Every so often something miraculous comes out- a game that is either an entirely original title, or one that reestablishes a long dormant franchise to a new audience, with something brilliant and enticing to it.
Games like Metal Gear Solid and Prince of Persia: Sands of Time, highly reviewed across the board. Action epics like Devil May Cry, role-playing classics like Chrono Trigger and even 8-bit classics like The Legend of Zelda and Super Mario Bros.
Games that shine as pillars among the wasteland as to why gaming is great.
Then comes the sequel.
This isn’t a problem for everything of course, but it seems like there’s been so many cases where something great comes out and what makes it great is inevitably marred in some way by the need/demand to follow it up.
I’m going to go into a few examples, but the best one is probably Devil May Cry 2. Capcom had a hit with the first DMC- they knew it and pushed hard for a sequel. A sequel handled by a different team with a different art style, and beyond a few trademark moves felt barely like the original.
The game was offensively easy, the graphics were muddy and uninteresting, and Dante himself was reduced from a largely upbeat wise-cracker to a quiet, surly jerk. It’s like he got in touch with his inner Squall Leonhart.
The team who handled this game clearly had no idea what made the first game great and weren’t given a lot of time to find out.
Embarrassingly enough, I bought the game when it came out. I heard the cries, the warnings, and I thought to myself “It couldn’t possibly be that bad.” But it was. It was bad. Sickeningly bad. It was so bad that I refused to buy DMC3 until it dropped to the $20 mark, not because I felt the game could possibly be bad (the buzz all around was decidedly positive), but because I was honestly under the impression that Capcom owed me money.
The hardest thing to talk about this game is that as a sequel and just as a game in general, there’s so much wrong with it, that it’s ridiculous. It feels like such an unrelated title that it seems like it’s only related by the grace of Dante himself. And he ain’t that graceful here.
Let’s look at something with a little more meat: Prince of Persia: Warrior Within. PoP2 provides more substance because there’s a clear process as to what went wrong with it- and while the game isn’t fundamentally bad, it isn’t fundamentally as good either.
The original PoP of the last gen. was praised across the board- the graphics were beautiful, the gameplay was brilliant and the story was meaningful. In fact, the only point of contention was the combat system- which was in no way bad, merely limited in scope.
So when the developers took the sequel to task, they tried to revamp the combat system. Okay, that’s fine. Then they decided to make the sequel all about the combat system.
Uh…
Then they decided to cater the game to the people who didn’t buy the first one by adding high concept stuff like: Blood. Swearing. Cleavage. Angry brooding ‘heroes’. Rock music. Lots and lots of fighting. A less charming actor for the Prince.
Now, it’s one thing to try and make your game more appealing to people who didn’t like the first one- but you don’t do that by making your game so completely less appealing to fans of the original in the process.
Now, I’ll grant, PoP2 is an extreme case- most designers don’t violate the trust of their original audience quite so explicitly. Most do it by accident, not by design.
In its defense also, PoP2 was still playable. It was rushed. It was buggy. Whenever the characters moved their mouths the sight was so horrific that I was certain I was about to be sucked into hell- but the game was playable and largely fun, which is more than I can say about DMC2 which technically so much more polished but technically so much worse to ‘experience.’
In fact, a fair number of flawed sequels are still perfectly playable. Take Metal Gear Solid 2: Sons of Liberty for example.
I’ve probably played MGS2 more than any other game in the series, despite the fact it’s my least favorite. The gameplay itself was a logical but well structured improvement over the original game, and while I think Snake Eater in particular did a lot of stuff I favor and Guns of the Patriots was a technical marvel, I so happened to have one summer which I ran through MGS2 a couple dozen times, deviously refining my technique until no guard would ever see me and nobody would ever die- only sleep a deep, never-ending sleep.
It’s just that the story blew chunks.
The story of MGS2 starts as a sequel and then becomes a side story which is kind of a sequel and slowly becomes a little connected again to the actual plot until you realize that it’s conspiracy theory schlock with a sci-fi edge that won’t be rationalized until the next two games come out, one to explain how we got here and another to explain where we’re going.
Much of the problem drawn is that MGS2 seemed fundamentally confused as to what kind of sequel it was. After all, we have many sorts of sequels.
We have the Final Fantasy sequels which really just rely on names, creatures and a guy named Cid but are otherwise entirely unconnected in terms of history and location. We have continuity heavy sequels like what comprised a large portion of the Legacy of Kain series where everything is tied so snugly together that if you tried jumping into the game late you’d just be very, very confused. Then we have episodic sequels, where the games are connected but written so that you can hop into a later installment without being completely confused like, say, the Jak & Daxter series.
