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4[[quoteright:350:[[Franchise/{{Rambo}} https://static.tvtropes.org/pmwiki/pub/images/rambo_actionizedsequel.png]]]]
5[[caption-width-right:350:[[Film/FirstBlood Film #1]]: Vietnam vet deals with PTSD and ostracism in his home country.[softreturn][[Film/RamboFirstBloodPartII Film #2]]: Vietnam vet goes back to 'Nam to redo the war.]]
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7%%This page's examples section is sorted alphabetically. It would be lovely if you'd maintain this, thanks.
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9->''"In Space No One Can Hear You Scream."''
10-->-- '''Tagline''' for ''Film/{{Alien}}''
11
12->''"This Time It's War."''
13-->-- '''Tagline''' for ''Film/{{Aliens}}''
14
15A new film franchise has a lot of work to do. In only a couple hours, you have to introduce the characters, the premise, and all the {{Phlebotinum}} you're going to be using for the rest of the series, ''and'' you need to have a plot to tie it all together. Because of this, the first installment in a film series tends to be slower paced.
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17Starting with the second film, though, the BackStory is already established, [[EveryoneMeetsEveryone everyone has already met everyone]], and the budget for the movie is often much larger, allowing it and subsequent {{sequel}}s to fall increasingly into the 'Action' genre, even if the original didn't have that much action. If it did, the sequels become [[SequelEscalation outright over the top in their action]].
18
19Tends to happen with horror films. Occasionally, as with ''Film/{{Alien}}'', it's because [[Creator/JamesCameron the director]] feels the first was perfect and tries to do new things -- which ironically in ''Film/{{Aliens}}'''s case made it an EvenBetterSequel. Other times, it's because anyone who ''[[ActionSurvivor survives]]'' a horror movie [[TookALevelInBadass graduates with a few levels in badass]], and when you put an ActionHero into a horror movie, it becomes an action movie.
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21This can also happen in some video games, particularly those in the horror genre. Often, the first installment will be based on survival, not combat, and encourage you to avoid the enemies rather than fight them directly. Possibly in an effort to appeal to a wider audience (after all, survival is hard, but blasting shit is ''fun''), subsequent games will add more ammo and weapons, or go into a full GenreShift. Of course, it can happen to other genres as well -- as technology has improved, the RPG genre as a whole has become faster paced and more action-oriented, for example.
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23For series that ''already'' started out action-y and continue to escalate from there, see SerialEscalation.
24----
25!!Examples:
26[[foldercontrol]]
27
28[[folder:Anime and Manga]]
29* ''Anime/YuGiOhCapsuleMonsters'' is this compared to the normal ''Anime/YuGiOh'' anime (with the exception of the Memory World). Since the monsters are real, the characters get into physical fights and do stunts more often.
30* 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), puts a much greater emphasis on action over mystery.
31* The original ''Anime/YokaiWatch'' anime replaces the standard {{mon}} gameplay of [[VideoGame/YokaiWatch the games]] with a SliceOfLife comedy format. Its two spinoffs ''Anime/YokaiWatchShadowside'' and ''Anime/YokaiWatchJamYokaiAcademyYCloseEncountersOfTheNKind'' bring back the fighting.
32* ''Anime/{{Iczer}}'': The original ''Fight! Iczer-1'' OVA series was a GenreBusting mix of Horror, Sci-fi, {{Tokusatsu}}, {{Mecha}} and {{Yuri}} elements. The sequel, ''Adventure! Iczer-3'' is more of a straight up action series.
33[[/folder]]
34
35[[folder:Fan Works]]
36%%Administrivia/ZeroContextExample* ''Fanfic/CalvinAndHobbesTheSeries'' is ''significantly'' more action-packed than [[ComicStrip/CalvinAndHobbes the original strip.]]
37* ''WesternAnimation/MyLittlePonyFriendshipIsMagic'':
38** ''ItsAlwaysSunnyInFillydelphia'' involves Applejack going on a date with Soarin of the Wonderbolts (her only customer in the season 1 finale "The Best Night Ever") and the two of them falling in love. Its sequel, "Semper Fidelis", plunks the two of them in an action-packed adventure inspired by one of the G1 ''WesternAnimation/MyLittlePonyRescueAtMidnightCastle''.
39** ''[[http://www.google.com/url?sa=t&rct=j&q=a%20new%20home%20fimfiction&source=web&cd=1&ved=0CB8QFjAA&url=http%3A%2F%2Fwww.fimfiction.net%2Fstory%2F88624%2Fa-new-home&ei=vcCXU62PKYykqAb_0IGIDg&usg=AFQjCNEQHNISu1xSJkSt2WNUdC4fRXAsjg&bvm=bv.68693194,d.b2k A New Home]]'': The first three sagas in TheVerse:
40*** Original story: An abused five-year-old in the human world wishes for a loving family on the same night Fluttershy wishes she had a child or a younger sibling to take care of. With a little help from Princess Luna, they both get their wish. Most of the story is about Fluttershy as a new mommy and poor Toby slowly learning that no, here he's not going to be mauled for breathing the wrong way, and the others trying to figure out where he came from and such. There are sad moments and about as many heartwarming moments.
41*** [[http://www.fimfiction.net/story/108789/life-in-equestria-holidays-with-toby Holidays With Toby:]] How it goes with Fluttershy, her new adopted son, and the gang at different pony holidays.
42*** [[http://www.fimfiction.net/story/119332/a-new-home-ii-a-queens-revenge A Queen's Revenge:]] Queen Chrysalis shows up and tries to TakeOverTheWorld, and ''definitely'' WouldHurtAChild, especially one connected to one of the Element bearers. It's not as dark as the {{Gorn}} fics that follow in the footsteps of ''Fanfic/CupcakesSergeantSprinkles'', but compared to the tone of the previous arcs it's like expecting the next episode of ''WesternAnimation/SpiderManAndHisAmazingFriends'' and instead getting one of the movies. However, the fourth and current arc, [[http://www.fimfiction.net/story/128882/a-new-home-iii-the-quest-for-the-lost-locket The Quest for the Lost Locket,]] doesn't continue this progression.
43** ''Fanfic/{{Windfall}}'' is about the main characters PuttingTheBandBackTogether to be there for the birth of Fluttershy's first child, full of laughs and SugarWiki/{{WAFF}}. The sequels, while still largely comedies, are rather more action-packed:
44*** ''Fanfic/EarthAndSky'' is about Twilight inventing a flying rig to help bring non-flying ponies closer to their pegasus friends and family, but turns into an {{Homage}} to films like ''Film/TheGreatRace'' and ''Film/ThoseMagnificentMenInTheirFlyingMachines'' about a third of the way through when she gets roped into testing her invention in [[TheBigRace the Grand Pegathalon]].
45*** ''Fanfic/MovieMagic'' has more of a sci-fi pulp/[[TwoFistedTales two-hooved tales]] feel to it, with Twilight discovering [[spoiler: a [[ShapeShifting changeling]] plot]] after being granted TrueSight in a FreakLabAccident.
46** ''FanFic/FallingBackwards'' is another MLP example. With the original being a sad, yet heartwarming {{Dramedy}}, about Rainbow Dash receiving brain damage, that mentally regresses her, after a failed stunt and having to be taken in by Twilight, and hilarity and heartwarming ensue. The Cannon and alternate sequels, Flying Forwards and Raising Rainbows on the other hand, both introduce villains, conspiracies, kidnapping, and nations on the brink of war.
47** ''FanFic/PrincessCelestiaTheChangelingQueen'' has a fair bit of action but the main plot is centered more around the title character's political efforts around avoiding both a war between ponies and changelings and her actual identity as a changeling becoming widespread knowledge. Its sequel, ''FanFic/EquestriasChangelingQueenAndTheAbyssalEmpress'', actually involves a large-scale war involving, effectively, an EldritchAbomination.
48* Platform/YouTube James Bond FanFilm ''Property of A Lady'' contains somewhat greater proportion of action than its direct predecessor ''WebVideo/DiamondsCut'', mainly because it increased length and shed on {{Padding}}.
49* ''Fanfic/CodePrime'': The canonical R2 of Code Geass was known for its hefty amount of drama and political intrigue. While it has no shortage of action scenes, they do mostly take a backseat to the main characters' plight. ''Code Prime R2'' has this be the result of the events that preceded it in ''R1'': [[spoiler: Britannia gets utterly demolished, the Autobots and Black Knights begin arming themselves even more for the inevitable war for Earth, and the rest of the world is on its way to total war by the Decepticons themselves. What follows is a great deal of action on par with various ''Transformers'' entries, most notably the live action universe]].
50[[/folder]]
51
52[[folder:Films -- Animated]]
53* ''Franchise/{{Cars}}'': The [[WesternAnimation/Cars1 first movie]] was a FishOutOfWater movie about Lightning growing up and learning to appreciate the people around him in time for a big race. ''WesternAnimation/Cars2'' involves him and Mater being mistaken for American spies by British intelligence, leading to chase sequences and plenty of StuffBlowingUp. Averted with ''WesternAnimation/Cars3'', which went back to a tone similar to the first movie and is about Lightning's struggles over being replaced by newer and faster cars on the racetrack.
54* ''WesternAnimation/CinderellaIIIATwistInTime'' is very much this to [[WesternAnimation/{{Cinderella}} its]] [[WesternAnimation/CinderellaIIDreamsComeTrue predecessors]]. Lady Tremaine uses the Fairy Godmother's magic to change the outcome of the original story in her favor, and Cinderella and her friends must overcome the alterations in order to reunite her with Prince Charming.
