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TMFK

Joined: 29 Aug 2009 Location: At Work
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Posted: Wed Apr 23, 2014 4:14 pm Post subject: The Best Sequel |
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Have we done this topic, already?
Let's talk about the best video game sequels – not necessarily the best game-that-happens-to-be-a-sequel, but the game that best refines and isolates the successes of its antecedent while also expanding into new territories.*
My personal go-to is Pokemon Silver/Gold. To me it was the ultimate second draft sequel, maintaining everything that worked about the first game and fixing all the things that didn't. Now you have hot button to assign your fishing rod or bike to. Oh hey! They added a calendar and day/night cycles, so you can have special events! Wow! They added a bunch of new, cool Pokemon! Probably some other stuff that I forget!
I'm predicting that some of you guys will want to write about SMB3, Sonic 2, and Megaman 2 as well, but I leave that to you.
So what's your favorite sequel and why? |
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TMFK

Joined: 29 Aug 2009 Location: At Work
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Posted: Wed Apr 23, 2014 4:18 pm |
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*Of course, this is a particular interpretation of what makes a "good" sequel. In theory, I'm really fond of that period when Nintendo was still figuring out how to make sequels to their successful franchises. I'm not a big Zelda II fan (so hard!), but I think it's really cool that Miyamoto threw "Action" and "RPG" into a centrifuge and made a game that has very pure representations of both genres. Not to mention that it's a very mysterious, punishing interpretation of adventure, and those are two rare and wonderful qualities for a game to have.
Similarly, I am a huge fan of SMB2j, and I also think that's a really cool interpretation of what a video game sequel might be. "Well, this is for people who beat the first game, right? So we'll design the sequel as challenge levels for people who have mastered the first game (because if you haven't mastered the first game, why are you seeking out a sequel). Hey! And what if instead of just being harder in terms of the level design grammar we created in the first game we add a sort of lateral thinking element by purposely making the levels counter-intuitive and punishing you for doing what the first game taught you?"
Interestingly, in both cases, the third game in the series was the "true" sequel (as far as fans are concerned)--more along the lines of what I described in my OP. But--man--on a theoretical level, I love the concept that a sequel should be a reaction to the first game, rather than a revision/expansion of the proof-of-concept of the first game. That attitude also isolates how interesting the question of a video game sequel is.
Unlike primarily narrative media, in which it's assumed that the author will simply continue their narrative with "what's next" scenarios, a video game sequel tends to be an expansion (or reaction) to the previous game's formal elements. Of course, now "what's next" narratives are often the thing as well, but players still expect a formal link.
In that sense, video game sequels feel less like movie sequels than, like, a sequel song or the concept of a sculpture being a sequel to another sculpture.
Hm. It might also be interesting to talk about the Pre-NES/Master System sequels. Ms. Pacman is probably the ultimate, right? I think of that attitude to sequels as being, "Uh. I guess I'll add more levels and tweak some of the movement, and add some features...." But I'd be interested in some novel examples. |
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TMFK

Joined: 29 Aug 2009 Location: At Work
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Posted: Wed Apr 23, 2014 4:20 pm |
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| Is EDF2017 the best EDF game? It's the only one I played, but it really feels like a refinement of previous systems. Plus, I can't imagine the game working nearly as well without the extra processing power of the 360. I guess the previous versions were less hoardy? |
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Wed Apr 23, 2014 4:25 pm |
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| I'm enjoying 2025 over 2017, to be honest. |
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Ronk saucy Scott Pilgrim fanfic

