%% Image selected per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=1459782047018428100
%% Please do not replace or remove without starting a new thread.
[[quoteright:255:[[VideoGame/MegaManClassic http://static.tvtropes.org/pmwiki/pub/images/mm4in1_256px.png]]]]
[[caption-width-right:255:So cut-and-paste, [[http://tasvideos.org/871M.html you can play all four at once]].]]
%% Caption selected per Caption Repair thread: http://tvtropes.org/pmwiki/posts.php?discussion=1404492079030138900
%% Please do not replace or remove without further discussion there.

->''"This is something '''we''' used to call an 'Expansion Pack,' and which ''Creator/{{Nintendo}}'' apparently calls '''Ka-Ching!'''"''
-->-- '''[[WebAnimation/ZeroPunctuation Yahtzee Croshaw,]]''' [[http://www.escapistmagazine.com/videos/view/zero-punctuation/1871-Super-Mario-Galaxy-2 in discussion of]] ''VideoGame/SuperMarioGalaxy2.''

Sometimes, a {{sequel}} to a video game is completely different from the original; perhaps the designers got a little overexcited about creating new things.

Other times, however, you get just the opposite: Essentially, extra levels for the original game. Either it's the same engine, or the feel is identical, or what have you; but nevertheless, the player feels slightly ripped off. Any way you cut it, you're paying full price for an ExpansionPack.

Some gamers enjoy mission pack sequels when they are obviously such, because then they know exactly what they're getting into, and sometimes extra content for a fun game is a good thing. Other gamers don't trust their favorite companies to innovate, and would rather they stick to what they're demonstrably good at.

Thanks to the general [[BrokenBase contrariness]] of many gamers, ''not'' producing this kind of sequel when expected to can result in TheyChangedItNowItSucks. Critics, on the other hand, tend to be {{Sequelphobic}}. This trope provides exclamations of ItIsTheSameNowItSucks.

To compensate for the lack of new play mechanics, a Mission Pack Sequel may feature [[SequelDifficultySpike harder levels than the original game, with more and/or tougher enemies.]]

It's important to realize that, until the early '90s, this was usually the standard for video game sequels. They were generally expected to offer the same experience as the first, except with new levels, a new enemy or two, maybe a couple new power-ups but little to seriously differentiate them from their predecessors[[note]]This, in fact, was a key reason for the divided reaction VideoGame/CastlevaniaIISimonsQuest received upon release[[/note]]. It wasn't until games like ''VideoGame/SuperMarioBros3'' demonstrated how to significantly depart from your source material while still maintaining everything that made the original great that it became more permissible for video game sequels to seriously distinguish themselves from their predecessors.

Some old games did this in a manner similar to DividedForPublication, when ported to a system which couldn't fit all the stages onto one cartridge. Also, older consoles usually did not allow for ''actual'' {{expansion pack}}s due to hardware limitations, leaving Mission Pack Sequels as the only way for developers to add new content to an existing console game.

Remember that just being part of a series doesn't make a game an example of this. Having a similar game system is part of the definition of being a series; a game only qualifies as a Mission Pack Sequel if the sequel adds almost nothing in the way of innovation or new features - if you could imagine the old game with the new one's levels, enemies, and the like, and nothing would seem out of place (or the opposite, such as the developers or fans porting the old game's levels to the new game without having to change much of anything to get them to work).

An installment that embraces this, like the ''VideoGame/HalfLife2'' Episodes, ''VideoGame/CompanyOfHeroes'' expansions, or the various ''VideoGame/GuildWars'' campaigns, may be marketed as a "stand-alone expansion" instead of a full sequel, which usually means a lower retail price.

If it ''looks'' like a Mission Pack Sequel, but isn't a sequel, then it's probably a GaidenGame.

Compare SerialNumbersFiledOff. Contrast InNameOnly and DolledUpInstallment.