55* ''WesternAnimation/TheIncredibles1'' had plenty of action sequences, but ''WesternAnimation/Incredibles2'' kicks them up a notch, due at least in part to the better CGI technology available after 14 years.
56* In ''WesternAnimation/TheSpongeBobMovieSpongeOutOfWater'', the amount of action is increased compared to ''WesternAnimation/TheSpongeBobSquarePantsMovie'' thanks to Bikini Bottom becoming an [[TheApunkalypse Apunkalypse]] and the superhero climax.
57* 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.
58[[/folder]]
59
60[[folder:Films -- Live-Action]]
61* Though [[StealthSequel not advertised as a sequel]], Creator/TimBurton's ''Film/AliceInWonderland2010'' uses the events of the original book as backstory, with Alice now a young woman who becomes an ActionGirl and JeanneDArchetype and slays the Jabberwock.
62* The ''Franchise/{{Alien}}'' franchise:
63** There is a major shift in tone between ''Film/{{Alien}}'', a suspense movie about a creature hidden in the labyrinthine corridors of a space ship, and ''Film/{{Aliens}}'', which [[SendInTheClones sends in the clones]] for all-out war. Though fans argue over which is best, both are acknowledged to be great films in and of themselves.
64** {{Inverted}} in ''Film/Alien3'', as it only features one Xenomorph throughout its runtime like the first of its two predecessors (together with the fact that the humans have absolutely no weapons with which to shoot the lone Xenomorph runner from a safe distance). To cap it all off, the lone Xenomorph runner doesn't even involve himself much in the overall plot until the climax.
65** ''Film/{{Alien Resurrection}}'' re-escalates matters by giving the humans their weapons back, increasing the Xenomorphs' numbers again, and finally making the main action begin long before the climax.
66** While ''Film/AVPAlienVsPredator'' was already somewhat action-y due to the presence of Yautjas, ''Film/AliensVsPredatorRequiem'' significantly amps things up by having a "cleaner" Yautja relentlessly blast apart countless Xenomorphs from its beginning all the way through to its ending.
67* The first ''Film/AmericanNinja'' had action during the final parts of the film, but the majority of it was flashbacks showing how the protagonist, a white American soldier, got trained in the arts of Ninjistu. The second film, however, was filled with action as the plot was about the American Ninja and his special forces unit infiltrating a criminal ran island filled with evil Ninjas and freeing the people kidnapped and made slaves there.
68* Both ''Literature/AngelsAndDemons'' and ''Literature/{{Inferno|2013}}'' have much more action than ''Literature/TheDaVinciCode'', going from a simple mystery flick to two RaceAgainstTheClock movies regarding big threats.
69* Creator/TimBurton's ''Film/Batman1989'' had to set up a lot of plot exposition and could get draggy at times, but it still had a fair amount of action. Its sequel, ''Film/BatmanReturns'', had even more action, but paradoxically seemed ''less'' action-packed because the non-action sequences and story themes were so powerful. ''Film/BatmanForever'' and ''Film/BatmanAndRobin'' both had tons of action, often for no other reason than to have an action sequence.
70* ''Film/BestOfTheBest'', surprisingly enough. You're probably thinking "How can a martial arts film have an actionized sequel? They're action films by definition." Well, the first film was more dramatic, focusing on a team of American martial artists as they prepare for and compete in a tournament against their Korean counterparts. The second film had one member of that team die in an underground fighting ring with two of his former teammates taking on the gangsters who run it.
71* ''Film/BladeRunner2049'' is a funny example, in that it actually has ''more'' fight scenes, gun battles, a car chase, and StuffBlowingUp than the [[Film/BladeRunner original]], but feels like it has ''fewer'' thanks to its longer running time and long segments of atmospheric drama.
72* ''Film/TheCannonballRun'' was about a group of eccentrics (mostly broad stereotypes) who take part in a cross-country road race. The sequel is about a group of eccentrics who take part in a cross-country road race while a group of inept gangsters attempt to kidnap the race's backer. Although this does have the side effect of making the fight scene near the end seem less tacked on and actually plot-relevant (for what little plot there is).
73* ''Literature/{{Carrie}}'' is an example of this happening with remakes rather than sequels. The [[Film/Carrie1976 first adaptation]] in 1976 was shot on a budget of just $1.8 million[[note]]Barely $7 million when adjusted for inflation -- chump change for any film, especially before the advent of CGI.[[/note]], meaning that they couldn't film Carrie's rampage as it was described in the book (with her burning down the whole town). As a result, the special effects were limited to just the prom and a handful of other scenes. When the film was remade as a [[Film/Carrie2002 TV movie]] in 2002, it cranked up the rampage to near-DisasterMovie levels. And [[Film/Carrie2013 the 2013 version]] followed the same path... only this time, the destruction has an actual budget behind it as opposed to the '02 version's cheap CG. Ditto for the '76 film's sequel, ''Film/TheRageCarrie2'', which greatly [[BloodierAndGorier amped up the bloodshed]] over the original film and featured a number of kills that wouldn't look out of place in a SlasherMovie.
74* This happens with the first two movies of ''Franchise/TheChroniclesOfRiddick'', ''Film/PitchBlack'' and ''Film/TheChroniclesOfRiddick2004''. The former is a horror movie in which a group of space crash survivors have to escape a planet filled with alien monsters, the latter is a big-budgeted sequel in which the Conan-esque Riddick has to defeat an evil empire of death-worshipping warriors.
75* ''Film/CrocodileDundee'' was a weird example -- the first was a FishOutOfWater comedy about an Australian from the Outback trying to adapt to life in New York. The second pitched him against a gang of drug dealers coming for him and his American girlfriend in the Outback.
76* Franchise/DCExtendedUniverse:
77** Regarding the follow-ups to ''Film/ManOfSteel'', ''Film/BatmanVSupermanDawnOfJustice'' kind of fits, with more big setpieces though they are countered by long stretches of philosophizing and such.
78** ''Film/{{Justice League|2017}}'' goes straighter to the point between action scenes.
79** ''Film/ZackSnydersJusticeLeague'' has even more action scenes over its colossal runtime, though it has also [[ActionFilmQuietDramaScene a lot of quiet scenes]].
80* ''Film/DeathWish'' and ''Film/DeathWishII'' were vigilante revenge dramas. ''Film/DeathWish3'' and ''Film/DeathWish4TheCrackdown'' turned up the action to eleven for the day, with ''3'' featuring Creator/CharlesBronson's biggest bodycount ever.
81* ''Film/{{Descendants}}'': The first film shared the tone of a heist/caper-style movie with only one action moment at the climax of the film: [[spoiler:the Villain Kids battle Maleficent's OneWingedAngel dragon form and it lasts a few minutes.]] Meanwhile, ''Descendants 2'' has not only [[spoiler:a brawl between the Villain Kids (plus Ben and Lonnie) and Uma's crew, but a duel between Mal and Uma in their respective Dragon and Sea Witch forms]].
82* ''The Evil Dead'' series ups the action and comedy in each installment. ''Film/TheEvilDead1981'' is a low-budget horror movie with a rather helpless male FinalGirl, Ash. ''Film/EvilDead2'', taking place on the same day, has Ash pick up a shotgun and chainsaw to fight the Deadites head-on. ''Film/ArmyOfDarkness'' follows the trend by turning Ash into a wisecracking action hero.
83* ''Film/FirstBlood'' was a moody piece about a troubled Vietnam War vet trying to adapt to a regular life again and failing disastrously. ''Film/RamboFirstBloodPartII'' and later sequels take that vet and put him back where he is killing people and taking names - [[SequelDisplacement which is what people think about when the name]] "Franchise/{{Rambo}}" is said.
84* Franchise/{{Godzilla}}'s debut, the original ''Film/Godzilla1954'', was a somber allegorical horror film about the dangers of the atomic bomb. The first sequel, ''Film/GodzillaRaidsAgain'' set up the action-based formula of "Monster VS Monster" (in this case, Godzilla VS Anguirus).
85** Also happened in the American version, with ''Film/GodzillaKingOfTheMonsters2019'' compared to ''Film/Godzilla2014''. The previous movie had three kaiju who only truly fought onscreen towards the end (with one scuffle only briefly shown earlier). This movie ups the ante considerably, not only offering multiple Titan battles between the four main kaiju ([[spoiler: three rounds of Godzilla vs. Ghidorah including the climactic battle, Ghidorah vs. Rodan and Mothra vs. Rodan at various stages]]) but having them start considerably earlier in the film's running time.
86** ''Film/GodzillaVsKong'' ups the ante even more, with Godzilla appearing and destroying Pensacola, Florida ''not even 10 minutes in'', then of course the titular conflict gets 3 rounds of battle, and spliced between them is Kong vs a Warbat. [[spoiler: Then there’s Godzilla vs Mechagodzilla, and ''then'' Godzilla ''and'' Kong vs Mechagodzilla.]] And unlike the other 2 films, there is no cutting away from these fights, so you get longer and more intricate scenes of giant monsters beating the tar out of each other.
87* ''Film/JackReacherNeverGoBack'' is this to ''Film/JackReacher''. While ''Jack Reacher'' was still an action movie, it was basically like a thriller with action sequences such as the car chase and the final battle at the quarry, and even those were subjected to {{Deconstruction}} of common action movie trappings. ''Never Go Back'' features even more shootouts, fights, car chases, and [[StuffBlowingUp explosions]], the last of which didn't occur in the first movie.
