Why Are There So Many Video Game Remakes? | Allcorrect
12.11.2026

Why Are There So Many Video Game Remakes?

Why are there so many video game remakes and remasters? We look at the business, the psychology of nostalgia, and the future we seem to miss.

Remember that feeling when you boot up a favorite game after a long break, hear the main menu theme you know by heart, and for a second it seems like the whole summer is still ahead of you? The industry remembers that feeling too, and judging by the number of announcements, it remembers it very well. Let’s figure out why there are so many remakes and remasters, why we keep buying games we’ve already finished, and why even the most beautiful remake so rarely brings the old feeling back.

On April 22, 2025, Bethesda released The Elder Scrolls IV: Oblivion Remastered with almost no warning, and within days more than 4 million players had climbed back out of those sewers into Cyrodiil. In the U.S., the remaster sold more copies in April 2025 than the original did in its first 15 months, according to Circana analyst Mat Piscatella. And yet, according to Alinea Analytics, about half of the game’s PS5 players stopped before the 15-hour mark, which in an RPG this size isn’t even a warm-up so much as a warm-up for the warm-up. So what were millions of people looking for in a 19-year-old game, and why did so many of them find it in a few evenings?

4M+
players returned to Oblivion Remastered within days of its surprise launch
15 months
of U.S. sales of the 2006 original beaten in a single month
~50%
of PS5 players stopped before reaching 15 hours

Key takeaways

  • Why publishers love them: a big AAA game can cost around $300 million, and a game players already know is easier to sell, although remakes can still flop.
  • Why players buy them: nostalgia is a real psychological resource, and the games we played at around 14 sit deeper in memory than almost anything we play later.
  • Why they never feel the same: a remake can rebuild the game, but not the first playthrough or the sense that the future was wide open.
  • Why they still matter: only 13% of classic games released in the U.S. before 2010 can still be bought legally, so remakes are often the only way in.

What’s the difference between a remake and a remaster?

Put simply, a remasterThe same game with sharper visuals, higher resolution and better performance. The design and logic stay the same. updates how the same game looks and runs, while a remakeA game rebuilt from the ground up around the original’s story and structure, usually with a new camera, combat and pacing. is rebuilt from scratch around the original’s story. In practice, though, there are a few more stops between and beyond those two, and the lines are blurry enough that players argue about the labels under every trailer.

Port
Remaster
Hybrid
Remake
Reimagining
  • Port. The same game on a new platform, with almost nothing changed.
  • Remaster. Higher resolution, better performance and sharper textures, while the design stays the same, as with The Last of Us Remastered in 2014.
  • Hybrid. New visuals laid over the original code, the way Bluepoint Games rebuilt Shadow of the Colossus in 2018.
  • Remake. A ground-up rebuild: Resident Evil 2 (2019) and Silent Hill 2 (2024) kept the story but changed the camera, combat and pacing so much that they play like new games.
  • Reimagining or spin-off. The name and spirit survive, but the game is different: Carmageddon: Rogue Shift (2026) turns a 1997 car-combat classic into a roguelite.

The neatest illustration of the whole spectrum arrived this summer. Defender of the Crown: The Legend Returns launched on August 13, 2026, exactly forty years after Cinemaware’s Amiga original, and it ships three versions of the game in one box. Keep this picture in mind, because we’ll come back to it.

Retro
The 1986 Amiga game, preserved almost untouched
Classic
A new visual identity and refined mechanics
Kingdom
Procedural maps and dice-driven roguelike runs that never existed before

Why are there so many video game remakes and remasters?

Because they sell, and publishers can now measure exactly how well. Ampere Analysis tracked 42 remakes and remasters released between January 2024 and September 2025 on Xbox, PlayStation and Steam, and together they drew 72.4 million players and more than $1.4 billion in spending, with players spending about 2.2 times more per remake than per remaster.

42
remakes and remasters released between January 2024 and September 2025
72.4M
players across Xbox, PlayStation and Steam
$1.4B
in player spending, with remakes earning 2.2x more per title than remasters

And the queue isn’t getting any shorter. In 2026, Nintendo released a Star Fox 64 remake and is preparing The Legend of Zelda: Ocarina of Time, Microsoft rebuilt the original Halo campaign as Halo: Campaign Evolved, and Capcom has a Resident Evil Code: Veronica remake lined up for 2027.

