%% Image selected per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=1452266899092104700
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[[quoteright:350:[[Franchise/{{Rambo}} http://static.tvtropes.org/pmwiki/pub/images/rambo_actionizedsequel.png]]]]
[[caption-width-right:350:''Film/FirstBlood'': Vietnam vet deals with PTSD and ostracism in his home country. ''Film/RamboFirstBloodPartII'': Vietnam vet goes back to 'Nam to redo the war.]]

%%This page's examples section is sorted alphabetically. It would be lovely if you'd maintain this, thanks.
->''"In Space No One Can Hear You Scream."''
-->-- '''Tagline''' for ''Film/{{Alien}}''

->''"This Time It's War."''
-->-- '''Tagline''' for ''Film/{{Aliens}}''

A new film franchise has a lot of work to do. In only a couple hours, you have to introduce the characters, the premise, and all the {{Phlebotinum}} you're going to be using for the rest of the series, ''and'' you need to have a plot to tie it all together. Because of this, the first installment in a film series tends to be slower paced.

Starting with the second film, though, the BackStory is already established, [[EveryoneMeetsEveryone everyone has already met everyone]], and the budget for the movie is often much larger, allowing it and subsequent {{sequel}}s to fall increasingly into the 'Action' genre, even if the original didn't have that much action. If it did, the sequels become [[SequelEscalation outright over the top in their action]].

Tends to happen with horror films. Occasionally, as with ''Film/{{Alien}}'', it's because the director feels the first was perfect and tries to do new things - which ironically in Alien's case made it an EvenBetterSequel. Other times, it's because anyone who ''[[ActionSurvivor survives]]'' a horror movie [[TookALevelInBadass graduates with a few levels in badass]], and when you put an ActionHero into a horror movie, it becomes an action movie.

This can also happen in some video games, particularly those in the horror genre. Often, the first installment will be based on survival, not combat, and encourage you to avoid the enemies rather than fight them directly. Possibly in an effort to appeal to a wider audience (after all, survival is hard, but blasting shit is ''fun''), subsequent games will add more ammo and weapons, or go into a full GenreShift. Of course, it can happen to other genres as well--as technology has improved, the RPG genre as a whole has become faster paced and more action-oriented, for example.

For series that ''already'' started out action-y and continue to escalate from there, see SerialEscalation.


[[folder:Anime and Manga]]
* ''Anime/YuGiOhCapsuleMonsters'' is this compared to the normal ''Anime/YuGiOh'' anime (with the exception of the Memory World). Since the monsters are real, the characters get into physical fights and do stunts more often.
* In ''Anime/DanganRonpa3 - Side:Future'', due to the radically different rules for the Final Killing Game compared to previous [[DeadlyGame killing games]] in the ''Franchise/DanganRonpa'' series (such as no class trials), puts a much greater emphasis on action over mystery.

[[folder:Fan Fic]]
* ''Fanfic/CalvinAndHobbesTheSeries'' is ''significantly'' more action-packed than [[ComicStrip/CalvinAndHobbes the original strip.]]
* The ''WesternAnimation/MyLittlePonyFriendshipIsMagic'' fanfic ''ItsAlwaysSunnyInFillydelphia'' involves Applejack going on a date with Soarin of the Wonderbolts (her only customer in the season 1 finale "The Best Night Ever") and the two of them falling in love. Its sequel, "Semper Fidelis", plunks the two of them in an action-packed adventure inspired by the G1 ''MyLittlePony'' special "Rescue at Midnight Castle".
* In the same fandom, there's a fanfic called [[http://www.google.com/url?sa=t&rct=j&q=a%20new%20home%20fimfiction&source=web&cd=1&ved=0CB8QFjAA&url=http%3A%2F%2Fwww.fimfiction.net%2Fstory%2F88624%2Fa-new-home&ei=vcCXU62PKYykqAb_0IGIDg&usg=AFQjCNEQHNISu1xSJkSt2WNUdC4fRXAsjg&bvm=bv.68693194,d.b2k "A New Home."]] The first three sagas in TheVerse:
** Original story: An abused five-year-old in the human world wishes for a loving family on the same night Fluttershy wishes she had a child or a younger sibling to take care of. With a little help from Princess Luna, they both get their wish. Most of the story is about Fluttershy as a new mommy and poor Toby slowly learning that no, here he's not going to be mauled for breathing the wrong way, and the others trying to figure out where he came from and such. There are sad moments and about as many TastesLikeDiabetes moments.
** [[http://www.fimfiction.net/story/108789/life-in-equestria-holidays-with-toby Holidays With Toby:]] How it goes with Fluttershy, her new adopted son, and the gang at different pony holidays.
** [[http://www.fimfiction.net/story/119332/a-new-home-ii-a-queens-revenge A Queen's Revenge:]] Queen Chrysalis shows up and tries to TakeOverTheWorld, and ''definitely'' WouldHurtAChild, especially one connected to one of the Element bearers. It's not as dark as the {{Gorn}} fics that follow in the footsteps of ''Fanfic/{{Cupcakes}},'' but compared to the tone of the previous arcs it's like expecting the next episode of ''WesternAnimation/SpiderManAndHisAmazingFriends'' and instead getting one of the movies. However, the fourth and current arc, [[http://www.fimfiction.net/story/128882/a-new-home-iii-the-quest-for-the-lost-locket The Quest for the Lost Locket,]] doesn't continue this progression.
* Website/YouTube James Bond FanFilm ''Property of A Lady'' contains somewhat greater proportion of action than its direct predecessor ''WebVideo/DiamondsCut'', mainly because it increased length and shed on {{Padding}}.
* ''Fanfic/{{Windfall}}'' by Warren Hutch was a ''WesternAnimation/MyLittlePonyFriendshipIsMagic'' fanfic about the Mane Six PuttingTheBandBackTogether to be there for the birth of Fluttershy's first child, full of laughs and {{WAFF}}. The sequels, while still largely comedies, are rather more action-packed:
** ''Fanfic/EarthAndSky'' is about Twilight inventing a flying rig to help bring non-flying ponies closer to their pegasus friends and family, but turns into an {{Homage}} to films like ''Film/TheGreatRace'' and ''Film/ThoseMagnificentMenInTheirFlyingMachines'' about a third of the way through when she gets roped into testing her invention in [[TheBigRace the Grand Pegathalon]].
** ''Fanfic/MovieMagic'' has more of a sci-fi pulp/[[TwoFistedTales two-hooved tales]] feel to it, with Twilight discovering [[spoiler: a [[ShapeShifting changeling]] plot]] after being granted TrueSight in a FreakLabAccident.
** ''FanFic/FallingBackwards'' is another MLP example. With the original being a sad, yet heartwarming {{Dramedy}}, about Rainbow Dash receiving brain damage, that mentally regresses her, after a failed stunt and having to be taken in by Twilight, and [[HilarityEnsues Hilarity]] and HeartWarming ensue. The Cannon and alternate sequels, Flying Forwards and Raising Rainbows on the other hand, both introduce villains, conspiracies, kidnapping, and nations on the brink of war.