Joined: 29 Dec 2008
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Posted: Wed Apr 23, 2014 5:13 pm |
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| TMFK wrote: |
| Similarly, I am a huge fan of SMB2j, and I also think that's a really cool interpretation of what a video game sequel might be. "Well, this is for people who beat the first game, right? So we'll design the sequel as challenge levels for people who have mastered the first game (because if you haven't mastered the first game, why are you seeking out a sequel). Hey! And what if instead of just being harder in terms of the level design grammar we created in the first game we add a sort of lateral thinking element by purposely making the levels counter-intuitive and punishing you for doing what the first game taught you?" |
they actually did this again with Super Mario Galaxy 2, which seemed mostly filled with challenge levels based on ideas in the first game (plus Yoshi!), but with a lot fewer superfluous bits. i'm wondering if New Super Mario Bros. 2 for the 3DS is also like this. i guess you could also count We Love Katamari in here too, as it's a refinement of the first game's concept with newer more interesting levels.
i remember reading a review/article maybe written (i think?) by anna anthropy that talks about Super Gunstar Heroes for the GBA being basically a "back to the drawing board" tighter, more streamlined version of Gunstar Heroes. i haven't played the GBA one, so i'm not too sure, but i've always wanted to give it a shot if that was the case.
this is a very interesting example of this type of game sequel when compared to Sonic CD. two games that were developed at the same time, by different teams, both headed by guys who worked on the original, but with different philosophies about what should be improved on in the next version. Sonic CD was built on exploration of the levels using the ball rolling momentum of the first, with more thoughtful and careful consideration for how quickly you progress through a stage (especially if you wanted a "good" ending). Sonic 2, on the other hand, seemed to be more in line with the people who liked to gun through levels as quick as they can, making stages larger and less restrictive and easier to flow through. _________________
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Wed Apr 23, 2014 5:17 pm |
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I'm not going to postulate "best," but Half-Life 2 is I think a really clear example of this. The first game started to introduce scripted sequences, friendly AI, setpieces within mostly linear, propulsive level design, and something resembling a "real story" in the context of an FPS. But it still bore the stamp of its Quakey origins in its wacky weapons and narrative focus on the "solo mission." HL2 is a refinement of all the elements that HL1 introduced and made it famous, and a culling of the remaining detritus that linked it to its Quake forbear - such a refinement in fact that HL2 essentially founded an entirely new subgenre of FPS. _________________ Let's Play, starring me. |
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Ni Go Zero Ichi

Joined: 10 Sep 2011
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Posted: Wed Apr 23, 2014 6:15 pm |
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SMB2 US> JP
The "reimagine the whole game experience outside of the most basic defining mechanical and aesthetic elements" style of sequel-making is vastly preferable in my book to the "challenge level add-on pack" model. Of course, both of these are distinct from the far more standard "refine and expand" model that tends to be the dominant paradigm for video game sequels.
Come to think of it, I think all of my favorite sequels - in media generally, not just in video games - are "responses" to the preceding work, though not quite in the way TMKF describes. Metal Gear Solid 2, The Legend of Zelda: The Wind Waker, and Chrono Cross - three of my favorites - are each a formal and thematic response to a monumental predecessor, ruminating on that game's implications while expanding its world. They all connect to their predecessors in unique and meaningful ways that would not be possible were they designed as stand-alone products, while still retaining their autonomy as independent works; and this, to my mind, is what defines them as good sequels, and not just good games that happen to be sequels. _________________ Just another savage day on Planet Earth. |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Wed Apr 23, 2014 6:43 pm |
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SMB2 US is a sprite-swap of a preexisting game. I think it's a re-imagining only if you pretend the other thing never happened.
I'm with you on preference for what a sequel does, though. |
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TMFK

Joined: 29 Aug 2009 Location: At Work
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Posted: Wed Apr 23, 2014 7:10 pm |
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Apparently, it's also tweaked to have more polish or something, but yeah.
It would be really cool if it were actually designed as a Mario game, though, because, yeah: that would be an interesting response sequel. Of course, it kind of has a stronger Mario lineage than SMB2j, since Doki Doki Panic was an R&D1 game, and SMB2j was designed by the janitor on an lunch break or something. Does anybody know who actually made it? Huh. Some Mario wiki says Miyamoto was one of the directors, but that's contrary to what I've always heard.... |
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TMFK

Joined: 29 Aug 2009 Location: At Work
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Posted: Wed Apr 23, 2014 7:18 pm |
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| Ronk wrote: |
| this is a very interesting example of this type of game sequel when compared to Sonic CD. two games that were developed at the same time, by different teams, both headed by guys who worked on the original, but with different philosophies about what should be improved on in the next version. Sonic CD was built on exploration of the levels using the ball rolling momentum of the first, with more thoughtful and careful consideration for how quickly you progress through a stage (especially if you wanted a "good" ending). Sonic 2, on the other hand, seemed to be more in line with the people who liked to gun through levels as quick as they can, making stages larger and less restrictive and easier to flow through. |
Whoa, I didn't realize! Very interesting indeed! I've never played Sonic CD, but I always play Sonic 2 like a Mario game. I guess you get a points bonus that can lead to an extra life for going fast, but--I mean--you miss so much, especially if you're playing Knuckles. I was trained by Mario to memorize every secret nook and cranny of a level, and the idea of blazing past them in a Sonic game...I, like, can't do it. I feel this nagging sense that I'm skipping the fun parts. |
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Gideon Zhi