!! Examples:

[[folder: ActionGame]]

* Besides the license involved, all the VideoGame/{{LEGO Adaptation Game}}s fall into this. There's been some interface changes throughout them, but they remain similar enough that you could buy one based on which of the licenses you like best and not be missing out on anything. On the other hand, they're all [[RuleOfFun a damn good time.]]
* The ''VideoGame/NinjaGaiden'' trilogy for the NES were all developed on the same engine, although the sequels make some subtle changes to the original game system and each installment has at least one exclusive power-up (namely the somersault attack in the original, the red shadow clones in ''II,'' and the sword extension in ''III''). Oddly enough, ''III'' is the only game in the trilogy that doesn't have the pseudo isometric perspective as the first two games.
* The ''Franchise/TombRaider'' series on the UsefulNotes/PlayStation uses the same game engine for five games, but each game has better graphics than the previous game and new mechanics, such as sprinting and monkey swinging. By ''[[VideoGame/TombRaiderTheLastRevelation The Last Revelation,]]'' the graphics hadn't improved a lot and the game mechanics remain generally unchanged, save for one or two new abilities. ''[[VideoGame/TombRaiderChronicles Chronicles]]'' literally recycles a lot of the textures and sound effects, along with the game mechanics from the last game.
* ''VideoGame/BlasterMaster: Enemy Below'' for the Game Boy Color is similar to the original NES game, reusing graphics and music (albeit with different instruments) from it. However, the maps, weapons, and bosses are entirely new.
* ''Franchise/TheLegendOfZelda'':
** The UsefulNotes/{{Satellaview}} game ''BS The Legend of Zelda'' can be considered a [[http://zelda.wikia.com/wiki/BS_The_Legend_of_Zelda Third Quest]] for VideoGame/TheLegendOfZeldaI. ''BS The Legend of Zelda: Ancient Stone Tablets'' can be considered a [[http://zelda.wikia.com/wiki/BS_The_Legend_of_Zelda:_Ancient_Stone_Tablets Second Quest]] for ''VideoGame/TheLegendOfZeldaALinkToThePast.'' Both re-use enough from their source material to be EnhancedRemake {{Reformulated Game}}s.
** Many people thought ''VideoGame/TheLegendOfZeldaMajorasMask'' would be this to ''VideoGame/TheLegendOfZeldaOcarinaOfTime,'' since it recycles the engine, controls, gameplay, and art assets. However, they used the tools in a completely different manner, focusing on a time limit, and shifting Link into completely different creatures with different controls, averting this trope.
** ''VideoGame/TheLegendOfZeldaOracleGames'' are this to each other, and also to ''VideoGame/TheLegendOfZeldaLinksAwakening'' to a lesser extent, using roughly the same engine with a few additions, including support for rooms bigger than the screen[[note]]Which requires actual scrolling support instead of FlipScreenScrolling[[/note]].
** ''VideoGame/TheLegendOfZeldaSpiritTracks'' recycles some graphics and the controls of its predecessor ''VideoGame/TheLegendOfZeldaPhantomHourglass'', and the overall structure, progression style and interface are all kept almost the same. [[note]]Both games divide the overworld into four large quadrants, there's a central dungeon that has to be revisited several times, the various destinations and playable areas have to be accessed through a vehicle, and in both games the penultimate dungeon is a pyramidal temple filled with dangerous traps and a very tall boss whose body first has to be dismantled before Link can attack the weak point at the top of the head.[[/note]]
** The first two ''VideoGame/TheLegendOfZeldaCDiGames'', ''Link: The Faces of Evil'' and ''Zelda: The Wand of Gamelon'', share the same graphics, controls, gameplay and (poor) animation with the most notable difference being the playable character. At least the third UsefulNotes/PhilipsCDi game ''Zelda's Adventure'' is different.
* ''Cheetahmen II'' reuses a lot of elements from the original ''Cheetahmen'' on the ''VideoGame/Action52'' NES cartridge, including the catchy music, the numerous physics glitches, and the erroneous level numbering. In fact, the last two levels of ''Cheetahmen II'' (normally unreachable due to a GameBreakingBug) are copied wholesale from ''Cheetahmen''. And the prototypes of the never-released game use recycled ''Action 52'' cartridges, including the labels.
* ''VideoGame/CastlevaniaLegacyOfDarkness'' takes this UpToEleven, being the ''exact same game'' as ''VideoGame/Castlevania64'' except where you play as a different character with a different storyline (and an [[NintendoHard impossibly hard]] intro level featuring a cruel WakeUpCallBoss). For beating the game you unlock a side mission where a knight rescues some children, and the [[EmbeddedPrecursor option to play the original Castlevania 64]]... which you [[BonusFeatureFailure basically already did]].