88* Film/JamesBond:
89** ''Film/DrNo'' is basically a hardboiled detective story due to [[NoBudget monetary limitations]], and then the bigger budget in ''Film/FromRussiaWithLove'' led to more fight scenes, chases and explosions. Then ''Film/{{Goldfinger}}'' dramatically [[SequelEscalation upped the ante]], and ''Film/{{Thunderball}}'' had more nervous fights.
90** ''Film/TheSpyWhoLovedMe'' also featured way more action and bigger setpieces than ''Film/TheManWithTheGoldenGun''. The following film, ''Film/{{Moonraker}}'', is pretty much ''The Spy Who Loved Me'' dialled up to 11 and JustForFun/RecycledInSpace.
91** ''Film/QuantumOfSolace'' to ''Film/{{Casino Royale|2006}}''. Even though ''Casino Royale'' ''was'' an action movie, ''Quantum of Solace'' did take this to ludicrous proportions, especially with the JitterCam.
92* Parodied in ''Film/JayAndSilentBobStrikeBack'', where Ben Affleck and Matt Damon are seen to be filming ''Film/GoodWillHunting 2: Hunting Season''. Will Hunting uses a shotgun to end arguments.
93* ''Film/JeepersCreepers'' is a fairly self-contained creature feature in which everyone is powerless to stop the Creeper. ''Film/JeepersCreepers2'' has a bit more give and take during the climax, as a result of a KnightTemplarParent out for revenge over the Creeper taking his son.
94* ''Film/{{Jumanji}}'' was not without action, but ''Film/JumanjiWelcomeToTheJungle'' elevates it, down by being explicitly set in a video game world. ''Film/JumanjiTheNextLevel'' fits even more, with frantic setpieces such as ostriches chasing jeeps and a rope bridge run while attacked by mandrills.
95* ''[[Film/KoiMilGaya Koi...Mil Gaya]]'' starring Creator/HrithikRoshan is a [[OscarBait Filmfare Award-winning]] movie about a [[InspirationallyDisadvantaged developmentally disabled]] young man (Roshan) who tries to continue the work his father did in communicating with extra-terrestrials from outer space, which leads to something miraculous and wonderful. Its sequel ''Film/{{Krrish}}''? That young man's son (also Roshan) was given his dad's superpowers and becomes a superhero, TwentyMinutesIntoTheFuture.
96* The ''Film/MadMax'' movies progressively added more action with more budget. ''Film/MadMaxFuryRoad'' in particular is a nearly non-stop car chase, with almost the entire narrative communicated through its action.
97* ''Film/ManiacCop2'' goes from the original slasher formula with a twist to a non-stop thrill ride of shootouts, car chases and a fiery finale.
98* Franchise/MarvelCinematicUniverse:
99** The shared continuity allowed ''Film/{{The Avengers|2012}}'' to play this trope for all it's worth; since each of the characters got their own movie detailing their origin story and character background[[note]]except Hawkeye and Black Widow, but the former makes a couple cameos in ''Film/{{Thor}}'' that reveal that he's a S.H.I.E.L.D. agent and the latter has a supporting role in ''Film/IronMan2''[[/note]], the writers could afford to make the majority of the exposition be about the team as a whole, rather than focusing on each character's history.
100** Thanks to ten years worth of movie doing the exposition work for it, ''Film/AvengersInfinityWar'' is the most action-packed film in the MCU by far. Even the subsequent GrandFinale ''Film/AvengersEndgame'' is not as loaded in this front, though it compensates in sheer volume, with the whole final third being a massive battle with nearly everyone introduced in the previous movies.
101* ''Film/TheMummyTrilogy'' started more in the realm of an adventure series like Franchise/IndianaJones: exploring tombs, outrunning rival grave robbers, death traps, deciphering ancient mysteries and dealing with angry natives. There was certainly its own brand of action, but when Rick takes a sword and starts slicing apart mummies like a regular action hero there is a certain dissonance there. The sequels included a lot more extended action sequences, Evie and Jonathan became [[TookALevelInBadass capable badasses in their own right]], Rick became [[TheChosenOne a destined hero]] and there are entire supernatural armies to face.
102* Inverted chronologically speaking with ''Film/{{Orphan}}'' which has less kills in it's entirety than the prequel has in the first twenty minutes.
103* ''Film/PitchPerfect'': The first two films mostly centered on a music competition plot line. While the third film keeps this plot line, it also introduces an element of crime and espionage involving Amy's father, who is revealed to be a crime boss.
104* ''Film/PacificRimUprising'' features a massive [[InvertedTrope inversion]]. More specifically, it has fewer action sequences than [[Film/PacificRim its predecessor]], and on top of that, the three {{Kaiju}} seen in the film [[MonsterDelay don't even show up at all until during the last quarter of its runtime]].
105* ''Film/SherlockHolmesAGameOfShadows'' spends considerably less time on investigation sequences and focuses the bulk of its plot on chasing Moriarty across Europe in the hopes of unraveling his scheme. This results in a lot more explosive and high-octane moments of action compared to the original movie. Justified, too, since it's an adaptation of the classic ''Literature/SherlockHolmes'' story, "The Final Problem," which lacked a mystery and was essentially Holmes vs. Moriarty the entire way. In fact, ''Game of Shadows'' goes the opposite direction in ''adding'' a mystery for Holmes and co. to solve on top of the Moriarty chase.
106* While ''Film/{{Sonic the Hedgehog|2020}}'' already features plenty of action--it ''starts'' InMediasRes with Sonic fighting off Robotnik and his drones in the middle of San Francisco--it devotes most of its runtime to an [[SuperheroOrigin origin story]] for Sonic and Dr. Robotnik and features many quiet, dialogue-focused scenes. ''Film/{{Sonic the Hedgehog2|2022}}'' features significantly faster pacing and more frequent, larger, more dynamic setpieces. Case in point: while the first movie's final battle is [[spoiler:simply Dr. Robotnik in his hovercraft]], the second's is a much larger-scale and more impressive affair, [[spoiler:a HumongousMecha controlled by Robotnik and the chaos powers he absorbed from the Master Emerald]].
107* ''Franchise/StarTrek'' films.
108** ''Film/StarTrekIITheWrathOfKhan'' truly exemplifies this trope when in comparison to ''Film/StarTrekTheMotionPicture''. In this case, it was [[SurprisinglyImprovedSequel generally seen as a vast improvement]] over the long, slow-paced original.
109** ''Film/StarTrekFirstContact'' has far more action than earlier films in the series and is often praised for it, as [[Series/StarTrekTheNextGeneration the television show]] was often lacking in real excitement. This also shaped ''Film/StarTrekInsurrection'' and ''Film/StarTrekNemesis'', though those were not as well received because their plot were deemed not as inspired as the action.
110** ''Film/StarTrek2009'', being both a ContinuityReboot and a StealthSequel, has been seen as a more action-oriented approach to the series, taking advantage of a larger budget, better special effects, and a TimeTravel plot where a super-powerful ship from the 25th century (after ''Series/StarTrekVoyager'' ended) travels back to before ''TOS'' began, mucking up the timeline and creating the AlternateContinuity of the films. The same is said of its sequels ''Film/StarTrekIntoDarkness'' and ''Film/StarTrekBeyond''.
111* ''Franchise/StarWars'':
112** ''Film/ANewHope'' has a number of big scale special effects but it stays pretty tight on to just a handful of characters, a few dogfights and a tame sword duel, before ending with a fairly big trench run / dogfight climax. The subsequent films ramped up the set pieces, with ''Film/TheEmpireStrikesBack'' showing a massive ground battle before the halfway point and ''Film/ReturnOfTheJedi'' having a three-pronged climax with a space battle, ground battle and lightsaber duel all intercutting with each other.
113** The prequel trilogy is more action-packed than the original trilogy, with significantly larger scale battles (not that the originals skimped out on those), and more elaborate lightsaber duels. ''Film/ThePhantomMenace'' less than five minutes in gets into a fast-paced action sequence where the Jedi avert an assassination attempt and rush to circumvent a planetary invasion. The production value on the effects and stunts are also enhanced. Compare the battle between Darth Vader and Obi-Wan Kenobi in ''Film/ANewHope'' to their battle in ''Film/RevengeOfTheSith'' and you'll see a '''HUGE''' difference.
114** {{Zigzagged}} in ''Film/TheForceAwakens''. Though the film has a SlowPacedBeginning like ''Film/ANewHope'' and is completely devoid of space battles, at the same time, it also features a handful of frantic land battles, "Starkiller Base", a planet-sized superweapon capable of destroying entire star systems at once, and a harrowing lightsaber duel taking place during a violent planet-wide tremor.
115** {{Inverted}} in ''Film/TheLastJedi''. The film is almost entirely devoid of action between its opening sequence and its climactic battle on Crait. Plus, the two aforementioned sequences have smaller visual scales and slower pacing compared to countless other battles seen throughout the franchise.
116** {{Exaggerated}} in ''Film/TheRiseOfSkywalker'', as it features breakneck pacing like ''Film/RevengeOfTheSith'', more action sequences than both of its two direct predecessors combined, several elaborate lightsaber battles, and countless Xyston-Class Star Destroyers capable of blowing up entire planets with their main weapons.
117* ''Film/SupermanII'' is a textbook example as it begins with Superman saving Lois from a terrorist attack, features a few scenes of the evil Kryptonians causing havoc and has a climax involving a huge battle between Superman and the three villains. Contrast with the first film, which had no fight scenes and overall, relatively light action more akin to a disaster movie than the kind of superhero blockbusters it inspired.