[[folder:Films -- Animated]]
* With ''WesternAnimation/ToyStory3'' being the third in a trilogy [[SequelGap fifteen years in the making]], character introductions are an almost moot point, with even more dramatic escape sequences taking place in comparison to its predecessors.
* The sequel to ''WesternAnimation/{{Cars}}''. The first movie was a FishOutOfWater movie about Lightning growing up and learning to appreciate the people around him in time for a big race. ''WesternAnimation/{{Cars 2}}'' involves him and Mater being mistaken for American spies by British intelligence, leading to chase sequences and plenty of StuffBlowingUp. Averted with ''WesternAnimation/Cars3'', which went back to a tone similar to the first movie and is about Lightning's struggles over being replaced by newer and faster cars on the racetrack.
* ''Disney/CinderellaIIIATwistInTime'' is very much this to [[Disney/{{Cinderella}} its]] [[Disney/CinderellaIIDreamsComeTrue predecessors]]. Lady Tremaine uses the Fairy Godmother's magic to change the outcome of the original story in her favor, and Cinderella and her friends must overcome the alterations in order to reunite her with Prince Charming.
* In ''WesternAnimation/TheSpongeBobMovieSpongeOutOfWater'', the amount of action is increased compared to ''WesternAnimation/TheSpongeBobSquarePantsMovie'' thanks to Bikini Bottom becoming an [[TheApunkalypse Apunkalypse]] and the superhero climax.

