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Top 15 Biggest Plot Holes in Video Game History

1-15

Ignacio Weil Ignacio Weil
Gaming - November 4th 2025, 18:00 GMT+1
Final fantasy remake intergrade biggs

Final Fantasy VII Remake (2020): Biggs’ survival makes no sense given the events of the original game

When the credits roll on Final Fantasy VII Remake and Biggs is alive and well, many long-time fans blinked and thought: wait, what? In the original 1997 release of Final Fantasy VII, Biggs is very clearly dead, so his survival in the remake creates a ripple in the narrative continuity. The game itself teases that things are changing – the Whispers, alternate timelines – yet nothing in-game fully explains how Biggs dodged that original fate. So while the remake is ambitious and stylish and offers a fresh spin on the classic, this particular twist sits in the “plot hole” zone for folks who know the source material well. Yes, maybe the sequel will fill it in, but right now it’s one of the most discussed holes in gaming lore. | © Square Enix

Cropped Life Is Strange 2015 max bathroom

Life Is Strange (2015): Max’s first rewind in the bathroom should not teleport her to the classroom

Picture this: Max Caulfield is in the school bathroom, something goes terribly wrong, she rewinds time – and suddenly she’s back in class as if nothing happened. That’s the moment Life Is Strange kicks off its time-bending plot. But if we apply the game’s own rewind mechanics strictly, Max should’ve ended up still in the bathroom, or at least aware of her change in position relative to the world around her. Instead she’s transported cleanly without any body-teleportation glitch, leaving some players scratching their heads. It’s subtle, but when your story hinges on time-loop rules, little inconsistencies like that stand out. And since this moment triggers everything that follows, it remains one of the more debated narrative blips in episodic gaming. | © Square Enix

Fallout 4 2015 Vault 95

Fallout 4 (2015): Vault 95’s experiment relies on Jet – a drug that canonically wasn’t invented until after the Great War

Deep in the ruins of the Commonwealth, Fallout 4 sends you into Vault 95, a pre-war Vault-Tec facility allegedly mapping chemical addiction. Inside you find stacks of Jet, the infamous chem of the Wasteland – problem is, lore from earlier games states Jet didn’t exist until after the bombs fell. So here we have an apparent contradiction: Jet in a vault sealed pre-war. Veteran fans of the series flagged this as a lore violation almost immediately. Some argue “it’s just a detail,” others say it undermines the consistency of the Fallout timeline. Either way, this mis-date remains one of the biggest “Wait – how did that happen?” moments in Bethesda’s world-building. | © Bethesda Game Studios

Cropped Wolfenstein The New Order 2014 B J Blazkowicz

Wolfenstein: The New Order (2014): B.J. Blazkowicz stays fit and muscular after spending 14 years in a catatonic state

In Wolfenstein: The New Order, you’re introduced to B.J. Blazkowicz, who wakes up in 1960 after being in a vegetative coma for 14 years – yet when he stands up he looks essentially unchanged, ripped and ready to kill Nazis, no muscle atrophy, no signs of aging or lost time. The story even acknowledges the coma, making the physical resurrection part of the drama – but scientific realism? Not so much. For a game that takes alternate history seriously, this particular muscle bound resurrection draws eyebrow-raises. It’s not world-ending, but when you pause to think, it becomes one of the most frequently pointed-to physical logic quirks in shooter storytelling. | © MachineGames

Batman Arkham Origins 2013 gadgets

Batman: Arkham Origins (2013): Batman’s gadgets are called prototypes in later-set games, but are mysteriously fully functional in the past

The prequel Batman: Arkham Origins positions itself earlier in the Arkham-verse timeline, suggesting Batman’s gear should be in the “early prototype” phase. And yet, you’re using remote-controlled batarangs, explosive gels, grapnel boosts and other tech that later titles treat as new or advanced. In short: the gadget timeline doesn’t quite line up. The game itself doesn’t offer a strong in-universe explanation, it simply hands you full gear and lets you fly. For players who watched the gadget progression in later Arkham titles, this feels like “Batman skipped development” or the writers forgot to scale back. It’s become one of the more talked-about continuity glitches in the entire Arkham series. | © Warner Bros. Interactive Entertainment

Cropped Heavy Rain 2010 Scott Shelby

Heavy Rain (2010): You control Scott Shelby as a detective even while the killer is committing murders elsewhere

