(D)evolution of Game Series/Franchises

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Ihateregistering1

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Plenty of easy ones here.

FEAR: Went from being a great, action-packed, horror-themed FPS to a multiplayer focused borefest that reverted to the now standard FPS mechanics (only 2 weapons at once, regenerating health).

Dead Space: Started off scary and felt at least a little believable. Then dissolved into a focus on co-op, more action, and turned Isaac from a scared guy barely clinging to his sanity to an action hero.

Dragon's Age: I can only imagine the Bioware development meeting: "Hey guys, everyone really loved us reverting back to the old 'Baldur's Gate' style of lots of roleplaying, tons of dialogue choices, a silent protagonist, and a focus on tough, tactical combat. We should definitely get rid of all that for the sequel."

Command and Conquer: Westwood development meeting: "Hey guys, C&C is considered to be one of the best traditional RTS series of all time, one that popularized the traditional base-building/resource-gathering RTS model, and it's time for our final game of this beloved franchise. Let's throw the formula completely out the window and change everything, long-time fans will LOVE it!"
 

Johnny Novgorod

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I wanna say Resident Evil and Silent Hill. Both started out as fixed-camera-angle survival horror with difficult puzzles, lots of backtracking and exploring, and hard-ass enemies (at least until halfway through, by the time you get a decent arsenal on yourself). Then RE turned into full-fledged action sans horror, and SH kinda went nuts and started going for anything - action, whatever weird experiment was Shattered Memoies, the sandbox-y Downpour, that freaky Book of Memories spin-off... neither remains very scary or challenging.
 

AnthrSolidSnake

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Ihateregistering1 beat me to FEAR, but I agree that 3 was a huge misstep trying to concentrate on FPS mechanics rather than its original atmosphere.

I love Far Cry 3, but I find some of the things it did a step back. Far Cry 2 is my favorite in the series, simply because of how immersive it tried to make everything. Hardly any HUD, maps were in real time (even if it did act as more of a GPS), I honestly enjoyed the gun jamming, and it's the first game to take place in Africa, that actually felt like I was in Africa. Then Far Cry 3 opted out of most of that in favor of cluttering the screen with so much crap at one time that I might as well have tried playing by looking through a toilet paper tube.

The gran turismo games have stagnated. I loved 2 and 4, but you quickly realize that the AI offers zero challenge, even if you purposely limit building you car "like you're supposed to". It's just recently become about seeing how many cars they can pack into one game.

I think most of us can agree that Sim City took a nose dive towards lava.

As for a game that have improved:

TES, like most people say, though there is a lot of love for Morrowind
 

IllumInaTIma

Flesh is but a garment!
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Mortal Kombat: From 1 to 3 had incredibly steady climb in quality, silliness and fun. From 4 and up to Armageddon they just kinda got stuck trying to bring some new unnecessary shit, like insta-kill traps and weapons. With 2011 Mortal Kombat series is back to its former and gory glory.

Warhammer 40000: Dawn of War: Series change quite radically from 1 to 2 and I really can't tell which one I like more. But they both are quite awesome, so it's not really and evolution or devolution, rather a change of path.

Asclepion said:
Dino Crisis
A redheaded badass intelligence agent makes her way through a science facility that through a temporal accident has become overrun with predatory dinosaurs. The second game drops the horror and becomes an action game, where the same badass redhead will quite happily take on a dozen raptors with a large caliber sub and then don a submarine suit and go through an underwater environment, and with floaty underwater physics the game suddenly becomes more like a third person Halo or Quake 3.



Subsequently, Lara Croft would become a smear on the wall if she ever fought Regina.

They fucked up the third one by having it set in space, even though the second one ENDED ON A CLIFF HANGER!
YOU! YOU SONOVABITCH COME HERE!
<img src=http://24.media.tumblr.com/e7599c8c966e40c896599be039681dfa/tumblr_mlbqgqkI9r1r94938o1_500.gif>
 

NoMercy Rider

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Alright, I will make an attempt at the Assassins Creed franchise.