The second reason is money of a less glamorous kind. According to leaked Insomniac Games documents, Marvel’s Spider-Man 2 cost roughly three times as much as the first game, while the remaster of the first game cost a fraction of that, and it isn’t hard to guess which of the two numbers the finance department likes better.

Marvel’s Spider-Man 2
~$300M
A new AAA game. At $70 a copy, it needs more than 6 million sales just to break even.
Marvel’s Spider-Man Remastered
$39M
According to the same leak

Are video game remakes just a cash grab?

They’re more of an insurance policy than a guarantee. A good remake keeps selling for years: Capcom’s Resident Evil 2 remake came out in 2019, yet in a single quarter of 2026 it sold another 1.4 million copies, while KONAMI’s Silent Hill 2 remake reached 5 million, even though the entire series had sold just over 9 million by 2017. In other words, a good remake doesn’t sell once; it turns into a catalog title that pays off for years, much like a well-run live game keeps bringing players back (we looked at that side of the business in From High-Score Tables to Battle Passes).

Lifetime sales of recent remakes, million units
Resident Evil 2 (2019)
19.7M
Resident Evil 4 (2023)
16.0M
Resident Evil 3 (2020)
14.5M
Silent Hill 2 (2024), including subscriptions
5.0M

But there are no guarantees. If you put the biggest remakes of recent years side by side, the picture turns out to be surprisingly mixed:

Resident Evil 2 (2019)
19.7M
units by June 2026, and still selling more than a million a quarter
Resident Evil 4 (2023)
16.0M
units by June 2026
Silent Hill 2 (2024)
3 days
to sell its first million copies, a milestone the 2001 original took about a month to reach
Oblivion Remastered (2025)
4M+
players within days of a launch with no announcement
Dead Space (2023)
On ice
Strong reviews, but sales missed EA’s expectations and the series was shelved again
Final Fantasy VII Rebirth (2024)
92/100
on Metacritic, yet PS5 sales fell below Square Enix’s expectations
Warcraft III: Reforged (2020)
0.5/10
user score on Metacritic and open refunds after the promised reimagining didn’t ship
The Last of Us Part I (2022)
$70
for a remake of a 2013 game that had already been remastered, which earned it “cash grab” accusations
Prince of Persia: The Sands of Time
Canceled
Ubisoft dropped the remake in 2026 after years of development
Bluepoint Games
Closed
Sony shut down the studio behind the Demon’s Souls and Shadow of the Colossus remakes in 2026

The industry also has an argument that isn’t about money. In a July 2026 interview with Famitsu, Shigeru Miyamoto admitted that some people feel there are too many remakes, but pointed out that younger players simply have no way to reach games from a decade ago, and that bringing old works back opens the way for new ones. Still, money explains why remakes get made far better than it explains why we keep buying them, sometimes instead of games that are already sitting on our shelves.

Why do old games feel better than new ones?

Because nostalgia, despite its reputation, isn’t really about the past being better; it’s about what remembering does for us right now. In a classic study by Wildschut and colleagues (2006), nostalgia turned out to be triggered most often by loneliness, and the hero of nostalgic memories is almost always the person remembering, surrounded by people close to them, which is exactly why nostalgia strengthens our sense of connection to others and lifts our mood. Translated into gaming, the memory is almost never about the frame rate. It’s about the couch, the friend holding the second controller, and the summer that disappeared into a single save file (while your parents were sure you were studying for exams).

Age matters too. Memory researchers call it the reminiscence bumpThe tendency to remember a disproportionate share of events from roughly ages 10 to 30, peaking in the early teens.: in one study of 470 adults, the music that played when people were around 14 triggered the most autobiographical memories, and it seems games work the same way. Whatever fills your life at 14 gets filed under “who I am.”