Joined: 05 Dec 2006
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Posted: Wed Apr 23, 2014 7:21 pm |
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| TMFK wrote: |
| Is EDF2017 the best EDF game? It's the only one I played, but it really feels like a refinement of previous systems. Plus, I can't imagine the game working nearly as well without the extra processing power of the 360. I guess the previous versions were less hoardy? |
I'd actually argue that 2017 is a step back. It removed the flyer class that EDF2 PS2 had and didn't really add anything to replace it. The framerate for the PS2 and PS360 versions are roughly matched as well; best guess is that the added extra polygons and all the hi-def bells and whistles in the PS360 versions are what perpetuated the framerate hiccups. 2025, however, is pretty decent as sequels go - it's lots more of the same, only at a much faster pace. They introduce the four-legged walker about 15 missions in instead of around 30-40; there's a lot less filler and a lot more new stuff that appears at a fairly rapid pace. The flyer class is brought back along with the addition of a support class and a heavy, and internet multiplayer has been added as well. It's pretty good.
My personal vote here though would be Megaman X. It takes all of the stuff from the original series and adds a highly-mobile vertical element to movement, adds character upgrades that could forseeably influence your progression through stages, adds exploration elements for discovery's sake. But personally, my favorite element of X is something that unfortunately was never replicated, and that's stage alteration based on defeated bosses. Flame Mammoth's stage freezes over when Chill Penguin is defeated; Sting Chameleon's floods when Launch Octopus is defeated. Stuff like that. And the inventive boss introductions, like the airship in Storm Eagle's stage - again, stuff that largely gets pushed aside as future entries land. _________________
Aeon Genesis ~ Ambassador Thorman great man! I do anything he say! |
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BenoitRen I bought RAM

Joined: 05 Jan 2007
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Posted: Wed Apr 23, 2014 7:21 pm |
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Mega Man X, of course. _________________ Get Xenoblade Chronicles!
| udoschuermann wrote: |
| Whenever I read things like "id like to by a new car," I cringe inside, imagine some grunting ape who happened across a keyboard, and move on without thinking about the attempted message. |
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1CC

Joined: 08 Oct 2010
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Posted: Wed Apr 23, 2014 7:24 pm |
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| TMFK wrote: |
| Is EDF2017 the best EDF game? It's the only one I played, but it really feels like a refinement of previous systems. Plus, I can't imagine the game working nearly as well without the extra processing power of the 360. I guess the previous versions were less hoardy? |
How can you even? I mean what? No!
2017 was such a HUGE letdown after the 2nd game. It was EDF1.5 instead of the EDF3 I wanted. Insect Armageddon was meh as well. Zangeki no Reginleiv was excellent, but fantasy-EDF is not quite EDF. It was not until 2025 that we got a true sequel.
Edit: Gideon Zhi beat me to it. |
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TMFK

Joined: 29 Aug 2009 Location: At Work
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Posted: Wed Apr 23, 2014 7:30 pm |
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| Oh yeah, I played Insect Armageddon, actually. But. Yeah. I think we all knew what we were getting there. I've always suspected that I wouldn't like the classes in the older games, since a large part of my enjoyment of 2017 is how streamlined and jump-in-and-play it feels. You guys are making me pretty excited for 2025, though. I was planning to wait for it to be $20, but maybe I'll just bite the bullet at $40. |
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1CC

Joined: 08 Oct 2010
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Posted: Wed Apr 23, 2014 7:36 pm |
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Have you not played Co-Op? Every player being its own class adds a lot.
| Gideon Zhi wrote: |
| 2025, however, is pretty decent as sequels go - it's lots more of the same, only at a much faster pace. They introduce the four-legged walker about 15 missions in instead of around 30-40; there's a lot less filler and a lot more new stuff that appears at a fairly rapid pace. |
Yeah, they really mixed things up more. It feels a bit disjointed and random even. Nearly every level takes place in a new location against new enemies, but that variety helps the game a lot. |
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Glam Grimfire

Joined: 16 Dec 2011 Location: the funky western civilization
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Posted: Wed Apr 23, 2014 7:54 pm |
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is it considered passe to mention metal gear solid 2 _________________
##SKELETON PARTY (new article as of 04/26/14)Grim |
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TMFK