Assassin's Creed- First game was largely repetitive, but received praise for having a compelling storyline, larger than life environment, and set the foundational material for the Assassin Order and the Creed. AC2 improved the gameplay making it less repetitive, made a more three dimensional character, and continued the tradition of large set pieces. As a whole AC2 improved most of the shortcomings from AC1. AC: Brotherhood tightened the environment, focusing only on Rome and created a much more vivid environment as a result, widely considered the pinnacle of the series. AC: Revelations took a few steps back, though it wrapped up Ezio's storyline nicely. There were a few elements that became "hollywood-ized" and the tower defense was absolutely atrocious. AC3 showed a lot of potential in gameplay videos and the Frontier actually was a very beautiful and immersive environment. But as a result, the cornerstone city environments were pretty lackluster and dull. The storyline lacked direction and the game had widespread bugs, considered a step back in the franchise.
 

SilverBullets000

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roushutsu said:
I'll add this.

Sonic the Hedgehog: A smashing success for years up until roughly the Gamecube/PS2 era. From then on, the series went in all kinds of crazy directions. I get the feeling they were trying to capture what was popular among the gamers at the time in each installment, and most backfired. It wasn't until Sonic 4 that it seems that the series got back on track with a focus on platforming, various power ups, and simpler storylines, and we've now seen several Sonic games being a success again.
I get the feeling that it wouldn't have been so bad if Sonic Team could write their way out of a cardboard box. Even the older games had weird game play issues, with being on a 2D plane on going at high speeds. Then again, I'm a new fan of the comics to, so maybe I'm just bitter that they couldn't do something like that with the games.

OT: Dark Souls was much easier to me than Demon's Souls, but I don't think that's because the series devolved as much as it was that they did a better job explaining what all the stats did for your character. Ah, here's one for me:

Mario Kart: It did well with the first installment, then Double-Dash upgraded the formula by having two team members and the ability to hold more than one item. Afterward, it seemed like they downgraded by getting rid of that extra member. Sure, new maps are added and I'm sure there's been some technical tweaking that I'm unaware of, but even then, it just seems like they're purposefully ignoring the dual-item mechanic introduced in that game. I wouldn't even care if they kept the karts with just one person, just let me hold more than one item and I'll buy your game again.
 

-Dragmire-

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The Madman said:
4RM3D said:
Tomb Raider
The series had its ups and downs. The most recent game (reboot) is the best in the series. Anniversery, Legend and Underworld were decent also, but nothing special. Overall, Tomb Raider is getting better. Lets see if the devs can keep it up.
Eug. The new Tomb Raider was definitely a step down for the series I would say. Gone are the large sprawling levels, replaced instead with linear corridors. Gone are the clever puzzles, replaced with more third person shooting because clearly there aren't enough third person shooters already. Gone is the platforming, replaced with waves of quick-time events.

But it's alright because we get a story that lets us watch in gruesome detail as a young woman is beaten, bloodied, and if we fail a QTE, graphically killed. That makes it better since now it's all super grim-dark and edgy... right?

The new Tomb Raider is just a shooter. It's a good shooter I'll give it that, but a shooter nonetheless. The old games at least tried to do something else. They often failed but at least they tried.
I haven't played it but from what I hear, it's a good game, just not a good tomb raider game. Something that would have worked better as a spinoff than a reboot.

OT: While I haven't played the newest one due to not having a 3DS, the Paper Mario series dropped in quality after Thousand Year Door.

CrazyCapnMorgan said:
Allow me to add these:

Mega Man and Breath of Fire

Both by Capcom, both loved by the respective communities they have and both....devolved to nothing. At the very least, versions of Mega Man pop up in games like the new Smash Bros Brawl and Project X Zone. But Breath of Fire?

I'd have to turn on my Playstation 3 in order to find out the last time Breath of Fire was mentioned, and that was with Breath of Fire 4.
Was that Dragon Quarter? I gave up on that game because I used the transformation too much too early and can no longer complete the game unless I do a complete restart. I assumed there was a way to regain lost time on the counter at some point in the game...
 

Ace Morologist

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[I believe I'm up to this task. See if you can chart the arc of what -I- consider this franchise's de-evolution from my tone.]

Assassin's Creed --

Assassin's Creed was fun to play but the structure was repetitive. Fortunately, the dialogue you heard while you were doing the same types of recon missions over and over again was vivid and varied enough that I didn't mind. And Altair had a fairly reasonable character growth arc. And the enigmatic ending was a nice hook into the franchise.

