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Top 15 Biggest Plot Holes in Video Game History

1-15

Ignacio Weil Ignacio Weil
Gaming - June 12th 2026, 22:00 GMT+2
Final fantasy remake intergrade biggs

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

Biggs gets one of those beautifully doomed video game exits: wounded, exhausted, and sitting in the path of the Sector 7 disaster like the story has already closed the door. Then Final Fantasy VII Remake quietly reopens that door and shows him alive in bed, asking everyone to accept that fate, rubble, timing, and logistics all blinked at once. The sequel’s timeline chaos gives Square some cover, but the moment still feels like grief got patched out in post. | © Square Enix

Cropped Life Is Strange 2015 max bathroom

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

Max’s rewind usually follows a simple rule: time moves backward, but she stays where she is, keeping her memories and sometimes even physical progress. The first bathroom scene breaks that rule before the game has finished teaching it, sending her from Chloe’s shooting back to Jefferson’s classroom like someone hit a cosmic reset button. Fans can frame it as a vision, a power surge, or early weirdness, but the game never really uses that version of her ability again. | © Dontnod Entertainment

Fallout 4 2015 Vault 95

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

Vault 95 is already one of Vault-Tec’s nastier ideas: gather recovering addicts, let them build trust, then hide a stash of chems inside and wait for everything to collapse. The problem is Jet, because Fallout 2 heavily ties the drug to Myron and post-war New Reno, even if later lore tries to blur whether he invented it, refined it, or lied. In Fallout 4, Jet sitting in a pre-war vault turns that debate into a very loud continuity alarm. | © Bethesda Game Studios

Cropped Wolfenstein The New Order 2014 B J Blazkowicz

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

B.J. Blazkowicz wakes up after 14 years in a catatonic state and almost immediately starts mowing through Nazis like his hospital bed came with a secret CrossFit membership. Emotionally, it works because Wolfenstein: The New Order is pure rage, muscle memory, and anti-fascist wish fulfillment. Physically, though, that body should be nowhere near combat-ready after more than a decade of immobility. The man is legendary, yes, but even legends usually need rehab before dual-wielding machine guns. | © MachineGames

Batman Arkham Origins 2013 gadgets

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

Arkham Origins wants a younger Batman, but it also wants the satisfying gadget flow players already loved from Arkham Asylum and Arkham City. That creates a funny little Bat-problem: tools like the grapnel boost and disruptor show up years earlier than the later games make them feel they should. The practical answer is obvious—nobody wanted a prequel where Batman fights crime with a flashlight and confidence—but the timeline makes Bruce look like he keeps forgetting his own best inventions. | © WB Games Montréal

Cropped Heavy Rain 2010 Scott Shelby

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

Scott Shelby’s twist is meant to make players rethink the entire investigation, but Heavy Rain pushes the trick so far that it starts fighting its own perspective. You spend hours controlling him as a private detective, interviewing victims’ families and collecting evidence, only to learn he was the Origami Killer cleaning up his own trail. A thriller can absolutely lie to the audience; that is half the fun. This one sometimes feels like it also lies to the controller. | © Quantic Dream

Cropped call of duty modern warfare 2 no russian

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

“No Russian” is built around a vicious false flag: Makarov massacres civilians, leaves Joseph Allen’s body behind, and lets America take the blame. As a shocking campaign catalyst, it is still one of gaming’s most infamous sequences. As an investigation, it is held together with duct tape and dramatic music. Makarov walks through an international airport with his face exposed, despite being a known Ultranationalist terrorist, and apparently nobody checks a camera angle before World War III begins. | © Infinity Ward

Cropped Borderlands New U Stations

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

Pandora is ridiculous enough that a paid resurrection booth somehow fits the décor. New-U Stations let players pop back into existence after death, which is perfect for a loot shooter and terrible for emotional stakes. Once the series starts treating major deaths as permanent, the question becomes impossible to ignore: why does corporate-sponsored immortality stop working when the plot gets sad? Gearbox has leaned into the idea that New-U is more joke than canon, but the first game leaves the machine sitting there, humming smugly. | © Gearbox Software