* The arcade version of ''VideoGame/DoubleDragon II: The Revenge'' is a heavily modified version of the first game. The biggest change is in the game's controls, which use directional-based attack buttons instead of the punch and kick buttons from the first game. The level layouts are also changed with different enemy placement and new traps, most of the returning enemy characters are given a few new attacks in addition to their new looks, some of the weapons have different properties and all of the stages have a new end-boss. Averted with the NES version of ''Double Dragon II'', which uses a completely different game engine from the first one.
* ''[[VideoGame/TeenageMutantNinjaTurtlesTheManhattanProject Teenage Mutant Ninja Turtles III: The Manhattan Project]]'' for the NES reuses the same engine as ''[[VideoGame/TeenageMutantNinjaTurtlesTheArcadeGame Teenage Mutant Ninja Turtles II: The Arcade Game]]'', but with the additional health-draining special attacks performed by pressing the A and B simultaneously.
* The second ''VideoGame/StreetsOfRage'' game uses a completely different engine from the first one, but the third game uses the same engine as the second, only with a few new moves such as a dash.
* ''VideoGame/GoldenAxe II'' uses the same engine as the UsefulNotes/MegaDrive port of the first one.
* ''VideoGame/FinalFight 2'' is essentially the SNES port of the first game with nation-themed stages (Hong Kong, France, Holland, England, Italy and Japan). It justifies itself by adding a 2-player co-op mode, a feature from the arcade version that was missing from the SNES port, as well as having a full 3-character roster in one cartridge (as opposed to having a second version with a character replaced, as was the case with ''Final Fight Guy''). The sequel even brings back Rolento, who is the only boss character from the first game missing in the SNES port.

* The ''Film/TheFastAndTheFurious'' arcade game from Raw Thrills received one of these in the form of ''Fast and the Furious: DRIFT'', which adds some new Japan-themed tracks, improves the graphics, and adds in some new cars on top of some returning cars. The tracks from the original game all return, and gameplay is mostly the same.
* The various ''VideoGame/SanFranciscoRush'' arcade games are Mission Pack Sequels of the original; while the tracks and graphics have changed, the fundamental gameplay and emphasis on real-world physics does not. Averted with the home console versions, which add additional modes that don't involve racing around a track.
* The ''Cruis'n USA'' series (''Cruis'n World, Cruis'n Exotica,'' and the SpiritualSequel ''California Speed'') is made of Mission Pack Sequels to the first game.
* ''VideoGame/RidgeRacer 2'' for the PSP is a very blatant example: It's ''exactly'' the same game as the first one, with a few additional tracks and a couple of (mostly irrelevant) playing modes. ''Nothing else'' is different. Yet it was sold at full price (and with no indication of this in the covers). Same for ''Ridge Racer Revolution'' on the original UsefulNotes/PlayStation.
* ''VideoGame/CrazyTaxi'''s various sequels are strictly alterations of the setting and characters, although they also introduce a jump button.
* ''BS F-Zero Grand Prix'' and ''BS F-Zero Grand Prix 2'' for the {{UsefulNotes/Satellaview}} both use the same engine as the original {{VideoGame/FZero}}. The tracks are numbered successors to the originals and play like bonus levels from a level editor.
* ''Championship Sprint'' has different tracks from ''Super Sprint'', but otherwise plays the same way. It was produced to make more money, though not from ''Super Sprint'' owners; rather, it was sold as a conversion for existing two-player arcade cabinets (which explains why the option for a third player was removed).

* The various ''Franchise/StreetFighter'' sequels, after the first version of ''VideoGame/StreetFighterII'', tend to be [[CapcomSequelStagnation Mission Pack Sequels of the highest degree]]. At least the ones that are Mission Pack Sequels are labeled as such.
* According to those who worked on both games, ''VideoGame/{{Tekken}} 2'' is what the first ''Tekken'' would have been like if they had more time to work on it. The character roster keeps all the same characters from the original and adds several more (renaming Jack to Jack-2 to fit in with his story). It also uses the same music from the first game for several levels. However, it is a new game in that all the returning characters are redrawn with better graphics, far more moves are added to distinguish boss characters from main characters, and the Playstation version has many new modes added whereas the first game just has Arcade, Vs and Options.