Assassin's Creed II improved the already-fun gameplay and had a better story (this one about a young, impetuous boy growing into a skilled assassin). The mechanics were better, the environments were more fun, there was extraneous stuff that was fun and rewarding to do (Monterigioni). It was an all around better game. Until the end, whereupon you realize that Ezio has just been getting jerked around by fate in order to tell Desmond something across time. Ezio doesn't get the answers he's looking for, which means the player doesn't either. The player realizes that he's just spent 60 dollars to be told that the REAL story of the Assassin's Creed franchise is just beginning.

Brotherhood adds more of the same that you got in AC 2. It also adds a neat little minigame wherein you can catch Pokémon, train them up as assassins and send them out to farm gold for you. It also adds multiplayer, I guess. Oh, and it takes away everything you'd spent the previous game having Ezio build up back at his home, offering you not only the chance to build it all up again, but to rebuild Rome for some reason. Oh, and then it shits on Desmond and ends his part of the story in desperate powerless confusion, just in case you were starting to like that guy. Or Lucy. And it has brain-teaser side-puzzles that offer a bizarrely tantalizing glimpse into our distant past.

Revelations loves you for your money. It gives you yet more of the same gameplay with even less emotional investment than you had for the goings-on in Rome. It strips Sean and Rebecca away from Desmond. More multiplayer. Also it adds tower defense, just in case you also happen to like that. And some kind of... hook? Hook blade? Whatever.

Assassin's Creed 3 added naval combat! Bitchin' sweet naval combat! Tense, immersive, engaging naval combat! And Desmond gets to free-run and blend in during some fairly interesting missions in the modern world. And he gets to save the world from the threat he learned about in Assassin's Creed 2. You also get to play a section of the game as a Templar, which was actually a lot of fun and very well written.

Ugh. Seriously, guys, AC3 was a slog and it was no fun. The end of Cardboard-Cutout Kenway's story was mind-bogglingly awful. The end of Desmond's story was the epitome of short shrift and then juked left in order to slap you in the face with the words "THIS IS A FRANCHISE! IT WILL NEVER DIE!" There is no reason to care about Assassin's Creed anymore.

Assassin's Creed 4 will have more naval combat.

--Morology!
 

Soviet Heavy

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Elder Scrolls from Morrowind to Oblivion. Cyrodiil goes from being described as a lush jungle with plants that speak with the ghosts of dead Emperors to Europe. Wanna know why? Because during development, there was this nice little film trilogy that came out called Lord of the Rings. So I'm betting that was the impetus for changing the unique Cyrodiil into Middle Earth, complete with Sean Bean not acting.
 

Fox12

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SpunkeyMonkey said:
4RM3D said:
Let's talk about game franchises and how they have evolved or devolved. Feel free to jump in or correct me if I am wrong. I'm not going to start with all series. Just a few that are on my mind.

Final Fantasy
The Final Fantasy series reached it's peak with FF6 and FF7. After that, it went downhill. Although it took a few games until FF really became something else (after FF12).

The Elder Scrolls
I was never much a fan of The Elder Scroll series. Oblivion wasn't better than Morrowind. It was just different. Though I do think Skyrim is overall (a lot) better than the previous installments. The most important reason is that exploration is finally fun. This is kinda important for an open world game.
I agree, but I absolutely love FFX and thought 8&9 had their good points too. So, although it's certainly devolved (from FFX-2 they get pretty terrible) I'd say that the steep downturn was after then, and that after FF7 it was more a case of a slight downturn from an outstanding game.

Morrowind>Skyrim>Oblivion IMO. They've forgot what the game is about and can't seem to grasp that the key to awesome open world exploration is to create an immersive world where mystery, surprise and wonder could lurk at every turn, butwhere they are rare enough to be mind-blowing when they do. Instead open world exploration now seems to be about dicking about with mods, doing dumb things and instant "wow!" with such things as dragons.

Mass Effect? What can I say - the ultimate devolution and butchery of a game. ME2 just gets away with it. It's blander and totally takes away the feeling of being a spaceship commander, but there's still enough game in there (just) to keep it on the right side of good. ME3 on the other hand just might as well not have you play it. It plays itself and the opening attack on earth is so laughably railroaded that you fear the reapers about as much as you would a few flies.
I don't know, I thought Mass Effect 2 & 3 were quite good, with 2 having one of my favorite endings. Mass Effect 1 had great exploration, and I really miss that, but lets be honest: the writing was not as good. The characters were pretty bland and uninteresting compared to the other two, and I would argue the action got better as well. If they had kept the exploration, the RPG elements, and improved the vehicle sections instead of getting rid of them, then the games would have been perfect.
 

