History Main / ActionizedSequel

17th Jun '18 5:48:13 PM Robotech_Master
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* ''WesternAnimation/TheIncredibles'' had plenty of action sequences, but ''WesternAnimation/Incredibles2'' kicks them up a notch, due at least in part to the the better CGI technology available after 14 years.
5th May '18 5:27:28 PM nombretomado
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* The first two ''Franchise/{{Fallout}}'' games were straight-up turn-based [=RPGs=]. Starting with ''VideoGame/{{Fallout 3}}'', the series became either an RPG with heavy FPS elements or an FPS with heavy RPG elements depending on who you ask; either way, it became a lot more action-packed. Then ''VideoGame/{{Fallout 4}}'' [[SerialEscalation became an Actionized Sequel]] ''[[UpToEleven to the Actionized Sequel]]'': The combat system has taken several cues from first-person shooters, incorporating dynamic crosshairs, authentic iron sights, V.A.T.S now works like BulletTime rather than turn-based combat, you can now [[PistolWhip quick bash]] with guns, and grenades are now secondary weapons used with a trigger button rather than their own weapon. On top of that, stealth and {{Pacifist Run}}s are no longer really viable; in ''3'' and ''New Vegas'', it was possible to be fairly decent at sneaking at Level 5-ish depending on your build, but ''4'' with it's new perk system means that you need to be Level ''38'' to fully upgrade your sneaking skill. True stealth mastery like from the previous games, where you could avoid being detected by enemies in full close quarters, is no longer even really possible without a ''lot'' of skill magazines.

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* The first two ''Franchise/{{Fallout}}'' ''VideoGame/{{Fallout}}'' games were straight-up turn-based [=RPGs=]. Starting with ''VideoGame/{{Fallout 3}}'', the series became either an RPG with heavy FPS elements or an FPS with heavy RPG elements depending on who you ask; either way, it became a lot more action-packed. Then ''VideoGame/{{Fallout 4}}'' [[SerialEscalation became an Actionized Sequel]] ''[[UpToEleven to the Actionized Sequel]]'': The combat system has taken several cues from first-person shooters, incorporating dynamic crosshairs, authentic iron sights, V.A.T.S now works like BulletTime rather than turn-based combat, you can now [[PistolWhip quick bash]] with guns, and grenades are now secondary weapons used with a trigger button rather than their own weapon. On top of that, stealth and {{Pacifist Run}}s are no longer really viable; in ''3'' and ''New Vegas'', it was possible to be fairly decent at sneaking at Level 5-ish depending on your build, but ''4'' with it's new perk system means that you need to be Level ''38'' to fully upgrade your sneaking skill. True stealth mastery like from the previous games, where you could avoid being detected by enemies in full close quarters, is no longer even really possible without a ''lot'' of skill magazines.
29th Apr '18 2:49:40 PM Hallwings
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** ''Film/StarTrekFirstContact'' has far more action than earlier films in the series and is often praised for it, as the [[Series/StarTrekTheNextGeneration the television show]] was often lacking in real excitement.

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** ''Film/StarTrekFirstContact'' has far more action than earlier films in the series and is often praised for it, as the [[Series/StarTrekTheNextGeneration the television show]] was often lacking in real excitement.
15th Apr '18 4:50:28 PM nighttrainfm
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* ''VideoGame/MassEffect2'' has more and faster-paced action than its predecessor. Best exemplified by the Vanguard class's new ability - a [[GravityMaster gravity-powered]] FoeTossingCharge - or the increased variety of heavy weapons, which range from a GrenadeLauncher to a borderline TooAwesomeToUse personal nuke.

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* ''Franchise/MassEffect'':
**
''VideoGame/MassEffect2'' has more and faster-paced action than its predecessor. Best exemplified by the Vanguard class's new ability - a [[GravityMaster gravity-powered]] FoeTossingCharge - or the increased variety of heavy weapons, which range from a GrenadeLauncher to a borderline TooAwesomeToUse personal nuke.
5th Apr '18 9:29:12 AM rjd1922
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** ''VideoGame/BioShock2'' made the combat system much faster than the [[VideoGame/BioShock1 first game]] by letting the protagonist fire [[DualWielding weapons and special powers at the same time]], turning [[HackingMinigame the cameras and security bots hack into a reflex based minigame]], and gave the player much more powerful abilities to use against much more dangerous enemies. The game still has a few stealth elements inherited from its predecessor but mostly relies on overpowering your enemies instead of getting past them. Despite the game's ContestedSequel status, this aspect was generally considered an improvement over the original. This can also arguably be considered GameplayAndStoryIntegration. Subject Delta, being a Big Daddy, is much stronger than Jack Ryan, but his bulk and heavy footsteps makes stealth more difficult.

