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Our Werebeasts Are Different / Video Games

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"Old Yharnam, burned and abandoned by men, is now home only to beasts."

  • Collecting enough power-ups in Altered Beast (1988) transforms the player into a werebeast, providing extra strength and firepower. The exact form varies from stage to stage, and the transformed player fights a monster summoned by the Big Bad at the end of the stage.
  • Atelier Iris features werecats as random monsters.
  • Balacera Brothers have an albino werewolf boss in the graveyard level, seemingly acting as a guard dog to the main villain Nugnur. It doesn't attack with bites like most media depictions of werewolves, instead using a Hand Blast on the heroes and can even Beam Spam it's attacks.
  • The Baldur's Gate expansion pack 'Tales of the Sword Coast' has the PC and their party shipwrecked on an island inhabited by Werewolves and Wolfweres, in a constant struggle with each other.
  • In Barkley, Shut Up and Jam: Gaiden, during an optional path to Liberty Island, Balthios James is revealed to be a Wereduergar who transforms into a rampaging Duergar (dark-skinned dwarves) every Columbus Day.
  • In Bayonetta, the main character has the ability to transform into a black panther at will, granting her cheetah-like speed. Likewise, fellow witch Jeanne can transform into a red lynx.
  • Bloodborne has them as the result of a more Zombie-esque plague, which gradually transforms its victims from mere humans, to slightly altered Uncanny Valley dwellers, to gradually-wolfier mutants who gradually acquire nonhuman features, followed by others that aren't even wolflike anymore. And it only gets worse from there; the most advanced stages, usually affecting hunters of these same beasts, include things like electrified zombie werewolves and gigantic, screaming monsters that could devour whole crowds in one bite.
  • The main gimmick of Bloody Roar is that every character is some sort of werebeast. There's a weretiger, werebear, werelion, wererabbit, werefox, werecat, wereboar, weremole, werebat, werechameleon...
  • Borderlands has Were-Skags in the first DLC; Skags are pretty wolf-like, coming in varieties like "Pup" and "Alpha", but possess armor plating and heads like Venus fly traps, which open vertically.
  • In Breath of Fire III, one of the main characters, Rei, is a weretiger.
  • In Captain Morgane and the Golden Turtle, Father Jérôme of Crab Island is worried about werecrabs, though we see no evidence they actually exist.
  • While Castlevania is usually content with werewolves, some installments give other animals a chance to shine (and rip the player apart):
  • The Druid of Diablo II can turn into a Werebear or Werewolf.
  • Don't Starve:
    • The pigfolk turn monstrous and aggressive under the full moon or when fed monster meat, complete with howling... er, squealing... at the moon. Hamlet's playable pig character, Wilba, has a royal heirloom to ward off transformation at cost of the Sanity Meter.
    • A playable human, Woodie, turns into a giant beaver under the full moon or when he cuts down too many trees in succession, and can prolong his monstrous shape by chewing on logs, which won't provoke Treeguards like normally cutting trees does. Why Woodie is like this is still unknown, although Lucy's reaction implies it predates the events of the game. A later update to Don't Starve Together added consumable items to both force Woodie's transformation and change into a goose or a moose instead (why, yes, he is Canadian, why do you ask?).
  • Dragon Age: Origins has a variety of werebeasts. Most werebeasts are actually humans or animals possessed by demons from the Fade and subsequently mutated.
  • In the DLC for Dungeons of Dredmor, there's a skill that allows the player to become a Werediggle. Diggles are the game's Mascot Mook, rubbery birdlike things with drills on their beaks.
