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1[[quoteright:193:[[VideoGame/StreetFighterII https://static.tvtropes.org/pmwiki/pub/images/streetfighterII.jpg]]]]
2[[caption-width-right:193:Challenge: can you separate the "new games" from the re-releases? [[note]]Fun fact: There have been three more revisions made of ''Street Fighter II'' since this image.[[/note]]]]
3
4-> ''"Street Masher... Street Masher 2... Street Masher 2: Slightly Different Costumes Edition..."''
5-->-- '''WebAnimation/HomestarRunner''' reminisces on some of his favorite arcade games, ''VideoGame/StrongBadsCoolGameForAttractivePeople: 8-Bit is Enough''
6
7Among some video game publishers, there exists an annoying tendency to release one game, and then release it again several times with minor changes before any wholesale {{sequel}} ever comes along. When a new game finally is released, it's 2:1 odds that it will be a {{prequel}} or SpinOff that doesn't do much of anything to advance the main plotline. Whether this is done to [[PanderingToTheBase cater to the hardcore fanbase]] or [[MoneyDearBoy cynically milk a franchise for all it's worth]] is purely a matter of conjecture.
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9There is a third reason why this occurs: competitive multiplayer games. In the old days, patching a non-PC game was impossible. Arcade machines could have their hardware swapped without taxing its players in the slightest, but console game updates had to take the form of a new cartridge or disc, usually priced the same or similar to the first iteration of the game. Companies were able to get away with this due to the popularity of the games in the arcades, thus necessitating that players "keep up with the Joneses" at home. While this practice gradually died down thanks to the rise of online-enabled consoles, allowing such things to be handled via patches or DownloadableContent, some companies still abused the idea of releasing an update as a full game. Creator/{{Capcom}} themselves has done both; contrast the handling of ''[[VideoGame/StreetFighterIV Super Street Fighter IV: Arcade Edition]]'' (a DLC update that was also optionally available for purchase as a standalone game for newcomers) with ''[[VideoGame/MarvelVsCapcom3 Ultimate Marvel vs. Capcom 3]]'' ($40 retail update that wasn't compatible with the original game)[[note]]though the latter could be explained due to the 2011 Japanese earthquake and tsunami, as well as the following Fukushima disaster, interfering with those plans[[/note]]. The only other excuse for doing this was to keep major release versions consistent between both home and arcade versions (so both versions can have the same baseline for major gameplay and balance changes), as arcade hardware weren't quite able to keep up-to-date as fast as online patches, but with arcades losing popularity even in Japan and the fact arcade machines can now update just as frequently as home versions, this practice has all but died for fighting games.
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11Note also that, while the {{trope namer|s}} Capcom does this enough to get the trope named after them, they are by ''no'' means the only publisher guilty of it.
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13Related to MissionPackSequel, but ''this includes the storyline as well as the gameplay''. Easily leads to ItsTheSameNowItSucks. This ''can'' lead to {{Sequelitis}} but not necessarily, as the games might still be good, or even great, in spite of the redundancy. Might be related to a game being PortOverdosed. If the time between two major entries ''is'' filled with new storylines, just not ones that advance the main plot or resolve a {{sequel hook}}, then the franchise might have hit a CliffhangerWall. BorrowingFromTheSisterSeries is a common method for avoiding this by taking successful features from another of the creators series while minimizing the risk of adding something completely new.
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15See ObservationOnOriginality for one explanation.
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17'''WARNING:''' Too much exposure to this trope may cause ColonCancer.
18----
19!!Examples:
20[[foldercontrol]]
21
22[[folder:Capcom]]
23The {{Trope Namer|s}}, as should be expected, has done many examples of this trope.
24----
25* ''Franchise/StreetFighter'':
26** The most ostentatious and infamous example is easily ''VideoGame/StreetFighterII''. It began with ''Street Fighter II: The World Warrior'' in 1991. Then came ''Street Fighter II’: Champion Edition'' and ''Street Fighter II’: Hyper Fighting'', both in 1992; ''Super Street Fighter II: The New Challengers'' in 1993; and ''Super Street Fighter II Turbo: The Ultimate Championship'' (a.k.a. ''Super Street Fighter II X: The Grand Master Challenge'') in 1994. Four different derivatives of the original ''Street Fighter II'' in a span of three years, and that's just the official arcade releases (there were bootleg {{Game Mod}}s as well). Capcom never marketed these releases as full-fledged sequels, but updates and balance changes made largely in response to players discovering broken and unintended gameplay mechanics (a purely academic difference to home console players, who were expected to shell out another $50 to $60 for each new version before DLC and online patching became the norm). Almost all of said updates would appear in the ''[[CompilationRerelease 30th Anniversary Collection]]''.
27*** Hilariously [[LampshadeHanging lampshaded]] in a piece of envelope art shown in an early 1990s issue of the ''[=GamePro=]'' magazine (years before ''VideoGame/StreetFighterIII'' came out), which featured a couple of ''Series/SesameStreet'' parodies. One of them showed Bert and Ernie with a Capcom representative trying to count to three -- by rattling off the various versions of ''Street Fighter'' released up to that point ("''Street Fighter'', ''Street Fighter II'', ''Street Fighter II: Champion Edition'', ''Street Fighter II Turbo'', ''Street Fighter II: Hyper Fighting'', ''Super Street Fighter II''..."). Ernie's reaction to this is putting a gun to his head, saying "I give up," and Bert's is [[HeadDesk banging his head on a nearby desk]].
28*** ''[=GamePro=]'' mocked it again in the April Fool's joke section of an April issue where they advertised the latest version of ''Stooge Fighter II'', where the only significant difference between it and the previous version was some dialogue changes in the pre and post-fight taunting.
29*** Some of the home versions are titled differently as well. The Super NES received a two-in-one compilation of ''Champion Edition'' and ''Hyper Fighting'' titled ''Street Fighter II Turbo'', taking its title from the Japanese version of ''Hyper Fighting'' (but without the apostrophe-like prime symbol they use to represent the word "Dash" over there), while the Sega Genesis counterpart of that same compilation is titled ''Street Fighter II: Special Champion Edition'' (otherwise known as ''Street Fighter II Dash Plus'' in Japanese). Then we got ''Street Fighter Collection'' and ''Street Fighter Collection 2'', a compilation of all five games for the Platform/PlayStation and Sega Saturn, although covered in reversed order (the first one has both ''Super'' games and a bonus disc with ''[[VideoGame/StreetFighterAlpha Alpha 2 Gold]]'', while the second contains the original three); ''Super Street Fighter II X for Matching Service'', an online-compatible version of ''Super Turbo'' for the Sega Dreamcast released only in Japan via mail order (making it one of the most sought after versions of the series); ''Super Street Fighter II Turbo Revival'', a [[PortingDisaster watered down]] Platform/GameBoyAdvance version of ''Super Turbo''; ''Hyper Street Fighter II: The Anniversary Edition'', a modified version of ''Super Turbo'' that allows players to use any character from the five different iterations of ''Street Fighter II''; and finally ''Super Street Fighter II Turbo HD Remix'', a remake of ''Super Turbo'' that replaces the original graphics and music with artwork by UDON and music remixes by Music/{{OverClocked ReMix}}. Even now, 25 years later and counting, Capcom is ''still'' willing to update this game: to mark the beginning of [[MilestoneCelebration the series' 30th-anniversary celebration]], January 2017 saw the announcement of ''Ultra Street Fighter II: The Final Challengers'' for the Platform/NintendoSwitch, which adds [[VideoGame/StreetFighterAlpha Evil Ryu]] and [[Anime/StreetFighterIITheAnimatedMovie Violent]] [[VideoGame/SNKVsCapcomSVCChaos Ken]] to the roster.
30** ''VideoGame/StreetFighterAlpha'' (''Street Fighter Zero'' in Asian languages), the prequel game that followed ''II'', also got its own series of updates and pseudo-sequels. The original was immediately followed by ''Alpha 2'', which added alternate versions of certain characters for its North American release (namely Evil Ryu, EX Zangief, and EX Dhalsim). ''Alpha 2'' was then re-released in Asia with the Asian name ''Zero 2 Alpha'', which had all the extra characters from the North American release, plus "EX" versions of the rest of the ''Street Fighter II'' cast. ''Zero 2 Alpha'' was then ported to home consoles as ''Alpha 2 Gold'', which added an extra character to the mix: the Shadaloo version of Cammy (who previously appeared in ''VideoGame/XMenVsStreetFighter''), although she was initially only playable in the Versus and Training modes. Then ''Alpha 3'' came and the home versions of that game added even more characters (eventually bringing back the entire ''Street Fighter II'' roster). The Dreamcast version of ''Alpha 3'', subtitled ''Sakyo Dojo'', was [[RecursiveAdaptation backported]] to the arcade as ''Zero 3 Upper'' in Japanese, a title used for the later Platform/GameBoyAdvance version (''Alpha 3 Upper''), which added three characters from ''[[VideoGame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]'' (Maki, Yun, and Eagle). This all culminated with the Platform/PlayStationPortable version, ''Alpha 3 MAX'', which has all the extra characters from the previous versions, plus Ingrid (from ''VideoGame/CapcomFightingEvolution'') and giving them all arcade stories and endings when the [=GBA=] version didn't. This isn't even counting ''Street Fighter Alpha Anthology'', a compilation of the arcade version of the ''Alpha'' games, along with ''Alpha 2 Gold'', ''Alpha 3 Upper'', and a Versus/Training mode-only game titled ''Hyper Street Fighter Alpha'' that pits versions of nearly every character from all the above games (the characters who appear in the portable versions of ''Alpha 3'' weren't included). And the Japanese version of that (''Street Fighter Zero: Fighter's Generation'') not only includes the Japanese versions but the English ''Alpha 2'' so Japanese players could try Evil Ryu along with the Cammy-included version of ''Zero 2 Alpha'' (titled ''Zero 2 Alpha Dash'').
31** ''VideoGame/StreetFighterIII'' was a bit more modest in its sequels compared to ''II'' and ''Alpha'', mainly due to its relative unpopularity at the time of its release. The original was titled ''Street Fighter III: New Generation'', which was followed by ''Street Fighter III 2nd Impact: Giant Attack'', and ''Street Fighter III 3rd Strike: Fight for the Future''. In terms of home versions, the first two were released exclusively for the Dreamcast in a two-in-one compilation titled ''Street Fighter III: Double Impact'', while ''3rd Strike'' got a stand-alone release for the Dreamcast, followed by Platform/PlayStation2 and Xbox ports which helped expose the series a bit, and a release on Xbox 360 and [=PlayStation=] 3 that added online play.
32** The ''VideoGame/StreetFighterEX'' 3D spin-off series consisted of four arcade games (''EX'', ''EX Plus'', ''[=EX2=]'', and ''[=EX2=] Plus''), two [=PlayStation=] ports (''EX Plus Alpha'' and ''[=EX2=] Plus''), and a Platform/PlayStation2-exclusive final installment (''[=EX3=]'').
