History EarlyInstallmentWeirdness / VideoGames

30th Nov '16 12:41:04 PM Lemia
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** Additionally, Dale Vandermeer, Mr. Crow, and Mr. Owl - characters who all turn out to be extremely important to the larger plot and make frequent appearances in later games - aren't introduced until ''Case 23'', the fifth game of the series.
29th Nov '16 11:55:14 AM Beed28
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** Game mechanics: You go straight to Small Mario when you get attacked as Fire Mario instead of to Super Mario first, and unlike Japanese ''VideoGame/SuperMarioBros3'' and ''VideoGame/SuperMarioWorld'', where this also happens, there is no VideoGameRemake that changed this (both ''All-Stars'' and ''Deluxe'' kept it in). You can't [[GoombaSpringboard get extra jump height from bouncing off enemies]] (you can starting with ''Lost Levels'') which may lead to some DamnYouMuscleMemory. The closest these has come to being altered is in ''VideoGame/SuperMarioMaker'', and only to make it consistent with the ''Super Mario Bros. 3'', ''Super Mario World'' and ''New Super Mario Bros. U'' themes.

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** Game mechanics: You go straight to Small Mario when you get attacked as Fire Mario instead of to Super Mario first, and unlike Japanese ''VideoGame/SuperMarioBros3'' and ''VideoGame/SuperMarioWorld'', where this also happens, there is no VideoGameRemake that changed this (both ''All-Stars'' and ''Deluxe'' kept it in). You can't [[GoombaSpringboard get extra jump height from bouncing off enemies]] (you can starting with ''Lost Levels'') which may lead to some DamnYouMuscleMemory. The timer also ticked away at a much faster rate than in later games, making it almost necessary to speedrun the few lengthy levels and almost spelling certain death if you kept taking the wrong path in some of the more labyrinthe castles. The closest these has come to being altered is in ''VideoGame/SuperMarioMaker'', and only to make it consistent with the ''Super Mario Bros. 3'', ''Super Mario World'' and ''New Super Mario Bros. U'' themes.
20th Nov '16 2:15:08 AM Kadorhal
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* The first two ''VideoGame/BloodyRoar'' games have in-depth story modes that are absent in the later titles. They -- and ''2'' in particular -- are also generally considered vastly superior to the later titles by fans, in part because of this. The first game also doesn't have Beast Drives.

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* The first two ''VideoGame/BloodyRoar'' games games, the second in particular, have in-depth story modes that are absent in the later titles. They -- and once again ''2'' in particular -- are also generally considered vastly superior to the later titles by fans, in part because of this. The first game also doesn't have Beast Drives.Drives or secret characters (at least not one that can be unlocked and played as), and features a few characters who didn't reappear in later games (although most were [[{{Expy}} replaced by characters with similar movesets]]).



** Even then, there was no confirmed plot connection between ''Postal'' and ''Postal 2'', until ''Postal 3'' finally confirmed that it was the same character. But ''Postal 3'' has since been disowned by the developer with promise to make a new game in its place.

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** Even then, there was no confirmed plot connection between ''Postal'' and ''Postal 2'', until ''Postal 3'' finally confirmed that it was the same character. But ''Postal 3'' has since been disowned by the developer developer, with a promise to make a new game in its place.
20th Nov '16 2:06:25 AM Kadorhal
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* The original ''VideoGame/FarCry'' is a rather different game compared to the sequels. For one, the original game follows a linear level-by-level progression, while the sequels are WideOpenSandbox games with much more action-adventure and RPG elements. There are no sidequests to take on, no villages with friendly [=NPCs=], and the last half of the game takes a sudden shift from fighting mercenaries to fighting mutants created by science. It's also the only entry in the franchise to be developed by Crytek rather than in-house at Ubisoft. Even so, it should be noted at least a few select elements from the first game showed up in the sequels, like the tropical island setting was revisited in ''VideoGame/FarCry3'', as was the "throwing rocks" stealth mechanic, and in one level a hang glider can be used for a brief moment. ''VideoGame/{{Crysis}}'', Crytek's next game after ''Far Cry'', is arguably more of a SpiritualSuccessor to the original ''Far Cry'' than Ubisoft's in-house developed sequels are.
* ''Call of Duty 1'' compared to later games. No RegeneratingHealth, very few RespawningEnemies situations, more sporadic use of grenades by enemies, and no sprinting. Its expansion (another example in itself; none of the later games in the series have had singleplayer-only content added after release) added sprinting, which cannot be used for nearly as long as it can in later games and is bound to [[DamnYouMuscleMemory an entirely different key]], but is otherwise identical. ''Call of Duty: Finest Hour'' was much the same as the first game, but with no GameplayAllyImmortality and a reworked medkit system to accommodate this (you could carry large medkits around with you and HealThyself or an ally with them). It was also the only game with a female player character (Tanya Pavelovna, a Russian sniper) and the only one where a player character starts as a HeroicMime but then becomes an NPC who can talk, until the ''Black Ops'' games (females are playable in some VideoGame/NaziZombies maps, an important female NPC in ''[[VideoGame/CallOfDutyBlackOps2 Black Ops II]]'' is temporarily playable in an optional mission) and ''Modern Warfare 3'' (the second playable character introduced speaks in cutscenes and the final level, where he is an NPC), respectively.