CrazyCapnMorgan

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-Dragmire- said:
CrazyCapnMorgan said:
Allow me to add these:

Mega Man and Breath of Fire

Both by Capcom, both loved by the respective communities they have and both....devolved to nothing. At the very least, versions of Mega Man pop up in games like the new Smash Bros Brawl and Project X Zone. But Breath of Fire?

I'd have to turn on my Playstation 3 in order to find out the last time Breath of Fire was mentioned, and that was with Breath of Fire 4.
Was that Dragon Quarter? I gave up on that game because I used the transformation too much too early and can no longer complete the game unless I do a complete restart. I assumed there was a way to regain lost time on the counter at some point in the game...
I don't count that game. It went so much against what Breath of Fire was that it utterly and thoroughly disgusted me. Furthermore, that time counter thing was such a pain in the ass that it drained all of what made Breath of Fire fun. I get that in the game Ryu's supposed to have a limit to his powers...but that was the most god awful way to implement such a thing.
 

The Madman

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4RM3D said:
The old Tomb Raider games were pretty linear. You could only go 1 way and there was only 1 solution. The new Tomb Raider has a whole island to explore. The story progression is still linear, but the environment is bigger. There are still a few places with linear corridors as you described. But at the same time there are a lot of outdoor locations. The new Tomb Raiders wins in this regard.
I disagree. The new Tomb Raider has a semi-open area, but there's nothing to do in said area. It's just a pointless hub whose purpose is to give the illusion of freedom and to act as an in-between for the linear game sections whereas this is how the old Tomb Raider games worked (At their best anyway, some of the old Tomb Raider games are genuinely crap, no denying that.):

You enter a new area in which there is a short linear section for the purpose of establishing the aesthetics and core design of an area, following this section you'll eventually enter a much larger area with no real defined goal beyond 'get through X' or 'retrieve Y'. This area in many cases will be huge, and although there's usually only answer for how to accomplish said task above, how you go about it and accomplish that goal is up to you. For example the Greek temple in Tomb Raider and Tomb Raider: Anniversary, in which to proceed through the main doorway at one section requires the completion of smaller chambers each with an individual theme based on a Greek god, for examples Ares room was a dangerous platforming/timing challenge filled with swords, sharp blades, and spears whereas Poseidon's room was a clever water puzzle that involved raising and lowering the water level to get to certain places you otherwise couldn't. These sections were non-linear and could be accomplished in any order you wished while similarly even the main chamber to reach these rooms was a giant open cavern with a massive pillar in the center you needed to platform across and solve puzzles even to just reach said themed god rooms.
4RM3D said:
Most of the old Tomb Raider games rarely had any clever puzzles either. Each game had 1 or 2 interesting ones, but I wouldn't go as far as to call them clever. The new Tomb Raider has optional tombs with puzzles. Yes, most of them are pretty straightforward and not as good as the older games. But I wouldn't say that it makes the new game worse.
Have you played many of the good old Tomb Raiders, such as the original or The Last Revelation, even Anniversary? I ask because there are tons of clever puzzles in each, including the Greek temple I mentioned above. It was only through a combination of timing, platforming, and puzzle solving that you could even beat Tomb Raider, action very rarely ever figured into the combination and usually only in the form of some endangered species that needed putting down.

4RM3D said:
There is a struggle for survival. In some cases you have to run, in other cases you have to fight and in some cases you can use stealth. While the new Tomb Raider has more shooting than the previous installments, it's definitely not a shooter. Unless you want to call games like The Last of Us shooters also?
I believe when you say run, you mean QTE event where the game shows you a cutscene of Lara running while you push buttons? Or maybe those occasional sections where really all you need to do is keep pressing forward while everything explodes or falls apart Michael Bay style around you? Yeah. Survival. You're brutally killing hundreds of people, many via gruesome and pointless 'kill sequences' where Lara plants a climbing axe in someones skull or torso. It's a shooter. Half-Life has about the same amount of puzzle and platforming as the new Tomb Raider and no one calls that anything other than a shooter.

Haven't played Last of Us so can't comment there.
4RM3D said:
Making a game more grim, dark and serious doesn't automatically makes the game better. But Tomb Raider handled it well. Also...
Debatable. As mentioned above you're viciously murdering around a hundred people throughout that game, any pretense of being a serious 'coming of age' story goes out the window when you realize you're playing a violent murdering monster. Lara Croft was often stereotyped as being violent in the original games and yet you know how many humans she fights in the first Tomb Raider game?