33** ''VideoGame/StreetFighterIV'' (an interquel set between ''II'' and ''III'') was originally released for the arcades in Asia exclusively and then ported to home consoles. The home versions added six more characters to the roster. Then it got an update for the home consoles in the form of ''Super Street Fighter IV'' which added 10 more characters to the roster. ''Super Street Fighter IV'' was then ported to the arcades (and the home consoles as [[DownloadableContent DLC]] as ''Super Street Fighter IV: Arcade Edition''). Four more characters were added to the roster (Yun, Yang, Evil Ryu, and the introduction of Oni, who is an alternate form of Akuma). A [=3DS=] version was also released, titled ''Super Street Fighter IV: 3D Edition''. An update titled ''Super Street Fighter IV: Arcade Edition Ver. 2012'' was released as a downloadable patch in December 2011. Another balance update (''Ultra Street Fighter IV'') was released in 2014, with another 5 additional characters (four of them, Hugo, Poison, Elena, and Rolento, ported over from ''VideoGame/StreetFighterXTekken''). [[note]]Where it gets odd with this one is that, for the PC version, they just changed the name of the ''Arcade Edition'' to ''Ultra'' -- but you still have to actually ''buy'' ''Ultra''.[[/note]]
34** For a series with such a reputation for this, ''VideoGame/StreetFighterV'' was touted as a ''subversion'' of the trope, with Capcom intending to release post-release content (i.e. characters) as updates instead. They did [[DoubleSubversion ultimately cave]] in January 2018 with the release of ''Street Fighter V: Arcade Edition'' (which features the 12 DLC characters from Seasons 1 and 2 of the original game, new V-Triggers for all the cast, the widely requested addition of Arcade Mode, and an Extra Battle Mode), though it's a free DLC update for those who already own the vanilla version. November 2019 would see the announcement of ''[[LimitedSpecialCollectorsUltimateEdition Street Fighter V: Champion Edition]]'', another update featuring new V-Skills for the cast as well as the addition of [[VideoGame/StreetFighterIII Gill]] and [[VideoGame/StreetFighterIV Seth]] as playable characters, though it is likewise a free update for previous owners of ''SFV''. In both cases, people who weren't interested in the new characters or content still got the new game systems and balance updates free of charge, preventing the online playerbase from "fracturing" with every new release like Capcom promised near the initial release of the game -- one could easily buy the base ''SFV'' game and play straight away with ''CE'' players with no additional purchases.
35** To wit, Capcom's infamy with this trope from ''Street Fighter'' alone has led to a recurrent trend among fans of creating ridiculously long, [[WordSaladTitle absurd-sounding]], [[ColonCancer subtitle-laden titles]] whenever a new title/update is announced because it's ''expected'' that Capcom's going to turn around and release another version of the game they just bought several months down the road. How affectionate the mocking is varies from person to person.
36*** Even Capcom themselves are aware of it and parodied themselves when they titled a two-player ''Street Fighter''-themed puzzle game ''Super Puzzle Fighter II Turbo'' in 1996.
37* Capcom's ''VideoGame/{{Darkstalkers}}'' series went out with ''Vampire Savior 2'' and ''Vampire Hunter 2'', which despite being numbered like sequels were just minor rule and roster updates to the original ''Vampire Savior'', which was actually the third game in the series, following the original ''Darkstalkers'' (''Vampire'' in Japanese) and ''Night Warriors'' (''Vampire Hunter'' in Japanese). And then the characters from all three (''Vampire Savior'', ''Vampire Hunter 2'', and ''Vampire Savior 2'') were combined into a home release as ''Darkstalkers 3'' (which retained the ''Vampire Savior'' title in Japanese). Another update was released for Dreamcast titled ''Vampire Chronicle for Matching Service'', which also allowed you to select from the different fighting styles of each game. Although the Dreamcast version was [[NoExportForYou released in Japan only]], a PSP port was made called ''Darkstalkers Chronicle: The Chaos Tower'' which added a new mode called The Tower where you pick a team of three characters and have to make it through with limited regenerating health. This version was released in America a week '''before''' the PSP was released in America. In the case of ''Night Warriors'', it borders between being an updated version of the original ''Darkstalkers'' and a sequel. The entire roster and stages are lifted straight from the first game, and the ending sequences are the same, but there are many rule changes from the first game to distinguish it as a separate game. That being said, Yoshinori Ono (producer of the ''Street Fighter IV'' series, among other titles) has been lobbying for a true sequel to ''Darkstalkers 3''. However, the series is currently on indefinite hiatus.
38* Capcom made two licensed fighters based on ''Manga/JoJosBizarreAdventure'', developed by the ''VideoGame/StreetFighterIII'' team for the same arcade hardware. Not surprisingly, ''VideoGame/JoJosBizarreAdventureHeritageForTheFuture'' adds little to its predecessor ''[=JoJo=]'s Venture'' except for a bunch of new playable characters.
39* There was a time when the ''Franchise/ResidentEvil'' series was heavily fixated around [[VideoGame/ResidentEvil2 the events of Raccoon City in 1998]], with many prequels, interquels, and side-stories. Even ''VideoGame/{{Resident Evil 3|Nemesis}}'', the third numbered entry, was actually set around the same time period as ''VideoGame/ResidentEvil2'' and added many {{retcon}}s to the previous game's plot. The ''VideoGame/ResidentEvilOutbreak'' spin-off series is set during the Raccoon City outbreak as well, but still feature many irreconcilable inconsistencies with both of those games. ''VideoGame/ResidentEvil4'' finally moved away from the plot and setting by being set in 2004 (six years after the events of Raccoon City) and all the numbered entries since then have taken place in the present or near-future. Their minds are still stuck in Raccoon City for the spin-offs, however. ''[[VideoGame/ResidentEvilTheUmbrellaChronicles The Umbrella Chronicles]]'', ''[[VideoGame/ResidentEvilTheDarksideChronicles The Darkside Chronicles]]'', and ''[[VideoGame/ResidentEvilOperationRaccoonCity Operation Raccoon City]]'' all go over the zombie outbreak in Raccoon City again. Despite not taking place in or near the ruins of Raccoon City, ''VideoGame/ResidentEvil6'' has viral outbreaks happen across multiple cities in a manner similar to the Raccoon City outbreak and one of the antagonists even lampshades it by saying how "this is gonna be Raccoon City all over again" before a city gets bombed with the C-Virus. Capcom broke the mold in 2017's ''VideoGame/{{Resident Evil 7|Biohazard}}'' by [[RevisitingTheRoots returning to the series' roots]] with a rundown house full of monsters... [[ZigZaggingTrope only to follow-up]] with a remake of ''[=RE2=]'' [[VideoGame/ResidentEvil2Remake two years later]] and a remake of ''[=RE3=]'' [[VideoGame/ResidentEvil3Remake one year after]] ''[[VideoGame/ResidentEvil3Remake that]]''. (To Capcom's credit, they did unveil [[VideoGame/ResidentEvilVillage the next canonical installment]] a few months after ''[=RE3R=]'', which came out in 2021, followed by [[ContentLeak formally]] announcing [[VideoGame/ResidentEvil4 the fourth game's]] [[VideoGame/ResidentEvil4Remake remake]] in 2022.)
40* Originally, ''VideoGame/DevilMayCry'' was supposed to be the immediate sequel to ''[[VideoGame/ResidentEvilCodeVeronica Code: Veronica]]'' and a prototype of ''VideoGame/ResidentEvil4''. They thought it was too much of a huge break in genres, though, [[DivorcedInstallment so they ripped out the original story]] (Dante was a police officer named Tony Redgrave fighting against more Umbrella horrors) and went with [[VideoGame/DevilMayCry1 the current one]] (Dante as a half-human, half-demon devil hunter hired to investigate strange happenings on Mallet Island at the behest of his mysterious client Trish). Turned out to be a successful idea. So far the franchise has been pretty good about this trope (even though chronology is [[AnachronicOrder all over the place]]: the chronological order currently being ''[[VideoGame/DevilMayCry3DantesAwakening 3]]'' -> ''[[VideoGame/DevilMayCry1 1]]'' -> ''[[VideoGame/DevilMayCry2 2]]'' -> ''[[VideoGame/DevilMayCry4 4]]'' -> ''[[VideoGame/DevilMayCry5 5]]''), but that can change in a heartbeat as soon as Capcom start pumping out spin-offs. [[note]]The initial chronological order had been ''3'' -> ''1'' -> ''4'' -> ''2'' -> ''5'', but just a few weeks before ''5''[='=]s release ''2'' and ''4'' [[{{Retcon}} switched places]].[[/note]]
41** ''Devil May Cry 3: Special Edition'', infamous amongst the gaming community as one of the only (or the only) game/s to be re-released because ''it was too freaking hard''. [[note]][[DifficultyByRegion The difficulties were all bumped up for the original release]] -- international Normal Mode was equivalent to Japanese Hard, partly due to feedback from the demo.[[/note]]
42** Re-releases for ''Devil May Cry'' games became a series staple, as Capcom announced in December 2014 a ''Definitive Edition'' of the highly controversial ''VideoGame/DMCDevilMayCry'', later released in March 2015, followed by a ''Special Edition'' of the more favorable ''Devil May Cry 4'' released June 2015. After ''VideoGame/DevilMayCry5'' released in March 2019, that also got a ''Special Edition'' release for console in November 2020[[note]]The only addition from the ''Special Edition'' that the PC version received was playable Vergil.[[/note]].
43* Even the semi-obscure ''VideoGame/NineteenFortyTwo'' ShootEmUp series isn't invincible to this. ''1943'' got a re-release called ''1943 Kai'', and ''1942: Joint Strike'' consists of elements of ''1943'', ''19XX'', and ''1944'' rolled up into one game. And then there's ''1941: Counter Attack'', the ''third'' game in the series.
44* The ''VideoGame/GundamVsSeries'', originally developed by Capcom, has been zig-zagging the trope:
45** ''[[Anime/MobileSuitGundam Federation Vs. Zeon]]'' was innovative and well-received, the sequel ''[[Anime/MobileSuitZetaGundam AEUG Vs. Titans]]'' was the same game with some new machines -- and then came ''Gundam Vs. Zeta Gundam'', which was ''[=AvT=]'' with '''more''' new machines, and the popular Campaign Mode replaced with a repetitive alternate history mode.
46** Next came ''[[Anime/MobileSuitGundamSEED Alliance Vs. ZAFT]]'', which boasted a drastic overhaul to the game engine, and was likewise followed by ''[[Anime/MobileSuitGundamSEEDDestiny Alliance Vs. ZAFT II]]''; its home version added new content, including characters and machines from ''Anime/MobileSuitGundamSEEDCE73Stargazer'' and a new mission mode, and was labeled ''Alliance Vs. ZAFT II Plus''.
47** ''Gundam Vs. Gundam'' skipped further adaptations in favor of pure {{Fanservice}} by [[MegaCrossover crossing over]] all the ''Gundam'' series they could. [[note]]The roster was still limited to two characters from each show, except [[Anime/MobileSuitGundam the original]], which got four.[[/note]] The sequel, ''Gundam Vs. Gundam Next'' added a bunch of new characters (including many fan favorites); it was later ported to PSP as ''Gundam Vs. Gundam Next Plus'', gaining even more new characters and a mission mode.
48** At this point, development of the series was handed over to Bandai Namco, who announced ''Extreme Vs.'', a new iteration of the series that upgraded the graphics to Platform/PlayStation3-level (Capcom's iterations always used the [[Platform/SegaDreamcast Dreamcast]]-level NAOMI board) and boasted a complete overhaul of the gameplay engine. However, the ''[=ExVs=]'' sub-series quickly fell into this, between console ports and sequels (''Full Boost'', ''Maxi Boost'', and ''Maxi Boost ON'') which simply added to the game's roster while only making minor tweaks to the game engine. Then in early 2018 Bandai Namco announced ''Extreme Vs. 2''...
49** Most recently, Bandai Namco announced an entirely new game simply titled ''Gundam Versus'' designed specifically for the Platform/PlayStation4 with no arcade release; as with ''[=ExVs=]'', this iteration boasts upgraded current-gen graphics [[note]]courtesy of the team that helped create the [[VideoGame/MetalGearSolidVThePhantomPain FOX Engine]][[/note]] and big changes to gameplay. However, for the most part, the game is still mostly just a [=PS4=] version of the ''[=ExVs=]'' games.