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* The original ''VideoGame/FarCry'' is a rather different game compared to the sequels. For one, the original game follows a linear level-by-level progression, while the sequels are WideOpenSandbox games with much more action-adventure and RPG elements. There are no sidequests to take on, no villages with friendly [=NPCs=], and the last half of the game takes a sudden shift from fighting mercenaries to fighting mutants created by science. It's also the only entry in the franchise to be developed by Crytek rather than in-house at Ubisoft. Even so, it should be noted at least a few select elements from the first game showed up in the sequels, like the tropical island setting was revisited in ''VideoGame/FarCry3'', as was the "throwing rocks" stealth mechanic, and in one level a the use of hang glider can be used for a brief moment.gliders. ''VideoGame/{{Crysis}}'', Crytek's next game after ''Far Cry'', is arguably more of a SpiritualSuccessor to the original ''Far Cry'' than Ubisoft's in-house developed sequels are.
* ''Call of Duty ''VideoGame/CallOfDuty 1'' compared to later games. No RegeneratingHealth, very few RespawningEnemies situations, UniversalAmmunition averted to the extreme, slightly more sporadic use of grenades by enemies, and no sprinting. Its expansion (another example in itself; none of the later games in the series have had singleplayer-only content added after release) added sprinting, which cannot be used for nearly as long as it can in later games and is bound to [[DamnYouMuscleMemory an entirely different key]], but is otherwise identical. ''Call of Duty: Finest Hour'' was much the same as the first game, but with no GameplayAllyImmortality and a reworked medkit system to accommodate this (you could carry large medkits around with you and HealThyself or an ally with them). It was also the only game with a female player character (Tanya Pavelovna, a Russian sniper) and the only one where a player character starts as a HeroicMime but then becomes an NPC who can talk, until the ''Black Ops'' games (females are playable in some VideoGame/NaziZombies maps, an important female NPC in ''[[VideoGame/CallOfDutyBlackOps2 Black Ops II]]'' is temporarily playable in an optional mission) and ''Modern Warfare 3'' (the second playable character introduced speaks in cutscenes and the final level, where he is an NPC), respectively.



** Hats did not exist until May 2009. It's hard to believe that the "#1 War-Themed Hat Simulator" didn't have them for a year and a half.

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** Hats did not exist until May 2009. It's hard to believe that the "#1 "America's #1 War-Themed Hat Simulator" didn't have them for a year and a half.



** The game itself, when first released, lacked a lot of features and gamemodes that were later added and have since become more iconic of the game. There was no Payload or King of the Hill or Arena at first, nor was there a Halloween event, or any kind of event, during the game's first couple of years. You also ''had'' to pay for the game; it was not free-to-play until three and a half years after release. Mann Vs. Machine was not added until almost ''five'' years after release. Considering how much all of these things dominate the metagame and culture these days, it can be pretty jarring to think that there was ever a period where these did not exist at all.