118* 1984's ''Film/TheTerminator'' was a science-horror film about a nigh-invulnerable killer robot chasing down an everyday woman, with the film's suspense factor resting on the robot's unrelenting dedication to its assassination mission. 1991's ''Film/Terminator2JudgmentDay'', meanwhile, was a science-''action'' film that pitted a good version of the first movie's killer robot against an even more nigh-invulnerable killer robot chasing down the same woman's son. The difference? The film's suspense factor now hinges primarily on the hot-blooded battle between the two killer robots, and Sarah Connor is now an ActionGirl packing military-grade weapons. Just to give an idea of how different the two films are in tone, the first one ends with [[spoiler:the original Terminator surviving ''multiple'' attacks that should've destroyed it before chasing Sarah through an empty factory, eventually being lured into and crushed by a hydraulic press, just barely missing the chance to strangle her.]] The second film, meanwhile, ends with [[spoiler:the T-800 freezing and obliterating the T-1000 in a metalworks building, before bombastically sacrificing himself for the sake of the future by being dramatically lowered into a vat of molten metal, flashing a thumbs-up with a glorious fanfare playing in the background]]. Yeah. ''Terminator 2'' would actually end up setting a precedent for the tone of later films in the ''Terminator'' franchise; unfortunately, those ones would suffer quite heavily from {{sequelitis}}.
119* Thanks to advances in camera and VFX technologies, plus cooperation from the US Navy, ''Film/TopGunMaverick'' depicts more intense and detailed dogfights than [[Film/TopGun its predecessor]].
120* ''Film/{{UHF}}'' parodies this with a preview for the fake movie ''Film/{{Gandhi}} II''. All of his arguments are now solved by killing his opponents. He likes his steak bloody rare, and the movie title is spelled out [[MoreDakka as he fires a submachine gun across]] a restaurant because [[DisproportionateRetribution someone said "Hey baldy!"]] The tagline is "No more Mr Passive Resistance!"
121* ''Film/XMen1'' had a few fight scenes, but much of the screentime was devoted to explaining mutants and setting up the character relationships. ''Film/X2XMenUnited'', however, had extended fight scenes that let Wolverine slice up mercenaries invading the school. ''Film/XMenTheLastStand'' turned it up further, with a big battle sequence featuring dozens of mutants going up against the X-Men.
122[[/folder]]
123
124[[folder:Literature]]
125* ''Literature/CharlieAndTheGreatGlassElevator'', the sequel to ''Literature/CharlieAndTheChocolateFactory'', starts with Willy Wonka and the Bucket family's journey back to the factory via the titular flying elevator going awry. Accidentally sent into orbit, they spend the first half of the book exploring a space hotel and thwarting an invasion by carnivorous aliens. The HalfwayPlotSwitch (in which, once they're back on Earth, the grandparents being offered reverse-aging pills goes awry) is more in line with the events and tone of the first book, albeit with slightly higher stakes and rescuing Grandma Georgina from Minus-Land.
126[[/folder]]
127
128[[folder:Live-Action TV]]
129* ''Series/DoctorWho'': [[Recap/DoctorWhoS31E4TheTimeOfAngels "The Time of Angels"]]/[[Recap/DoctorWhoS31E5FleshAndStone "Flesh and Stone"]] and its contrast to predecessor [[Recap/DoctorWhoS29E10Blink "Blink"]] was compared by WordOfGod (namely writer Creator/StevenMoffat) to the difference between ''Film/{{Alien}}'' and ''Film/{{Aliens}}''. "Blink" has ordinary civilians facing a quartet of fairly weak Weeping Angels, "The Time of Angels" has armed soldiers facing an Angel army.
130* ''Series/StarTrekDeepSpaceNine'': While ''Series/StarTrekTheNextGeneration'' modeled itself on its predecessor ''Series/StarTrekTheOriginalSeries'' in following the crew of the ''Enterprise'' as they explore the galaxy, ''[=DS9=]'' places a heavier focus on the Federation's exploits during times of political tension and, as the series progressed, all-out war.
131* ''Series/StarTrekPicard'': ''TNG'' was never particularly big on action sequences, and the ones it did have were very much the product of a 1990's television budget. ''Picard'' features much flashier, more modern action scenes that look more in line with the J.J. Abrams ''Star Trek'' films.
132** Contrast Data, who almost never got involved in physical altercations despite his massive SuperStrength, with his "daughter" Dahj, a LightningBruiser who mops the floor with squads of commandos in a way that would make Khan proud.
133** There's also Elnor, a Romulan martial arts expert who appears in seven episodes in Season 1, and he fights hand-to-hand against at least sixteen adversaries across five episodes [[note]]five Romulans in "Nepenthe", three Romulans each in "Absolute Candor", "The Impossible Box" and "Broken Pieces", plus two Soong-type androids in "Et in Arcadia Ego, Part 2"[[/note]]. Because he has both SuperReflexes and SuperStrength (plus there's an overt [[https://www.instagram.com/p/B8UbxCCBHQ0/ East Asian influence on the character]]), his {{Wuxia}}-inspired FantasticFightingStyle is more superhero-like than Worf's [[note]]who's Elnor's equivalent on ''TNG'' because he's TheBigGuy TokenHeroicOrc[[/note]].
134** Although Narek's FightScene from the Season 1 finale ended up on the cutting room floor, [[https://ca.startrek.com/videos/watch-star-trek-picard-the-coppelius-fight-scene this featurette]] of the DeletedScene nonetheless proves that the showrunners were aiming for more varied and elaborate forms of combat (in this case, the Romulan version of UsefulNotes/{{Capoeira}}) than on ''TNG''.
135* ''Series/StrangerThings'': In keeping with the ''Film/{{Alien}}'' vibe of the first season, the second season climaxes with scores of Demodogs overrunning the HAL building, à la ''Film/{{Aliens}}''. Season three ramps it up even further as characters get into gun battles with the Russian spies infiltrating Hawkins, culminating in the Mind Flayer creating a FleshGolem the size of a house that goes on a rampage through the Starcourt Mall.
136[[/folder]]
137
138[[folder:Pinball]]
139* ''Pinball/TheGetawayHighSpeed2'' takes the HotPursuit theme of ''Pinball/HighSpeed'', then throws in a magnetic supercharger, more cops, helicopters, vehicular combat, and explosions.
140[[/folder]]
141
142[[folder:Video Games]]
143* ''VideoGame/ActRaiser II'': The simulation portion from its predecessor is completely nixed and the player character has more special moves and is a lot more nimble overall.
144* ''[[VideoGame/{{Aleste}} Senjin Aleste]]'' is considerably beefed up from past games, making use of modern hardware to put on a frantic showcase of BulletHell.
145* ''VideoGame/AloneInTheDark'': The original game is a slow-paced SurvivalHorror story. The sequel has Carnby repeatedly gunning down and being gunned down by gangsters and pirates.
146* ''VideoGame/ArmyMen'' was a real time tactics shooter in an isometric view, that often saw you having to plan your next move carefully, as some areas were so frought with enemy soliders venturing into them would be sucide. The next game lessened the need for this, as little things, like having to account for soliders hearing incoming mortars was removed, and rarely was it not benifical to clear a map of enemies. Before long, the series shifted into a 3rd person shooter.
147* The ''VideoGame/AtelierSeries'' goes back and forth with this, but the ''VideoGame/AtelierIris'' and ''[[VideoGame/AtelierRyzaEverDarknessAndTheSecretHideout Ryza]]'' subseries are very much more combat- and action-oriented than the rest. ''Iris'' in particular is known for being more of a conventional JRPG series with alchemy (complete with protagonists fighting TheEmpire in the second), and ''Ryza'' has an actionized combat system, with [[VideoGame/AtelierRyza2LostLegendsAndTheSecretFairy the second game]] being a dungeon-crawling treasure hunt.
148* ''VideoGame/AzureStrikerGunvolt3'':
149** The trailers demonstrate Gunvolt's new range of actions. In addition to having more flexible mobility in the air, his Flashfield has been replaced by the ability to fire salvos of electric bolts at Tagged foes. Kirin can do the same, with every successful Arc Chain, she can repeat the process and remain in the air as long as the enemy is marked.
150** The gameplay is much faster paced, being akin to a 2D platforming StylishAction, Kirin's talismans and Gunvolt's Dart Leader shots can now be aimed and auto-locks on enemies. Upon marking and tagging foes, GV and Kirin can then quickly [[FlashStep warp]] into them and finish them with an Arc Chain and Voltaic Arts respectively.
151* ''VideoGame/BioShock'':
152** ''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, but his bulk and heavy footsteps makes stealth more difficult.
153** ''VideoGame/BioShockInfinite'' is even more bombastic and streamlined than ''2'', accompanied by its major aesthetic shift as the game is no longer set in the dark, claustrophobic UnderwaterCity of Rapture, but instead the bright, spacious [[FloatingContinent floating city]] of Columbia. Combat drops stealth for a more swashbuckling "run and cover" approach, with an abundance of ammo, Booker's RegeneratingShieldStaticHealth (something that wasn't present in the other two games), as well as the presence of Sky-Lines, allowing for [[AirJousting fast-paced, three-dimensional combat]]. Hacking is also completely absent, and ''Infinite's'' own version of the Hypnosis plasmid skips the process entirely by now being able to affect machines along with human enemies.