[[folder:Films -- Live-Action]]
* Though [[StealthSequel not advertised as a sequel]], Creator/TimBurton's ''Film/AliceInWonderland2010'' uses the events of the original book as backstory, with Alice now a young woman who becomes an ActionGirl and slays the Jabberwock.
* ''Film/{{Alien}}'' is a suspense movie about a creature hidden in the labyrinthine corridors of a space ship. ''Film/{{Aliens}}'' [[SendInTheClones sends in the clones]] for all-out war. This was because James Cameron (who also wrote ''Film/Terminator2JudgmentDay'' and ''Film/RamboFirstBloodPartII'') thought ''Alien'' was perfect at what it did and wanted to do something different. [[TropesAreNotBad Notably, ''Aliens'' is considered a great film in its own right]], and some consider it [[EvenBetterSequel even better]] than ''Alien''.
* The shared continuity of the Franchise/MarvelCinematicUniverse allowed ''Film/{{The Avengers|2012}}'' to play this trope for all it's worth; since each of the characters got their own movie detailing their origin story and character background[[note]]except Hawkeye and Black Widow, but the former makes a couple cameos in ''Film/{{Thor}}'' that reveal that he's a S.H.I.E.L.D. agent and the latter has a supporting role in ''Film/IronMan2''[[/note]] the writers could afford to make the majority of the exposition be about the team as a whole, rather than focusing on each character's history.
* Creator/TimBurton's first ''Film/{{Batman}}'' movie (in 1989) had to set up a lot of plot exposition and could get draggy at times, but it still had a fair amount of action. Its sequel, ''Film/BatmanReturns'', had even more action, but paradoxically seemed ''less'' action-packed because the non-action sequences and story themes were so powerful. ''Film/BatmanForever'' and ''Film/BatmanAndRobin'' both had tons of action, often for no other reason than to have an action sequence.
* ''Film/TheCannonballRun'' was about a group of eccentrics (mostly broad stereotypes) who take part in a cross-country road race. The sequel is about a group of eccentrics who take part in a cross-country road race while a group of inept gangsters attempt to kidnap the race's backer. Although this does have the side effect of making the fight scene near the end seem less tacked on and actually plot-relevant (for what little plot there is).
* ''Literature/{{Carrie}}'' is an example of this happening with remakes rather than sequels. The [[Film/{{Carrie 1976}} first adaptation]] in 1976 was shot on a budget of just $1.8 million[[note]]Barely $7 million when adjusted for inflation -- chump change for any film, especially before the advent of CGI.[[/note]], meaning that they couldn't film Carrie's rampage as it was described in the book (with her burning down the whole town). As a result, the special effects were limited to just the prom and a handful of other scenes. When the film was remade as a [[Film/{{Carrie 2002}} TV movie]] in 2002, it cranked up the rampage to near-DisasterMovie levels. And [[Film/{{Carrie 2013}} the 2013 version]] followed the same path... only this time, the destruction has an actual budget behind it as opposed to the '02 version's cheap CG. Ditto for the '76 film's sequel, ''Film/TheRageCarrie2'', which greatly [[BloodierAndGorier amped up the bloodshed]] over the original film and featured a number of kills that wouldn't look out of place in a SlasherMovie.
* ''Film/CasinoRoyale2006'' & ''Film/QuantumOfSolace'' - Even though ''Casino Royale'' ''was'' an action movie, ''Quantum of Solace'' did take this to ludicrous proportions. The JitterCam didn't help.
* This happens with the first two movies of ''Franchise/TheChroniclesOfRiddick'', ''Film/PitchBlack'' & ''Film/TheChroniclesOfRiddick''. The former is a horror movie in which a group of space crash survivors have to escape a planet filled with alien monsters, the latter is a big-budgeted sequel in which the Conan-esque Riddick has to defeat an evil empire of death-worshipping warriors.
* ''Film/CrocodileDundee'' was a weird example - the first was a FishOutOfWater comedy about an Australian from the Outback trying to adapt to life in New York. The second pitched him against a gang of crooks in the Outback.
* ''Film/DeathWish'' and ''Film/DeathWishII'' were vigilante revenge dramas. ''Film/DeathWish3'' and ''Film/DeathWish4TheCrackdown'' turned up the action to eleven for the day, with ''3'' featuring Creator/CharlesBronson's biggest bodycount ever.
* ''The Evil Dead'' series ups the action and comedy in each installment. ''Film/TheEvilDead1981'' is a low-budget horror movie with a rather helpless male FinalGirl, Ash. ''Film/EvilDead2'', taking place on the same day, has Ash pick up a shotgun and chainsaw to fight the Deadites head-on. ''Film/ArmyOfDarkness'' follows the trend by turning Ash into a wisecracking action hero.
* ''Film/FirstBlood'' was a moody piece about a troubled Vietnam War vet trying to adapt to a regular life again and failing disastrously. ''Film/RamboFirstBloodPartII'' and later sequels take that vet and put him back where he is killing people and taking names - [[SequelDisplacement which is what people think about when the name]] "Franchise/{{Rambo}}" is said.
* Franchise/{{Godzilla}}'s debut, the original ''Film/{{Gojira}}'', was a somber allegorical horror film about the dangers of the atomic bomb. The first sequel, ''Film/GodzillaRaidsAgain'' set up the action-based formula of "Monster VS Monster" (in this case, Godzilla VS Anguirus).