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** ''VideoGame/BioShock2'' made the combat system much faster than the [[VideoGame/BioShock1 first game]] by letting the protagonist fire [[DualWielding weapons and special powers at the same time]], turning [[HackingMinigame the cameras and security bots hack into a reflex based minigame]], and gave the player much more powerful abilities to use against much more dangerous enemies. The game still has a few stealth elements inherited from its predecessor but mostly relies on overpowering your enemies instead of getting past them. Despite the game's ContestedSequel status, this aspect was generally considered an improvement over the original. This can also arguably be considered GameplayAndStoryIntegration. Subject Delta, being a Big Daddy, is much stronger than Jack Ryan, Jack, but his bulk and heavy footsteps makes stealth more difficult.
5th Apr '18 9:26:08 AM rjd1922
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* In ''Anime/DanganRonpa3 Side:Future'', due to the radically different rules for the Final Killing Game compared to previous [[DeadlyGame killing games]] in the ''Franchise/DanganRonpa'' series (such as no class trials), the anime puts a much greater emphasis on action over mystery.

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* In ''Anime/DanganRonpa3 - Side:Future'', due to the radically different rules for the Final Killing Game compared to previous [[DeadlyGame killing games]] in the ''Franchise/DanganRonpa'' series (such as no class trials), the anime puts a much greater emphasis on action over mystery.
5th Apr '18 9:25:40 AM rjd1922
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* In ''Anime/DanganRonpa3 Side:Future'', due to the radically different rules for the Final Killing Game compared to previous [[DeadlyGame killing games]] in the ''Franchise/DanganRonpa'' series (such as no class trials), the anime puts a much greater emphasis on action over mystery.


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* With ''WesternAnimation/ToyStory3'' being the third in a trilogy [[SequelGap fifteen years in the making]], character introductions are an almost moot point, with even more dramatic escape sequences taking place in comparison to its predecessors.
19th Feb '18 7:13:31 PM Bauglir100
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* When ''Franchise/TheElderScrolls'' began, it featured combat that not only had a diceroll mechanic, but it required the player to right-click the mouse and swivel it around to swing their weapon. The latter was scrapped in the third game, ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', and [[VideoGame/TheElderScrollsIVOblivion the next game]] ditched the former in favor of FPS-style combat and added the ability to fight in the water. The fifth game, ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', added DualWielding, the ability to fight on horseback, and FinishingMoves, but scrapped the underwater combat of its two predecessors.
* The first two ''Franchise/{{Fallout}}'' games were straight-up turn-based [=RPGs=]. Starting with ''VideoGame/{{Fallout 3}}'', the series became either an RPG with heavy FPS elements or an FPS with heavy RPG elements depending on who you ask; either way, it became a lot more action-packed. Then ''VideoGame/{{Fallout 4}}'' [[SerialEscalation became an Actionized Sequel]] ''[[SerialEscalation to the Actionized Sequel]]'': The combat system has taken several cues from first-person shooters, incorporating dynamic crosshairs, authentic iron sights, V.A.T.S now works like BulletTime rather than turn-based combat, you can now [[PistolWhip quick bash]] with guns, and grenades are now secondary weapons used with a trigger button rather than their own weapon. On top of that, stealth and {{Pacifist Run}}s are no longer really viable; in ''3'' and ''New Vegas'', it was possible to be fairly decent at sneaking at Level 5-ish depending on your build, but ''4'' with it's new perk system means that you need to be Level ''38'' to fully upgrade your sneaking skill. True stealth mastery like from the previous games, where you could avoid being detected by enemies in full close quarters, is no longer even really possible without a ''lot'' of skill magazines.

to:

* When ''Franchise/TheElderScrolls'' began, it featured combat that not only had a diceroll mechanic, but it required the player to right-click the mouse and swivel it around to swing their weapon. The latter was scrapped in the third game, ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', and [[VideoGame/TheElderScrollsIVOblivion the next game]] ditched the former in favor of FPS-style combat and added the ability to fight in the water. combat. The fifth game, ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', added DualWielding, DualWielding and the ability to fight on horseback, and FinishingMoves, but scrapped sacrificed the underwater combat of its two predecessors.
* The first two ''Franchise/{{Fallout}}'' games were straight-up turn-based [=RPGs=]. Starting with ''VideoGame/{{Fallout 3}}'', the series became either an RPG with heavy FPS elements or an FPS with heavy RPG elements depending on who you ask; either way, it became a lot more action-packed. Then ''VideoGame/{{Fallout 4}}'' [[SerialEscalation became an Actionized Sequel]] ''[[SerialEscalation ''[[UpToEleven to the Actionized Sequel]]'': The combat system has taken several cues from first-person shooters, incorporating dynamic crosshairs, authentic iron sights, V.A.T.S now works like BulletTime rather than turn-based combat, you can now [[PistolWhip quick bash]] with guns, and grenades are now secondary weapons used with a trigger button rather than their own weapon. On top of that, stealth and {{Pacifist Run}}s are no longer really viable; in ''3'' and ''New Vegas'', it was possible to be fairly decent at sneaking at Level 5-ish depending on your build, but ''4'' with it's new perk system means that you need to be Level ''38'' to fully upgrade your sneaking skill. True stealth mastery like from the previous games, where you could avoid being detected by enemies in full close quarters, is no longer even really possible without a ''lot'' of skill magazines.
19th Feb '18 7:04:32 PM Bauglir100
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* When ''Franchise/TheElderScrolls'' began, it featured combat that not only had a diceroll mechanic, but it required the player to right-click the mouse and swivel it around to swing their weapon. The latter was scrapped in the third game, [[VideoGame/TheElderScrollsIIIMorrowind Morrowind]], and [[VideoGame/TheElderScrollsIVOblivion the next game]] ditched the former in favor of FPS-style combat.

to:

* When ''Franchise/TheElderScrolls'' began, it featured combat that not only had a diceroll mechanic, but it required the player to right-click the mouse and swivel it around to swing their weapon. The latter was scrapped in the third game, [[VideoGame/TheElderScrollsIIIMorrowind Morrowind]], ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', and [[VideoGame/TheElderScrollsIVOblivion the next game]] ditched the former in favor of FPS-style combat.combat and added the ability to fight in the water. The fifth game, ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', added DualWielding, the ability to fight on horseback, and FinishingMoves, but scrapped the underwater combat of its two predecessors.
19th Feb '18 6:55:34 PM Bauglir100
Is there an issue? Send a Message


* When ''Franchise/TheElderScrolls'' first began with, it featured combat that not only had a diceroll combat system, but it required the player to right-click the mouse and swivel it around to swing their weapon. The latter mechanic was scrapped in the third game, [[VideoGame/TheElderScrollsIIIMorrowind Morrowind]], and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' ditched the former in favor of FPS-style combat.

to:

* When ''Franchise/TheElderScrolls'' first began with, began, it featured combat that not only had a diceroll combat system, mechanic, but it required the player to right-click the mouse and swivel it around to swing their weapon. The latter mechanic was scrapped in the third game, [[VideoGame/TheElderScrollsIIIMorrowind Morrowind]], and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' [[VideoGame/TheElderScrollsIVOblivion the next game]] ditched the former in favor of FPS-style combat.



* The ''VideoGame/{{Wolfenstein}}'' series, when it was first created by Muse Software, consisted of two top-down StealthBasedGames (''VideoGame/CastleWolfenstein'' and ''Beyond Castle Wolfenstein'') all about sneaking around Nazi fortresses (preferably) undetected. Then when id Software entered the picture with ''VideoGame/Wolfenstein3D'', they scrapped the stealth elements, and turned it into a fast-paced action game with a first-person perspective.

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* The Muse Software's ''VideoGame/{{Wolfenstein}}'' series, when it was first created by Muse Software, series originally consisted of two top-down StealthBasedGames (''VideoGame/CastleWolfenstein'' and ''Beyond Castle Wolfenstein'') all about sneaking around Nazi fortresses (preferably) undetected. Then when id Software entered the picture with ''VideoGame/Wolfenstein3D'', they scrapped the stealth elements, mechanics, and turned it into a fast-paced action game with a first-person perspective.perspective. Later installments such as ''VideoGame/ReturnToCastleWolfenstein'' have brought back many of the stealth elements, but they still have a high emphasis on action.
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