shows her with short bangs that revealed both of her eyes.
- Resident Evil 3: The Nemesis was originally intended to be a creature made of slime, similar to the T-1000 from Terminator 2, to allow it to melt through barriers. The idea was abandoned because it lacked a cohesive physical identity.
- Portal: GLaDOS was considered in several forms, including a floating brain and a spider-like robot, before the team settled on the hanging robotic figure to convey both mechanical power and femininity.
- BioShock Infinite: Elizabeth was originally envisioned as a mute character, and Booker was also planned to be silent. Developers eventually gave them voices to allow for the personality and relationship-building that defines the final game.
- Silent Hill 2: Pyramid Head’s famous headgear was created after designer Masahiro Ito rejected initial concepts that looked like standard humans in masks, opting for the pyramid shape to suggest sharp, uncomfortable pain.