154* ''VideoGame/BombermanHero'' is this to previous Bomberman games. Here, Bomberman can jump, his bombs explode immediately upon touching enemies instead of just being timed explosions, there is only one puzzle in the entire game (and it's easy), and emphasis is placed on ranged combat.
155* Unlike previous 3D ''Franchise/{{Castlevania}}'' games, 'VideoGame/CastlevaniaLordsOfShadow'' is linear and akin to ''VideoGame/GodOfWar''. Backtracking is also optional.
156* ''VideoGame/CondemnedCriminalOrigins'' had firearms mostly as an afterthought-- guns were pretty rare, you couldn't reload, and it was entirely possible to go through the game without firing a single bullet. In the second game, ''[[VideoGame/Condemned2Bloodshot Bloodshot]]'', guns are a bit more plentiful, and there are a few parts where having a gun is necessary for survival. The melee elements are also enhanced with the addition of combos and chain attacks.
157* ''VideoGame/DarkSoulsIII'', compared to the last two games. The combat was changed to be more ''VideoGame/{{Bloodborne}}''-like, and compared to the previous gameplay style of "dodge and counter, wait for stamina to recharge, trade hits with poise if you got some", you use less stamina and it regenerates much faster for basically everything, ArmorIsUseless is in full effect and poise is only useful on the slowest of attacks, and enemies in general are much more aggressive and have more feints and follow-ups than ever. Even the level design is a lot more linear and there are far less obstacles and puzzle solving to navigate through.
158* ''Franchise/DeadSpace''
159** ''VideoGame/DeadSpace2'' makes certain Necromorphs easier to kill (the Pregnant monsters die after getting their sack ruptured, whereas in [[VideoGame/DeadSpace1 the first game]] they continue to crawl alongside their brethren), rebalances weapons and allows the player to dispatch Necromorphs by [[ExplosiveDecompression blowing out windows to space]]. Zero-G movement is also streamlined: instead of jumping from surface to surface with the aid of his [[PoweredArmor RIG]]'s magnetic boots, [[PlayerCharacter Isaac]] moves by way of a {{Jetpack}} integrated into his RIG. However, the game still maintains most of the original's atmosphere.
160** ''VideoGame/DeadSpace3'', however, takes actionization so far that [[BrokenBase many players]] refused to consider it horror. Necromorphs no longer have to have their limbs surgically shot off: sufficient body damage is also enough. The balanced weapons of previous games are replaced by the extensive weapon-crafting system that allows for extremely overpowered combos, and universal ammo eliminates most of the inventory management. To compensate for this, the game throws dozens of Necromorphs in waves, as well as easily slaughtered Unitologist mooks. To deal with the latter, Isaac also learns to crouch, take cover and perform combat rolls.
161* Designer Sheldon Pacotti has cited this as a partial reason for the change in scope that ''VideoGame/DeusExInvisibleWar'' faced -- the dev team went into the project with feedback regarding what the [[VideoGame/DeusEx original game]] did wrong instead of the elements it got right. As a result, combat and RPG elements were greatly streamlined. The skill point system was removed completely, with lead character Alex D.'s combat skills being set to maximum at the beginning of the game (you no longer had to level up proficiency in certain weapons). Augmentations were all pre-installed in Alex's body, with the only choices you had being a case of which option out of 15 possible skills (in five slots) you opted for -- and in the event that you wanted to change your options, you could do so on-the-fly, while upgrade canisters were more common than they were in the prior title. Lockpicks and multitools were rolled into a single unlocking tool and made more prevalent, provided that the player did the bare minimum of exploration. Weapon mods were reduced from multiple categories with multiple levels of upgrade strength to three "slots" on each weapon that could have a mod placed on them. Specific ammo types in the original were replaced with universal ammunition -- which had the downside of crippling the player if they didn't ration their shots enough in the late-game (and disincentivizing non-lethal items like the prod, which used up larger amounts of ammunition).
162* ''VideoGame/DevilMayCry'' might seem like an odd pick for the trope since it was always an action game with copious amounts of RuleOfCool, but the first game still had a lot more survival horror elements compared to the sequels and could be a bit slower at times as a result. Compare the first mission of the first ''VideoGame/DevilMayCry1'' to the first mission in ''VideoGame/DevilMayCry3DantesAwakening''. The first game opens with a lot more suspense and you don't fight your first enemy until you're about 80% through the mission, the rest is just building atmosphere. In ''Devil May Cry 3'' you will have already killed 5 demons within the first 20 seconds. (This is partially attributable to the fact that ''[=DMC=]'' started off life as a ''Franchise/ResidentEvil'' GaidenGame.)
163** The reboot, ''VideoGame/DMCDevilMayCry'', takes this even further. There are not many side paths and even less places to explore aside from collectibles and hidden missions. Going down the linear path locks you out from backtracking and you can only move forward. There is also, ''Uncharted'' style set pieces with easier and bigger emphasis on platforming. Compared to past titles where platforming barely worked or was used as an after thought. Any semblance of horror elements are gone due to being an alternate continuity. Also, there is only one puzzle in the entire game.
164** ''VideoGame/DevilMayCry5'', the {{Unreboot}}, takes this even further than the reboot. While there are still collectibles, hidden missions, and some optional side paths, platforming is almost next to none. Most stages are linear hallways with the combat being the star and getting even more expansive. Nero gets new robotic arms called Devil Breakers, and Dante gets even more weapons and is allowed to select the amount the player chooses without being limited to just two or three. Newcomer V can be described as a mage type fighter the summons three different demons to the fighting for him.
165* The first ''VideoGame/DinoCrisis'', like the ''Franchise/ResidentEvil'' series, focused on survival, and barely gave you enough ammo to deal with the dinosaurs you encountered. ''Dino Crisis 2'' is a full-on action shooter, letting you slaughter them by the dozens, and rack up combo points to buy ever larger guns.
166* ''Franchise/{{Doom}}'':
167** The first ''VideoGame/{{Doom}}'' game spaced most of the combat out a bit, and often the biggest swarms of enemies were placed in a confined, maze-like space, both to keep things tense, and to prevent you from being swarmed right off the bat. ''VideoGame/DoomII'' was more willing to throw large groups of enemies at you all at once, and in general the new types of enemies introduced added more variety and lethality. The two level packs of ''VideoGame/FinalDoom'' (''The Plutonia Experiment'' in particular) set a precedent for later swarm-based mods such as ''Hell Revealed''[[note]]Interestingly, ''VideoGame/Doom64'' went back to a somewhat slower pace that created more suspense[[/note]].
168** ''VideoGame/Doom3'', instead of being the run-and-gun shooter that the previous games were, changed genre to a scary, moody, and slow horror shooter. In response to criticism about some of the changes, the ''[[UpdatedRerelease BFG Edition]]'' made a slight turn back to the gameplay of the previous entries by giving the player more ammo, changing the lighting to make the game less dark, having slightly faster player movement, etc. However, it wouldn't be until ''VideoGame/Doom2016'' that the franchise fully returned to its fast-paced run-and-gun roots.
169* ''VideoGame/DragonAgeII'' had been heavily actionized in comparison to its [[VideoGame/DragonAgeOrigins predecessor]]. Whereas the first game typically had 5-6 enemies per room that took a while to kill and had most of the same skills the player party had, and you had to place a heavy emphasis on tactics. Here you fight dozens of much weaker enemies per encounter, usually in several waves that often teleported out of nowhere. The combat became far more over-the-top, with rogues jumping several metres through the air and even ''heavily armored'' templars able to do backflips, every kill led to a shower of blood (if not someone [[LudicrousGibs exploding outright]]) and enemies were lucky if they could have two or three skills. Relatively rare and challenging mini-bosses like Revenants and [[HotAsHell Desire Demons]] were also downgraded to EliteMooks.
170** Non-combat parts of the game were also trimmed: there were less dialogues on the whole, they became simpler (3 choices as opposed to 4-5), non-violent alternatives to combat appear once in a blue moon and the (already limited) exploration aspect is practically non-existent due to CutAndPasteEnvironments.
171* ''VideoGame/DynastyWarriors'' began life as a 3D FightingGame in a similar vein to the ''VideoGame/SoulSeries''. Starting with the second game, however, the series made the jump to full-on HackAndSlash with light RealTimeStrategy elements that operates firmly on the ConservationOfNinjutsu by having the player's character able to take on dozens of mooks at a time. Each sequel and spin-off since then has only [[SerialEscalation embraced this style of gameplay and taken it to increasing heights]].
172* 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. The fifth game, ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', added DualWielding and the ability to fight on horseback, but sacrificed the underwater combat of its two predecessors.
173* The first ''VideoGame/EndlessNightmare'' is a SurvivalHorror game all the way, with barely any action and you spend most of the game fleeing from the undead. The second game have some scary parts, but you're now capable of collecting firearms and killing zombies left and right. And then the sequels turns you into monster-slaying badasses with tons and tons of action throughout.
174* The first two ''Franchise/{{Fallout}}'' games were straight-up turn-based [=RPGs=]. Starting with ''VideoGame/Fallout3'', 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/Fallout4'' [[SerialEscalation became an Actionized Sequel]] ''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. Diplomacy options also became virtually non-existent, whereas you could usually talk your way out of most situations in the previous games.
175* ''VideoGame/FearAndHungerTermina'': Whereas [[VideoGame/FearAndHunger the first game]] somewhat discourages fighting enemies due to their high lethality, Termina encourages combat to a much greater extent. Fighting enemies has been upgraded with the "rev-up" system (which allows the player to use more consistent, powerful attacks), and many enemies are less likely to incur permanent status debuffs. Ammo for ranged weapons is much more available, making it easier to kill enemies without risking injury. Sacrificing sawed-off heads is also the only way to amass soul stones in high quantities, which are then used to learn skills.