One. One person in the entire game. In this new 'super serious dark grim' retelling you're cutting down dozens at a time and somehow expected to sympathize with this little sociopath you're playing as.
4RM3D said:
And now the reboot tries to do something else (than the previous installments ) and succeeds. Although in this era of gritty realism games it might not stand out as much.
Here's my problem with that: There are literally hundreds of third person shooters out there and many more coming soon, many of which are excellent games. Now how many other games are there like the original Tomb Raider games? None, not right now anyway. It's literally an extinct genre, this new Tomb Raider game killed it as surely as Lara Croft kills endangered tigers.

Tomb Raider used to at least try and be different, now it's just another shooter franchise. You could argue it's a good shooter, great even, but that doesn't change the fact it's just no longer the same thing.

I'm glad you like the new Tomb Raider, but let me mourn the loss of the franchise I used to enjoy.
 

Glongpre

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j-e-f-f-e-r-s said:
Ninja Gaiden

The series really peaked with Ninja Gaiden Black. That game had the perfect mix of acrobatics, platforming, and hard-as-nails combat.

Ninja Gaiden II upped the combat, but it really cut back on the platforming, which gave players less opportunity to become acquainted with Ryu's incredible gymnastic ability and acrobatics. It was a good sequel, but rather than improving all the previous elements of NGB, it just focused on one element, and polished that to a mirror sheen while everything else took a back seat.

Ninja Gaiden 3...
I agree except NG2 was awful. The obliteration technique are pretty cool I admit, but it really suffered from bullshit enemies. The expanded moveset was also cool.

For me it is Mass Effect, it goes from interesting third person shooter rpg with awesome scale, to a third person shooter with a dialogue wheel.

Street Fighter 4...that is all.
 

SageRuffin

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j-e-f-f-e-r-s said:
Ninja Gaiden 3...

Let's not talk about NG3. Even NGRE is a bit of a mess; sure it's better but that doesn't necessarily make it good.

The general consensus seems to bet that Team Ninja went to shit after Itagaki left.
 

Ihateregistering1

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Oh, and I almost forgot probably the biggest 'going backwards' game in recent memory: Diablo 3.

My God, I'll never understand what Blizzard was thinking. Severely scale back the great Gothic atmosphere of the first two games, completely kneecap almost all the elements of character creation that made the second game so great (basically the only thing you choose for your character is their equipment), add an obnoxious and annoying "sidekick", tell a crap story, require you to be always online for no reason whatsoever, and add an easily abused "real money auction house".

Thank God for Torchlight 2.
 

BBboy20

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Resident Evil.

Instead of reinventing the wheel in next-gen Resident Evil 5 ended up being a co-op focused, AI-needed train wreck, more epic then horror game despite not knowing there really was any sense of finality or the reveal of the ultimate stakes that have lead up to this point until you discovered "Ground Zero" (I am deeply amazed Capcom never coined that lair as that). It revealed the RE team had no agency of themselves and simply just followed the template that RE4's team gave. Met with mix reaction but with a universal sensation of disappointed, they claimed they would fix this shit up...up until they reveal the action parts of RE6 where it seems like they believed all the gunfire and explosions was what wanted people to play RE instead of the fact that it was the next major installment of the series.

Playing RE6, once again, it's quite apparent that they lacked agency except for the team who did the combat and successfully made a 3rd Person Shooting scheme that went with the times but also remained true to RE's personal sense of combat. Playing as Leon in those creepy office buildings is the closest thing you will ever get in wondering what playing Old-School RE is like with an OST view. Sadly they eventually regurgitated back to their RE5 selves with more explosions and gun fire (there needs to be a rule about zombies never having guns; seriously, even Visceral pull that shit in Dead Space 3). and went full-throttle on Chris' mission where you see professional gunmen trained to handle BOWs act like sitting ducks against monsters with guns like they're approaching the enemy like melee attackers instead of taking cover. The game gave the conclusion that the 600 man team was just following trends and feedback rather then what they felt was right for the series in general. 600 employees with no agency compared to Shinji Mikami's team...just sad, really.

Except for the people who did the gun aiming and moving, hire them to make the next Resident Evil since they seem to be teh only people on the team who knew what they're doing...unless those select people also implemented the cover and dodging system....