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** The game itself, when first released, lacked a lot of features and gamemodes that were later added and have since become more iconic of the game. There was no Payload or Payload, King of the Hill Hill, or Arena at first, nor was there a Halloween event, or any kind of event, during the game's first couple of years. You also ''had'' to pay for the game; it was not free-to-play until three and a half years after release. Mann Vs. Machine was not added until almost ''five'' years after release. after. Considering how much all of these things dominate the metagame and culture these days, it can be pretty jarring to think that there was ever a period period, much less a pretty significant one, where these did not exist at all.
15th Nov '16 1:06:23 PM Galacton
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** ''VideoGame/KirbysDreamLand'' doesn't let you absorb the powers of enemies, which was introduced in the second and became the series' trademark. The only games after the first that ''don't'' contain Copy Abilities are [[OddballInTheSeries oddballs in the series]].
** Kirby was also white on the box art instead of his trademark pink, at least [[DubInducedPlothole in the American version]]. This was because Creator/ShigeruMiyamoto envisioned the character as yellow, while series creator Creator/MasahiroSakurai was the one who wanted him to be pink, causing Nintendo of America to be unsure of what color Kirby was really supposed to be (the Game Boy did not have a color display). White was, of course, the safest choice.
** Kirby's design gradually evolved over the years. In earlier games up to the N64 ''Kirby 64: The Crystal Shards'', he had small, beady eyes, and was less round; this design was clearly implemented in ''Kirby's Dream Land 3''. His design has remained consistent from Kirby 64 onwards, as has his voice... [[TheVoiceless or lack thereof]].
** The first game to have Copy Abilities is ''VideoGame/KirbysAdventure''. Some abilities were almost useless, others had only one way to use them (though it made sense, there was only one other button) and didn't give Kirby a distinctive hat. ''VideoGame/KirbySuperStar'' had to add those iconic elements, though they weren't present in ''VideoGame/Kirby64TheCrystalShards'' either (which is [[JustifiedTrope justified]], as the game used a system of ability combination and had too much abilities to give unique designs and multiple uses to). And there were some redundant Copy Abilities, specifically the Ice/Freeze and Fire/Burning abilities, mostly because a lot of them were very limited and only allowed one attack per ability. The Burning and Fire abilities are usually merged in later games, although the Freeze and Burning abilities were used in later games as well.

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** In ''VideoGame/KirbysDreamLand'' Kirby doesn't let you absorb the powers of enemies, which enemies; this was introduced in the second game and became the series' trademark. The only games after the first that ''don't'' contain Copy Abilities are spinoffs and [[OddballInTheSeries other oddballs in the series]].
** Kirby was also white on the box art instead of his trademark pink, at least [[DubInducedPlothole in the American version]]. This was because Creator/ShigeruMiyamoto envisioned the character as yellow, while series creator Creator/MasahiroSakurai was the one who wanted him to be pink, causing Nintendo of America to be unsure of what color Kirby was really supposed to be (the (since the Game Boy did not have a color display). White display, white was, of course, the safest choice.
choice).
** Kirby's design gradually evolved over ''VideoGame/KirbysAdventure'' was the years. In earlier games up to the N64 ''Kirby 64: The Crystal Shards'', he had small, beady eyes, and was less round; this design was clearly implemented in ''Kirby's Dream Land 3''. His design has remained consistent from Kirby 64 onwards, as has his voice... [[TheVoiceless or lack thereof]].
** The
first game to have Copy Abilities is ''VideoGame/KirbysAdventure''. Some abilities were almost useless, others had Abilities, however each ability only had one way to use them (though it made sense, there was only one other button) and didn't give Kirby a distinctive hat. ''VideoGame/KirbySuperStar'' had to add those iconic elements, though they weren't present in ''VideoGame/Kirby64TheCrystalShards'' either (which is [[JustifiedTrope justified]], as the game used a system of ability combination and had too much abilities to give unique designs and multiple uses to). And there were some redundant Copy Abilities, specifically the Ice/Freeze and Fire/Burning abilities, mostly because a lot of them were very limited and only allowed one attack per ability. ''VideoGame/KirbySuperStar'' added multiple moves for Copy Abilities and merged these abilities as a result. The Burning Fire/Burning and Fire Ice/Freeze abilities are usually merged in later games, although the Freeze and Burning abilities were used sometimes appear in later games as well.well.
** In ''VideoGame/KirbysAdventure'' none of Kirby's Copy Abilities gave him a distinctive hat. ''VideoGame/KirbySuperStar'' gave Kirby distinctive hats for each form, but this wouldn't become a solid part of the series until the Gameboy Advance remake of ''Kirby's Adventure'' (''Kirby: Nightmare in Dream Land'') {{retcon}}ed it into the Copy Abilities first appearance.
15th Nov '16 4:51:57 AM MangaB
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*** There's actually an in-lore explanation for this -- apparently a certain historical hero was able to cause a 'Dragon Break', the Elder Scrolls' version of the Timey-WimeyBall, and was able not just to erase Cyrodiil's jungles, but remove them completely erase them from history.