Now look at when remakes tend to arrive. Across nine well-known remakes released between 2018 and 2026, the median gap between the original and the remake is 21 years, and six of the nine land 15 to 25 years after the original:

GameOriginalRemakeGap
Defender of the Crown1986202640 years
System Shock1994202329 years
Final Fantasy VII1997202023 years
Resident Evil 21998201921 years
Silent Hill 22001202423 years
Resident Evil 42005202318 years
Shadow of the Colossus2005201813 years
The Elder Scrolls IV: Oblivion2006202519 years
Dead Space2008202315 years

Someone who was 14 when Resident Evil 2 came out in 1998 turned 35 the year the remake launched, which makes them old enough to have their own money (and a lot less free time), but still young enough to care about that game very much. The same study also found a “cascading” effect, where young adults rated the music of their parents’ teenage years unusually highly. That’s a useful clue for anyone who has watched a 20-year-old fall for a PlayStation 2 game they never owned. The internet even has a word for longing for a time you never lived through, anemoiaA term coined by writer John Koenig for nostalgia for a time or place you never experienced. Science has barely tested it., although a more solid explanation comes from philosopher Felipe De Brigard, who argues that memory reconstructs events rather than recording them, so nostalgia can be built from imagination just as easily as from experience.

Why doesn’t a remake feel the same as the original?

Because we don’t just remember the game. We remember the person we were back then, the screen we played on, and that pleasant ignorance of what was waiting around the next corner, and while a remake can rebuild the first of these, the rest stays in the past. When Shadow of the Colossus was remade in 2018, a GamesBeat reviewer admitted that the game didn’t look worse than he remembered; it looked better, and along with that the dreamlike haze of the PlayStation 2 original had quietly disappeared.

As we wrote in our piece on post-game depression, there is no second first playthrough. A remake seems to promise one, but you walk in already knowing who betrays whom and which door hides the monster (and, let’s be honest, where that one health pack is).

In that light, the Oblivion numbers look a lot kinder. Half the players leaving before 15 hours isn’t necessarily a failure, because the remaster may have given them exactly what they came for: a few evenings with the version of themselves who first walked into Cyrodiil back in 2006.

What do “lost futures” have to do with remakes?

It seems that in old games we’re looking for more than our younger selves. In the late ’90s and the 2000s, every new console generation looked as if games would become something unimaginable in another five years, and the future itself felt like a promise that was about to come true. Cultural critics call the disappearance of that feeling lost futuresAn idea from critics Franco Berardi and Mark Fisher: the sense that the future no longer feels like a space of real change, so culture keeps recycling the past., and while this is our interpretation rather than a measured fact, going back to an old game may in large part be a way of going back to that open horizon.

Francis Fukuyama came close to this idea without meaning to. In his 1989 essay “The End of History?”, he warned of “centuries of boredom” and a world left with only “the perpetual caretaking of the museum of human history.” He wasn’t talking about games, of course (in 1989 he clearly had more pressing matters than Prince of Persia), but it’s hard to read those lines while scrolling through this year’s remake announcements and not picture a museum gift shop. Here’s how the idea developed from there:

01

1989: Francis Fukuyama, “The End of History?”

Ideological evolution ends, not events. The essay closes on “centuries of boredom” and caretaking a museum of history.

02

1993: Jacques Derrida, Specters of Marx

The word hauntologyDerrida’s pun on “ontology”: the past as a ghost that is neither fully here nor fully gone, and keeps coming back. appears: a ghost of the past that is neither here nor gone, and always returns.

03

2005–2013: The Frutiger Aero era

The glossy look of Windows Vista and the Wii era paints a clean, friendly technological future.

04

2011: Franco “Bifo” Berardi, After the Future

The “slow cancellation of the future”: society loses the faith in progress it spent the 20th century building.

05

2011: Simon Reynolds, Retromania

Pop culture becomes obsessed with its own recent past: reissues, reunions and remakes.

06

2014: Mark Fisher, Ghosts of My Life

Fisher borrows Berardi’s phrase and argues that culture recycles old forms instead of inventing new ones.

07

2017: The term “Frutiger Aero” appears

Sofi Lee of the Consumer Aesthetics Research Institute names the style, and the 2000s look comes back into fashion.

08

2024–2026: The remake boom

42 remakes and remasters in under two years, 72.4 million players and over $1.4 billion in spending.

You can see a lost future most clearly in Frutiger Aero, the glossy style of roughly 2005 to 2013 with its bubbles, glassy buttons and macro shots of wet grass, which everyone remembers from Windows Vista and the menus of the Wii era and which is now having a genuine revival. What makes it interesting is that it was already a picture of the future, so missing it means missing not how things actually were, but how the future used to be advertised to us.