  • Dwarf Fortress includes were-everythingsnote , including weresheep, werekoalas, and weregoats. To be specific, during the generation of a world's history, peasants will sometimes profane a god's temple. The god of the temple will then curse them into turning into a randomly chosen creature when the moon is full. The curse's victim then runs away from their town and finds a hole in the ground out in the wilderness to live in. Sometimes when the full moon comes out they'll go back to the town and bite someone to make new were-whatevers, who will in turn flee into the wilderness and inhabit their own hole-in-the-ground. If you let world generation go on for long enough the wilderness around a town with a temple can become absolutely infested with were-giraffes/zebras/platypi. They occasionally attack in fortress mode, where any dwarf they wound will turn into a werebeast later, which can mean Fun as you drive away that weresquirrel only to end up with a fortress full of them next full moon. In adventure mode, you can turn your character into a werebeast by profaning a temple (but save beforehand, because it could also turn you into a vampire). Being a werebeast is Cursed with Awesome (especially if you get a nice were-animal) because it's a Curse That Cures (and the only way to regenerate broken limbs and cure spine damage) and does not take away control of your character, although everyone except werebeasts of your same type will become hostile to you when you transform.
  • The Elder Scrolls:
    • The series and background lore contains a variety of lycanthropicnote  creatures. Werewolves are the most ubiquitous throughout Tamriel and have appeared in the most games (including Daggerfall, Morrowind's Bloodmoon expansion, Skyrim, and Online), each of which offers the option of the Player Character becoming a werewolf. Wereboars also appear in Daggerfall, with the the PC again having the option of becoming one. Werebears are noted throughout the lore and finally make an appearance in Skyrim's Dragonborn expansion, but the PC cannot become one. Online adds werebats, but once again, the PC cannot become one. The series' lore also mentions werelions, werecrocodiles, werevultures and even possibly weresharks, but these have so far not appeared in the series.
    • In terms of the details of the condition, like Vampirism, Lycanthropy is technically a disease and can be spread through any wound inflicted by an infected individual. It is easily cured within the first few days of being contracted, but once it fully progresses, it becomes far more difficult to cure. There are also rare instances of the disease being hereditary. The exact effects of the disease vary greatly between individuals and regions. The most common effect is an involuntary transformation into a humanoid beast form at night, with the frequency of the transformation varying from nightly to monthly. Other individuals have the ability to transform voluntarily. For those who transform involuntarily, they must commonly kill a sentient being during the night or risk returning to their mortal form in an extremely weakened state. Lycanthropy is a creation of Hircine, the Daedric Prince of the Hunt, who bestows it as a blessing. He considers were-creatures to be the epitome of the nature of a hunt. During the night, they are vicious beasts who hunt their prey. During the day, they become the hunted to the very same prey. Were-creatures also have a spiritual connection to Hircine, as he claims their souls upon death to forever serve in his realm of Oblivion, known as the Hunting Grounds.
  • Fire Emblem:
    • While not called werebeasts or werecreatures, Fire Emblem: Path of Radiance and Radiant Dawn have Laguz: a race of people who can shift from human-like forms into animal forms. When in human form, they still have certain animal-like physical traits, such as tails, wings, ears, and colored stripes on their faces. Varieties include cat, tiger, lion, wolf, hawk, raven, heron, and dragon.
    • Fire Emblem: Awakening features the Taguel — essentially giant wererabbits who are very similar to the Laguz; Panne mentions in her support with the Avatar that there used to be other varieties of Taguel before they were all but wiped out.
    • In Fire Emblem Fates, the nation of Nohr has the Wolfskin, who can transform into giant ogre-like werewolves.
  • The second Glory of Heracles game has a were-gryphon.
  • Pictured on the main Our Werebeasts Are Different page are the animal forms of the Norn race from Guild Wars 2, they have a pantheon of animal spirits that they worship, but venerate four above all the rest for directly aiding them in an exodus from their homeland, besides the bear and wolf (they lack boar in-game, interestingly) pictured above, there's also the raven and snow leopard forms.
  • League of Legends has the vastayah. A variety of races born from the mixture of humans and a race of form changers, that range all from humans with animal features like tails or feathers, to animals capable of human speech.
  • The Legend of Zelda:
  • Love of Magic: Werecreatures, also called Changers, are Blessed with Suck. They have varying degrees of supernatural senses, speed, and strength, depending on what their other form is, but this takes such a toll on their body that they die young, with weretigers rarely making it to their 30s.
  • In Muppet Monster Adventure Fozzie Bear is turned into a Wocka Wocka Werebear.