50* ''VideoGame/MonsterHunter'' fell victim to this during its first three generations. While each game adds new content, some games are nothing more than expansions. The 3 numbered games are set in different locations, with new monsters, new weapon types, and in ''Tri'''s case, some monsters and weapon types were taken out in favor of all new content. However, in the expansions, commonly given the subtitle "G" (in Japanese) or a word starting with U (overseas), the biggest changes are to the weapon types to make them more balanced, and there are usually no more than a few new monsters that aren't just ''palette swaps''. The ''Freedom'' games improved over time in this regard: While ''[[VideoGame/MonsterHunter2004 Monster Hunter Freedom]]'' was merely a hybrid port of the original game and its G expansion, ''VideoGame/MonsterHunterFreedom2'' at least changed the setting and story and introduced some monsters so it didn't feel too much like a retread of the Japan-exclusive ''VideoGame/MonsterHunter2Dos''; and ''VideoGame/MonsterHunterPortable3rd'' is even more different from ''VideoGame/MonsterHunter3Tri'' despite still borrowing many monsters and stages from it. The stagnation was majorly addressed with the fourth generation, as both ''VideoGame/MonsterHunter4'' and is ''Freedom'' counterpart (''VideoGame/MonsterHunterGenerations'') introduce several novelties, mechanics and ideas that revamp the formula of the series while still keeping its essence, and their respective G-Rank expansions manage to bring several ideas on their own. The fifth generation eliminated the issue altogether, as not only did ''VideoGame/MonsterHunterWorld'' and ''VideoGame/MonsterHunterRise'' greatly overhaul the conventions of the series with improvements and additions, but their expansions were released directly as DownloadableContent, eliminating the need of having to acquire them as separate installments.
51* ''VideoGame/DragonsDogma'' had new content released about a year after its initial launch. This release, known as ''Dragon's Dogma: Dark Arisen'', ended up in a situation similar to ''VideoGame/MarvelVsCapcom3'', as despite only adding one new area and making a variety of gameplay tweaks, it was exclusively released as an UpdatedRerelease at $40 even for existing owners. However, since the release of ''Dark Arisen'', the game was ported to multiple systems, and the ''Dark Arisen'' release was the only one available to them. The only other non-port installment in the franchise over the seven years between the initial release and the Switch port was ''Dragon's Dogma Online''. Despite being a completely new game ([[NoExportForYou that wasn't released outside of Japan]]), [[AlternateContinuity it takes place within a different continuity]]. [[WordOfGod The creators]] do not consider it the sequel they have wished to make since finishing the original.
52* In an unprecedented move, Capcom applied this to the ''[[VideoGame/CapcomVs Vs.]]'' series in TheNewTens. A mere ''five'' months after the release of ''VideoGame/MarvelVsCapcom3'', [[https://www.youtube.com/watch?v=87zx_-0yoP0 Capcom announced]] '''''[[UpdatedRerelease Ultimate]]''' Marvel vs. Capcom 3''. The new content (12 new characters and 8 new stages) [[WhatCouldHaveBeen was originally meant to be released as DLC]], but the tsunami and earthquake that hit Japan in 2011 forced the development team to re-route their development cycle and instead package everything (and a few extra bells and whistles) in a manner similar to ''Super Street Fighter IV'' (and its ''Arcade Edition'' update). [[BrokenBase More than a few fans are still wondering exactly what the hell they bought the first go-round, though.]]
53* According to an interview with Creator/KeijiInafune, Capcom's official policy for quite a while was that 70-80% of new games had to be sequels. Its unofficial but ''de facto'' policy was that ''only'' sequels would be developed. Adding to this is that he actually had to resort to a BatmanGambit to actually get ''VideoGame/LostPlanet'' and ''VideoGame/DeadRising'' made by [[CrazyEnoughToWork going so over budget on the "demos" for these games that Capcom would not dare cancel them]]. In fact, this trope is actually the reason why he quit Capcom.
54* ''VideoGame/DeadRising'' slid into this first with the release of ''VideoGame/DeadRising2: Case Zero'', ''Dead Rising 2'', ''Dead Rising: Cast West'', and ''VideoGame/DeadRising2OffTheRecord'' all being released in a little over a year between the first and the last. ''Off the Record'' sees the reuse of the Fortune City setting, with an additional area, new weapon combinations, and [[AndNowForSomeoneCompletelyDifferent switching the protagonist]] to Frank West in a "WhatIf" scenario. Capcom went into [[SelfDeprecation full self-aware parody mode]] for their ''VideoGame/DeadRising3'' DLC announced at E3 2014, titled ''[[https://www.youtube.com/watch?v=N5Plhv_mPT4#t=1m7s Super Ultra Dead Rising 3 Arcade Remix Hyper Edition EX Plus Alpha.]]''
55* The ''Franchise/AceAttorney'' series' first three games. The [[VisualNovel/PhoenixWrightAceAttorney trilogy]] was originally released on the GBA only in Japan. Years later, DS versions of all three games were made, [[RemadeForTheExport localized]], and released internationally. Other than remastered music, a larger screen resolution, and a bonus case in the first game which made use of the DS's new features, all three games were mostly the same. Later, all three games were made available on Platform/WiiWare, with the only notable difference being that the player can point the Wii Remote while shouting [[BigWordShout OBJECTION!]] But again, no significant differences. The trilogy was later released in one package on the iOS store (using a free-to-play model where the user must pay for each individual episode save for 1 and 2). This collection featured improved graphics, and many [[PortingDisaster problems]]. Then all three games were released on the 3DS as ''Phoenix Wright: Ace Attorney Trilogy''. The graphics were practically identical to the iOS versions, with the only difference being a slightly touched-up script. In 2016, ''VisualNovel/ApolloJusticeAceAttorney'' got its iOS version, followed by its 3DS version a year later. And then the original three games got a Platform/NintendoSwitch and Platform/PlayStation4 version as well. [[Administrivia/TropesAreTools A benefit from this trope is that all these titles are still on the market]], [[KeepCirculatingTheTapes well after their home consoles became outdated]].
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58[[folder:Fighting Games (non-Capcom)]]
59* ''VideoGame/ArcanaHeart'': While the first two games only had one each (''Arcana Heart Full!'' for the first one and ''Suggoi! Arcana Heart 2'' for the second), it was at ''Arcana Heart 3'' where things started to get desperate. First was ''Love Max!!!!!'', which added in an after story, storylines from the card game ''Card of Glory'' and stages from the previous games. Then came ''Love Max SIX STARS!!!!!!'' which added nothing other than an extra character (and support for future characters as DLC). These both came out in the span of ''eight to nine years'' since the original first came out (September 2009). And then ''Love Max SIX STARS!!!!!! Xtend'' was announced...
60* Creator/ArcSystemWorks fell into this with the ''VideoGame/GuiltyGear'' games -- ''VideoGame/GuiltyGearXX'', the third game in the series, was followed by ''Guilty Gear XX #Reload'' (one "new" character [Robo-Ky], rebalanced moves), ''Guilty Gear Isuka'' (a four-player spin-off), ''Guilty Gear XX Slash'' (two new characters, one of whom [A.B.A] [[CanonImmigrant is from]] ''Isuka'', and more rebalancing), then ''Guilty Gear XX Accent Core'', which despite having no new characters has enough gameplay changes that they probably could have gotten away with calling it ''Guilty Gear X3'' if ''Reload'' and ''Slash'' hadn't existed. Then came ''Guilty Gear XX Accent Core '''Plus''''', which fixed some glitches and added a ton of extra features, including a Story Mode that takes place after the original ''XX'', and then ''Accent Core Plus R'', which adds more balances changes and made [[SNKBoss SNK Bosses]] Kliff and Justice tournament legal. In fact, most of ''XX'' is built upon its predecessor ''[[VideoGame/GuiltyGearX X]]'' series, which itself had a regular and a ''1.5''. On the plus side, the sheer amount of differences between ''AC+'' and vanilla ''XX'' are on the level of a full-on sequel.
61** Later, a true sequel (''Guilty Gear 2: Overture'') was released around the same time as ''Accent Core Plus'' (the new story in ''AC+'' leads into ''Overture'' in some aspects where Sol, Ky, and Dizzy are concerned). And a sequel to both that and ''GGXX'', ''Guilty Gear Xrd -SIGN-'', was later released.
62** In late May 2015, barely half a year out from ''Xrd''[='s=] console release in Japan and North America, an update, ''Xrd -REVELATOR-'', was announced, featuring additional characters (including a returning Johnny, who was an [[NonPlayerCharacter NPC]] in ''-SIGN-''; Jam, Raven, and Dizzy would be added in future updates) and [[RemixedLevel new versions of pre-existing stages]] not unlike the various revisions to ''XX''. As with ''Accent Core Plus'', the story continues on from where ''-SIGN-'' left off.
63** January 2017 saw the announcement of a second update known as ''REV 2''. Aside from the usual character rebalancing (including a few new moves for the existing cast) and roster expansion (one of the "new" fighters being series veteran Baiken, PromotedToPlayable from NPC status in ''-REVELATOR-'' much like Johnny and Dizzy before her), ''REV 2'' features new story scenarios, such as story Episodes for Jam, Raven, Haehyun, and Dizzy (who lacked them in the previous iteration). The game was released in arcades at the end of March that year, followed by a retail release on consoles and PC two months later as both a downloadable add-on to the original ''-REVELATOR-'' and, [[NoExportForYou if you live in Japan]], a standalone physical and digital release for the Platform/PlayStation4.
64** ''VideoGame/GuiltyGearStrive'' averted this, having a business model more in line with its competitors. The usual stuff that would come with a new installment in prior titles, such as new characters and new story modes, instead gets bundled into Season Pass DownloadableContent. The gameplay balance changes, on the other hand, are free to everybody regardless of any prior downloaded DLC.
65* Arc System Works also fell head-first back into this with ''Guilty Gear''[='=]s SpiritualSuccessor, ''Franchise/BlazBlue'', albeit not initially.
66** The first game of the series, ''VideoGame/BlazBlueCalamityTrigger'' was quickly followed up by the sequel ''VideoGame/BlazBlueContinuumShift'' about a year later. Then about a year later, ''Continuum Shift II'' came out. Despite its title, it is not a sequel to the original ''Continuum Shift''. It is simply a balance patch with three additional characters (who were DLC for the console versions) and a little extra story content. Then ''Continuum Shift Extend'' came out, which was again, another balance patch and added only one additional character and more story content. Except this time, ''it was a full retail release''.
67** ''[[VideoGame/BlazBlueChronophantasma BlazBlue: Chronophantasma]]'' followed in ''Continuum Shift''[='=]s footsteps. The original game came first, then a patch for the additional characters, and then finally a new patch called ''Chronophantasma Extend'' which was several extra story campaigns plus, for Western audiences, [[NoExportForYou the previously exclusive Library Mode]] all given in a full retail release. Thankfully, that was the only re-release before the next game, ''[[VideoGame/BlazBlueCentralFiction BlazBlue: Central Fiction]]''. In addition, the series producer, Toshimichi Mori, stated that there would be no ''Extend'' for ''CF'', and further updates to the game would be done through DLC. So far, he has stayed true to his word. About nine months after ''CF'''s console release, there was an update to the arcade version which added long-requested character [[OldMaster Jubei]] to the roster along with re-balancing the cast, but said update was released worldwide on consoles less than a month later for free, with Jubei being DLC.
68* ''VideoGame/{{ClayFighter}}'' also suffered of this, releasing updates for ''[=CF1=]'' (''Tournament Edition'') and ''[=CF63⅓=]'' (''Sculptor's Cut''.) The former only fixed some bugs and balanced the game and the latter added characters that was left from first release and changed some things, like portraits, lifebars, a new intro, and stripped out the ''VideoGame/KillerInstinct''-esque combo system. Both versions were ''exclusive to rental stores''.
69* ''VideoGame/DeadOrAlive'' has gotten into this, big time. The original 2012 release of ''VideoGame/DeadOrAlive5'' was followed by ''Dead or Alive 5+'' for the Vita, ''Dead or Alive 5 Ultimate'', and finally ''Dead or Alive 5: Last Round''. Each update retained the same core engine, menu styles, story mode, and basic gameplay of its predecessor while adding a few characters and other tweaks, very similar to the ''Street Fighter II'' sequels.
70** ''DOA: Hardcore'' and ''DOA: Hard*Core'', which are updates of ''Dead or Alive 2''. The Dreamcast release already included all the fixed and new things from both updates, as well new stages, costumes, and cutscenes.
71** And also, there's ''Dead or Alive Ultimate'', an UpdatedRerelease for Xbox with the first 2 games, both of them could be playable online on Xbox Live: the enhanced Platform/SegaSaturn version of ''[=DOA1=]'', and ''[=DOA2=]'' with the graphics of ''DOA Xtreme Beach Volleyball'', the gameplay of ''[=DOA3=]'' and the addition of Hitomi as a playable character, as well the FinalBoss Tengu as selectable.