* The second ''VideoGame/BrothersInArms'' game, ''Earned In Blood''. The first half consists of different takes on the same missions as the first game, or missions that occur in-between. The rest of the game is completely new.
* A common accusation thrown at ''VideoGame/BorderlandsThePreSequel'', but really a subversion: while it borrows heavily from 2, most egregiously the entirety of the HUD and menus with only very minor tweaks, it brings new movement mechanics, new playable characters with novel abilities, and a number of new enemies with new mechanics and behavior. However, it re-uses the exact same engine and many of the same basic files and assets, so it definitely counts.
* ''VideoGame/{{Doom}} II: Hell on Earth'' is a good example of this trope being done right. The game engine is identical, it plays the same and there's only one new weapon and seven new enemies, one of which is a PaletteSwap (compare to the original game's eight normal monsters and two bosses). The main attraction is the 32 new levels featuring sublime design. In turn, ''Final Doom'' is one of these to ''Doom II'', but only contains two sets of new levels - which makes sense, considering one of the sets, ''TNT: Evilution'', was intended to just be a GameMod before an eleventh-hour publishing deal was struck.
* ''VideoGame/{{Marathon}} Infinity''[='s=] ''Blood Tides of Lh'owon'' is basically just ''Marathon 2: Durandal'' with more levels. As the title indicates, however, ''Infinity''[='s=] main features are really [[GameMod Anvil and Forge]]. ''Marathon 2'' is in turn this to the original game, starting life as the 20/10 Level Pack, which would have introduced 20 new single player levels, 10 new multiplayer maps, and the shotgun, but was released as a separate game due to how much it added.
* ''VideoGame/Left4Dead'', meet ''VideoGame/Left4Dead2''. New characters, new levels, but same gameplay. Valve eventually stated that [=L4D2=] ''was'' going to be DLC, but that the amount of work that went into it, including graphic upgrades, voice-acting, new weapons, and more, merited a full release--although the console version retailed at 2/3rds the cost of a typical game.
* ''VideoGame/{{Sniper Elite|V2}}: Nazi Zombie Army'' follows the example of ''Left 4 Dead'' is this regard; The second game is essentially the same game as the first, albeit with 5 new levels and a couple new enemies. ''VideoGame/SniperEliteIII'' from ''V2'' is a lesser example, using the same engine and a lot of the same weapons and mechanics, but with an entirely new set of levels set in Africa of 1942 and other new or updated mechanics to help make stealth actually viable.
* ''VideoGame/Halo3ODST'' was originally announced as a downloadable add-on for ''VideoGame/{{Halo 3}}'', but it ended up becoming a whole new game. However, all it really does is add a new single-player campaign, a new game mode, and a few new multiplayer maps. The actual multiplayer gameplay is identical to ''Halo 3''[='s=]. The biggest complaint about ''ODST'' is its [[ItsShortSoItSucks surprising brevity]] (you can finish the game in about 7 hours) contrasted to its full $60 price tag.
* ''VideoGame/{{BioShock 2}}'' can be said to be one, as the engine and basic setting are the same, and it's more of a side-story than a full sequel to the original game. It was not made by the team who made the first game, and includes a multiplayer mode. At the same time, it's more of a ''Halo 2'' style of iterative sequel: the enemy types are the same, but the models, animations, stats, and A.I. coding are all entirely new. The weapons and plasmids are also similar to those in the original game, but are entirely new versions that behave somewhat differently instead of re-using the old assets.
* ''VideoGame/MedalOfHonor: Underground'' is a mission pack prequel, using the same engine as the original with a few slight gameplay alterations.
* ''VideoGame/{{Unreal}}''
** ''VideoGame/UnrealTournament'' was originally going to be a second, multiplayer-focused expansion for ''VideoGame/{{Unreal|I}}''; however, with just how big it ended up becoming, the developers split it off into an entirely new game. However, it only runs on an updated version of the same engine rather than an entirely new one,[[note]]the ''Unreal Gold'' rerelease even ports the original game to the updated version of the engine from ''UT''[[/note]] and on top of this ''UT'' still has almost all of the original's assets included (only missing the maps and music - models, animations, sounds and code for things like the original enemies, items, and weapons are all still there and fully usable if you put them in a map or spawn them with the console), which has led to mods recombining the two.
** ''VideoGame/UnrealTournament2004'' is another one, to ''[=UT2003=]'' - essentially the exact same game with more playable models, the addition of [[CarFu vehicles]], new weapons, new models for existing weapons (with the option to choose which model to use), new maps, and new game modes, including the return of Assault mode. This was intentional as part of a short-lived effort to make the series a yearly release a la the ''VideoGame/MaddenNFL'' games, echoing its in-universe standing as the futuristic, {{blood|Sport}}y equivalent to the NFL, but nevertheless Epic themselves consider ''[=UT2004=]'' to be what ''[=UT2003=]'' should have been - when ''[=UT2004=]'' came out, they gave rebates for players who traded in ''2003'' for it, and for digital distribution over places like UsefulNotes/{{Steam}} and Website/GOGDotCom at the end of the decade, ''2003'' was skipped over entirely in favor of ''2004''.
* While ''VideoGame/{{Quake|I}}'' and ''VideoGame/QuakeII'' are very different games in terms of technology and story, they deserve an honorable mention because the expansion packs (two for each game) are actually labeled ''Mission Packs'' and offer additional single player campaigns in each one with some new weapons and enemies.
* ''VideoGame/JediKnightJediAcademy'' is the only game in the VideoGame/DarkForcesSaga ''not'' based on an entirely different engine than the [[VideoGame/JediKnightIIJediOutcast preceding game]] (excluding ''Mysteries of the Sith'', which is an actual expansion for ''VideoGame/JediKnightDarkForcesII''). The main draw is the added customization options, particularly for the lightsaber (now allowing [[DualWielding twin sabers]] or a Darth Maul-esque double-bladed saber staff), a few new Force powers, and allowing for customization of the protagonist and his/her lightsaber as well as selecting your own powers like in ''Dark Forces II'' (as compared to Kyle's static saber appearance and power growth in ''Outcast'') - other than the maps involved, it otherwise looks and plays identically.