176* The ''Franchise/FinalFantasy'' series is still firmly in the RPG genre, but has slowly becoming more action-oriented, with action commands in battle, and a shift to more real-time combat, as Square Enix continue to pursue their stated goal of creating a battle engine that allows the dynamic combat of ''Anime/FinalFantasyVIIAdventChildren''. ''VideoGame/FinalFantasyXV'' (formerly known as ''Final Fantasy Versus XIII'') is a full-on ActionRPG, along the lines of ''Franchise/KingdomHearts''. The previous installment, ''VideoGame/LightningReturnsFinalFantasyXIII'' has also made many steps in that direction; {{Spin Off}}s like ''VideoGame/DirgeOfCerberus'', ''VideoGame/CrisisCore'' and ''VideoGame/DissidiaFinalFantasy'' are a full GenreShift.
177* ''VideoGame/FindingTeddy'' provides an extreme example; the original was an AdventureGame where you play a tiny little girl adventuring into the whimsical fantasy world of Exidus where she has to solve puzzles to make her way through, helpless to defend herself against the huge monsters that [[EverythingTryingToKillYou will kill her]] [[TheManyDeathsOfYou in a variety of comically violent ways]] (only for her to [[DeathIsASlapOnTheWrist immediately try again]]). The sequel (originally called ''Finding Teddy 2'' but later renamed to ''Chronicles of Teddy: Harmony of Exidus'') saw a complete GenreShift to a platforming action {{Metroidvania}} game where the now-older girl returns to Exidus to save it from evil by beating the crap out of evil with her sword and shield.
178* ''Front Mission'' ventured into this when ''VideoGame/FrontMissionGunHazard'' was released as the second video game in the franchise. A side-scrolling shooter with 2 player co-op, it was a complete change of pace from the original ''Front Mission''. This was followed up by the release of ''Alternative'' two games later. ''Alternative'' plays out in real-time strategy albeit there is an action element as the game lets players control the action in first-person ala an FPS. After the releases of ''VideoGame/FrontMission3'', the Front Mission remake ''1st'', and ''4'', yet a third action spin-off was released - ''Online''. An MMO third-person shooter with FPS elements, the action took place in real-time and focused heavily on team-based play such that it never truly lost the Front Mission appeal. ''Evolved'' continued the trend a few years later as the second TPS title (also has a bit of FPS in it), although it completely abandons a lot of the Front Mission appeal (teamwork, slower-paced gameplay). Instead, it better resembles ''VideoGame/ArmoredCore'' with some unusual additions (regenerating health, arcade-y gameplay). Although it wasn't developed by the core Front Mission team, ''Evolved'' [[TheyChangedItNowItSucks was hated by all fans, even by the hardcore who know that Front Mission isn't all about turn-based strategy and were eagerly awaiting a new action title]].
179** ''VideoGame/FrontMission3'' follows suit. With large amounts of its tactical nature being scaled back (number of playable units dropping from 12 to 4, missions taking place on tiny maps, customization made bare bones), it is comparatively more action-oriented as far as [=TRPGs=] go than its predecessors. ''VideoGame/FrontMission4'' returns back to much of its roots.
180* In contrast to the slower pace of the original, ''VideoGame/{{Shenmue}} II'' positively brims with action and quick time sequences, in addition to other major changes.
181* ''VideoGame/{{Hitman}}'':
182** The games have waffled in tone between games, but ''Absolution'' stands out, replacing the "globetrotting man of mystery" style with a much darker, grittier, and wanton tone in the vein of grindhouse films. ''Absolution'' also had a shift in gameplay, controlling more like an action-stealth game such as ''Splinter Cell'', and having much less of the sandboxy levels ''Hitman'' is known for, with more typical "sneak from point A to point B" sections in between them.
183** Inverted with [[VideoGame/HitmanCodename47 the first game]]: While it includes plenty of stealth game-play that the series would get known for, it also has several levels where it turns into a full blown shooter complete with boss fights with the final one even consisting of [[spoiler: you moving down a small army of 48's with a [[MoreDakka minigun]]]]. VideoGame/Hitman2SilentAssassin dropped these in favor of focusing on the stealth aspect and much harsher punishments for not embracing it.
184* ''VideoGame/IttleDew2'' has a greatly increased focus on combat compared to [[VideoGame/IttleDew1 its predecessor]]. Ittle moves faster, starts out with a larger health meter, can dodge roll, and fights enemies that are more dangerous than most of the monsters she fought in the first game.
185* ''VideoGame/JakAndDaxterThePrecursorLegacy'' is an action game already, but it's more of a standard platformer. Sequels introduced gunplay and somewhat less straight-up platforming.
186* ''Franchise/KingdomHearts'':
187** The first game had about equal amounts of combat, platforming, and puzzle-solving. The combat in the first game was very simple, as you could do basic sword swings, a few spells, a few summons, and by the end of the game Sora gets exactly 4 "special attacks", and upgrading attacks in that game was nothing more than adding a few more hits to his basic swing and making the hits pack more of a punch (while its re-release added in a few more special abilities via new finishing moves).
188** The [[VideoGame/KingdomHeartsII second console game]] - at which point the series had already set forth the motion that Sora was basically the MessianicArchetype and now needed to prove just exactly ''what'' made a 15-year-old boy better than grown, experienced men and women with supernatural powers - focused mainly on combat. As a result, the player was given a ridiculous number of ways to kick ass: [[SuperMode Drive Forms]], more elaborate SummonMagic, much more powerful and varied Spells, [[CombinationAttack combo attacks with party members]], the ability to equip whole new combat techniques ''as well as'' upgrade basic swings like in the first game, and, perhaps most infamously, ActionCommands that let Sora pull off moves worthy of the Matrix (whew).
189** And the [[VideoGame/KingdomHeartsIII third console game]] went even ''farther'', with powerful new attacks and abilities being unlocked at every turn.
190* ''[[VideoGame/MadouMonogatari Madou Monogatari I]]'' is an Actionized Remake. In a departure from the turn-based menu combat it's known for, the Mega Drive version features real-time battle encounters where Arle can jump, crouch, and even defend against enemy attacks. All of her spells are bound to a button command performed on the D-Pad while holding the A button, such as pressing "down, left, up, right" to cast Ice Storm. Because the battles play in real time, skilled players can rapidly churn out spells and possibly defeat enemies before they could even touch Arle.
191* ''Franchise/MassEffect'':
192** ''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. The action features more action too: gunships, explosions and solving things by blowing something up become increasingly common.
193** ''VideoGame/MassEffect3'' also doesn’t disappoint on that front. In particular, ''melee'' combat does far more damage in the third game, as every class either has access to a personal LaserBlade or a biotic punch, and weak enemies can be pushed away with a gun-butt before they attack. As for the story, the wartime setting makes this inevitable, but the game features no less than three dedicated action setpieces of nothing but stuff getting destroyed.
194* Compared to the first two ''VideoGame/MedalOfHonor'' titles, ''VideoGame/MedalOfHonorAlliedAssault'' has missions set in the frontline, namely the Normandy beach landings, fighting in the bocage alongside US Paratroopers, and trekking through enemy-occupied towns guns blazing. It's [[ExpansionPack expansions]], ''Spearhead'' and ''Breakthrough'' remove the StealthBasedMission aspect entirely. [[note]] ''Breakthrough'' has only one mission that involves DressingAsTheEnemy, and even then it's just for the first fourth of said mission, as your cover gets blown rather quickly. [[/note]]
195* ''VideoGame/MetalGearSolid4GunsOfThePatriots'' made the run 'n' gun style of gameplay an option as compared to earlier titles which were more stealth focused and were more difficult to run 'n' gun. There's also the ''VideoGame/MetalGearRisingRevengeance'' spin-off, which almost completely ditches stealth and focuses on the action.
196* ''VideoGame/Metro2033'' was a heavily atmospheric and very unforgiving game, where the combat was against mainly small (3-4) groups of mutants who killed you in a couple of hits. Encounters against similar-sized groups of humans were rarer and could often be avoided by stealth. Ammo was very rare as well, (having 100 of ANY kind is a sign of extraordinary luck). ''VideoGame/MetroLastLight'' increases the action dramatically, and balances the amount of time you spend fighting humans and the time you spend fighting mutants. In some missions, you may face as many human enemies as you fought in the entirety of Metro 2033. Combat has been streamlined, with the melee attack now being done with a quick button tap, and health regeneration taking noticeably less time. Gunplay has been improved and tightened immensely. Weapons and ammo are proliferated immensely, and it's possible to modify the guns. The Bastard you get early in the game can easily and comfortably stay with you as your weapon of choice, remaining a viable option even in the endgame, whereas everyone dropped their Bastard for a 74 in 2033 the moment they could.
197* ''Franchise/{{Metroid}}'':
198** ''VideoGame/MetroidPrime2Echoes'' compared to ''VideoGame/MetroidPrime''. ''Echoes'' ups the difficulty and frequency of combat sequences, and adds more boss fights, as opposed to just one major boss per area in the first game. The game also adds FPS-oriented concepts such as an ammo system for the standard beam weapons (previous games in the series had limited it to Missiles and Power Bombs) and a multiplayer mode. Lastly, while the native Chozo civilization of Tallon IV from ''Prime'' was a peaceful race that slowly got consumed by the Phazon, the Luminoth of Aether from ''Echoes'' had to become a warrior race due to 50 years of constant war against the Ing; many Luminoth bodies remaining from that war can be found all over the game world.