72** Averted (or perhaps [[ZigZaggingTrope zig-zagged]]) by the free-to-play model of ''Dead or Alive 5: Last Round'', which offers four characters for free (eight on Xbox One), with two weekly rotating characters. If one doesn't already have a copy of the game, they can buy characters individually at $3.99 per character.
73* FinalBoss S-Kill from ''VideoGame/{{Divekick}}'' is a parody of this practice, being the leader of an organization looking to rebalance the world so it can repackage and sell it anew. His win animation also has him pulling out a copy of Divekick with randomly generated WordSaladTitle suffixes and prefixes like the kind one would expect from a game afflicted by this. The game itself also poked some fun at this with its free DLC referred to as ''Divekick: Addition Edition+''.
74* ''VideoGame/KillerInstinct2013'' is an early aversion of this trope for fighting games, with a free-to-play model similar to ''Dead or Alive 5: Last Round'', although not nearly as generous with only one weekly rotating character for free and individual characters usually costing $4.99. The release of the Shadow Lords single-player campaign let up on this a little by adding opportunities to permanently unlock Jago and Orchid by beating the Shadow Lords tutorial and collecting at least 50% of the Shadow Lords dossiers, respectively.
75* ''VideoGame/MeltyBlood'' was first released in 2002 as a DoujinSoft product, which was by far the rarest and jankiest version of the game. 2004 came ''Re-ACT'', which polished up the gameplay, added two new characters, revamped moveset for many old ones, and an Arcade story, which had a revision patch in ''Re-ACT Final Tuned''. The game then started getting released in the arcades with ''Act Cadenza'' and then ''Act Cadenza Version B'' for PC and consoles, which added two more characters but took out the original's VisualNovel story mode and added censorship. ''Actress Again'' then came out in 2007 and added five more fighters (including GuestFighter [[Literature/TheGardenOfSinners Shiki Ryougi]]) and three different styles and variations for ''every'' character, and then -- for a time -- finally ended on ''Actress Again Current Code'' in 2010, with one more new character with a few patches down the line (the last version which was ''exclusive'' to a [[LimitedSpecialCollectorsUltimateEdition Blu-Ray collector's edition box set for a different product]] at first). Then, [[SequelGap in 2021]], ''Melty Blood'' unexpectedly saw a revival with ''Type Lumina'', which actually averts the trope by being a ContinuityReboot set in a WhatIf path of the ''VisualNovel/{{Tsukihime}}'' remake that released earlier that year in addition to scaling back the roster to 13 (new characters included).
76* ''VideoGame/MortalKombat3'' was ported to a wide range of consoles, but that didn't prevent it from being superseded on most of those platforms by an UpdatedRerelease titled ''Ultimate Mortal Kombat 3'', which was then expanded even further into the DreamMatchGame ''Mortal Kombat Trilogy''. The ''Franchise/MortalKombat'' [[CashCowFranchise Kash Kow Franchise]] was clearly hitting its peak around that time.
77** ''[=MK3=]'' is just the most obvious example. The trope also affected the series at other times -- it wasn't until ''[[VideoGame/MortalKombatArmageddon Armageddon]]'' that the series stopped being treated this way (and even then it may have started up again, depending on your point of view, with each game since [[VideoGame/MortalKombat9 the 2011 reboot]] receiving a new version that includes all major DLC). ''VideoGame/MortalKombat4'' was clumsily updated into ''[[NonIndicativeName Mortal Kombat Gold]]'' on the ill-fated Dreamcast. ''[[VideoGame/MortalKombatDeadlyAlliance Deadly Alliance]]'' received not one but ''two'' ports for the Game Boy Advance -- each splitting the character roster roughly in half and the second one receiving three new characters as well as a different title (''Tournament Edition''). ''[[VideoGame/MortalKombatDeception Deception]]'' was upgraded with six new faces for the PSP as ''Unchained''. And as if all ''that'' weren't enough, ''MK'' saw its only DS release in the form of ''Ultimate Mortal Kombat''. Three guesses as to which entry this one was based on, and the first two don't count.
78* [[PlayingWithATrope Played with]] in Creator/{{SNK}}'s case; whenever they decided to go down this path, they usually gave the game the non-canon DreamMatchGame treatment. Case in point, ''VideoGame/FatalFury'' and ''VideoGame/SamuraiShodown'':
79** ''VideoGame/FatalFury2'' was updated to ''Fatal Fury Special'', which made the four bosses playable, added in Tung Fu Rue, Duck King, and Geese Howard from the first game into the roster as well as adding in [[VideoGame/ArtOfFighting Ryo Sakazaki]] as an OptionalBoss-[[DefeatMeansPlayable slash]]-GuestFighter. [[note]]Interestingly enough, this would end up being the impetus for SNK to create ''Franchise/TheKingOfFighters'' series.[[/note]] Ditto ''Real Bout Special'' (not the first ''Real Bout'', as that's a different game), which was updated to ''Real Bout 2'', which added in two new faces (Xiangfei and Rick Strowd, the former of whom would even [[CanonImmigrant make the jump]] to ''Franchise/TheKingOfFighters'') as well as an OptionalBoss named Alfred and making Geese playable again[[note]]he was relegated to being an OptionalBoss in ''Real Bout Special'' as "Nightmare Geese", due to him being canonically KilledOffForReal[[/note]].
80** In ''Samurai Shodown'''s case, it was ''V'' that got the treatment; it was updated to ''V Special'', removed the two unplayable bosses Sankuro and Yumeji ([[MyFriendsAndZoidberg and]] [[SecretCharacter Poppy]]), [[PromotedToPlayable promoted Gaoh to playable]] and added in three previous bosses to the roster (Amakusa, Zankuro and Mizuki)[[note]]Coincidentally, it was also the last game to be made for the Platform/NeoGeo before SNK decided to retire it and jump ship to the Atomiswave arcade board for their games[[/note]]. There was also ''V Perfect'', in an example of WhatCouldHaveBeen, which would have tweaked everyone and fixed up whatever bugs were present in ''Special'' before SNK [[ScrewedByTheNetwork pulled the plug on the thing]] to focus on ''VI'', leaving it to linger in limbo until 2020 as part of a CompilationRerelease.
81* ''VideoGame/{{Skullgirls}}'' initially parodied this trope when they would release (free) patches for the game, code-naming the patches things like "Slightly Different Edition", "More Different Edition", etc. as a way to reference fighting games that played this trope straight. But then, [[TroubledProduction due to a bit of legal trouble with Konami and a de-listing of the game on console versions]], the team was forced to actually re-release the game as ''Skullgirls Encore'', which is essentially the original game with the latest balance patch and [[DownloadableContent Squigly]] available. It still counts as a free patch to those who already bought the original game, though. A later update titled ''2nd Encore'' would later be released containing all the DLC characters.
82* ''VideoGame/UnderNightInBirth'' first came on the scene in September 2012, and instead of sequels to move the story forward all we got were revisions in the following years. The first revision was ''Exe:Late'' (2014) which rebalanced the roster and added in two more characters ([[TheBeastmaster Chaos]] and GuestFighter [[VideoGame/AkatsukiBlitzkampf Akatsuki]]). ''Exe:Late'' was ported to consoles the following year, with two more characters ([[TrapMaster Byakuya]] and [[BlowYouAway Nanase]]) added to the roster. And ''then'' ''Exe:Late[st]'' showed up mere months after the home ports of its predecessor, rebalancing the roster again and adding in one more character (Phonon, although [[CuteBruiser Mika]] would be added a year later). That was later ported to consoles in mid-2017 (early 2018 outside of Japan) and threw in two more characters ([[PlayingWithFire Wagner]] and [[BareFistedMonk Enkidu]]) and a prequel story mode for good measure. Early 2020 saw the advent of yet another update, this time to ''Exe:Late[cl-r]'' with one new character ([[AnIcePerson Londrekia]]), balance tweaks, new moves for the older characters, and nothing else. A proper sequel was finally announced in 2023 for a January 25th, 2024 release, nearly ''twelve years'' after the release of the original game.
83* Surprisingly [[AvertedTrope averted]] with ''VideoGame/WorldHeroes'' when Creator/{{ADK}} made the jump from ''World Heroes 2'' to ''World Heroes 2 Jet''; other than adding in two more characters and despite it carrying over various stages from the previous version, it also features an entirely new story dealing with the new BigBad, Zeus, as opposed to a rehash of fighting Neo-Geegus and DIO again.
84[[/folder]]
85
86[[folder:Other Video Games]]
87* Tatsusoft (now [=TwinSky=] Games) once had a game placing ''VideoGame/BubbleBobble'' characters in a FightingGame. It made fun of the many prefixes and suffixes of the ''Franchise/StreetFighter'' games and was called ''Super Bubble Fighter II Turbo Alpha Championship Edition + 4 Ned''.
88* ''VideoGame/DynastyWarriors'' games all share the same plot, due to sticking to [[UsefulNotes/ThreeKingdomsShuWeiWu the same period in Chinese history]]. Each new numbered sequel brings only minor graphical improvements, and maybe one new game mechanic and one new character per faction.
89** Bizarrely, when ''Dynasty Warriors 6'' actually shook things up, the changes to weapon and play mechanics of fan-favorite characters and the increasingly [[AnachronismStew anachronistic]] character designs caused a major fan backlash. Koei [[TheyChangedItNowItSucks went too far in all ways at once]].
90*** All this was, however, brought back to normal with the seventh game which toned down several of the character designs and managed to actually appease the fanbase by moving the storyline ending point further back in history, resulting in a shed-load of new characters. Fans are still irritated however at two characters still not being present after being removed in the sixth game (Pang De and Zuo Ci). Pang De would be eventually brought back in the seventh game's expansion pack, whereas Zuo Ci didn't return until the ''eighth'' installment.
91* ''Franchise/{{Castlevania}}'' started to feel like this at some point following ''VideoGame/CastlevaniaAriaOfSorrow'' and ''VideoGame/CastlevaniaDawnOfSorrow''. All of the major plot points for the series (from the beginning to the end) have all been covered except [[GreatOffscreenWar the ultimate battle]] mentioned in ''Aria of Sorrow'', which Creator/{{Konami}} seems keen on avoiding for more "let's have some random dick revive Dracula for shiggles" storylines to avoid having to close the series. On the upswing, at least the gameplay changes, especially when the primary protagonist isn't a Belmont. Really, the series at its heart is an inverted sequel -- the basic enemy types and the main villain are always the same, as opposed to the heroes, with the exceptions of Richter and Simon.
92** There are ''six'' games featuring Simon Belmont fighting Dracula in 1691: [[VideoGame/CastlevaniaI the original]] ''VideoGame/{{Castlevania|I}}'', ''Vampire Killer'', ''VideoGame/HauntedCastle'', ''VideoGame/SuperCastlevaniaIV'', ''[[VideoGame/CastlevaniaChronicles Akumajō Dracula]]'', and ''VideoGame/CastlevaniaChronicles''.
93** The Battle of 1999 not yet receiving a game (despite ''VideoGame/CastlevaniaAriaOfSorrow'' and ''VideoGame/CastlevaniaDawnOfSorrow'' duology, ''[[VideoGame/CastlevaniaPortraitOfRuin Portrait of Ruin]]'', ''[[VideoGame/CastlevaniaCurseOfDarkness Curse of Darkness]]'', and ''[[VideoGame/CastlevaniaJudgment Judgment]]'' hinting at it) is most likely the reason ''Castlevania'' [[ContinuityReboot rebooted the franchise from scratch]] with ''[[VideoGame/CastlevaniaLordsOfShadow Lords of Shadow]]''. However, that string of installments concluded fairly quickly itself, as ''[=LoS=]'' was followed by ''[[VideoGame/CastlevaniaLordsOfShadowMirrorOfFate Mirror of Fate]]'' and ''[[VideoGame/CastlevaniaLordsOfShadow2 Lords of Shadow 2]]'', the latter of which wrapped up the ''Lords of Shadow'' story.