In Heavy Rain, you spend a big chunk of time playing as Scott Shelby, a private investigator hired to find the Origami Killer – only to discover later that the same character you’ve been controlling is in fact the murderer. That twist alone is memorable, but what truly bends logic is how the game lets you stealth around crime scenes as Shelby while murders continue elsewhere, and neither the game nor the characters act as if anything is off. It raises the question: how does a “detective” character have time to investigate when he is, in fact, carrying out the crimes he’s investigating? Fans frequently tag this as one of the most infamous plot holes in narrative-focused gaming, because the mechanics and story diverge in a way that demands a big leap of faith. | © Quantic Dream

Cropped Heavy Rain 2010 Ethan blackouts

Heavy Rain (again) (2010): Ethan’s unexplained blackouts conveniently hide his connection to the murders

At multiple points in the game you take control of Ethan Mars, who experiences mysterious blackouts and wakes up in odd places – sometimes holding an origami figure, sometimes mid-investigation. The storyline suggests there may have been a psychic link or deeper connection between Ethan and the killer, but the game ultimately never resolves it clearly. Players are left watching blackouts that simply disappear from the narrative, making the sequence feel more like a cut-scene leftover than a resolved plot point. It’s a classic example of “the game wants you to suspect the character, but then drops the thread,” which is why it’s often flagged as a major continuity glitch rather than a clever red-herring. | © Quantic Dream

Cropped call of duty modern warfare 2 no russian

Call of Duty: Modern Warfare 2 (2009): Somehow, no one recognizes Makarov during the infamous airport massacre

The “No Russian” mission in Modern Warfare 2 remains one of gaming’s most controversial moments – but logic-wise it sits uncomfortably among the plot holes. The mission shows the villain Vladimir Makarov walk into a Moscow airport, carry out a massive attack, and then walk out with no one identifying him as the known terrorist mastermind. Given the scale of the massacre, the ultra-high stakes, and Makarov’s prior notoriety, the lack of immediate recognition or worldwide pursuit is glaring. For fans who drill into narrative consistency, it’s a textbook case of “how did this slip through the story?” And even if you accept it for dramatic effect, it remains one of the most dissected story loopholes in shooter history. | © Infinity Ward

Cropped Assassins Creed II desmond stabs lucy

Assassin’s Creed II (2009): Desmond kills Lucy under mind control, and we never really get a solid reason why

In Assassin’s Creed II, the modern-day protagonist Desmond Miles stabs his ally Lucy Stillman after being overtaken by mysterious forces – but the game gives only cryptic hints and leaves much to the player’s interpretation. For a franchise that prides itself on weaving historical and modern plots together, this scene invites more questions than answers: how did this control work, why did no one stop it, and why is it brushed aside in later narrative moments? It’s become a go-to example when people ask “what counts as a plot hole in video games,” since the story jump here is huge and unexplained in-game. | © Ubisoft Montréal / Ubisoft

Cropped Borderlands New U Stations

Borderlands (2009): New-U Stations resurrect players, but major character deaths are still treated as permanent

In Borderlands, the gameplay mechanic of New-U Stations lets you respawn after death as if it never really mattered – but the story treats character deaths as dramatic, irreversible events. The disconnect between the “you die, you come back” mechanic and the “this person died forever” narrative beats causes an odd friction for players who care about storytelling. Some argue “well, it’s gameplay vs narrative,” but when the world builds emotional weight around death, only to undercut it with a respawn button, many see it as a significant logical gap. This tension is one reason the game’s unusual loop is still referenced in discussions about plot holes in interactive media. | © Gearbox Software / 2K Games

Fallout 3 2008 ending

Fallout 3 (2008): The player sacrifices themselves for Project Purity – even when immune companions could do it instead

In the climactic mission of Fallout 3, you’re faced with the noble choice: activate Project Purity yourself and die in the irradiated control room, or let someone else take the hit. Trouble is – there are companions (like Super Mutant Fawkes) who are immune to radiation and definitely wouldn’t need to die. Yet the story forces the player character into the sacrificial role anyway, which raises the eyebrow among lore-obsessed fans. If the script insists on death for drama, why not let the immune sidekick walk into that toxic chamber instead? It’s the kind of narrative decision that makes you pause the soundtrack. And even though the game allows other endings (with the Broken Steel DLC), the “must die hero” angle remains one of its most famous logical mis-steps. | © Bethesda Game Studios / Bethesda Softworks