* Parodied in ''Film/JayAndSilentBobStrikeBack'', where Ben Affleck and Matt Damon are seen to be filming ''Film/GoodWillHunting 2: Hunting Season''. Will Hunting uses a shotgun to end arguments.
* ''Koi...Mil Gaya'' starring Creator/HrithikRoshan is a [[OscarBait Filmfare Award-winning]] movie about a [[InspirationallyDisadvantaged developmentally disabled]] young man (Roshan) who tries to continue the work his father did in communicating with extra-terrestrials from outer space, which leads to something miraculous and wonderful. Its sequel ''Krrish''? That young man's son (also Roshan) was given his dad's superpowers and becomes a superhero, TwentyMinutesIntoTheFuture.
* The ''Film/MadMax'' movies progressively added more action with more budget. ''Film/MadMaxFuryRoad'' in particular is a nearly non-stop car chase, with almost the entire narrative communicated through its action.
* ''{{Film/Leap}}: Rise Of The Beast'' is this to the original ''Leap'' and ''Revelation'' is this to ''Rise Of The Beast''.
* ''Film/SherlockHolmesAGameOfShadows'' spends considerably less time on investigation sequences and focuses the bulk of its plot on chasing the villain across Europe in the hopes of unraveling his scheme. This results in a lot more explosive and high-octane moments of action compared to the original movie. This is true to the ''Literature/SherlockHolmes'' story it is based on, "The Final Problem," which lacked a mystery and was essentially Holmes vs. Moriarty the entire way.
* ''Franchise/StarTrek'' films.
** ''Film/StarTrekIITheWrathOfKhan'' truly exemplifies this trope when in comparison to ''Film/StarTrekTheMotionPicture''. In this case, it was [[SurprisinglyImprovedSequel generally seen as a vast improvement]] over the [[PacingProblems long, slow-paced original]].
** ''Film/StarTrekFirstContact'' has far more action than earlier films in the series and is often praised for it, as [[Series/StarTrekTheNextGeneration the television show]] was often lacking in real excitement.
** Both ''Film/StarTrekInsurrection'' and ''Film/StarTrekNemesis'' took it even further, but it was decidedly ''not'' praised for it -- action is cool, but it came at the expense of a maintaining a sensible plot.
** ''Film/StarTrek'' (2009), being both a ContinuityReboot and a StealthSequel, has been seen as a more action-oriented approach to the series. Their success came in having a much larger budget to realize more blockbuster action. The same is said of it's sequels ''Film/StarTrekIntoDarkness'' and ''Film/StarTrekBeyond''.
* ''Film/{{Superman II}}'' is a textbook example as it begins with Superman saving Lois from a terrorist attack, features a few scenes of the evil Kryptonians causing havoc and has a climax involving a huge battle between Superman and the three villains. Contrast with the first film, which had no fight scenes and overall, relatively light action more akin to a disaster movie than the kind of superhero blockbusters it inspired.
* ''Film/{{UHF}}'' parodies this with a preview for the fake movie ''Film/{{Gandhi}} II''. All of his arguments are now solved by killing his opponents. He likes his steak bloody rare, and the movie title is spelled out [[MoreDakka as he fires a submachine gun across]] a restaurant because [[DisproportionateRetribution someone said "Hey baldy!"]] The tagline is "No more Mr Passive Resistance!"
* ''Film/BladeRunner2049'' is a funny example, in that it actually has ''more'' fight scenes, gun battles, a car chase, and StuffBlowingUp than the [[Film/BladeRunner original]], but feels like it has ''fewer'' thanks to its longer running time and long segments of atmospheric drama.
* ''Film/XMen1'' had a few fight scenes, but much of the screentime was devoted to explaining mutants and setting up the character relationships. ''Film/X2XMenUnited'', however, had extended fight scenes that let Wolverine slice up mercenaries invading the school. ''Film/XMenTheLastStand'' turned it up further, with a big battle sequence featuring dozens of mutants going up against the X-Men.
* ''Film/TheMummyTrilogy'' started more in the realm of an adventure series like Franchise/IndianaJones: exploring tombs, outrunning rival grave robbers, death traps, deciphering ancient mysteries and dealing with angry natives. There was certainly it's own brand of action, but when Rick takes a sword and starts slicing apart mummies like a regular action hero there is a certain dissonance there. The sequels included a lot more extended action sequences, Evie and Jonathan became [[TookALevelInBadass capable badasses in their own right]], Rick became [[TheChosenOne a destined hero]] and there are entire supernatural armies to face.
%%* ''[[Literature/DanBrownsInferno Inferno]]'' has much more action than its two predecessors, ''Literature/TheDaVinciCode'' and ''Literature/AngelsAndDemons'' (not counting ''Literature/TheLostSymbol'', which was never adapted into a film).
* ''Film/JackReacherNeverGoBack'' is this to ''Film/JackReacher''. While ''Jack Reacher'' was still an action movie, it was basically like a thriller with action sequences such as the car chase and the final battle at the quarry, and even those were subjected to {{Deconstruction}} of common action movie trappings and RealityEnsues. ''Never Go Back'' features [[UpToEleven even more shootouts, fights, car chases,]] and [[StuffBlowingUp explosions]], the last of which didn't occur in the first movie.