94* This happens all too often with Konami's {{rhythm game}}s, due to their very nature, since the many sequels are essentially a chance to play about 30-60 new songs.
95** In the ''VideoGame/DanceDanceRevolution'' series, the first 5 main arcade titles went from just ''DDR'' to ''DDR 5th Mix''; ''3rd'' and ''4th'' also had updated ''Plus'' versions with a few more songs and features. Then it went to ''DDRMAX'', ''[=MAX2=]'', ''Extreme'', ''Supernova'', ''Supernova 2'', and now ''X'', ''X2'', and the almost truly Capcom-like ''X3 vs. 2nd Mix''. However, after this one, ''DDR'' shifted to longer lifecycles for its releases, with the subsequent version titled simply ''Dance Dance Revolution'' (lasting from roughly 2013 to 2016 with content updates and events), followed by ''A'', then ''A20''.
96** In the ''VideoGame/{{Beatmania}}'' series, it goes: ''BM'', ''BM 2nd'', ''BM 3rd'', ''BM Complete'', ''BM 4th'', ''BM 5th'', ''BM Complete 2'', ''BM Club'', ''BM feat. DCT'', ''BM Core Remix'', ''BM 6th UK Underground'', ''BM 7th Keepin Evolution'', ''BM The Final'', ''BMIIDX'', ''BMIIDX Club'', ''BMIIDX Substream'', ''BMIIDX 2nd'' through ''10th'', ''BMIIDX 11 Red'', ''BMIIDX 12'' ''Happy Sky, BMIIDX 13 Distorted'', ''BMIIDX 14 Gold'', ''BMIIDX 15 DJ Troopers'', ''BMIIDX 16 Empress'', ''BMIIDX 17 Sirius'', ''BMIIDX 18 Resort Anthem'', ''BMIIDX 19 Lincle'', ''BMIIDX 20 Tricoro'', ''BMIIDX 21 Spada'', ''BMIIDX 22 Pendual'', ''BMIIDX 23 Copula'', ''BMIIDX 24 Sinobuz'', ''BMIIDX 25 Cannon Ballers''. And again, this only includes the main arcade series, not any of the home console versions or the arcade variants like ''Beatstage'' or ''Hip Hop Mania''.
97** The strangest thing is that the game intended to change the gameplay up (albeit only slightly) didn't do quite well, that game being ''beatmania III''. ''BMII'', which was intended to be more of the same like the original ''BM'', ended up much more popular than its successor.
98* Creator/BioWare has re-released countless compilations of ''VideoGame/NeverwinterNights'' packages, one with each new expansion pack or sequel. ''Gold'', ''Platinum'', ''Diamond''... ''Diamond'' was not the ultimate collection. ''[=NWN2=]'' and its expansions were then included in more collections. The same happened with older Infinity Engine games also. This is referenced in-universe as well, where Deekin's books about the events of the first game and expansions went through all the same compilations and re-releases as the game itself.
99* The long-running ''Chessmaster'' series gets accused of this. But there's only so much you can do with chess.
100* ''VideoGame/LunarTheSilverStar'' and its sequel ''VideoGame/LunarEternalBlue'', originally released for the Platform/SegaCD, were remade for the Platform/SegaSaturn and Platform/PlayStation. The first game was remade again for the Platform/GameBoyAdvance and then for the PSP. The ''VideoGame/{{Lunar}}'' franchise has produced various side games, but no ''proper'' third installment yet, since ''Lunar: Dragon Song'' was a dull retread of much of the first game.
101* The third installment of the ''VideoGame/WanganMidnight Maximum Tune'' series suffers from this. First there was ''Wangan Midnight Maximum Tune 3''. Then came ''WMMT 3 DX'', which added a few new cars, one new song, a new course, and 20 more stages (as if 80 [[CrackIsCheaper wasn't]] [[ForcedLevelGrinding enough]]!). And ''then'' game ''WMMT 3 DX+'', which adds yet another course, more cars, and four new songs (two of which are remixes). This seemed to be fixed with ''Maximum Tune 4'' and ''5'', but then ''5'' also got ''DX'' and ''DX+'' editions. Justified with ''5 DX'' which fixed the [[BadExportForYou regional segregation]] [[RegionalBonus issues]] across the version.
102* [[VideoGame/FinalFantasyI The original]] ''Franchise/FinalFantasy'' has been released on the NES, Platform/{{MSX}}2, Platform/WonderSwan Color, [=PlayStation=], Game Boy Advance, mobile phones, PSP, Virtual Console, [=PlayStation=] Network, iPhone, iPod Touch, and Steam. Each release has seen a handful of gameplay tweaks and a bonus dungeon or two, but the game is the same. With the exception of the Virtual Console release (overseas, it did get one in Japan), ''VideoGame/FinalFantasyII'' has seen a release on all of those platforms too, often bundled together with the first game. It too is the same game with a bonus dungeon added (unless you're playing the ''Pixel Remaster'' version).
103* ''VideoGame/FinalFantasyIV'' has seen releases on the SNES, [=PlayStation=], Platform/WonderSwan Color, GBA, DS, Virtual Console, mobile phones, PSP, smartphones, and Steam. With the exception of the DS version (which itself later got an UpdatedRerelease for smartphones and Steam), which was a full 3D remake with a fully revamped battle system and several other differences instead of just a port, all of these releases are the same basic game with a handful of new features. The PSP version is similar to ''I'' and ''II'' on the same console graphically and includes the [[VideoGame/FinalFantasyIVTheAfterYears sequel]] as well as some new features.
104* ''VideoGame/TheOregonTrail''. The first game itself had no fewer than three iterations (the teletype version, the Apple II version, and the PC/Mac version). Then there's Deluxe Edition for DOS, and the slightly updated version 1.2. The third and fourth editions are remakes of the first, and ''5th Edition'' is a remake of ''II'', then there was ''OT II 25th Anniversary Edition''. There's also a Facebook version.
105* The ''VideoGame/GuitarHero'' series hasn't seen a significant gameplay change since ''Guitar Hero: World Tour'', which introduced full-band gameplay so that the franchise could compete with ''VideoGame/RockBand'', and has been pushing out constant [[MissionPackSequel song pack sequels]] ever since ''Guitar Hero: Rocks the 80s'' and ''Guitar Hero: Aerosmith'', the most JustForFun/{{egregious}} of which is most likely ''Guitar Hero: Smash Hits'', consisting entirely of songs from past ''Guitar Hero'' games, charted for full-band play with their original master tracks. So it's little surprise that Activision has officially [[FranchiseKiller terminated the franchise]]. 2015's ''VideoGame/GuitarHeroLive'' finally made a major gameplay change, stripping the controllers down to a newly-designed guitar and a microphone. Instead of 3D animation, the game used {{Live Action|Cutscene}} footage. Activision [[FranchiseKiller terminated the franchise]] [[{{Irony}} anyway]].
106* The ''Franchise/{{Pokemon}}'' series does not do this extensively, but it has this consistently. Creator/GameFreak's usual pattern is releasing [[OneGameForThePriceOfTwo two virtually identical games at once]], followed by an [[UpdatedRerelease third nearly-identical-but-with-a-couple-bonuses game]], with [[VideoGameRemake updated remakes]] of older games wedged in there as well. Generations that have adhered to this are:
107** Gen I: ''[[VideoGame/PokemonRedAndBlue Red and Blue]]'', then ''[[UpdatedRerelease Yellow]]'' a bit later [[note]]in Japan, the original releases were ''Red'' and ''Green'', followed by ''Blue'' and finally ''Yellow'', making it so Japan got four games and other countries got three[[/note]]
108** Gen II: ''[[VideoGame/PokemonGoldAndSilver Gold and Silver]]'', then ''[[UpdatedRerelease Crystal]]''
109** Gen III: ''[[VideoGame/PokemonRubyAndSapphire Ruby and Sapphire]]'', then ''[[UpdatedRerelease Emerald]]'', with ''[[VideoGameRemake FireRed and LeafGreen]]'' (remakes of ''Red/Blue/Yellow'') in between
110** Gen IV: ''[[VideoGame/PokemonDiamondAndPearl Diamond and Pearl]]'', then ''[[UpdatedRerelease Platinum]]'', followed by ''[[VideoGameRemake HeartGold and SoulSilver]]'' (remakes of ''Gold/Silver/Crystal'')
111** Gen VI: ''[[VideoGameRemake Omega Ruby and Alpha Sapphire]]'' (remakes of ''Ruby/Sapphire'')
112** Gen VII: ''[[VideoGame/PokemonSunAndMoon Sun and Moon]]'', [[UpdatedReRelease then]] ''[[VideoGame/PokemonUltraSunAndUltraMoon Ultra Sun and Ultra Moon]]''. That is about 5 unique plotlines spread across 22 games! [[note]]While the plot of USUM ''does'' diverge from the originals to a greater extent than the past updated rereleases partway through, with some characters even having their motivations and personalities changed, the franchise still averages one new plotline for every three mainline games.[[/note]]
113** Averted with ''VideoGame/PokemonSwordAndShield'', which was given an ExpansionPack rather than a follow-up version. However, there is ''[[VideoGameRemake Brilliant Diamond and Shining Pearl]]'', remakes of ''Diamond/Pearl''.
114** The two near-identical games are {{justified|Trope}}, because OneHundredPercentCompletion [[OneGameForThePriceOfTwo requires trading with the other version]] -- a mechanic that the Japanese love, but became a ScrappyMechanic outside of Japan, making it a case of AmericansHateTingle. Meanwhile, the remakes are justified due to some Pokémon being unavailable in that generation alone without the use of hacks -- the third generation in particular lacked the "previous gen" backwards compatibility that all other generations host, meaning that getting ''[=FireRed=] and [=LeafGreen=]'' (and some spin-off titles) really was the only way to complete the Pokédex.
115** Game Freak began to move away from the UpdatedRerelease formula with ''[[VideoGame/PokemonBlack2AndWhite2 Black and White]] '''[[VideoGame/PokemonBlack2AndWhite2 2]]'''''. Yes, a NumberedSequel instead of an UpdatedRerelease. Though apart from the plot, the games still fill the same role as a hypothetical ''Grey'' version. The company also surprised the fandom entirely when they didn't have either in the sixth generation, choosing to move onwards to the seventh generation after releasing ''[[VideoGameRemake Omega Ruby and Alpha Sapphire]]'' rather than make a ''Z'' version to follow ''[[VideoGame/PokemonXAndY X and Y]]''... then surprised the fandom again by having ''a pair'' of updated rereleases in ''Ultra Sun and Ultra Moon'' following ''Sun and Moon'', instead of a single game (a rumored ''Stars'') or proper sequels.
116* Many of Sega and Namco's arcade games that dispense and uses game cards work squarely by this trope. None of them contain new storylines, only code and data to recognize new cards, and slight tweaks to the existing storyline and gameplay. Some may add new mechanics to the game with each update but retain the same overall gameplay. And the games are [[SelfDestructMechanism timebombed]] to "persuade" operators to upgrade once a certain date has elapsed on the machine.
117** ''Mushi King''
118** ''VideoGame/AnimalKaiser''
119** ''VideoGame/DinosaurKing''
120** ''VideoGame/NarutoUltimateNinja''
121** ''Franchise/PowerRangers Card Battle''
122* ''VideoGame/SanFranciscoRush The Rock: Alcatraz Edition'', an UpdatedRerelease of the arcade game, added four new tracks including the titular Alcatraz, new shortcuts on the original tracks, four new cars, and a few new music pieces. It was followed by the Wave Net edition, which featured online multiplayer.