God of war 2 2007 msn

God of War II (2007): Kratos’ time-travel creates paradoxes that the series never fully explains

When you play God of War II, you get swept into mythic battles, god-smashing action – and a time loop that stops making sense somewhere around “well, how did this happen again?” Kratos fights Gaia, then travels back in time, saves himself and changes the past, but the ripple effects of that travel remain unexplained. Did he erase himself? How did events unfold if he altered them? The game gives you epic set-pieces, but leaves the mechanics of time wandering in mythic fog. Fans debate the “closed loop versus branching timeline” theories ad infinitum. So even if you’re just there for blade-swinging catharsis, the narrative time paradox lingers as one of gaming’s great ‘logic-hiccups’. | © Santa Monica Studio

Cropped Devil May Cry 2 2003 Dantes disappearance

Devil May Cry 2 (2003): Dante’s disappearance and the confusing timeline order leave fans wondering what really happened

In Devil May Cry 2, you control Dante, but the tone, timeline placement and character usage all feel off compared to the rest of the franchise. The game was originally placed at the end of the timeline, then retconned to somewhere before DMC4, and nobody seems sure where Lucia fits in, why Dante looks the way he does, or how he came back from Hell (again) and lost powers he clearly had before. For players who nerd out on continuity, the mix of release order vs chronological order becomes a fun headache. The story itself is fine for an action game, but the bigger wrap-your-head-around moment is how this entry basically exists out of sync with its siblings. And that mis-fit status has given it a permanent spot in “most talked-about timeline oddities” lists. | © Capcom

Sonic Adventure 2 moon

Sonic Adventure 2 (2001): The Moon stays half-destroyed across games, yet later titles show it perfectly fine

In Sonic Adventure 2, the villain fires the Eclipse Cannon and shatters half of the Moon – clearly visible in-game. Fast forward to subsequent titles, and the Moon is back, whole, hanging in the sky like nothing happened. Sure, some fans propose “you’re just seeing the intact side” theories, but physics and lore fans point out tidal locking and orbital mechanics make that a stretch. For a franchise that often embraces fantastical logic, this is one of those moments where continuity simply slid off the table and rolled away. It doesn’t ruin the game, but it jumps off the screen when you look for consistency. It’s been dissected on forums and Reddit threads for years, landing it squarely in the hall of fame of gaming’s best-known plot holes. | © Sega

RE attack

Resident Evil Series (1996–present): Heroes constantly get bitten, spat, or touched – and never get infected

Whenever you play through almost any entry in the Resident Evil franchise, you’ll notice a curious pattern: main characters run into the virus, get bitten or exposed to it – and yet somehow they never end up infected, mutated or turning into zombies (unless the plot demands it). Some fans point to gameplay reasons or “you’re the hero so you’re exempt” logic, but from a narrative standpoint it reads like selective immunity without explanation. The series sometimes drops hints of immune genes, vaccines or special scripty plot-armor – but never with consistency. For a game about contagion, this gap in realism becomes ironically one of its most discussed story inconsistencies. | © Capcom

1-15

Gamers love a good story – until that story doesn’t quite make sense. Across decades of legendary franchises, we’ve faced mind-bending timelines, magical resets, and villains who somehow keep coming back despite very final deaths. Whether it’s a logic gap, a missing explanation, or a design choice that defies reason, these are the moments that made players pause and go, “Wait… what?”

Of course, what actually counts as a “plot hole” can spark more debate than a boss fight. Some of these entries have perfectly reasonable fan theories or official explanations, while others remain hilariously unfixable. Still, they’ve all earned their place here – not necessarily because they’re mistakes, but because they’ve been among the most discussed, dissected, and lovingly mocked story gaps in video game history.

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Gamers love a good story – until that story doesn’t quite make sense. Across decades of legendary franchises, we’ve faced mind-bending timelines, magical resets, and villains who somehow keep coming back despite very final deaths. Whether it’s a logic gap, a missing explanation, or a design choice that defies reason, these are the moments that made players pause and go, “Wait… what?”

Of course, what actually counts as a “plot hole” can spark more debate than a boss fight. Some of these entries have perfectly reasonable fan theories or official explanations, while others remain hilariously unfixable. Still, they’ve all earned their place here – not necessarily because they’re mistakes, but because they’ve been among the most discussed, dissected, and lovingly mocked story gaps in video game history.

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