** Then there's Uriel Septim talking in really cheesy [[Ye Olde Butcherede English]] in Arena. Dialogue in later games would be much less flowery.

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** Then there's There's Uriel Septim talking in really cheesy [[Ye Olde Butcherede English]] YeOldeButcheredeEnglish in Arena. Dialogue in later games would be much less flowery. And then there's that garish outfit he's wearing...
15th Nov '16 4:38:43 AM MangaB
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** Riverwood is a small rural town in the fifth game. In Arena, it's a massive city with stone walls.
** Then there's Uriel Septim talking in really cheesy [[Ye Olde Butcherede English]] in Arena. Dialogue in later games would be much less flowery.
14th Nov '16 2:57:37 AM MummyGaGa
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** The game has less "sci-fi and unrealistic" elements in comparision to other installments. For example, in [[http://danganronpaislandmode.tumblr.com/post/153140479113/i-wonder-how-that-teddy-bear-actually-operates one of Chihirio's free time intros]], it was stated that they don't have the technology for a robot with an AI installed inside it yet. Given how the future installments ended up having [[spoiler: a virtual world simulator, medicine that can change the size of somebody, anime programs that can brainwash people, and actual robots with actual AI installed inside them]], that comment can be a bit jarring.
13th Nov '16 7:50:03 AM sarysa
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* ''VideoGame/TalesOfPhantasia'' (SNES version) lacked many of the things that became trademarks of the series -- for example: cooking, the Dark Wings and especially the skits. The battle system also comes as a little odd for modern Tales players -- {{Chibi}}sized sprites, a slightly slower-paced battle system (these two also apply to ''VideoGame/TalesOfDestiny''), and a few other things. From a story perspective, ''VideoGame/TalesOfPhantasia'' also lacks several of the character tropes almost always found in later games, like a GuestStarPartyMember or a LovableTraitor. There is also no real [[TheChosenOne Chosen One]] until ''VideoGame/TalesOfEternia'', and even in that game that aspect was minimal, while in later games the party often revolves around the chosen character. The popularity of many of those character tropes started with ''[[NewerThanTheyThink Tales Of Destiny]]''. Incidentally, most of those tropes were inserted in the GBA and PSX's UpdatedRerelease.

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* ''TalesSeries'' early games were particularly unusual:
**
''VideoGame/TalesOfPhantasia'' (SNES version) and ''VideoGame/TalesOfDestiny'' (PSX) lacked many of the things that became trademarks of the series -- for example: cooking, the Dark Wings and especially the skits. skits.
**
The battle system of early 2D entries also comes as a little odd for modern Tales players -- {{Chibi}}sized sprites, a slightly slower-paced battle system (these two also apply to ''VideoGame/TalesOfDestiny''), system, a lack of primary attack combos, and a few other things. things.
**
From a story perspective, ''VideoGame/TalesOfPhantasia'' also lacks several of the character tropes almost always found in later games, like a GuestStarPartyMember or a LovableTraitor. There is also no real [[TheChosenOne Chosen One]] until ''VideoGame/TalesOfEternia'', and even in that game that aspect was minimal, while in later games the party often revolves around the chosen character. The popularity of many of those character tropes started with ''[[NewerThanTheyThink Tales Of Destiny]]''. Incidentally, most of those tropes were inserted in the GBA and PSX's UpdatedRerelease.UpdatedRerelease.
** The art style of first two entries were musty, muted and more realistic. ''VideoGame/TalesOfDestiny'' even included digitized photographs in some of the picture frames decorating castles and mansions. ''VideoGame/TalesOfEternia'' led the series toward more cartoony artwork and ''VideoGame/TalesOfSymphonia'' solidified this shift.
6th Nov '16 2:46:53 PM Pinokio
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** In Japan, the first versions of ''VideoGame/DragonQuestI'' lacked sprites to indicate what direction the PlayerCharacter was facing. PC and NPC character sprites were more generic and did not become [[SuperDeformed chibified]] until the North American release, which also added border graphics between the land and water.
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