Register Now!

61 Frames Per Second

The Ten Most Adventurous Sequels in Gaming History, Part 1

Posted by Peter Smith

More than any other creative medium, videogames rely on sequels. Unlike serial fiction (television, comics) or film franchising focused on continuing narrative and familiar characters, videogame sequels — at their best, mind you — are not just the next chapter of a story or the return of a popular protagonist. The most successful gameplay designs are perfected through revision. Practice, as they say, makes perfect. And while sequel-as-business-model more often than not leads to stagnation, sometimes pandering to the audience reveals a vein of creativity richer than that found in the source material. Sometimes, a good idea needs to be demolished and rebuilt over its original foundation to become great. This week, 61 Frames Per Second takes a look at gaming's ten most adventurous sequels: direct successors that significantly alter the fundamental design, aesthetically and mechanically, of their predecessors. Some of the entries on this list are great successes, others failures. But they all broke the mold to change our ideas about play. — John Constantine

Adventure Island IV



Even as an old-school die-hard I've always been pretty indifferent to the Adventure Island series. Sure, it's solid hop-and-bopping, but without much aesthetic or architectural distinction. Does anyone feel passionately about Adventure Island, really? More people might if Adventure Island IV had come out in the States. IV melds the series's standard run-around-whacking-stuff-with-other-stuff mechanics to an ambitious Metroid-esque superstructure, in which newly acquired items must be used to open previously inaccessible sections of a large, continuous map. (The snowboard you pick up in one area gives you passage through a snowy field, and so forth.) This is a familiar tactic today — see recent Castlevania games, for example — but at the time it was unusual, and certainly not where you'd have expected a staid platforming series to go. — Peter Smith

Super Mario Bros. 2 (Super Mario Bros. USA)



Quiet down. I know Super Mario Bros. 2 is Doki Doki Panic. As soon as those sprites were transplanted into Shigeru Miyamoto's platforming follow-up to Super Mario Bros., it became a Mario game, and SMB's first true sequel. Even Nintendo went on to re-categorize Takashi Tezuka's Japan-only Super Mario Bros. 2 as little more than an expansion of SMB (it was re-released in 1993 as Super Mario Bros: For Super Players in Japan and Super Mario Bros: The Lost Levels in the west.) What's remarkable about Super Mario Bros. 2 is not its unorthodox development; it's how it warps the fundamentals of SMB (and even J-SMB2) while maintaining familiarity. The aesthetic shift from SMB risked alienating Nintendo's still-growing fan base but it made Mario and his friends even more recognizable as icons. Play wise, it expands on the multi-character abilities of J-SMB2, and re-defines progression through levels. In SMB, the goal is merely to get to the end of a series of stages and then get past Bowser at the end of castle. In SMB2, the completion of levels is usually tied to items, whether it's procuring keys to get past locked doors or retrieving a magic orb. The game also has multiple antagonists that have to be physically defeated as opposed to just avoided as with Bowser. It was also pretty adventurous to have a transgendered dinosaur in a game for kids. Risky! — JC

Final Fantasy II



The old joke is that, by rights, Final Fantasy II shouldn't even exist. In 1987, Final Fantasy was intended to be a young Hironobu Sakaguchi's swansong, an experiment in the rising role-playing genre made popular by Yuji Horii just a year before. Its success has kept the Gooch making games for two decades now, but the series, and JRPGs broadly, owes many of its enduring characteristics to the sequel that never should have been. Final Fantasy II was designed by Akitoshi Kawazu, best known for the SaGa series. While the first FF, with the exception of a few aesthetic flourishes, was more or less a clone of the first two Dragon Quests, Final Fantasy II placed an emphasis on story and character that was absent from the genre previously. Rudimentary as the tale of empire and resistance was, the story of Firion, Maria, Guy and Leon in Palemecia was a drastic shift from the western-style hero-epics that typified the genre in 1988. Kawazu also made some decidedly ill-advised changes to play. As opposed to the traditional system of gaining experience points through battle to build character's statistical attributes — a foundational aspect of role-playing games, digital and non — each action in the game improved only through use. Increasing defense requires defending against attacks, increasing attack power requires attacking, and so on and so forth. This system of growth was applied to every interactive aspect of the game and quickly became tedious. But it was one more new idea in a game full of them. — JC

Click here for Part 2.
Click here for Part 3.


+ DIGG + DEL.ICIO.US + REDDIT

Comments

No Comments

in

Archives

about the blogger

John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


Send tips to


Tags

VIDEO GAMES


partners