Joined: 29 Aug 2009 Location: At Work
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Posted: Wed Apr 23, 2014 7:56 pm |
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| Haha, I only play co-op! I didn't play Armageddon enough to get a good feel for the classes, and I'm used to 2017, so it felt like an overcomplication (even though I knew the previous games had classes). One of the things that keeps me from playing games these days is the feeling that I have to invest myself in them. The games I find myself playing are games that feel like I can jump in and out without dedicating much thought. It's sort of a mental real estate thing, measured in time. 2017 felt perfect to me, because it seemingly requires no thought/time investment, but then of course you can get really into it, create your own strategies, and play for an entire day. I call games that you can happily play for 10 minutes or 8 hours "accordion games," and 2017 was a really good one. 2025 might work like that once I'm used to the classes, but I imagine it's not quite the same as the simplicity of 2017. I won't know until I check it out! |
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TMFK

Joined: 29 Aug 2009 Location: At Work
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Posted: Wed Apr 23, 2014 7:57 pm |
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| Glam Grimfire wrote: |
| is it considered passe to mention metal gear solid 2 |
Wouldn't that be a bold move? I thought fans hated it or something? Anyway, 2501 already brought it up, so go nuts! |
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Ronk saucy Scott Pilgrim fanfic

Joined: 29 Dec 2008
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Posted: Wed Apr 23, 2014 8:00 pm |
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| TMFK wrote: |
| Ronk wrote: |
| this is a very interesting example of this type of game sequel when compared to Sonic CD. two games that were developed at the same time, by different teams, both headed by guys who worked on the original, but with different philosophies about what should be improved on in the next version. Sonic CD was built on exploration of the levels using the ball rolling momentum of the first, with more thoughtful and careful consideration for how quickly you progress through a stage (especially if you wanted a "good" ending). Sonic 2, on the other hand, seemed to be more in line with the people who liked to gun through levels as quick as they can, making stages larger and less restrictive and easier to flow through. |
Whoa, I didn't realize! Very interesting indeed! I've never played Sonic CD, but I always play Sonic 2 like a Mario game. I guess you get a points bonus that can lead to an extra life for going fast, but--I mean--you miss so much, especially if you're playing Knuckles. I was trained by Mario to memorize every secret nook and cranny of a level, and the idea of blazing past them in a Sonic game...I, like, can't do it. I feel this nagging sense that I'm skipping the fun parts. |
you might get a kick out of Sonic CD then. lots of nooks to explore, across 3 different versions of the same level (past, present, future), not to mention different variations of past and future depending on how good you did in the previous acts.
Yuji Naka left Sonic Team to work on Sonic 2 with STI in America while Naoto Oshima (the designer of the Sonic character) stayed in Japan and directed Sonic CD. it's a little interesting to think about what would've happened if they stayed together to work on the sequel with the complete original team. (probably still more like Sonic 2 but with the time travel)
| BenoitRen wrote: |
| Mega Man X, of course. |
seems like a lot of SNES games fall under this as well. Super Metroid, Super Castlevania IV, Super Punch-Out!, Super Mario World, etc. _________________
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Glam Grimfire

Joined: 16 Dec 2011 Location: the funky western civilization
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Posted: Wed Apr 23, 2014 8:04 pm |
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To be honest, I don't think Super Castlevania IV is 'the best sequel' because of the weird direction it went in its design. Rondo of Blood is way better for doing Castlevania with more....of..it...
That was stated kind of in an inarticulate way, but I hope you guys get what I mean.
Super Metroid though? yeah. Yeah. _________________
##SKELETON PARTY (new article as of 04/26/14)Grim |
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Ronk saucy Scott Pilgrim fanfic

Joined: 29 Dec 2008
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Posted: Wed Apr 23, 2014 8:08 pm |
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| TMFK wrote: |
| Glam Grimfire wrote: |
| is it considered passe to mention metal gear solid 2 |
Wouldn't that be a bold move? I thought fans hated it or something? Anyway, 2501 already brought it up, so go nuts! |
fans hated it because you only played Solid Snake in the tanker missions and spent the rest of the game as Raiden, who was perceived as less "cool". the entire pre-release hype for the game made it seem like it was only Snake, which is just something i don't think you can really pull off in a mainstream title anymore. it was taking what MGS fans wanted out of a sequel (a bigger, better version of the same thing) and deconstructing everything, at the expense (and sometimes mockery) of the player's expectations.
Adilegian covered all of this really well in his write-up about it. _________________
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Toptube Anti-cabbage Party Candidate
Joined: 23 Apr 2007
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Posted: Wed Apr 23, 2014 8:31 pm |
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| but Snake Eater is the best MGS, so..... |
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Take It Sleazy