199** ''VideoGame/MetroidPrime3Corruption''. There are a lot more actionized setpieces (like dropping a giant bomb on a Leviathan shield, the demolition trooper escort mission, Hypermode, the free-fall Ridley fight) and less isolated parts. It is also more linear, but mostly due to level design, as you fly around several planets and the areas are smaller. There is still plenty of exploring to do, but combat takes a strong precedence over it.
200** ''VideoGame/MetroidOtherM'' takes it even further by giving Samus loads of melee attacks, dodging and other combat-related abilities.
201** Additions to the gameplay system, such as the Melee Counter and the Aeion Abilities, give ''VideoGame/MetroidSamusReturns'' a somewhat more action-based feel than the other 2D ''Metroid'' games.
202** ''VideoGame/MetroidDread'' is this to both ''VideoGame/MetroidFusion'' (to which it is a direct chronological sequel) and ''Samus Returns'' (the last game released beforehand and the one with which it shares a [[Creator/MercurySteam team]] and engine). Samus's Counter-Attack can be done while running, and it causes damage to enemies. The much more prevalent E.M.M.I. also stick around to menace Samus after she evades them, unlike the SA-X which tended to show up for a moment before menacingly stalking away.
203* ''VideoGame/MonsterHunterRise'', in comparison to its predecessors, streamlines its gameplay with an emphasis on getting players into battle with monsters more quickly. To that end, the need to track monsters down was removed: all monster locations are presented on the map (you still need to approach the monster to identify it first). [[CanineCompanion Palamutes]] also help toward this end by allowing players to more quickly traverse each region. The [[GrapplingHookPistol Wirebugs]] make movement more dynamic, opening up new ways to explore the game world and to fight with monsters.
204* ZigZagged with ''VideoGame/NeedForSpeed'' series: some games are about kicking arses and taking credits in illegal street racing, some others are about professional, ''VideoGame/GranTurismo''-esque racing. Examples of the former are ''[[VideoGame/NeedForSpeedMostWanted2005 Most Wanted]]'', ''[[VideoGame/NeedForSpeedCarbon Carbon]]'', and ''[[VideoGame/NeedForSpeedHotPursuit Hot Pursuit]]'', the latter are ''VideoGame/NeedForSpeedProStreet'', and the [[VideoGame/NeedForSpeedShift ''Shift'' sub-series]].
205* ''VideoGame/TheNeverhood'' is a claymation-based adventure game with a bizarre sense of humor. Its sequel, ''VideoGame/{{Skullmonkeys}}'', keeps the claymation and humor but [[GenreShift shifts]] to a platformer.
206* ''VideoGame/NiNoKuni'': ''Wrath of the White Witch'' had some freedom of movement in its combat but was otherwise command and spell-heavy regardless of if you played as yourself of your familiar. ''VideoGame/NiNoKuniIIRevenantKingdom'' had a much more frenetic battle system akin to modern ''Tales'' games though with some magical elements still mixed in. This is partly justified as in the first game the main hero was no older than a preteen thus characters were more reliant on magic and familiars to fight while in the sequel nearly every party member has been trained in some combat already.
207* ''VideoGame/{{Nier}}'' is an ActionAdventure game with a balance between exploration and combat. Its follow-up, ''VideoGame/NierAutomata'', was co-developed by Creator/PlatinumGames, and as such, its combat is much more frenetic and lightning-paced.
208* The original sequel for the modern ''VideoGame/NinjaGaiden'' series on Xbox, ''Ninja Gaiden II'' on the 360, heavily toned down the exploration and puzzle elements found in the previous game, the stages became very streamlined, finding a key or two to open a door became almost trivial -- if that wasn't streamlining enough, ''Sigma 2'' on [=PS3=] removed any traces of exploration found in the 360 version altogether; by then modern Ninja Gaiden became just like its classic series: full blown action only, all Ryu needs to do to progress through the game is to beat enemies and push foward. ''Ninja Gaiden III'' followed on Sigma 2, being exclusively action oriented.
209* ''VideoGame/{{Outpost}}'' is a turn-based colony-builder in which you construct and manage a colony to house and nurture the [[EarthThatWas last survivors of Earth]], starting with the [[HomeworldEvacuation evacuation from Earth]] itself. While rebels will seize control of one of the two seed factories and start their own colony, you cannot fight them, can barely interact with them, and assuming you do well, enough of them will eventually defect to join you that their colony will collapse. ''VideoGame/Outpost2'' converts the series to an RTS [[FollowTheLeader in the vein of]] ''VideoGame/CommandAndConquer'' that removes the entire start of the first game except the initial backstory about Earth being destroyed, putting you on a predefined Mars-like world after the colonists have already arrived and split into two warring factions. Otherwise, the colony management and [[YouRequireMoreVespeneGas resource handling]] was streamlined and inter-colony interactions introduced in the form of shooting at each other.
210* ''VideoGame/OriAndTheBlindForest'' is an exploration-focused {{Metroidvania}} with relatively light combat and MooksButNoBosses, where as ''VideoGame/OriAndTheWillOfTheWisps'' amps up the frequency and intensity of enemy encounters, with Ori commensurately gaining an arsenal of new combat abilities, as well as introducing proper {{boss battle}}s.
211* ''VideoGame/PacManWorld3'' emphasizes action and combat while still preserving most of the platforming elements from the previous entries.
212* ''VideoGame/Persona5'' is a cross between a dungeon-crawling RolePlayingGame and a WakeUpGoToSchoolSaveTheWorld DatingSim, following a group of high school students who become Phantom Thieves in order to punish corrupt adults and reform society while also trying to get through a year in high school. ''VideoGame/Persona5Strikers'' is an ActionRPG employing the ''VideoGame/DynastyWarriors'' series' real-time HackAndSlash combat engine instead of turn-based combat, following the same group half a year later as they get together for a summer vacation RoadTripPlot, with them juggling enjoying their vacation and investigating weird incidents where influential celebrities are seemingly brainwashing the masses.
213* ''Picross X: Picbits vs. Uzboross'' is a spinoff of Nintendo's ''VideoGame/{{Picross}}'' series. Unlike traditional ''Picross'' games, which are focused around taking your time carefully solving large puzzles, ''Picross X'' is focused on rapidly solving waves of 5 x 5 puzzles in order to outrun the Uzoboross and then defeat it.
214* ''VideoGame/{{Pikmin}}'': The main games emphasize exploration and collecting treasures and resources. ''VideoGame/HeyPikmin'' puts much greater focus on battling enemies.
215* In ''VideoGame/PokemonLegendsArceus'', the game moves from traditional TurnBasedCombat to a form of CombatantCooldownSystem. In addition, for the first time in the series, the human player character is capable of being directly injured during Pokémon battles and can even have their expedition crippled if they take too much damage, and the action before a player's Pokémon is sent out is played in real-time rather than in a cutscene.
216* ''Videogame/PrinceOfPersiaTheSandsOfTime'', already a reinterpretation of [[Videogame/PrinceOfPersia a game with sparse fighting]] to have more action, was followed by ''Videogame/PrinceOfPersiaWarriorWithin'', with much more swordfighting to showcase a revamped combat system.
217* The ''VideoGame/ProjectIGI'' sequel, ''Covert Strike'', triples the action with less emphasis on stealth-based missions, more mooks to kill, and doubles the ammunition pickup. There's even a stage where you commandeer a heavy machine-gun from a helicopter to rain hellfire on an enemy base and destroy everything in sight.
218* Combat in ''VideoGame/Psychonauts2'' is much faster and smoother, powers have been reworked to be more useful in combat, and the number of enemy types has been expanded. Old enemy types have also been reworked to be more interesting to fight, such as the [[ObstructiveBureaucrat Sensors]], which now attack with a powerful spin move, instead of just whacking you with an oversized stamp.
219* The first three ''VideoGame/RainbowSix'' games (''Rainbow Six'', ''Rogue Spear'' and ''Raven Shield'') were about careful planning since [[OneHitpointWonder you usually died from a single shot]]. Lockdown gave you a health bar and removed the tactical planning part. ''Vegas'' and ''Vegas 2'' are about three guys with RegeneratingHealth mowing down a massive army of mercenaries and [[TerroristsWithoutACause terrorists]], though you're still rather fragile compared to most contemporary shooters.
220* The ''Franchise/RatchetAndClank'' series placed more of a emphasis on combat with each successive sequel, until ''Deadlocked'' became all T/FPS. They backed up to a more balanced mix for ''Tools of Destruction'', however.
221* ''Franchise/ResidentEvil'':
222** ''VideoGame/ResidentEvil2'' and ''VideoGame/ResidentEvil3Nemesis'' increase the action due to the wider availability of ammo and the dodge ability, making it possible to kill every monster in the game. Compare that to the original ''VideoGame/ResidentEvil'', where trying to kill everything was near impossible.
223** ''VideoGame/ResidentEvil4'' and ''VideoGame/ResidentEvil5'', unlike the previous games, have a much more action-packed gameplay style, with fully functional manual aiming, (conditional) melee attacks, and generally more combat-friendly environments. Many players agree that they are more like action games than survival horror. As one analysis explained, the series shifted from aiming for "scary" to aiming for "tense". Or put another way, it goes from ''survival'' horror to ''adrenaline'' horror. ''VideoGame/ResidentEvil6'' follows the same path.