MGS2 started as the latter, picking up a few years after the original, filling in the gaps… then suddenly became a Final Fantasy game about Raiden taking on a totally new team of terrorists, trying to confuse the player in the process with startling plot twists which are completely spoiled in the process based on the fact that you had to play the Tanker chapter first so you pretty much know all the accusations of Snake sinking the tanker are total bullshit…
And then! the game turns around and goes overboard with the continuity, turning the whole Raiden story into a (not so) clever rehash of the first game’s plot and concepts with enough overdrawn conspiracy rhetoric to make Amy Hennig (Legacy of Kain’s writer) raise an eyebrow.
The short hand is that the game never knew what it was, and it showed.
Chrono Cross had a similar problem; it never knew what it was until after the final boss fight. It suddenly realized it barely qualified as a sequel on every possibly level until you beat the final boss, the Dragon God, at which point the game exclaimed “$%^&! I’ve got a legacy to uphold!”
At which point CC drew in as much BS about Schala and clone daughters and anything else that it could as if to exclaim “See! See?! I’m a sequel!”
It barely qualified.
Not all games have such a severe case of identity crisis. Sometimes a sequel tries to be something new. Sometimes it’s considered to fail miserably.
Take Zelda II: Adventure of Link way back in the NES days. It maintained enough staples of the first game to fairly qualify as a sequel, but it also was so completely different that many people dislike it not necessarily on its own merits as a game, but because it was so completely not what the first game was, or what any game in the series since has aspired to be.
It made a jarring number of changes- it replaced the overhead dungeons with side-scrolling, platforming environments. It added magic spells and experience for leveling up. Link was not the last young man on the planet.
All in all it actually came together as a perfectly good game. It’s just not what people wanted in a sequel, and what people want in a sequel is a degree of familiarity. It’s not to say designers can’t do something new or shouldn’t do something new, but it seems that when one invests in a trustworthy name they expect a trustworthy experience.
This is actually the case with a lot of games and their sequels, but it also begs to ask would a game be better if it wasn’t a sequel? Would it be worse?
Devil May Cry 2 might be the best one to look at objectively. Beyond a few physical traits, Dante barely resembles his former self. There’s no real connection to the first game’s story at all, and what’s there is easily omitted or overwritten. The combat style could be argued to ‘borrow’ from DMC1 more than anything else- the combo system is more limited and less intense.
It’s entirely possibly if the designers simply had removed Dante and changed the name it could’ve been an entirely different title and no one would’ve batted an eye. Of course, it probably also would’ve sold less without the DMC name since it would still suck.
Of course, you can’t do this with everything. MGS2 still plays heavily like an MGS game with or without Snake (which it did largely without him). Similarly, as much as Prince of Persia: Warrior Within was for all intentions a deep cutting betrayal, it still handled very much like a PoP game- in fact, if it had been a different Prince entirely it probably would’ve made more sense than claiming the protagonist to be the Sands of Time Prince.
It seems like problems such as these come about because someone higher up just doesn’t understand their target audience.
Take Super Mario Bros. 2. Which game you think of depends drastically on where you live and what you know. If you live in Japan then you’ll think of a game similar to the first one, but with new features and a much meaner streak in design.
If you live in the U.S., which is more likely given this blog is only available in English (no one’s licensed GamEntropy for international distribution, sadly) then you know a game where you plucked turnips out of the ground and sometimes went into subspace.
Many people in the U.S. dislike their version of SMB2 because it was not similar enough to the original game. It’s not because it was a bad game, but because to them it was not a Mario game. If we had gotten the original version of the game, Doki Doki Panic, the game would’ve been exactly as good as it is now and no one out here would’ve played it because it wasn’t Mario.
Obviously this sort of switch out is harder to do these days- you can’t just swap out the character sprites, change the opening text and be done with it (unless you worked on DMC2, possibly). But it says something about how an audience interprets a game and what a sequel really means.
A sequel being bad isn’t necessarily the result of a rush job- it can be, such as with PoP2, which was released roughly a year after the first one, and it showed. At the same time, MGS2 had about 3 years and was perfectly polished yet full of bad ideas.
Part of the trouble with doing a sequel is trying to make it like the original but not like the original. It does need to feel like it’s connected to the original entry (otherwise, admittedly, you have Zelda II), but it needs to be different enough to justify moving forward into a new installment so it doesn’t feel like rehash.
A symptom of this may also come from developers trying to challenge themselves while keeping the audience happy- other cases may come from developers handed a task to do instead of working on what they want.
Regardless, once development for a sequel starts responsibility does fall on them to choose the best point between the rifts of old and new to let the sequel bridge. If one side ends up longer than the other, then well, the whole bloody thing turns out uneven.