Joined: 06 Dec 2006
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Posted: Wed Apr 23, 2014 8:57 pm |
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If were talking about the job of a sequel as something like refining, expanding, and streamlining the mechanics and also taking an aesthetic leap forward than my head agrees with Pokemon 2 and Megaman X and Mario 3 and GTA III as good "official" choices to put on a listicle of the Top 10 Best Sequels
But my heart of hearts says San Francisco Rush 2049 is the best |
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Take It Sleazy

Joined: 06 Dec 2006
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Posted: Wed Apr 23, 2014 9:07 pm |
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| What about sequels like Super Mario 64 or Tony Hawk's Pro Skater 2 or NFL2K4 that are good enough to make entire genres of games feel like they are trying to play catch up for a year or five. That's a hell of a trick. |
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Brooks

Joined: 08 Apr 2007 Location: peak caucasity
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Posted: Wed Apr 23, 2014 9:19 pm |
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JSRF gave me everything I liked from JSR and much less of what I didn't
They upped they scale and lost the timer, and that has consequences but I think they stepped up to it
Probably still my favourite sandbox game (that isn't really a sandbox game) |
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TMFK

Joined: 29 Aug 2009 Location: At Work
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Posted: Wed Apr 23, 2014 9:37 pm |
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| Glam Grimfire wrote: |
To be honest, I don't think Super Castlevania IV is 'the best sequel' because of the weird direction it went in its design. Rondo of Blood is way better for doing Castlevania with more....of..it...
That was stated kind of in an inarticulate way, but I hope you guys get what I mean.
Super Metroid though? yeah. Yeah. |
Yeah, I definitely disagree with the idea that Super Punchout! and Super Mario World are beloved expansion sequels, along the lines of Super Metroid and Link to the Past. I feel like Super Punchout! needlessly complicated things and lost some charm (and I think that's the general consensus?), and I agree with the "it's a toy box full of bullshit" (or whatever the Toups quote was) image of Super Mario World. World was them trying to go in a slightly different direction and try something new with the series. Now I guess Mario games comes in World, Galaxy, Land and Bros. flavors. I think Gorby hit the nail on the head when he described Super Mario Land as the Disney-Landification of the Mario series, and I Mario World is sort of the Disney-Worldification. I...really kind of hate it. |
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TMFK

Joined: 29 Aug 2009 Location: At Work
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Posted: Wed Apr 23, 2014 9:39 pm |
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Haha, I just realized that for me Sonic is all about poking around and getting every little secret and Mario is about running as fast as you can. I guess I still get all the secrets, but a lot of the secrets are about skipping half the levels.
So in my mind, the game design of Mario is about speed and the game design of Sonic is about pokey exploration. |
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Brooks

Joined: 08 Apr 2007 Location: peak caucasity
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Posted: Wed Apr 23, 2014 9:42 pm |
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| Or at least in Sonic I'm made to feel more that I'm missing out on... a thing by charging ahead |
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another god
Joined: 04 Dec 2006
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Posted: Wed Apr 23, 2014 10:06 pm |
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Street Fighter 2 _________________ interdimensional |
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Ni Go Zero Ichi

Joined: 10 Sep 2011
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Posted: Wed Apr 23, 2014 10:10 pm |
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| TMFK wrote: |
| Glam Grimfire wrote: |
| is it considered passe to mention metal gear solid 2 |
Wouldn't that be a bold move? I thought fans hated it or something? Anyway, 2501 already brought it up, so go nuts! |
Nearly all of my favorite sequels were/are notorious for polarizing "the fans", which… probably says something.
Also: re: Super Mario World: heretics, the lot of you. World is my favorite Mario, and it's Miyamoto's too. _________________ Just another savage day on Planet Earth. |
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another god
Joined: 04 Dec 2006
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Posted: Wed Apr 23, 2014 10:16 pm |
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If you're going to mention Metroid sequels, the obvious answer is Metroid 2 _________________ interdimensional |
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Dark Age Iron Savior king of finders