* ''VideoGame/SeriousSam'':
** ''The Second Encounter'' is an interesting case. The game itself follows this trope same engine, additional weapons, enemies and environments as well as a greater abundance of lame jokes from the companion AI. Yet despite being called ''The '''Second''' Encounter'', the next game in the series, which ''does'' contain major changes to the style, gameplay and atmosphere, is called ''Serious Sam '''II''''', causing some confusion with the other game whose subtitle suggests the same thing. It can be confusing when looking for information regarding both installments, and it's easily to completely overlook one or the other for this very reason.
** The HD editions of the original games take this to its logical conclusion by way of the "Fusion" DLC/update, which adds all the content from the first game into the second to let people immediately jump from ''First Encounter''[='=]s Egypt levels to ''Second Encounter''[='=]s South America ones. There's also ''Serious Sam Classics: Revolution'', which does the same for the original versions.
* ''VideoGame/RainbowSix'' does this often, with a game that looks exactly like the previous one, but with more weapons for the player to use and new missions to use them in - namely, ''Rogue Spear'' and ''Vegas 2''. [[TropesAreNotBad These sequels are generally considered to be among the best games in the series]], right next to similarly-praised unique entries like ''Raven Shield'' and ''Siege''.
* The original ''VideoGame/GhostRecon'' and its expansions, in turn, are all basically the original ''Rainbow Six'' in expansive outdoor environments and with more of a then-next-gen US military theme to the usable equipment; they're also honorable mentions because they're explicitly labeled as mission packs on the boxes, and released as standalone games for the consoles they came out on (with the [=PS2=] version of ''Island Thunder'' including a third exclusive expansion, ''Jungle Storm''). It eventually split off and became its own unique series with the cover-based ThirdPersonShooter ''Advanced Warfighter''... until ''Rainbow Six'' [[HilariousInHindsight took cues from the console versions]] of ''Advanced Warfighter'' for the ''Vegas'' spinoffs.
* The video game adaptation of ''Film/TheSumOfAllFears'' is another case, taking the ''Ghost Recon'' version of the engine to adapt another Creator/TomClancy book-turned-movie. Interestingly, the game starting you off in the shoes of the FBI's Hostage Rescue Team makes it pretty close to the original plan for the ''Rainbow Six'' game before the endorsement deal with Clancy.
* ''VideoGame/CallOfDuty'' is notorious for this. One of the biggest criticisms is that the multiplayer aspect doesn't change a whole lot between each installment, other than some new maps, reskinned/new guns, and reskinned characters. To add insult to injury, the DLC for ''VideoGame/ModernWarfare 2'' allows you to play maps from ''Call of Duty 4'' that look identical, but are running on the new engine. They ''have'' been trying to introduce new ideas to the multiplayer in later games ([[VideoGame/CallOfDutyBlackOps at least,]] the [[VideoGame/CallOfDutyBlackOps2 ones]] by [[VideoGame/CallOfDutyBlackOps3 Treyarch]] and newcomer [[VideoGame/CallOfDutyAdvancedWarfare Sledgehammer]] have), but the graphics were still on about the same level they've been since ''Call of Duty 2'' until at least ''Black Ops II'' (7 years later, for context) - to the point that ''Modern Warfare 3'' even uses the exact same HUD layout as ''[=MW2=]'', with only updates to the text displayed over it for new game modes and weapons[[note]]plus [[PropRecycling reusing old assets at every chance they get]] - a German mortar model from ''[=CoD2=]'' is still finding its way into every [=CoD=] since then, plus the singleplayer mode of ''[=MW3=]'' reuses ''[=MW2=]'''s models for returning guns at nearly every chance[[/note]]. This really started to bite the series with ''VideoGame/CallOfDutyGhosts'', which on average scored and sold lower than ''Black Ops 2'' (breaking the trend of every ''[=CoD=]'' breaking the previous one's sales records), in part because it refused to adapt any of the changes ''[=BO2=]'' added and is seen by many as, in effect, ''Modern Warfare 4''.
* ''{{VideoGame/Crysis 3}}'', unlike the jump from the first game to the second, has the HUD almost entirely unchanged. The nanosuit powers are the same too. In fact, a look at the game files shows that many of them are unchanged from ''VideoGame/Crysis2'', including the files for most weapons and enemies.
* ''VideoGame/FarCry3BloodDragon'', being marketed as a stand-alone expansion, uses the same engine and gameplay mechanics as the main ''VideoGame/FarCry3'', but has a completely different story, set in an 80s retro-future {{cyberpunk}} {{dystopia}}.
* ''VideoGame/FarCry4'', in turn, is also essentially ''Far Cry 3'' in a new setting with additional content (i.e. some new guns and vehicles) and some balancing tweaks. The base engine and gameplay is the same down to the small details, it has the exact same guns (albeit with many new ones, including borrowing one from ''Blood Dragon''), and the enemies are actually direct palette-swapped versions of the ones from ''Far Cry 3'', down to having the same A.I. coding, stats, and animations (although some enemies have been given new moves, e.g. machete fighters now having throwing knives and chargers throwing smoke grenades).
* ''VideoGame/DeadIslandRiptide'' has the same engine and gameplay and is essentially the same game as the original ''VideoGame/DeadIsland'', with a new (shorter than the original) single player campaign. ''Riptide'' has a few minor additions, such as a 5th player character, a few new enemy types, and more weapons.
* ''VideoGame/DoubleOhSevenLegends'' is essentially ''VideoGame/{{GoldenEye|Wii}} Reloaded'' with new missions, a few new weapons, and some new mechanics involving weapon attachments in singleplayer and quick-time events. The [[AKA47 names]], models and animations for returning weapons are the same, the mechanics are the same, even the basic premise of "classic [[Film/JamesBond Bond films]] reimagined with Creator/DanielCraig's Bond" is the same.