224** [[VideoGame/ResidentEvil2Remake The]] [[VideoGame/ResidentEvil3Remake remakes]] for 2 and 3 invert it and play it straight, with the former turning up the survival horror aspect considerably. 3, meanwhile, is much like it's counterpart with balls to the wall action.
225** ''Videogame/ResidentEvil7'' inverts this, as it's far more SurvivalHorror than action. However, the sequel to this game, ''Videogame/ResidentEvilVillage'', plays it straight, bringing in more combat and action while still retaining extensive horror, sometimes even using horror from other genres.
226* Towards the end of the Adventure game era and the rise of the FPS genre, Creator/{{Sierra}} attempted to actionize their franchises. It backfired with ''VideoGame/KingsQuestMaskOfEternity'', which [[FranchiseKiller sold badly enough to sink the franchise.]]
227** ''VideoGame/QuestForGloryV'' was similarly actionized, being the first game in the series where combat was required for all characters, and all characters being given swords and shields (previously the province of the Fighter and Paladin, who are ''expected'' to solve their problems with swords). However, it was already the conclusion of the series, so it can't be said to be a FranchiseKiller.
228** ''VideoGame/PoliceQuest'' is a rare exemption, the games franchise re-inventing itself as ''VideoGame/PoliceQuest SWAT'' and later just ''SWAT''. This series lived on to make [[VideoGame/SWAT4 4]] more games after their last adventure game precursor.
229* ''VideoGame/SakuraWars2019'' is an actionized SoftReboot. While the previous games featured turn-based strategy battles, the 2019 game features fast-paced hack-and-slash combat.
230* ''Franchise/SilentHill'':
231** Although not to the same extent as ''Resident Evil 4'' or ''5'', ''VideoGame/SilentHillHomecoming'' has a much more developed melee combat system, including combos, a powerful dodge move, and a lock-on camera that turns every fight into a one-on-one duel. This (plus stronger healing items and propensity of enemies to get stunlocked) made melee combat viable by itself, whereas previous games favored fleeing or using up precious ammo. Enemy encounters are still spaced out evenly and the game's overall pace is still pretty slow and brooding. It didn't work too well, so the next installment, ''VideoGame/SilentHillShatteredMemories'' took out all combat completely. 2012 ''VideoGame/SilentHillDownpour'' balanced somewhere between two extremes.
232** Before that, the franchise [[ZigZaggedTrope zig-zagged]] with the action quotient as well. ''VideoGame/SilentHill2'' had ''less'' action than the first, and included the option to disable combat completely. ''VideoGame/SilentHill3'' was significantly actionized due to better weapons like [[KatanasAreJustBetter the katana]], quicker pace, more monster encounters and the addition of a submachine gun, which made boss fights a (relative) breeze. VideoGame/SilentHill4 scaled back the action significantly, with clunkier controls and weaker weapons. VideoGame/SilentHillOrigins downplayed it: on one hand the protagonist had less health than usual and all melee weapons broke after several hits. On the other hand, the assault rifle made a comeback, and you could pick up almost anything to use as a melee weapon and carry it in your infinite inventory.
233* ''VideoGame/SolatoroboRedTheHunter'' is this when compared to its predecessor ''VideoGame/TailConcerto'', in part thanks to Red being a ContrastingSequelMainCharacter to Waffle. Red's first instinct when faced with anything is [[AttackAttackAttack to keep attacking it until it explodes]], so of course his gameplay would revolve around doing as much damage as possible within the shortest amount of time (and once you obtain certain upgrades, in the flashiest way, too). It helps that Red also has a SuperMode with the story having a lot higher stakes than before.
234* ''VideoGame/Splatoon2'' has smaller maps for more conflict and introduces [[GunsAkimbo the Dualies]], but the special weapons are what's really more intense than the original. Miss the [[{{BFG}} Inkzooka]]? It's replaced by a JetPack with an ink cannon! The [[DeathFromAbove Inkstrike]] is basically just an ICBM. Why not equip Splashdown and BE the Inkstrike? Or use an [[WeatherControl Ink Storm]] for longer-term area control, or use Tenta Missiles to potentially bring DeathFromAbove to the entire enemy team at once, or just straight-up use ''[[CombinedEnergyAttack a copyright-friendly Spirit Bomb]]''?
235* ''VideoGame/SplinterCell'':
236** ''VideoGame/SplinterCellConviction'' turns up [[GenreShift the action]] and gives Sam Fisher another [[TookALevelInBadass level in badass]]. It had rather mixed reactions from fans of the franchise who preferred pure stealth.
237** ''VideoGame/SplinterCellBlacklist'' downplayed it by making stealth a viable approach again while allowing for the ''Conviction''-style or even regular TPS gameplay - though even on the easier difficulties, trying to play too aggressively will get you killed fast; it's better to play smart, be tactical, and make use of all your gadgets to even the odds in your favour.
238* ''VideoGame/SuperPaperMario'' is the only ''VideoGame/PaperMario'' game that's completely real time (barring one turn-based fight).
239* While ''VideoGame/TeenageMutantNinjaTurtlesShreddersRevenge'' is relatively faster-paced than ''[[VideoGame/TeenageMutantNinjaTurtlesTheArcadeGame The Arcade Game]]'', ''[[VideoGame/TeenageMutantNinjaTurtlesTurtlesInTime Turtles in Time]]'' and ''[[VideoGame/TeenageMutantNinjaTurtlesTheManhattanProject The Manhattan Project]]'' (the games that inspired it), with wider attack options, this is played straighter in regards to the [[WesternAnimation/TeenageMutantNinjaTurtles1987 1987 cartoon]] that the game's [[TruerToTheText more faithfully]] based on. The cartoon only had a sporadic amount of action as the plots put emphasis on comedy. Here, there's still some comedy, yet the plot is minimalized to allow for many exciting action setpieces.
240%%Administrivia/ZeroContextExample* Creator/{{Epyx}}'s ''VideoGame/TempleOfApshai'', a quasi-real-time DungeonCrawling RPG, received an actionized prequel, ''Gateway to Apshai,'' four years later.
241* The original ''VideoGame/TombRaiderI'' had an even balance between combat and platforming/puzzle solving. Its sequel shifted focus closer to combat by letting Lara start with a shotgun in addition to her trademark pistols and adding a greater quantity of both animal, human, and supernatural enemies. ''VideoGame/TombRaiderIII'' upped even more to the point Lara was mockingly called "City Raider", and was being treated more as a spy with a license to kill than an adventurer.
242* The first two ''VideoGame/{{Turrican}}'' were slow, methodical {{Metroidvania}} platformers while the console sequels and ''Turrican 3'' were fast-paced run & gun shooters more akin to ''VideoGame/{{Contra}}''.
243* Muse Software's ''VideoGame/{{Wolfenstein}}'' 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 mechanics, and turned it into a fast-paced action game with a first-person perspective. Later installments such as ''VideoGame/ReturnToCastleWolfenstein'' have brought back many of the stealth elements, but they still have a high emphasis on action.
244* The first ''VideoGame/ZoneOfTheEnders'' had some open-exploration as you travel between different areas of Antilia, a space colony orbiting Jupiter, went on fetch missions, the occasional S.O.S. missions, and find sub-weapons to perform tasks needed to advance the game. Its sequel, ''The 2nd Runner'', ditches all of that and opt for much more action-driven gameplay and linear level progression.
245* ''VideoGame/SyphonFilter 1'' focused mainly on slow-paced espionage, with occasional bursts of action, while the sequel was more heavy on run-&-gun firefights, with only 7 of the 21 levels requiring stealth, then the third game ditched mandatory stealth almost entirely except for one mission. The 6th-gen games had a more even balance between stealth and action.
246* ''VideoGame/ZeldaIITheAdventureOfLink'' shifted its focus away from collecting items and solving puzzles in dungeons towards a more developed side scrolling combat system where Link can perform different sword attacks and cast magic. Instead of being able to just mindlessly hack away at enemies, the sequel now have enemies who either need specific sword attacks or magic to defeat and other enemies like Iron Knuckles require precise timing to hit them when they're open to attack.
247[[/folder]]
248
249[[folder:Web Animation]]
250* ''WebAnimation/RedVsBlue'' only had sparse gunfights (after all, it's basically a video game deathmatch [[ArmedFarces where everyone involved is very incompetent]]) until season 8, where with Creator/MontyOum's character animation the restrictions of the ''Franchise/{{Halo}}'' engine were off and thus an uptick in action scenes ensued, starting with a car breaking through a wall. [[WebAnimation/RedVsBlueTheProjectFreelancerSaga The following two seasons]] were even half machinima, half animation to give more room for the action. Things quieted down afterwards (season 11 downright had no custom animation), with only the occasional combat... until [[WebAnimation/RedVsBlueZero season 18]], which for being the first fully-animated and done by the same people of ''WebAnimation/DeathBattle'', mostly centered around frantic battles and chases.
251[[/folder]]
252
253[[folder:Western Animation]]
254* Parodied by ''WesternAnimation/FamilyGuy'' with ''Film/ThePassionOfTheChrist 2: Crucify This!'' (which from the trailer appeared to be ''Film/RushHour'' with Jesus instead of Creator/JackieChan),
255* More of an Actionized Remake, but ''WesternAnimation/TheSimpsons'' parodies this when Creator/MelGibson stars in a remake of ''Film/MrSmithGoesToWashington'' and Homer convinces him to make some changes. The resulting film ends with Smith killing everyone in Congress after his filibuster, and then decapitating the president.
256[[/folder]]

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