123* ''Franchise/SuperMarioBros'':
124** The ''VideoGame/NewSuperMarioBros'' sub-series got hit with this, having extremely similar graphics and VideoGameSettings between all four games. The [[VideoGame/NewSuperMarioBros1 first game]] was creative and original all around, introducing various new gameplay mechanics, enemies, bosses, power-ups, obstacles to the franchise. Then, ''VideoGame/NewSuperMarioBrosWii'' started reusing the art style and some VideoGameSettings from the [[VideoGame/NewSuperMarioBros1 original game]] but still had the extremely important addition of CoOpMultiplayer and various enemies and obstacles not in the original. It became much more pronounced onwards with the last two games, when ''Wii''[='s=] soundtrack started getting [[RecycledSoundtrack recycled]] and Bowser and the Koopalings became the bosses for nearly all castles (and when not, it's either Boom-Boom or the Reznors, and Kamek once) instead of the original bosses the first game had, and most enemies and obstacles were recycled from the first two games as well. Granted, each of the ''New'' games introduced new power-ups, set pieces, and gimmicks (''VideoGame/NewSuperMarioBros2'' introduced only ''one'' coin collection gimmick/power-up and [[MissionPackSequel absolutely nothing else]], however), but the gameplay and VideoGameSettings were mostly the same. ''VideoGame/NewSuperMarioBrosU'' also stepped this up even further. First, there was the original game. Then there was ''VideoGame/NewSuperLuigiU'', a DLC expansion with a full game's worth of new levels and a new character; which was also sold as a standalone game. Then there was the CompilationRerelease that included both. And finally, there's ''New Super Mario Bros. U Deluxe'', which is ''New Mario U'' and ''New Luigi U'' plus an additional playable character.
125** ''VideoGame/MarioParty'' hardly changed at all and went up and down in quality by the game in general, [[TropesAreTools after]] ''VideoGame/MarioParty2'' and ''VideoGame/MarioParty3'', which are widely considered to be [[EvenBetterSequel better than the original and significantly different]]. ''VideoGame/MarioParty4'' also was a massive step up in the graphical department compared to the [=N64=] installments, introducing the designs that ''Mario'' characters still use to this day, and ''VideoGame/MarioParty8'' notably had the distinction of having its minigames controlled exclusively with motion controls, unlike the traditional control schemes used in all prior games. The board gameplay of both games remained mostly the same as prior installments, however. That is to say, even the better ones suffer from one simple issue: They are too similar to each other to justify buying more than one... then the ''VideoGame/MarioParty9'' changed the gameplay from players collecting stars, coins, and items, and participating in a minigame after every turn to collecting mini-stars, players traveling as one unit, and minigames only appearing when players land on certain spaces. [[TheyChangedItSoItSucks The fanbase disliked it]], and every other following game that experimented with the formula in the following years received equally polarizing reception. The trend was reversed with ''VideoGame/SuperMarioParty'' and ''VideoGame/MarioPartySuperstars'', which brought back the classic formula.
126** ''VideoGame/MarioKart8'' was released on the Wii U in May 2014, got two waves of DLC in the next few months, then got a enhanced port on the Nintendo Switch under the name ''Mario Kart 8 Deluxe'' in April 2017 and then ''Deluxe'' got its own set of DLC called the "Booster Course Pass" with 48 additional courses released from March 2022 until the end of 2023. After almost a decade, ''8'' has yet to get a successor aside from the non-numbered mobile game ''VideoGame/MarioKartTour'' (that also ended receiving new content in 2023) and the spin-off ''Mario Kart Live: Home Circuit''.
127* Occasionally a sports sim will introduce radical new gameplay (''MVP Baseball 2004'' and ''[[VideoGame/MaddenNFL Madden NFL 2013]]'' being good examples of this) but generally ''Sport xxxx + 1'' is just ''Sport xxxx'' with tweaked shirts and updated rosters. In fact, frequently the selling point of such games is "The same as Sport xxxx! Only with one new feature!" Cumulatively, these changes make a big difference, so that, for example, ''Madden 2011'' is significantly different from ''Madden 2001'', but the annual changes are less like content improvement and more like patches.
128* The ''Wayne Gretzky's 3D Hockey'' games on the Platform/Nintendo64. The original (released a couple months after the [=N64=]'s launch) is a fun but very flawed arcade-style hockey game. However, aside from improving the goalie A.I. (a common complaint about the original), ''Gretzky '98'' is the original game with updated rosters and... a green background in the menus. ''Olympic Hockey Nagano '98'' (which, to this day, is the only game to ever earn a [[http://www.ign.com/articles/1998/01/01/olympic-hockey-nagano-98 0.0 on [=IGN=]]]), released a mere ''two months'' after ''Gretzky '98'', is a direct copy of that game but with the various countries participating in the 1998 Winter Olymp
129** From the 16 bit days, there's ''World Series Baseball '96'' (which is just a repackaged ''World Series '95'' with updated rosters and a few bug fixes) and ''College Slam'' (which is just ''NBA Jam: Tournament Edition'' with college teams replacing professional teams).
130* ''Virtual Villagers'' hasn't made any significant changes since the first game. (And there's been [[SerialEscalation FIVE]].)
131* ''VideoGame/{{Eversion}}'' has had two updated rereleases, the first virtually nothing but an AnimationBump and the second adding a third ending.
132* Happens with almost every title in the ''VideoGame/{{Raiden}}'' series, with the original getting ''Raiden Trad'' and ''Super Raiden'', and ''Raiden II'' getting ''DX''. ''Raiden IV'' seems to be getting this, since it was originally ported to the Xbox 360. The newest update, ''Raiden IV: Overkill'', was ported to PSN and PC/Steam, and then that was followed by ''Raiden IV x Mikado Remix'' for the Platform/NintendoSwitch. ''VideoGame/RaidenV'' was also this with the subtitle ''Director's Cut'', and was also ported to the [=PS4=] and PC/Steam.
133* Another BulletHell game, ''VideoGame/CrimzonClover'', has also fallen afoul of this. There was the original doujin release on PC, then there was the arcade release which added in a Boost mode, an extra ship, two-player support, and some other bells and whistles and was ported back to PC as ''World Ignition''. Then there was ''[=World EXplosion=]'' for the Switch which added in a ''VideoGame/{{Gradius}}''-esque ArrangeMode, which would then eventually be ported back to PC as well[[note]]and as a separate release too, though to give the publisher some credit, they have given those who own the previous version a discount on the game as well as giving them a means to transfer their save data to the new version[[/note]].
134* Bootleg {{Unlicensed Game}}s have a tendency towards this. ''VideoGame/{{Somari}}'', for example, was rereleased at least six times under different names.
135* Between the release of ''VideoGame/AngryBirds'' and ''VideoGame/AngryBirds2'', several other ''Angry Birds'' titles were released, some being just the first title with a minor reskin (as is the case with the ''Franchise/StarWars'' titles) or with a minor gimmick (''[[JustForFun/RecycledINSPACE Angry Birds Space]]'') while very few titles change the gameplay altogether (''VideoGame/AngryBirdsGo'', ''VideoGame/AngryBirdsEpic'', ''VideoGame/AngryBirdsTransformers'').
136* ''Franchise/TombRaider'' suffered heavily from stagnation in the [=PlayStation=] era. After the first game became a big hit, publisher Eidos demanded that [[ExecutiveMeddling a new ''Tomb Raider'' game should be made every year]]. While the sequels did make improvements in the gameplay and the graphics, the impact from them became smaller and fans and critics alike began to grow sick of same mechanics and InvisibleGrid system used in every single game. ''VideoGame/TombRaiderAngelOfDarkness'' tried to change things up, but thanks to TroubledProduction, it bombed heavily.
137* ''VideoGame/TheElderScrollsVSkyrim'' has joined the club. The original release was in 2011, with three [=DLCs=] following up. In 2013, they released the Legendary Edition, which is the bundle for the original game and all the DLC. In 2016, they released a graphically overhauled version, labelled the Special Edition, for all current gen consoles and PC. 2017 saw them announce a port of the Special Edition for the Platform/NintendoSwitch, as well as a port for [=PlayStation=] VR. All of this was done with no word on an ''Elder Scrolls VI'' - and even once there ''was'' word on a sixth game, we still got an Anniversary Edition of ''Skyrim'' to celebrate ten years since its original release first.
138** ''VideoGame/Fallout4'' has reached nearly memetic levels as well, although not nearly to the level of Skyrim, but because it has also been given a VR version with no sequel in sight after 3 years (and both the ''Fallout'' and ''Elder Scrolls'' series are produced by the same company, Creator/{{Bethesda}}, by the same developer, Todd Howard).
139* The ''VideoGame/FZero'' series was slowly drifting into the trope, despite not having a lot of games released. The jump from the Super Nintendo iteration (''VideoGame/FZero1990'') to the Nintendo 64 (''VideoGame/FZeroX'') iteration introduced new mechanics such as [[CastFromHitPoints using one's own energy meter for a speed boost]], ramming other drivers, and more dynamic tracks. ''VideoGame/FZeroGX'' for the [=GameCube=] and arcades bumped up the visual fidelity and difficulty while keeping mostly everything else the same. The series on the Game Boy Advance at first followed more closely to the first game with some mechanics used in the 3D installments (justified in-universe by ''VideoGame/FZeroMaximumVelocity'' being an AlternateContinuity to ''X'' set TwentyMinutesIntoTheFuture from the original), but the games after (''VideoGame/FZeroGPLegend'' and ''VideoGame/FZeroClimax'', based upon TheAnimeOfTheGame) were more or less the same as the console iterations. Afterwards, the series went on hiatus with Creator/ShigeruMiyamoto stating that he wanted to avoid the stagnation by trying something different in the next game, but [[WritersBlock couldn't think of anything that could be added or changed to the series]]...Until 2023 and ''VideoGame/FZero99'', an online multiplayer {{battle royale game}} based on the original ''F-Zero''.
140* ''VideoGame/TheBindingOfIsaac'' has a rather convoluted history with expansions:
141** The original flash version was released in 2011 and was intended as a small side-project. It got some free updates, culminating in the "Halloween Update" which was a free expansion that included new items and a new level, Sheol.
142** In 2012, the first expansion, ''Wrath of the Lamb'', was released. It itself got an expansion-within-the-expansion that added a new level, The Chest.
143** After that, technical issues relating to the flash engine (namely, the game getting so bloated they were unable to open the actual game files) caused Edmund [=McMillen=] to team up with Nicalis to create a VideoGameRemake entitled ''Rebirth'' that included another expansion's worth of content.
144** Then, Florian Himsl, the sole flash version programmer, managed to open the flash version again after ''Rebirth'' came out, and worked on another free update to ''Wrath of the Lamb'' entitled the "''Eternal Edition''" which included a [[PlatformHell deliberately unfair]] hard mode. Edmund [=McMillen=] himself stated that people should treat it as a "Fuck you" update for masochistic players, rather than an actual, serious update.
145** ''Rebirth'' got its own expansion, entitled ''Afterbirth'', which included a new game mode called Greed.
146** ''Afterbirth'' was then followed with ''Afterbirth+'', a smaller update whose main features included a new floor called ''The Void'' and official mod support.
147** Most recently, there has been ''Repentance'' a few years after the release of ''Afterbirth+'', which, in addition to another large amount of original content, also incorporates the popular fan-made expansion ''Antibirth'', making it official with some changes and improvements. So far, ''Repentance'' is claiming to be the final major update for the game (excluding some post-release balance changes), but only time will tell...
148* ''[[VideoGame/{{Darius}} Dariusburst]]'' has several versions. The game first debuted for the PSP in Japan, then later received an arcade version called ''Another Chronicle'', followed by another arcade version called ''Another Chronicle EX''. There was also a port to Android and smartphone devices going by the name ''Second Prologue'', and eventually in December 2015 came a definitive version titled ''Chronicle Saviours'', a home port of ''Another Chronicle EX'' which also features an exclusive CS Mode.
149* Since 2009, there's been a new ''VideoGame/JustDance'' game every year. The first game had three sequels and then started being named after the year after it was released. That's not even getting into the various spinoff titles such as the four [[NoExportForYou Japan-exclusive titles]], the Experience titles, and the Kids series, just to name a few.