* ''Literature/CharlieAndTheGreatGlassElevator'', the sequel to ''Literature/CharlieAndTheChocolateFactory'', starts with Willy Wonka and the Bucket family's journey back to the factory via the titular flying elevator going awry. Accidentally sent into orbit, they spend the first half of the book exploring a space hotel and thwarting an invasion by carnivorous aliens. The HalfwayPlotSwitch (in which, once they're back on Earth, the grandparents being offered reverse-aging pills goes awry) is more in line with the events and tone of the first book, albeit with slightly higher stakes and an OrpheanRescue.

* ''Pinball/TheGetawayHighSpeed2'' takes the HotPursuit theme of ''Pinball/HighSpeed'', then throws in a magnetic supercharger, more cops, helicopters, vehicular combat, and explosions.

[[folder:Video Games]]
* The original ''VideoGame/AloneInTheDark'' is a slow-paced horror story. The sequel has Carnby repeatedly gunning down and being gunned down by gangsters and pirates.
* ''VideoGame/{{Actraiser}} II'', no doubt. The simulation portion from its predecessor is completely nixed and the player character has more special moves and is a lot more nimble overall.
* ''VideoGame/BioShock'':
** ''VideoGame/BioShock2'' made the combat system much faster than the [[VideoGame/BioShock1 first game]] by letting the protagonist fire [[DualWielding weapons and special powers at the same time]], turning [[HackingMinigame the cameras and security bots hack into a reflex based minigame]], and gave the player much more powerful abilities to use against much more dangerous enemies. The game still has a few stealth elements inherited from its predecessor but mostly relies on overpowering your enemies instead of getting past them. Despite the game's ContestedSequel status, this aspect was generally considered an improvement over the original. This can also arguably be considered GameplayAndStoryIntegration. Subject Delta, being a Big Daddy, is much stronger than Jack, but his bulk and heavy footsteps makes stealth more difficult.
** ''VideoGame/BioShockInfinite'' is even more streamlined than ''2'', dropping stealth and favoring the "run and cover" approach. This is reflected by the abundance of ammo and Booker's RegeneratingShieldStaticHealth (something that wasn't present in the other two games). Hacking was also simplified and turned into a power, getting rid of the minigame altogether.
* ''VideoGame/CondemnedCriminalOrigins'' had firearms mostly as an afterthought-- guns were pretty rare, you couldn't reload, and it was entirely possible to go through the game without firing a single bullet. In the second game, ''[[VideoGame/Condemned2Bloodshot Bloodshot]]'', guns are a bit more plentiful, and there are a few parts where having a gun is necessary for survival. The melee elements are also enhanced with the addition of combos and chain attacks.
* ''Franchise/DeadSpace''
** ''VideoGame/DeadSpace2'' made certain Necromorphs easier to kill (the Pregnant monsters died after getting their sack ruptured, whereas in the [[VideoGame/DeadSpace first game]] they would continue to crawl alongside their brethren), rebalanced weapons and allowed player to dispatch Necromorphs by [[ExplosiveDecompression blowing out windows to space.]] Zero-G movement was also streamlined: instead of jumping from surface to surface with the aid of his [[PowerArmor RIG's]] magnetic boots, [[PlayerCharacter Isaac]] moved by way of a {{Jetpack}} integrated into his [=RIG=]. However the game still maintained most of the original's atmosphere.
** ''VideoGame/DeadSpace3'', however, took actionization so far [[BrokenBase many players]] refused to consider it horror. Necromorphs no longer had to have their limbs surgically shot off: sufficient body damage was also enough. The balanced weapons of previous games were replaced by the extensive weapon-crafting system that allowed for extremely overpowered combos, and universal ammo eliminated most of inventory management. To compensate for this, the game threw dozens of Necromorphs in waves, as well as easily slaughtered Unitologist mooks. To deal with the latter, Isaac also learnt to crouch, take cover and perform combat rolls.
* ''VideoGame/DevilMayCry'' might seem like an odd pick for the trope since it was always an action game with copious amounts of RuleOfCool, but the first game still had a lot more survival horror elements compared to the sequels and could be a bit slower at times as a result. Compare the first mission of the first Devil May Cry to the first mission in Devil May Cry 3. The first game opens with a lot more suspense and you don't fight your first enemy until you're about 80% through the mission, the rest is just building atmosphere. In Devil May Cry 3 you will have already killed 5 demons within the first 20 seconds.
* The first ''VideoGame/DinoCrisis'', like the ''Franchise/ResidentEvil'' series, focused on survival, and barely gave you enough ammo to deal with the dinosaurs you encountered. ''Dino Crisis 2'' is a full-on action shooter, letting you slaughter them by the dozens, and rack up combo points to buy ever larger guns.
* The first ''VideoGame/{{Doom}}'' game spaced most of the combat out a bit, and often the largest groups of enemies faced at once were placed in a confined, maze-like space (both to keep things tense, and to keep you from being swarmed right off the bat). ''Doom II'' was more willing to throw large groups of enemies at you all at once, and in general the new types of enemies introduced added more variety and lethality. The two versions of ''Final Doom'' (Plutonia in particular) turned things UpToEleven, setting a precedent for later swarm-based mods such as Hell Revealed. Oddly, ''Doom 64'' went back to a slower pace that created more suspense. Even before ''Doom 64'' was also the [=PlayStation=] and Saturn ports of ''Doom'', which changed the memorable rockin' soundtrack for dark and atmospheric music, and in the [=PlayStation=] version, colored lightning that give the original ''Doom'' games the feel of a survival horror game.
* ''VideoGame/{{Doom 3}}'' went from the run-and-gun shooter, a landmark of the previous games, to a scary, moody, slow horror shooter. In response to criticism about some of the changes, ''[[UpdatedRerelease BFG Edition]]'' made a slight turn back to the gameplay of the previous entries by giving the player more ammo, changing the lighting to make the game less dark, having slightly faster player movement, etc. However, it wouldn't be until ''VideoGame/Doom2016'' that the franchise fully returned to its fast-paced run-and-gun roots.