* The ''VideoGame/{{Onechanbara}}'' series is known for being low budget and hardly changes from game to game, but from ''Z Kagura'' to ''Z II Chaos'', there are many, ''many'' recycled assets, levels, enemies and bosses. It feels more like an expansion than a full blown sequel. In fact, there is ''more'' stuff copy-pasted from ''Kagura'' than brand new things introduced in ''Chaos'', somewhere around 65% old to 35% new. Critics were already merciless on this series, and had ''Z Kagura'' been [[NoExportForYou localized]] they surely would have been even more unkind to ''Z II Chaos''.
* ''VideoGame/WarriorsOrochi 2''. While the rest of the ''VideoGame/DynastyWarriors'' series uses new character models and maps for each iteration, even if they all have the same story, ''Warriors Orochi 2'' is literally a Mission Pack Sequel of the first ''Warriors Orochi'' with some new characters thrown in for good measure. This is because ''Warriors Orochi 2'' is, in fact, an expansion, whereas ''Warriors Orochi 3'' - titled ''Musou Orochi 2'' in Japan, is the true sequel.

* The ''VideoGame/ArmoredCore'' games are notorious for doing this. Every game with a number at the end of it is a brand new game, but every game with some kind of WordSaladTitle is just a mission-pack sequel built on the numbered game's engine with a few minor additions or subtractions. This is how From Software managed to put out one ''Armored Core'' a year for a decade. When they moved on to the Usefulnotes/PlayStation3 and UsefulNotes/{{Xbox 360}}, they began putting more effort into individual games, hence why there is only one mission-pack sequel to ''Armored Core 4'' and it took three years to go from it to ''Armored Core 5''.
* The ''VideoGame/SuperRobotWars'' series, albeit this merely in terms of overall concept, which is pretty identical in all incarnations (turn based strategy with big robots as units). Otherwise, the game engine has undergone revisions and the list of series and the plots vary from game to game.
* This is the case for several ''VideoGame/MechWarrior'' games within a specific era--it is otherwise averted, as each new series of sequels is drastically different in gameplay from the others.
** ''Mechwarrior 2'' is the original, while ''Ghost Bear's Legacy'' trades off the two-faction system for a single linear narrative with new missions, 'Mechs, and equipment, but effectively the same gameplay. ''Mercenaries'' ia still the same gameplay-wise, but had more 'Mechs (again), a slightly more open world to play in, and an optional persistent inventory/asset management section.
** ''Mechwarrior 3'' is its own stand-alone game, and ''Pirate's Moon'' is just a playable standalone sequel featuring new 'Mechs and gear and a new mercenary campaign. It is also notable for averting NoCampaignForTheWicked and having a playable Pirate campaign, where you learn that yes, the pirates really are all violent thugs and psychopathic assholes.
** In ''Mechwarrior 4'' the original storyline focuses around the trials of Ian Dresari, while ''Black Knight'' plays off that campaign while, again, introducing more 'Mechs and gear. ''Mercenaries'' takes the same route of its predecessor in the 2 era, once again providing more 'Mechs and a more open world--the difference being that the persistent inventory and asset management portion of the game had since become standard for the ''4'' era.