None of these thinkers studied video games, and nostalgia research talks about loneliness and identity rather than the future. So treat “lost futures” as a lens for looking at remakes, not as a diagnosis.

Do remakes help preserve old games?

Yes and no. According to the Video Game History Foundation, only 13% of classic games released in the U.S. before 2010 can still be bought officially, so a remake is often the only legal way to play a classic at all.

Share of classic games still officially available in the U.S.
All classic games released before 2010
13%
The Game Boy library
5.87%
Games released before 1985
2.59%

Archivists, however, don’t count a remake as preservation: they listed the original 2005 Yakuza as unavailable even though the full remake Yakuza Kiwami came out in 2016, because to them a remake is a new work rather than a copy. Sometimes it’s players themselves who pay to bring a classic back. When Nightdive Studios set out to remake 1994’s System Shock, 21,625 backers on Kickstarter pledged $1.35 million, and after several restarts the game finally shipped in 2023.

The past hasn’t crowded out the new, either. Clair Obscur: Expedition 33, a brand-new IP from a team of around thirty people, sold 3.3 million copies in 33 days, even though it launched just two days after Oblivion Remastered.

Remember Defender of the Crown: The Legend Returns with its three modes? A museum, a restoration workshop and a brand-new wing in one building. Maybe that’s the most honest answer to whether remakes are about the past or the future: the good ones simply refuse to choose.

What happens to voices and text in a remake?

For players, the old voice often is the character, so every language version of a remake has to decide what to keep from the past. Atlus gave Persona 3 Reload an entirely new English cast, while most of the Japanese actors returned, so the same game became two very different homecomings for two audiences. And some versions of the original Carmageddon swapped pedestrians for zombies or robots to get past regional censorship, which means players in different countries literally remember different games. Carmageddon: Rogue Shift, which the Allcorrect team localized into 11 languages, is built around zombie hordes from the start.

That’s why a remake for an international audience is also a re-localization, with questions the original never had to answer:

  • Which names, terms and lines do fans still quote, and should they stay even if the old translation was imperfect?
  • Should the game be re-voiced in every language, only in some, or not at all?
  • Which regional changes from the original release should come back, and which are better left in the past?
  • How do new menus, tutorials and hints fit next to a script written for very different screens?

There’s no universal right answer, but the people making these calls need to know which version of the game each audience actually remembers. It’s the same work it takes to make an ending land with equal force in every language, something we thought about a lot while working on Atomic Heart.

So, are video game remakes ruining gaming or saving it?

Probably neither, at least not in a pure form. Remakes are a response to very real pressure, from $300 million budgets to cautious publishers, and to a very real problem, since most of gaming’s history would otherwise be out of reach. But they also say something about the time we live in: when the future looks less and less like a promise, the past starts to feel like the place where promises were kept.

The real danger isn’t remakes themselves; it’s a museum that quietly throws out its originals and stops building new wings. So the next time you preorder a remake, it might be worth asking yourself what you’re really hoping to find in it: the game, or the person who first played it, back when the future seemed to load a little faster?

FAQ

Not necessarily. Remakes change much more, cost more and on average earn more: according to Ampere Analysis, players spent about 2.2 times more per remake than per remaster in 2024 and 2025. But remasters stay closer to the original, and that’s exactly what many players want.
It depends on what you want. Remakes like Resident Evil 2 and Silent Hill 2 are usually friendlier to newcomers, especially since the originals are often impossible to buy today. Final Fantasy VII Rebirth, on the other hand, partly relies on players remembering the original and lands very differently if you know it.
No. It shares the story, world and structure, but it’s built anew, often with a different camera, controls, pacing and voice cast. That’s why archivists such as the Video Game History Foundation don’t count a remake as preserving the original.
Because a full remake means new art, animation, design and voice work, which is close to the effort of a new game. The price reflects production cost rather than the age of the story, though that argument is hardest to make when a recent remaster already exists, as The Last of Us Part I found out in 2022.
Because memory reconstructs events rather than recording them, nostalgia can be built from stories, images and other people’s memories as well as your own. Music research has also found that young adults rate the songs of their parents’ teenage years unusually highly, and games seem to work the same way.

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Allcorrect is a game content studio that helps game developers free their time from routine processes to focus on key tasks. Our expertise includes professional game localizations, localization testing, believable voice-overs, and narrative design.

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