* ''VideoGame/DragonAgeII'' had been heavily actionized in comparison to its [[VideoGame/DragonAgeOrigins predecessor]]. Whereas first game typically had 5-6 enemies per room that took a while to kill and had most of the same skills the player party had, here you fight dozens of much weaker enemies per encounter, usually in several waves that often teleported out of nowhere. The combat became far more over-the-top, with rogues jumping several metres through the air and even ''heavily armored'' templars able to do backflips, every kill led to a shower of blood (if not someone [[LudicrousGibs exploding outright]]) and enemies were lucky if they could two-three skills. Relatively rare and challenging mini-bosses like Revenants and [[HornyDevils Desire Demons]] were also downgraded to EliteMooks.
** Non-combat parts of the game were also trimmed: there were less dialogues on the whole, they became simpler (3 choices as opposed to 4-5), non-violent alternatives to combat appear once in a blue moon and the (already limited) exploration aspect is practically non-existent due to CutAndPasteEnvironments.
* When ''Franchise/TheElderScrolls'' began, it featured combat that not only had a diceroll mechanic, but it required the player to right-click the mouse and swivel it around to swing their weapon. The latter was scrapped in the third game, ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', and [[VideoGame/TheElderScrollsIVOblivion the next game]] ditched the former in favor of FPS-style combat. The fifth game, ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', added DualWielding and the ability to fight on horseback, but sacrificed the underwater combat of its two predecessors.
* The first two ''VideoGame/{{Fallout}}'' games were straight-up turn-based [=RPGs=]. Starting with ''VideoGame/{{Fallout 3}}'', the series became either an RPG with heavy FPS elements or an FPS with heavy RPG elements depending on who you ask; either way, it became a lot more action-packed. Then ''VideoGame/{{Fallout 4}}'' [[SerialEscalation became an Actionized Sequel]] ''[[UpToEleven to the Actionized Sequel]]'': The combat system has taken several cues from first-person shooters, incorporating dynamic crosshairs, authentic iron sights, V.A.T.S now works like BulletTime rather than turn-based combat, you can now [[PistolWhip quick bash]] with guns, and grenades are now secondary weapons used with a trigger button rather than their own weapon. On top of that, stealth and {{Pacifist Run}}s are no longer really viable; in ''3'' and ''New Vegas'', it was possible to be fairly decent at sneaking at Level 5-ish depending on your build, but ''4'' with it's new perk system means that you need to be Level ''38'' to fully upgrade your sneaking skill. True stealth mastery like from the previous games, where you could avoid being detected by enemies in full close quarters, is no longer even really possible without a ''lot'' of skill magazines.
* The ''Franchise/FinalFantasy'' series is still firmly in the RPG genre, but has slowly becoming more action oriented, with action commands in battle, and a shift to more real-time combat. {{Spin Off}}s like ''VideoGame/DirgeOfCerberus'' or ''VideoGame/CrisisCore'' are a full GenreShift.
* ''VideoGame/FinalFantasyXV'' (formerly known as ''Final Fantasy Versus XIII'') is a full-on ActionRPG, along the lines of ''Franchise/KingdomHearts''. The previous installment, ''VideoGame/LightningReturnsFinalFantasyXIII'' has also made many steps in that direction
* ''VideoGame/FrontMission'' ventured into this when ''Gun Hazard'' was released as the second video game in the franchise. A side-scrolling shooter with 2 player co-op, it was a complete change of pace from the original ''Front Mission''. This was followed up by the release of ''Alternative'' two games later. ''Alternative'' plays out in real-time strategy albeit there is an action element as the game lets players control the action in first-person ala an FPS. After the releases of ''3'', the Front Mission remake ''1st'', and ''4'', yet a third action spin-off was released - ''Online''. An MMO third-person shooter with FPS elements, the action took place in real-time and focused heavily on team-based play such that it never truly lost the Front Mission appeal. ''Evolved'' continued the trend a few years later as the second TPS title (also has a bit of FPS in it), although it completely abandons a lot of the Front Mission appeal (teamwork, slower-paced gameplay). Instead, it better resembles ''VideoGame/ArmoredCore'' with some unusual additions (regenerating health, arcade-y gameplay). Although it wasn't developed by the core Front Mission team, ''Evolved'' [[TheyChangedItNowItSucks was hated by all fans, even by the hardcore who know that Front Mission isn't all about turn-based strategy and were eagerly awaiting a new action title]].
** ''3'' follows suit. With large amounts of its tactical nature being scaled back (number of playable units dropping from 12 to 4, missions taking place on tiny maps, customization made bare bones), it is comparatively more action-oriented as far as [=TRPGs=] go than its predecessors. ''4'' returns back to much of its roots.
* In contrast to the slower pace of the original, ''Shenmue II'' positively brims with action and quick time sequences, in addition to other major changes.
* The ''VideoGame/{{Hitman}}'' games have waffled in tone between games, but ''Absolution'' stands out, replacing the "globetrotting man of mystery" style with a much darker, grittier, and wanton tone in the vein of grindhouse films. ''Absolution'' also had a shift in gameplay, controlling more like an action-stealth game such as ''Splinter Cell'', and having much less of the sandboxy levels ''Hitman'' is known for, with more typical "sneak from point A to point B" sections in between them.
* ''VideoGame/JakAndDaxterThePrecursorLegacy'' was an action game already, but it was more of a standard platformer. Sequels introduced gunplay and somewhat less straight-up platforming.
* ''Franchise/KingdomHearts'':
