%%This page's examples section is sorted alphabetically. It would be lovely if you'd maintain this, thanks.
%%
->''"Somebody at Sony must have at least fast-forwarded through the second film and given an ultimatum for them to fill it with explosions or get the fuck off their property, since this one is comparatively action-packed. Unfortunately, they forgot to be specific, and so the action consists mostly of divine intervention and high-stakes Bible heists. WE'VE GOTTA GET THESE BIBLES OUTTA HERE."''\\
--'''''SomethingAwful''''' on ''Film/LeftBehind''

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. Other times, it's because anyone who ''[[ActionSurvivor survives]]'' a horror movie [[TookALevelInBadass graduates with a few levels in badass]], and when you put a {{badass}} 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.

----
!!Examples:

[[foldercontrol]]

[[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".
* 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}}.
* 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:]] ExactlyWhatItSaysOnTheTin, 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 ''{{Cupcakes}},'' but compared to the tone of the previous arcs it's like expecting the next episode of ''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.
* ''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 [[ShapeShifter changeling]] plot]] after being granted TrueSight in a FreakLabAccident.

[[/folder]]

[[folder: Film ]]

* Though [[StealthSequel not advertised as a sequel]], Creator/TimBurton's ''Film/AliceInWonderland'' 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 ''Terminator 2'' and ''Rambo'') thought ''Alien'' was perfect at what it did and wanted to do something different. Notably, ''Aliens'' is considered a great film in its own right, and some consider it [[EvenBetterSequel even better]] than ''Alien''.
* ''{{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.
* The shared continuity of the MarvelCinematicUniverse allowed ''Film/TheAvengers'' 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[[labelnote:*]]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''[[/labelnote]] 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.
* The first ''{{Franchise/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.
* ''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 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 [[MadeForTVMovie TV movie]] in 2002, it cranked up the rampage to near-DisasterMovie levels. And if the teaser for the 2013 version is anything to go by, it looks like it's following the same path... only this time, the destruction has an actual budget behind it as opposed to the '02 version's ConspicuousCG.
** 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.
* The sequel to ''WesternAnimation/{{Cars}}''. The first movie was about Lightning growing up and learning to appreciate the people around him in time for a big race. The sequel involves him and Mater being mistaken for American spies by British intelligence, leading to chase sequences and plenty of StuffBlowingUp.
* ''Film/CasinoRoyale'' to ''Film/QuantumOfSolace'' - Even though the first ''was'' an action movie, the sequel did take this to ludicrous proportions. The JitterCam didn't help.
* ''Film/PitchBlack'' to ''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.
* ''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.
* 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 ''DeathWishII'' were vigilante revenge dramas. ''DeathWish3'' and ''DeathWish4TheCrackdown'' turned up the action to eleven for the day, with ''3'' featuring Creator/CharlesBronson's biggest bodycount ever.
* ''The Franchise/EvilDead'' was a low-budget early '80s horror movie, with the male lead as the sole survivor. It was good. Six years and 12 in-movie hours of experience later, Creator/BruceCampbell stars as the now {{badass}} survivor, who still makes mistakes but kicks EldritchAbomination ass, and kicks even more ass in 1991 in ''[[Franchise/EvilDead Army of Darkness]]'', [[TwistedMetal "The Ultimate Ass-Kicking"]]!
* ''First Blood'' was a moody piece about a troubled Vietnam War vet trying to adapt to a regular life again and failing disastrously. ''Rambo: First Blood Part II'' and ''{{Rambo}}'' take that vet and put him back where he is killing people and taking names.
* 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 ''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.
* ''WesternAnimation/KungFuPanda2'' is also this. Thanks to Po getting past his training, he can now join the Furious Five in their missions and become a [[RookieRedRanger Rookie]] SixthRanger.
* The ''MadMax'' progressively movies added more action with more budget.
* Parodied by ''WesternAnimation/FamilyGuy'' with ''Film/ThePassionOfTheChrist 2: Crucify This!'' (which from the trailer appeared to be ''RushHour'' with Jesus instead of JackieChan),
* ''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.
* More of an Actionized Remake, but ''WesternAnimation/TheSimpsons'' parodies this when Creator/MelGibson stars in a remake of ''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.
* ''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. ''Film/StarTrekNemesis'' took it even further, but it was decidedly ''not'' praised for it -- action is cool, but it shouldn't come at the expense of anything resembling 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, especially by [[TheyChangedItNowItSucks its detractors]], but its action quotient isn't too different than that of the ''[[Series/StarTrekTheNextGeneration Next Generation]]'' films.
* ''Film/TheTerminator'' is a horror movie about being chased by an unyielding, unstoppable menace. ''Film/Terminator2JudgmentDay'' is ROBOT FIGHT CITY.
* ''Film/{{UHF}}'' shows a preview for the fake movie ''Gandhi 2''. All of his arguments are solved with 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!"]]
* ''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 several fight scenes and let Wolverine really cut loose, and ''[[Film/XMenTheLastStand The Last Stand]]'' turned it up further.