150* Craetor/{{Croteam}}'s flagship series ''VideoGame/SeriousSam'' has been quite generous with rereleases of ''VideoGame/SeriousSamTheFirstEncounter'', ''VideoGame/SeriousSamTheSecondEncounter'' and ''VideoGame/SeriousSam3BFE''. All of these versions have their regular version, an HD version[[note]]running under the Serious Engine 3, except for ''BFE'' whose original version was released at the same time as the HD versions of ''TFE'' and ''TSE''[[/note]], a [[UsefulNotes/VirtualReality VR version]] and a Fusion version[[note]]running under the Serious Engine 4, with the addendum that ''TFE'' and ''TSE'' were released as [[UpdatedRerelease a single game with bonuses]][[/note]].
151* ''[[VideoGame/YsIAncientYsVanishedOmen Ys I]] & [[VideoGame/YsIIAncientYsVanishedTheFinalChapter II]]'' (despite the title, they're essentially the first two games fused into one complete game) has seen many rereleases over the years, starting with the first version on Turbografx-CD, and then later on getting separate new versions for Windows [=PC=]s, [=PS2=], DS and PSP. However, aside from graphical and audio facelifts, later releases would eventually also have updated gameplay to make them play more like modern Ys games.
152* The ''VideoGame/TonyHawksProSkater'' franchise released one new game a year annually (not counting the various spinoff games Creator/{{Activision}} created using the same game engine under the ''Activision [=O2=]'' label [[FollowTheLeader to capitalize on the success of]] ''Pro Skater''), and with ''VideoGame/TonyHawksUnderground'' they attempted to start doing different things to make things feel fresher. Didn't quite work, as the franchise went on a downhill slope afterward, not helped by developer Neversoft being reassigned to the ''Guitar Hero'' franchise; [[FranchiseKiller the franchise was offed by the badly-received]] ''Pro Skater 5'' in 2015. The franchise made a comeback in 2020 with the critically acclaimed ''1+2'' remake, but not long after developer Creator/VicariousVisions was reassigned (like many other studios within Activision) to the ''VideoGame/CallOfDuty'' franchise, and given the internal turmoil at Activision Blizzard and the announced buyout by Microsoft, the fate of the franchise is currently up in the air.
153* ''[[VideoGame/RType R-Type Final 3 Evolved]]'' to ''R-Type Final 2''. While it is indeed the same game, it includes a set of all-new levels exclusive for the Platform/PlayStation5.
154[[/folder]]
155
156[[folder:Anime & Manga]]
157* ''Anime/NeonGenesisEvangelion'' has had a number of versions for its animated installments. The series itself has been re-released in Japan as the "Renewal of Evangelion" edition, containing the Director's Cut (also called the New Production Cut) versions of episodes 21-24, which contain extra scenes. "Renewal of Evangelion" also got a US release as the "Platinum Edition", albeit sans various extras that came with Renewal. The extra scenes in the cuts also appeared earlier in ''Death'', the first part of the first ''Eva'' movie, ''Death and Rebirth''. ''Death'' itself (largely a recap of the series focusing on the main trio) was later given a theatrical re-release by itself, labeled ''Death(true)'', with most of the Director's Cut footage removed, and then a second re-release called ''Death(true)2'' aired in theaters alongside ''End of Evangelion'' under the "Revival of Evangelion" project (not to be confused with Renewal). Then ''Rebirth'', mentioned earlier, was recut and expanded upon to form Episode 25': Air, which is the first part of ''End of Evangelion''. Phew.
158** Moving onto ''Anime/RebuildOfEvangelion'' (again, not to be confused with Renewal or Revival), both movies released thus far have a couple versions. ''Evangelion 1.0: You Are (Not) Alone'' was re-released in theatres (and to DVD and Blu Ray) as ''Evangelion 1.01'', which contained a large number of improvements here and there. There was then a second DVD/Blu-ray version, ''Evangelion 1.11'', which dealt with darkness issues and added three minutes of new footage. The second film, ''Evangelion 2.0: You Can (Not) Advance'', in addition to already changing certain scenes that appeared in 1.0's preview, was improved as ''Evangelion 2.22'' for DVD and Blu-ray.
159* The ''Franchise/DragonBall'' franchise's home video release has fallen victim to this in many regions, particularly North America:
160** First you have the VHS and DVD releases of ''Anime/DragonBallZ'' by Pioneer that took viewers through the Saiyan and Namek arcs up to the battle with Ginyu, featuring the Ocean dub. Creator/FUNimation took it from there with single-disc releases that continued until the end of ''Anime/DragonBallGT'' with the now-familiar English voice actors. Both English dubs feature replacement music by Bruce Faulconer.
161** Then Creator/FUNimation began releasing the Ultimate Uncut Edition, starting the series over with the new dub actors, including the original Japanese audio track with subtitles, and omitting the more {{JustForFun/egregious}} {{Bowdlerization}} from the Ocean version. This release was cancelled before the battle with Vegeta.
162** Then came Funimation's infamous DVD box sets, colloquially known as the "Orange Bricks", which [[BlatantLies supposedly]] feature remastered and improved footage along with the now-standard English dub and Japanese track. In practice, the picture is (badly) cropped from 4:3 to 16:9 (losing 20% of the picture and introducing terrible artifacting into what remains) and then "[[DigitalDestruction remastered]]" by an automated process that resulted in incredibly inaccurate colors and even more artifacting. On the (faintly) bright side, they're really, ''really'' cheap, and they include both a 5.1 English dub track with the Faulconer music and a 2.0 stereo track with the English dub over the original Japanese music in addition to the Japanese audio track with subtitles. The ''Manga/DragonBall'' and ''Anime/DragonBallGT'' music received similar treatment in the Blue Bricks and Brown Boxes respectively, although they retained the original 4:3 aspect ratio (though ''Dragon Ball'' is slightly zoomed in to push damaged areas of the film print offscreen).
163** Finally, Toei Animation and Funimation released the "Dragon Box" DVD set of ''Z'', which ''actually'' feature a new and superior film transfer in the original aspect ratio. Additionally, the Funimation release includes an English dub track with original Japanese music, a Japanese audio track with subtitles, and little to no censorship, representing the first and (so far) only time the full run of ''Z'' has been available on home video in North America with no censorship and good picture quality. The only thing they're missing is an audio track with the Faulconer score, for those who have nostalgia for such things. The downsides? They started out being relatively expensive compared to the dirt-cheap Orange Bricks, and as a limited release, they went out of print and are now sometimes hard-to-find at a reasonable price. They were available concurrently with the Orange Bricks. Funimation hinted at plans to release the movies, ''Dragon Ball'', and ''GT'' in similar editions, but this never came to fruition.
164** Around this same time, ''Anime/DragonBallZKai'' was announced, an extensive re-edit and remaster of ''Z'' with most of the filler cut out, a new score, some partial re-animation, a new opening and ending, and new Japanese and English dubs that feature many, but not all, of the voice actors from ''Z''. In particular, Linda Young's controversial take on Freeza's English voice is replaced by a more faithful rendition by Creator/ChrisAyres. This is available in both DVD and Blu-ray editions and was, for a time, available concurrently with ''both'' the Orange Bricks and the Dragon Boxes.
165*** Partway through ''Kai'''s run, it came to light that the new score by Kenji Yamamoto included instances of blatant plagiarism of other musicians' work. The entire score was replaced by the original ''Z'' score by Shunsuke Kikuchi in subsequent print runs of the DVD and Blu-ray releases.
166** As if all this weren't enough, Funimation later released the "Rock the Dragon" set for those with nostalgia for the old {{Bowdlerized}} Toonami version of DBZ. It includes the Ocean dub of the first 53 episodes of DBZ and the first three films, all with the Shuki Levy score and with all of the hilariously bad censorship (such as digitally altering shirts that read "HELL" to "HFIL" and referring to it as the Home For Infinite Losers).
167** And that's not even going into:
168*** The DBZ movies, which have been available as follows: Ocean dub versions (First three movies available on uncut VHS dubbed or subbed, on DVD singles with both English and Japanese audio, and on Laserdisc with both English and Japanese audio), In-house Funimation dub (available on edited or uncut VHS releases (up until movie 10) only featuring the dub with a replacement score, single DVD releases featuring both the English dub with either the replacement score or original score and the original Japanese audio), Funimation DVD steelbook double packs (featuring a re-dub of the first three movies complete with a new score to accompany it. In addition, all (at the time) 13 movies are presented in 16:9), Funimation Blu-rays (which were just the steelbook DVD releases), and various box sets. Earlier releases tend to be presented in 4:3, and later releases tend to be in 16:9. Which aspect ratio is "correct" is a matter of some debate, as most of the movies were animated in 4:3 but shown in theaters in matted 16:9.
169*** Funimation's "Level Set" Blu-rays, which feature remasters that surpass the Dragon Boxes in terms of visual quality; unlike the Brick sets, which used Digital Video Noise Reduction to automatically remove dust and film grain, the Level Sets were remastered by hand, touching up each frame to remove visible dust and print damage. Uniquely, this version ''preserved'' the film grain like the Dragon Boxes did, rather than remove it. Unfortunately, since manually remastering a show is ''really'' expensive, this release was cancelled after just two volumes and was replaced with what can best be described as a better-done Orange Brick set (the 16:9 cropping captures more crucial parts of each shot, the color discrepancy is far less severe, and the artifacting is almost nonexistent).
170*** The Wal-Mart exclusive "Best of Goku" and "Best of Vegeta" collections, collecting seven random Orange Brick episodes each.
171*** English releases outside of North America, such as the so-called "Big Green" dub released in the UK.
172*** The fact that the Ocean group later dubbed episodes 108-276 (but ''not'' 54-107) of ''Z'' for Canadian television, which have never been released on home video.
173*** The 1989 Harmony Gold dub of the first five episodes and first and third movies of ''Manga/DragonBall''. The movies are readily available online, and the five TV episodes were lost until 2020.
174*** The 1987 Frontier Enterprises dub of ''Dragon Ball'', which was likely only aired on Japan Airlines flights; no known recordings of the dub exist, and for all intents and purposes the dub is very much [[MissingEpisode lost media]]. Which is a shame because, since it predates the Harmony Gold dub by about two years, it holds historical significance as ''the'' earliest-known English dub of any ''Dragon Ball'' media.
175*** The well-regarded Latino Spanish dub of ''Anime/DragonBallZ'', which is two discs shy of a complete North American home video release but very difficult to track down, at least in North America.
176*** The controversial Latino Spanish dub of ''Anime/DragonBallZKai'', which retains some but not all of the actors from ''Z''.
177[[/folder]]
178
179[[folder:Films -- Live-Action]]
180* There have been several different editions of each ''{{Franchise/Alien}}'' film, due to various re-releases and alternate versions that have tweaked or supplemented it with deleted material:
181** ''{{Film/Alien}}'' had the original theatrical version, the "20th Anniversary Edition" (various scenes trimmed or extended) and the Director's Cut, which was released in 2003 and integrated several deleted scenes - including Ripley discovering the final fate of Brett and Dallas - into the finished film.
182** ''{{Film/Aliens}}'' had its theatrical version, an alternate version that aired on {{Creator/CBS}} which integrated deleted footage of the Xenomorphs attacking the Operations building (while also cutting out most of the profanity), and the "Special Edition" that integrated most of the remaining deleted scenes, which was made in 1992 made not released until the DVD version in 1999. The Blu-Ray version of the film also notably tweaks several scenes, including Ripley's LockAndLoadMontage while flying to the atmosphere processor and the continuity error of Lance Henriksen's lower body being seen in the hole when he reaches out to hold on to Carrie Henn's character.
183** ''Film/Alien3'' had several different versions, the most of any of the film series to date:
184*** The theatrical version, released in 1992.
185*** A workprint taken from an early cut, released sometime around 1992-93, which features many alternate scenes, musical cues, and dialogue. Several of the scenes in this release have not been released to date.
186*** The "Assembly Cut", which reintegrated a large amount of deleted material and was released on the Alien Quadrilogy DVD set.
187*** The Assembly Cut was further changed after a large portion of its audio track was re-recorded (due to the original ADR making the actors in the original footage very difficult to hear) and released on the Alien Anthology Blu-Ray set.