** The first game had about equal amounts of combat, platforming, and puzzle-solving. The combat in the first game was very simple, as you could do basic sword swings, a few spells, a few summons, and by the end of the game Sora gets exactly 4 "special attacks", and upgrading attacks in that game was nothing more than adding a few more hits to his basic swing and making the hits pack more of a punch (while its re-release added in a few more special abilities via new finishing moves).
** The [[VideoGame/KingdomHeartsII second console game]] - at which point the series had already set forth the motion that Sora was basically the MessianicArchetype and now needed to prove just exactly ''what'' made a 15 year old boy better than grown, experienced men and women with supernatural powers - focused mainly on combat. As a result, the player was given a ridiculous number of ways to kick ass: [[SuperMode Drive Forms]], more elaborate SummonMagic, much more powerful and varied Spells, [[CombinationAttack combo attacks with party members]], the ability to equip whole new combat techniques ''as well as'' upgrade basic swings like in the first game, and, perhaps most infamously, ActionCommands that let Sora pull off moves worthy of the Matrix (whew).
** The next few games put some more emphasis back on platforming, but continued to refine the combat system.
* ''Franchise/MassEffect'':
** ''VideoGame/MassEffect2'' has more and faster-paced action than its predecessor. Best exemplified by the Vanguard class's new ability - a [[GravityMaster gravity-powered]] FoeTossingCharge - or the increased variety of heavy weapons, which range from a GrenadeLauncher to a borderline TooAwesomeToUse personal nuke.
** ''VideoGame/MassEffect3'' also doesn’t disappoint on that front. In particular, ''melee'' combat does far more damage in the third game, as every class either has access to a personal LaserBlade or a biotic punch, and weak enemies can be pushed away with a gun-butt before they attack.
* Compared to the first two ''VideoGame/MedalOfHonor'' titles, ''VideoGame/MedalOfHonorAlliedAssault'' has missions set in the frontline, namely the Normandy beach landings, fighting in the bocage alongside US Paratroopers, and trekking through enemy-occupied towns guns blazing. It's [[ExpansionPack expansions]], ''Spearhead'' and ''Breakthrough'' remove the StealthBasedMission aspect entirely. [[note]] ''Breakthrough'' has only one mission that involves DressingAsTheEnemy, and even then it's just for the first fourth of said mission, as your cover gets blown rather quickly. [[/note]]
* ''VideoGame/MetalGearSolid4GunsOfThePatriots'' made the run n gun style of gameplay an option as compared to earlier titles which were more stealth focused and were more difficult to run n gun. There's also the ''VideoGame/MetalGearRisingRevengeance'' spin-off, which almost completely ditches stealth and focuses on the action.
* ''VideoGame/{{Metro 2033}}'' was a heavily atmospheric and very unforgiving game, where the combat was against mainly small (3-4) groups of mutants who killed you in a couple of hits. Encounters against similar-sized groups of humans were rarer and could often be avoided by stealth. Ammo was very rare as well, (having 100 of ANY kind is a sign of extraordinary luck). ''VideoGame/MetroLastLight'' increases the action dramatically, and balances the amount of time you spend fighting humans and the time you spend fighting mutants. In some missions, you may face as many human enemies as you fought in the entirety of Metro 2033. Combat has been streamlined, with the melee attack now being done with a quick button tap, and health regeneration taking noticeably less time. Gunplay has been improved and tightened immensely. Weapons and ammo are proliferated immensely, and it's possible to modify the guns. The Bastard you get early in the game can easily and comfortably stay with you as your weapon of choice, remaining a viable option even in the endgame, whereas pretty much everyone dropped their Bastard for a 74 in 2033 the moment they could.
* ''VideoGame/{{Metroid}}'':
** ''VideoGame/MetroidPrime2Echoes'' compared to ''VideoGame/MetroidPrime''. ''Echoes'' ups the difficulty and frequency of combat sequences, and adds more boss fights, as opposed to just one major boss per area in the first game. The game also adds FPS-oriented concepts such as an ammo system for the standard beam weapons (previous games in the series had limited it to Missiles and Power Bombs) and a multiplayer mode. Lastly, while the native Chozo civilization of Tallon IV from ''Prime'' was a peaceful race that slowly got consumed by the Phazon, the Luminoth of Aether from ''Echoes'' had to become a warrior race due to 50 years of constant war against the Ing; many Luminoth bodies remaining from that war can be found all over the game world.
** ''VideoGame/MetroidPrime3Corruption''. There are a lot more actionized setpieces (like dropping a giant bomb on a Leviathan shield, the demolition trooper escort mission, Hypermode, the free-fall Ridley fight) and less isolated parts. It is also more linear, but mostly due to level design, as you fly around several planets and the areas are smaller. There is still plenty of exploring to do, but combat takes a strong precedence over it.
** ''VideoGame/MetroidOtherM'' takes it even further by giving Samus loads of melee attacks, dodging and other combat-related abilities.
* ZigZagged with ''VideoGame/NeedForSpeed'' series: some games are about kicking arses and taking credits in illegal street racing, some others are about professional, ''VideoGame/GranTurismo''-esque racing. Examples of the former are ''[[RoaringRampageOfRevenge Most Wanted]]'', ''Carbon'', and ''Hot Pursuit'', the latter are ''Pro Street'', ''Shift 1'', ''Shift 2''.
* ''VideoGame/TheNeverhood'' is a claymation-based adventure game with a bizarre sense of humor. Its sequel, ''VideoGame/{{Skullmonkeys}}'', keeps the claymation and humor but [[GenreShift shifts]] to a platformer.
* The first three ''VideoGame/RainbowSix'' games (''Rainbow Six'', ''Rogue Spear'' and ''Raven Shield'') we about careful planning and [[OneHitpointWonder one-hit-kill]] gameplay. Lockdown gave you a health bar and removed the tactical planning part. ''Vegas'' and ''Vegas 2'' are about three guys with RegeneratingHealth mowing down a massive army of mercenaries and [[TerroristsWithoutACause terrorists]].
* The ''Franchise/RatchetAndClank'' series likewise placed more of a emphasis on combat with each successive sequel (given the close relationship with Jak and Daxter above, it could be considered a feedback loop), until ''Deadlocked'' pretty much became all T/FPS. They backed up to a more balanced mix for ''Tools of Destruction'', however.
* ''Franchise/ResidentEvil'':