Joined: 06 Dec 2006 Location: Spacecraft, Juanelia Country
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Posted: Wed Apr 23, 2014 10:42 pm |
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the original Shiren was marketed as Mystery Dungeon 2 (after the Torneko game) - if we count that, it stands out as an exceptional sequel, greatly improving on nearly every single area while also dropping the biggest selling point of the original (the Dragon Quest license).
To a lesser degree, Samurai Kid takes the rough, experimental design of the GBC Hammerin' Harry game and refines it into something much tighter and more fiendish, without really altering the core concepts (except level flow) that much. |
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Tulpa

Joined: 31 Jul 2008
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Posted: Wed Apr 23, 2014 10:45 pm |
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| Brooks wrote: |
JSRF gave me everything I liked from JSR and much less of what I didn't
They upped they scale and lost the timer, and that has consequences but I think they stepped up to it
Probably still my favourite sandbox game (that isn't really a sandbox game) |
hi5 this is exactly how I feel
Mother 3 is a really obvious choice for this thread, and it's one I think that deserves mention.
F-Zero GX, another fairly obvious choice, basically a perfect sci fi racing game _________________
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Winona Ghost Ryder lives in a monochromatic world

Joined: 04 Dec 2006
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Posted: Wed Apr 23, 2014 11:14 pm |
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| Resident Evil 4 |
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notbov

Joined: 14 Feb 2009
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Posted: Wed Apr 23, 2014 11:52 pm |
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Left 4 Dead feels like a skeleton in comparison to L4D2 unless you just want the unmessed versus mode. the best part is, since they ported the original's maps to the sequel, you can go ahead and compare it for yourself and realize that, yes, a lot of the changes and additions in terms of mechanics, special infected and map design make it a far meatier game.
also, Sin & Punishment 2. _________________
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Thu Apr 24, 2014 1:25 am |
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| TMFK wrote: |
| So in my mind, the game design of Mario is about speed and the game design of Sonic is about pokey exploration. |
Welcome to Insertcredit 2006??? _________________ Let's Play, starring me. |
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Felix unofficial repository
Joined: 04 Dec 2006 Location: vancouver
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Posted: Thu Apr 24, 2014 1:37 am |
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I can't believe we're back to the ic Mario World discussion, that was always one of my favourite topics to be arbitrarily invested with tremendous crypto-pixel significance
(for the record I think Mario World is pretty great, and I probably couldn't be bothered to pick between it or SMB3. I also couldn't really choose between any of the 16-bit Sonic titles but as I've mentioned before I only really like about a third of each of them and I'm still waiting for someone to make a greatest hits romhack.)
anyhoo I agree with nearly all of this thread. MGS2 and MGS3 are both equally solid on this measure (all of the PSX Final Fantasies as well to a lesser extent). also: SC2K, Riven, TIE Fighter (without even mentioning Warcraft 2, Starcraft, or Mechwarrior 2 because I don't dig them as much, it's pretty clear that 90s PC sequels were pretty much all incredibly worthy). Melee is another boring answer no one's mentioned yet, as is Dark Souls as a successor to Demon's (I had actually assumed this topic was made in response to DkS2, which as I've said in the other thread is actually fairly intelligent/effective as a sequel, though I don't think it's enough of a straightforward improvement to qualify here). I like to consider Rhythm Tengoku a sequel to the original WarioWare and the GBA original is definitely brilliant enough that I'd count it here though I think that's just me. |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Thu Apr 24, 2014 1:49 am |
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Melee is a great choice. Its time of appearance and its offerings compared to the first game are something that I don't think'll ever be duplicated, at least in the current history of videogames. From one legitimate perspective, yeah, it's a pure explosion of kitsch, but I think it's the good kind of kitsch, or a kitsch with the right kind of presentation. And I can't ignore how much time I spent with it.
I figured when we were talking about sequels we were only talking about the second game in a series. |
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TXTSWORD

Joined: 25 Aug 2010
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Posted: Thu Apr 24, 2014 2:02 am |
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| doesnt dks2 hve enough threads guys |
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Ni Go Zero Ichi

Joined: 10 Sep 2011
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Posted: Thu Apr 24, 2014 2:43 am |
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Yeah Melee is beyond exemplary for the "refine and expand" category of sequels. I can't think of anything else that did both so spectacularly. _________________ Just another savage day on Planet Earth. |
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Thu Apr 24, 2014 2:55 am |
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Would heavily disagree that DkS is a linear refinement/expansion of DeS. It has relative strengths and weaknesses and I can't really decide which game I like better. (Though I spent many, many more hours on Demon's.) _________________ Let's Play, starring me. |
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