[[/folder]]

[[folder: Literature ]]

* ''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.

[[/folder]]

[[folder: Pinball ]]

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

[[/folder]]

[[folder: Video Game ]]

* In ''VideoGame/AmnesiaTheDarkDescent'', the only way to get rid of the monsters is to hide from them, or in some cases, run until another area is reached. Some enemies, like a few versions of Kaernk, ''could'' be killed, but it's mostly a case of GoodBadBugs. However, there were also significant puzzle elements and the need to provide lightning for yourself to avoid going insane. [[VideoGame/AmnesiaAMachineForPigs The sequel]] took all those out and reduced the game to avoiding monsters [[AndZoidberg and turning valves]].
* The first ''VideoGame/{{Condemned}}'' game, ''Criminal Origins'', 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, ''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.
* ''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.
* 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. ''DinoCrisis2'' 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 ''{{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}} Doom 3]]'' goes from the run-and-gun shooter, a landmark of the previous games, to a scary, moody, slow horror shooter. ''[[UpdatedRerelease BFG Edition]]'', however, went back to the run-and-gun gameplay of the first two games by giving the player more ammo, changed the lighting to make the game less dark, slightly faster player movement, etc.
* ''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.
* The first two ''Franchise/{{Fallout}}'' games were straight-up turn-based [=RPGs=]. Starting with ''VideoGame/{{Fallout 3}}'', the series became either an RPG with heavy FPS elements or an FPS with heavy RPG elements depending on who you ask; either way, it became a lot more action-packed.
* 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 ''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.
* ''VideoGame/JakAndDaxter'' was an action game already, but it was more of a standard platformer. Sequels introduced gunplay and somewhat less straight-up platforming.
* The ''Franchise/KingdomHearts'' series. 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. The [[VideoGame/KingdomHeartsII second 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 Limits]], the ability to equip whole new combat techniques ''as well as'' being able to upgrade basic swings like in the first game, and, perhaps most infamously, ActionCommands worth of the Matrix (whew). The next few games put some more emphasis on platforming, but continued to refine the combat system.
* ''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.
* ''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.
* ''Franchise/{{Metroid}}'':
** ''VideoGame/MetroidPrime 3: Corruption'', compared to the first previous two games. 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 ''NeedForSpeed'' series: some games are about kicking arses and taking credits in illegal street racing, some others are about professional, ''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/SierraEntertainment'' attempted to actionize their franchises. It backfired with KingsQuestVideoGame/KingsQuestMaskOfEternity, which [[FranchiseKiller sold badly enough to sink the franchise.]]
** ''VideoGame/QuestForGloryV'' was similarly actionized. However, it was already the conclusion of the series, so its sales didn't matter.
** ''VideoGame/PoliceQuest'' is a rare exemption, the games franchise re-inventing itself as ''PoliceQuest SWAT'' and later just ''SWAT''. This series lived on to make [[VideoGame/SWAT4 4]] more games after their last adventure game precursor.
* 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 then 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, 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.
* ''VideoGame/SplinterCellConviction'' turns up [[GenreShift the action]] and gives {{badass}} Sam Fisher another [[TookALevelInBadass level in badass.]], with rather [[BrokenBase 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.
* 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}}''.
* 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]]
----