** ''VideoGame/ResidentEvil4'' and ''VideoGame/ResidentEvil5'', unlike the previous games, have a much more action-packed gameplay style, with fully functional manual aiming, (conditional) melee attacks, and generally more combat-friendly environments. Many players agree that they are more like action games than survival horror. As one analysis explained, the series shifted from aiming for "scary" to aiming for "tense". Or put another way, it goes from ''survival'' horror to ''adrenaline'' horror. ''VideoGame/ResidentEvil6'' follows the same path.
** To a lesser extent, both ''VideoGame/ResidentEvil2'' and ''VideoGame/ResidentEvil3Nemesis'' increase the action segments due to the wider availability of ammo and the dodge ability, but they're otherwise much less action-packed than the post-Umbrella adventures.
* Towards the end of the Adventure game era and the rise of the FPS genre, Creator/{{Sierra}} attempted to actionize their franchises. It backfired with ''VideoGame/KingsQuestMaskOfEternity'', which [[FranchiseKiller sold badly enough to sink the franchise.]]
** ''VideoGame/QuestForGloryV'' was similarly actionized, being the first game in the series where combat was required for all characters, and all characters being given swords and shields (previously the province of the Fighter and Paladin, who are ''expected'' to solve their problems with swords). However, it was already the conclusion of the series, so it can't be said to be a FranchiseKiller.
** ''VideoGame/PoliceQuest'' is a rare exemption, the games franchise re-inventing itself as ''VideoGame/PoliceQuest SWAT'' and later just ''SWAT''. This series lived on to make [[VideoGame/SWAT4 4]] more games after their last adventure game precursor.
* ''Franchise/SilentHill'':
** Although not to the same extent as ''Resident Evil 4'' or ''5'', ''VideoGame/SilentHillHomecoming'' has a much more developed melee combat system, including combos, a powerful dodge move, and a lock-on camera that turns every fight into a one-on-one duel. This (plus stronger healing items and propensity of enemies to get stunlocked) made melee combat viable by itself, whereas previous games favoured fleeing or using up precious ammo. Enemy encounters are still spaced out evenly and the game's overall pace is still pretty slow and brooding. It didn't work too well, so the next installment, ''VideoGame/SilentHillShatteredMemories'' took out all combat completely. 2012 ''VideoGame/SilentHillDownpour'' balanced somewhere between two extremes.
** Before that, the franchise [[ZigZaggedTrope zig-zagged]] with the action quotient as well. ''VideoGame/SilentHill2'' had ''less'' action than the first, and included the option to disable combat completely. ''VideoGame/SilentHill3'' was significantly actionized due to better weapons like [[KatanasAreJustBetter the katana]], quicker pace, more monster encounters and the addition of a submachine gun, which made boss fights a (relative) breeze. VideoGame/SilentHill4 scaled back the action significantly, with clunkier controls and weaker weapons. VideoGame/SilentHillOrigins downplayed it: on one hand the protagonist had less health than usual and all melee weapons broke after several hits. On the other hand, the assault rifle made a comeback, and you could pick up almost anything to use as a melee weapon and carry it in your infinite inventory.
* The ''Franchise/SonicTheHedgehog'' series does it every few years. While the franchise was always known for its fast-paced gameplay, the games have been getting faster and faster as the series evolved: the ''VideoGame/Sonic3AndKnuckles'' stages were more speed-oriented than those of previous games, which had more slow Platforming stages than speedy stages. Then came ''VideoGame/SonicAdventure'', in which Sonic's gameplay was faster than anything than came out before it. Ditto for [[VideoGame/SonicAdvance Sonic Advance 2]], which was faster and more speed-oriented than previous games. Then done again in ''VideoGame/SonicRush'', which introduced the Boost, and finally taken to a whole new level in ''VideoGame/SonicUnleashed'', which adapted and expanded the crazy fast, boost-based gameplay of Rush into 3d. Inverted with ''VideoGame/SonicLostWorld'' and especially ''VideoGame/SonicBoom'', which significantly slowed down things in an attempt to go back to the series' Platforming roots, to results that left a lot to be desired.
* ''VideoGame/SplinterCellConviction'' turns up [[GenreShift the action]] and gives Sam Fisher another [[TookALevelInBadass level in badass.]], with rather mixed reactions from the fans. ''Splinter Cell: Blacklist'' downplayed it by making stealth a viable approach again while allowing for the Conviction-style or even regular TPS gameplay - though even on the easier difficulties, trying to play too aggressively will get you killed fast; it's better to play smart, be tactical, and make use of all your gadgets to even the odds in your favour.
* Creator/{{Epyx}}'s ''VideoGame/TempleOfApshai'', a quasi-real-time DungeonCrawling RPG, received an actionized prequel, ''Gateway to Apshai,'' four years later.
* The original ''VideoGame/TombRaider'' had even balance between combat and platforming/puzzle solving. Its sequel shifted focus closer to combat by letting Lara start with a shotgun in addition to her trademark pistols and adding greater quantity of both monster and human enemies.
* The first two ''VideoGame/{{Turrican}}'' were slow, methodical MetroidVania platformers while the console sequels and ''Turrican 3'' were fast-paced run & gun shooters more akin to ''VideoGame/{{Contra}}''.
* Muse Software's ''VideoGame/{{Wolfenstein}}'' series originally consisted of two top-down StealthBasedGames (''VideoGame/CastleWolfenstein'' and ''Beyond Castle Wolfenstein'') all about sneaking around Nazi fortresses (preferably) undetected. Then when id Software entered the picture with ''VideoGame/Wolfenstein3D'', they scrapped the stealth mechanics, and turned it into a fast-paced action game with a first-person perspective. Later installments such as ''VideoGame/ReturnToCastleWolfenstein'' have brought back many of the stealth elements, but they still have a high emphasis on action.
* The first ''VideoGame/ZoneOfTheEnders'' had some open-exploration as you travel between different areas of Antilia, a space colony orbiting Jupiter, went on fetch missions, the occasional S.O.S. missions, and find sub-weapons to perform tasks needed to advance the game. Its sequel, ''The 2nd Runner'', ditches all of that and opt for much more action-driven gameplay and linear level progression.


[[folder:Western Animation]]
* Parodied by ''WesternAnimation/FamilyGuy'' with ''Film/ThePassionOfTheChrist 2: Crucify This!'' (which from the trailer appeared to be ''Film/RushHour'' with Jesus instead of Creator/JackieChan),
* More of an Actionized Remake, but ''WesternAnimation/TheSimpsons'' parodies this when Creator/MelGibson stars in a remake of ''Film/MrSmithGoesToWashington'' and Homer convinces him to make some changes. The resulting film ends with Smith killing everyone in Congress after his filibuster, and then decapitating the president.