Cropped Heavy Rain 2010 Ethan blackouts

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

Ethan’s blackouts are precision-built suspicion machines. He loses time, wakes up holding origami figures, and seems tied to the Origami Killer in ways the story keeps underlining with a very wet marker. That would be fine if Heavy Rain eventually paid it off as trauma, manipulation, or something supernatural. Instead, the thread mostly evaporates after doing its job as a red herring. The game wanted doubt; what it accidentally built was a fake mystery with load-bearing fog. | © Quantic Dream

God of war 2 2007 msn

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

Kratos does not use time travel carefully; he uses it like a Spartan who found the universe’s emergency exit and kicked it open. He prevents his own defeat, rewrites his clash with Zeus, and then drags the Titans out of the past for a rematch in the present. It is spectacular, operatic, and completely committed to the bit. It is also the point where God of War II treats cause and effect like one more Greek monster Kratos can punch until it stops asking questions. | © Santa Monica Studio

Ac desmond lucy

5. Assassin’s Creed: Brotherhood (2010): Desmond kills Lucy under mind control, and the reason arrives far too late

Lucy’s death happens at the end of Assassin’s Creed: Brotherhood, and the scene is pure franchise whiplash: Desmond touches the Apple, Juno takes control, and Lucy is stabbed before anyone can process what just happened. Later material explains that Lucy had Templar ties and that Juno was protecting her own agenda, so the lore technically has an answer. The problem is delivery. For many players, one of the series’ biggest betrayals felt like required reading handed out after the exam. | © Ubisoft

Sonic Adventure 2 moon

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

Eggman blowing up half the Moon with the Eclipse Cannon is not exactly a small visual detail. It is the kind of villain flex that should permanently alter every romantic night sky in the Sonic universe. Later games, however, often show the Moon looking perfectly fine, while explanations have basically leaned on “we are seeing the good side.” That is charmingly Sonic in the most chaotic way possible, but once you destroy a celestial body, the skybox really should keep receipts. | © Sonic Team

Fallout 3 2008 ending

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

The original Fallout 3 ending aims for noble sacrifice: step into Project Purity, enter the code, save the Capital Wasteland. Then the player remembers that radiation-resistant companions like Fawkes can be standing right there, perfectly capable of doing the job without turning the finale into a funeral. Broken Steel later fixed the choice, but the vanilla ending already had the damage done. Nothing kills a heroic climax faster than a super mutant friend politely refusing basic problem-solving. | © Bethesda Game Studios

Resident Evil

2. Resident Evil series (1996–present): Heroes constantly get bitten, spat on, or touched — and never get infected

The Resident Evil rules are terrifying when they apply to everyone else: bites, fluids, viral exposure, and one bad hallway encounter can ruin a person forever. The playable heroes, meanwhile, get grabbed, chewed, clawed, spat on, and splashed with enough biohazard nonsense to make Umbrella’s lawyers sweat. Canon can always say those gameplay injuries did not really happen, which is fair enough. It just gets funnier every time Leon is treated like zombie jerky and still leaves with perfect hair. | © Capcom

Cropped Devil May Cry 2 2003 Dantes disappearance

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

Devil May Cry 2 ends with Dante riding into the Demon World on a motorcycle, because of course Dante treats hell like a parking garage with lava. For years, the series’ timeline made that disappearance feel like an awkward loose end, especially when later games barely seemed interested in unpacking it. Capcom eventually reshuffled the chronology so Devil May Cry 2 happens before Devil May Cry 4 and Devil May Cry 5, which softens the issue but does not make the game itself any less ghostly. | © Capcom

1-15

Video games can ask us to believe in ancient gods, zombie outbreaks, alien wars, and plumbers surviving lava, but even the wildest worlds need their own logic. When a story bends too far, forgets its own rules, or leaves a massive question sitting in plain sight, players notice and they definitely do not let it go. From beloved classics to blockbuster franchises, these are the video game plot holes that still spark arguments, jokes, and late-night Reddit autopsies years later.

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Video games can ask us to believe in ancient gods, zombie outbreaks, alien wars, and plumbers surviving lava, but even the wildest worlds need their own logic. When a story bends too far, forgets its own rules, or leaves a massive question sitting in plain sight, players notice and they definitely do not let it go. From beloved classics to blockbuster franchises, these are the video game plot holes that still spark arguments, jokes, and late-night Reddit autopsies years later.

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