188** ''Film/AlienResurrection'' had a theatrical cut and Special Edition version included on the Quadrilogy and Anthology boxsets.
189** The first three films were released multiple times over the years, with several different versions including Super-8, Laserdisc (film-only/Special Edition), Videodisc, VHS (Alien Trilogy/Triple Pack/Facehugger Boxset/standalone releases), DVD (Alien 20th Anniversary/Aliens Special Edition/Legacy/Quadrilogy/Triple Pack/standalone) and Blu-Ray (Anthology/standalone). ''Phew''.
190** ''Film/{{Prometheus}}'' kinda subverted by having deleted scenes, but not an alternate cut because Ridley Scott didn't want to do so. (given both ''Film/{{Alien}}'' and ''Film/BladeRunner,'' a feat for him!)
191* Creator/GeorgeLucas [[GeorgeLucasAlteredVersion has made three different cuts of each of the]] ''Franchise/StarWars'' films. Yes, even the prequels!
192** Original Trilogy: Original Release, 1997 Special Edition, 2004 DVD Versions, 2011 Blu-ray Versions.
193*** A 2006 reissue of the 2004 [=DVDs=] come with the added bonus of carrying the first home release of the unmodified Original Trilogy since the VHS and [=LaserDisc=] versions. However, because this release is simply pulled from [=LaserDisc=] copies of the films, the quality is noticeably bad. Fans like to refer to this version as the [[FunWithAcronyms "GOUT" (George's Original Unaltered Theatrical version)]] release.
194*** In 2012, Lucas also made a further change to the Han/Greedo shooting, the fourth edit of this 1-minute scene. However, this version wasn't released until the film started streaming on Disney+ in 2019.
195*** The original film also had a slightly altered release in 1981 where it was subtitled ''Episode IV: A New Hope'' and the opening crawl was appropriately modified.
196** Prequel Trilogy: Film release, digital cinema release, DVD Release, Blu-ray Release
197** At one point Lucas planned on converting all the films into 3-D, releasing them on an annual schedule. However, he only got as far as ''Film/ThePhantomMenace'' (which underperformed at the box office, likely due to 3-D rereleases, and [[Platform/ThreeDMovie the 3-D craze in general]], starting to go out of style) before he sold off Lucasfilm to Disney later that year, who opted instead to make a new sequel trilogy. [[labelnote:*]] The first sequel trilogy film, ''Film/TheForceAwakens'', came out in 2015, when the 3-D version of ''Film/ANewHope'' would have come out, which becomes HilariousInHindsight considering that a common complaint of ''TFA'' was the plot being too similar to that of ''ANH''.[[/labelnote]]
198*** [[http://art.penny-arcade.com/photos/1241310633_UJqzu-L.jpg This]] sums this issue up pretty well.
199* Creator/JamesCameron has two different cuts of ''Film/{{Avatar}}'': the original, and Special Edition which hit cinema screens roughly a few months later after the original was proven to be a hit. The "Collector's Extended Cut" was released as part of the three-disc Blu-ray release, adding a few more minutes of footage than the Special Edition.
200* ''Film/BladeRunner'' has no fewer than 8 different versions that have been shown at some point in time. From Website/{{Wikipedia}}, they are:
201** The four-hour rough cut that was shown to studio executives and people involved with the production.
202** The original workprint version (1982, 113 minutes) shown to audience test previews in Denver and Dallas in March 1982. It was also seen in 1990 and 1991 in Los Angeles and San Francisco as a Director's Cut without the approval of director Creator/RidleyScott. Negative responses to the test previews led to the modifications resulting in the North American theatrical version, while positive response to the showings in 1990 and 1991 pushed the studio to approve work on an official director's cut. It was re-released as part of the 5-disc Ultimate Edition in 2007.
203** A San Diego Sneak Preview shown only once in May 1982, which was almost identical to the Domestic Cut with three extra scenes.
204** The North American theatrical version (1982, 116 minutes), known as the original version or Domestic Cut. This version remained unreleased on home video until 2007 when it was released on DVD as part of the five-disc Ultimate Edition.
205** The International Cut (1982, 117 minutes,) also known as the "Criterion Edition" or uncut version, included more violent action scenes than the North American theatrical version. Although initially unavailable in North America and distributed in Europe and Asia via theatrical and local Warner Home Video [=LaserDisc=] releases, it was later released on VHS and [=LaserDisc=] (the latter coming from Creator/TheCriterionCollection) in North America, and re-released in 1992 as a "10th Anniversary Edition".
206** The North American broadcast version (1986, 114 minutes), the North American theatrical version edited for violence, profanity, and nudity by CBS to meet broadcast restrictions.
207** The Creator/RidleyScott-approved (1992, 116 minutes) Director's Cut; prompted by the unauthorized 1990–1991 workprint theatrical release and made available on VHS and [=LaserDisc=] in 1993, and on DVD in 1997. Significant changes from the theatrical version include: removal of Deckard's voice-over, insertion of a unicorn sequence, and removal of the studio-imposed happy ending. Ridley did provide extensive notes and consultation to Warner Bros. through film preservationist Michael Arick who was put in charge of creating the Director's Cut.
208** Creator/RidleyScott's Final Cut (2007, 117 minutes), or the "25th Anniversary Edition", released by Warner Bros. theatrically on October 5, 2007, and subsequently released on DVD, HD DVD, and Blu-ray in December 2007 (UK and Ireland - December 3; North America - December 18). This is the only version over which Creator/RidleyScott had complete artistic control as the Director's Cut was rushed and he was not directly in charge.
209* For a long time, ''Film/ArmyOfDarkness'' held (and may still hold) the record for the most distinct "special edition" DVD releases, with ''six'' different releases in Region 1 alone. Most feature some combination of the 82-minute theatrical cut and the 96-minute director's cut in 4:3 and/or 16:9 (which may or may not be anamorphic), plus various special features. [[http://www.dvdactive.com/editorial/articles/army-of-darkness-video-shots--dvd-releases.html DVDActive]] has a comprehensive guide.
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212[[folder:Music]]
213* Insane Ian titled his [[http://insaneian.bandcamp.com/album/the-epic-video-game-medley-collection video game parody medleys]] as follows: "The Epic Video Game Medley", "The Super Epic Video Game Medley II: Championship Edition", "The Ultimate Epic Video Game Medley 3rd Strike: Revenge of the Return of the Rise of the Remake of the New Challengers", and "The Ultra Epic Video Game Medley IV: Guns of the Last Nightmare New Patriot Revelations".
214* Yes, this really is a thing with music albums as well. Like video games, albums are often "remastered". In the early years, this was justified as monaural records were re-released in stereo. Then again higher fidelity media like [=CDs=] and [=DATs=] became available. However, after that, usually remasters are only done if the album is short and they wanted to release an edition of the CD with additional songs. A good example of the latter would be Music/{{Queen}}'s Platinum Album -- it was originally released as a two-disc set, but was later revised to include a third disc.
215** There are some albums that have seen so many reissues that it is a running joke on music forums. These include Music/PetSounds, Music/KindOfBlue, Music/TheVelvetUndergroundAndNico, and the entire discography of Music/TheDoors. Some of these were getting reissued whilst two or three other versions were still in print, whereas there are numerous albums that remain out of print despite fan demand.
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218[[folder:Web Videos]]
219* [[DiscussedTrope Discussed]] by WebVideo/TheAngryVideoGameNerd in his ''Chronologically Confused about Sequel Titles''. ''SFII'' was the very first thing he talked about, but he eventually expanded the discussion to other games. He actually talks about multiple tropes in the episode, but this trope kicks off the discussion.
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222[[folder:Western Animation]]
223* An InUniverse example in ''WesternAnimation/TheSimpsons'', where Malibu Stacy is re-shelved with a new hat.
224* ''WesternAnimation/PhineasAndFerbChristmasVacation'' first aired Christmas 2009. A year later, an extended edition aired, with only one extra song. The special would have been aired in 2010 anyway (as is normal for Christmas specials), so this is a more accepted case of the trope than in video games.
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227[[folder:Software & Gadgets]]
228This is commonly [[SubvertedTrope subverted in the software industry]], where new versions of software will keep the same major version number even while introducing a host of new features and changes. This is because of a convention called [[https://semver.org/ Semantic Versioning]], which dictates that the major version number of software should only be incremented when making breaking changes that render it incompatible with prior versions. Software that follows this practice and strives to maintain backwards compatibility will stick with the same major version number no matter how many new things it adds. This convention isn't universally followed, often due to marketing not wanting potential customers to think this trope is in effect. In some cases (such as those of Java and Windows) the external version number used in marketing is incremented but the internal version number is not.
229* On a very cursory level, Windows still looks like Windows 95. But analyze the codebase and you will see that about half of Windows 10 was introduced in Windows Vista (and the most famous version since 2009, Windows 7, was essentially a more stable, finalized Vista). Yes, they had to ''arbitrarily '''change the major version''''' for Windows 10 (without doing much to deserve it, which is why they were able to offer the free upgrades) because having 8.1 be NT 6.3 internally was starting to become a disgrace.
230* How much has Microsoft Office 2016 changed from 2007? Not one bit internally, but 2010 introduces a new UI that's further redesigned to fit with Microsoft's "Modern" style UI in 2013 and 2016. While some versions of 2007 lack DRM, from 2010 onwards Microsoft Office has tougher DRM, though it didn't stop some people from breaking it.
231* Creator/{{Apple}} products:
232** There have really been only been five major [=iPhone=] revisions since the original: the 4, 5, 6, X and 12. After the original [=iPhone=], the [=3G=] and [=3GS=] models were relatively minor upgrades. The [=iPhone=] 4 was a major redesign, which was followed by the nearly identical [=4S=] model. The [=iPhone=] 5 was a major revision, followed the [=5C=], basically a re-housed 5 with a bright plastic shell, the [=5S=], which introduced a fingerprint sensor and more powerful processor but was largely the same phone, and the SE, which was a spec-bumped 5S. The redesigned [=iPhone=] 6 (as well as the larger sized 6 Plus) were followed by the spec-bumped 6S, while the 7 and 8 use the same form factor and only have a few minor changes. The [=iPhone X=] was a major redesign, followed the similar 11. The 12 series received a notable redesign, followed by the similar 13 and 14 series. The [=iPhone=] 14 might be the biggest offender: it has the exact same design and processor as the 13, and was the first non-budget [=iPhone=] model to reuse the processor from its predecessor.
233** The third and fourth generations of [=iPad=] were marketed as "New [=iPad=]" and "[=iPad=] with Retina display". The only discernible difference between the models was a change in charging port.
234** Between 2001 and 2020, Apple released 16 different versions of [[Platform/{{macOS}} Mac OS X]], numbered 10.0 through 10.15. Some versions barely had any noticeable changes from their predecessor; Apple famously referred to 10.6 Snow Leopard as a maintenance release having "zero new features" compared to 10.5 Leopard. This was a subversion though, as many of these releases did make significant improvements or alterations to the OS. Still, it took until the release of macOS High Sierra in 2016 for Apple to rebrand the OS to simply [=macOS=], and internally the version number remained 10.x until 2020's Big Sur, when they finally released [=macOS=] 11, and new versions have incremented an entire number since then.
235* MediaNotes/{{Java}} versions 1-8 are known as versions 1.0-1.8, though starting with Java 9, the major internal version number finally started matching the external version number.
236* Samsung has a tendency to issue UpdatedRerelease of the preceding Android smartphones after releasing a new model. The Galaxy S has the Plus model and whopping 3 dual-SIM revisions, S II has the Plus model, S III has the Neo model, the [=S4=] have the rugged Active version ''released in the same year'', and the [=S5=] has the Neo model again. The [=S6=] and [=S7=] is released in the normal, Edge, and Active model ([=S6=] also includes the larger Edge+ model). The larger Note devices suffer similar things: the Galaxy Note 3 was followed by a nerfed model called Neo with worse camera, display, and storage. Goes more blatant with the Note 10.1 tablet where the updated model is called ''2014 Edition''. Of note, other Android vendors do similar things as well.
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