  • NetHack has wererats and werejackals in addition to the usual werewolves. All three types can infect you with their flavor of lycanthropy. If you happen to have polymorph control, you can choose not to change forms when the time comes.
  • Ogre Battle features weretigers as hidden characters who can be recruited.
  • Quest 64 has the werehare and werecat.
  • Savage Halloween have a pink werewolf named Lulu, who's actually a dude despite his name and colour. And he spends the entire game shooting at undead enemies with a machine-gun. There's also a were-jaguar boss at the end of the jungle stage.
  • In Sonic Unleashed, Sonic the Hedgehog can turn into Sonic the Werehog at night thanks to absorbing some of the energy of Dark Gaia while Eggman was releasing it. During his transformation, Sonic is a bigger, furrier, and werewolfish version of himself with huge stretchy arms; he's nowhere near as fast as he is in his normal form, but he is much stronger. In addition, unlike everyone else afflicted by Dark Gaia, who become compelled to act on their deeper emotions and desires, he's able to fully control himself due to his Heroic Willpower.
  • Tales Series:
    • Tales of the Tempest has the Leymon - a separate race of people who can turn into human-beast hybrids. Their beast forms most commonly resemble wolves, although bear-like Leymon also exist. The protagonist, Caius, is a Half-Human Hybrid, and thus can't turn into his beast form willingly, and is only able to do so under an emotional pressure.
    • In Tales of Zestiria/Berseria duology, werewolves, "rougarou"note  and lycanthropes are all Underground Monkey versions of the same type of hellions/daemons. They are former people, who were corrupted by the Malevolence. They look like classic human-wolf hybrids, but seemingly can't turn back without being purified (or dying).
  • Touhou Project:
    • Keine Kamishirasawa is a were-hakutaku, a mythological beast that appears to wise and just rulers to dispense advice. Her transformation is limited to a pair of pointy horns, a bushy tail, and a change in hair (and dress) color, from blue to green. That's because she wasn't born a were-hakutaku, but acquired that trait.
    • Kagerou Imaizumi is a were-Honshu wolf (an extinct subspecies of the grey wolf) who has characteristics of a wolf and can turn into an actual wolf during the full moon. She's a calm, composed person, and remains so even when transformed, although she's somewhat insecure about how hairy she gets.
  • Vampire: The Masquerade - Bloodlines includes werebatlike creatures and weresharks which come as a Giant Space Flea from Nowhere event.
  • The tie-in game for Wallace & Gromit: The Curse of the Were-Rabbit went whole hog with this. In addition to the titular Were-Rabbit, it had Were-Weasels, Were-Chickens, Were-Badgers, Were-Hedgehogs, Were-Slugs, Were-Rats, and even Were-Garden Gnomes!
  • World of Warcraft has the Worgen. The original Worgen were Night Elves who followed the Wild God Goldrinn, and tried to channel his rage through a druid form that they called the Pack Form. This ended badly, their minds couldn't handle the ferocity. They developed amnesia, and went about trying to bite people when the moon was full. The other elves, exterminated them and forbade the use of Goldrinn's powers. Much later however, humans from the Kingdom of Gilneas discovered the Pack Form. Similar to the original elves, this group also developed amnesia and engaged in cannibalism. However, a Gilnean alchemist then discovered a potion which could return a Worgen's memories and help them regain control of their transformations...temporarily. Long enough however, for a brave adventurer to complete a ritual that helped all the Worgen regain control permanently. Rather conveniently, the Worgen form also made the Gilneans immune to the Curse of Undeath: convenient, because they were currently being invaded by the Forsaken. Although Gilneas was lost, Sylvanas' plan of adding to her army by raising the dead Gilneans was foiled: so the fight ended in a stalemate. The Night Elves were impressed by the Gilneans managing to gain control of the Pack Form: and therefore argued for them to be brought into The Alliance. While King Varian Wrynn at first refused, due to the prior actions of Gilnean King Greymane, he was convinced to bring them into the Alliance after a near-death experience during a hunting trip and a spiritual encounter with Goldrinn. Worgen have been a playable race since the Cataclysm expansion.

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