* ''Franchise/MegaMan'':
** All of the ''VideoGame/MegaManClassic'' NES games, and half of the ''VideoGame/MegaManX'' games, as well[[note]]specifically, Mega Man X2 and X3 are this to the first one, and so are VideoGame/MegaManX5 and VideoGame/MegaManX6 to VideoGame/MegaManX4[[/note]]. The gameplay is so similar across each series that players have created {{speedrun}}s of ''VideoGame/MegaManX1'' and ''VideoGame/MegaManX2'' and ''VideoGame/MegaMan3'', ''VideoGame/MegaMan4'', ''VideoGame/MegaMan5'', and ''VideoGame/MegaMan6'' by running several [[UsefulNotes/{{Emulation}} emulators]] on the same controller input.
** ''VideoGame/MegaMan9'' and ''VideoGame/MegaMan10'' are [[{{Retraux}} intentionally]] designed to be these for the original six games.
** All of the ''VideoGame/MegaManZero'' games, the two ''VideoGame/MegaManZX'' games, and ''[[VideoGame/MegaManStarForce Star Force]]'' games could all be stuck together and nobody would notice (in fact, they ''did'' [[CompilationRerelease do so for]] the ''Zero'' series). For ''[[VideoGame/MegaManBattleNetwork Battle Network]]'' series, the first half (1-3) can be put together easily, as can the second half (4-6). ''Mega Man'''s bread and butter is Mission Pack Sequels.
* ''Franchise/SuperMarioBros'':
** ''VideoGame/SuperMarioBrosTheLostLevels'' was conceived when Miyamoto and his team were working on the arcade version of ''VideoGame/SuperMarioBros'' and redesigning the stages to make the difficulty more suitable for arcade play. They decided to create a new version of the game that only expert players could clear, which is why the original Famicom Disk version was released with the tag line "For Super Players". This is likely the reason why Nintendo of America chose to skip this one and [[DolledUpInstallment localize an unrelated game]], ''Doki Doki Panic'', as the American version of ''VideoGame/SuperMarioBros2'', which turned out to be a better investment in retrospect.
** While not as blatant as the previous ''Mario'' examples, all ''VideoGame/NewSuperMarioBros'' games barring [[VideoGame/NewSuperMarioBros1 the first one]] are Mission Pack Sequels, more so with the handheld entries being more similar to each other than to their home console counterparts, and vice versa. In the case of ''VideoGame/NewSuperLuigiU'', it's justified for being conceived as a DLC for ''VideoGame/NewSuperMarioBrosU'' and later a stand-alone game; it reuses the same textures and elements and even places all of its levels in the same spots where those of its predecessor were, but the main difference is that the levels are much more difficult and Luigi's controls differ from Mario's as in ''Lost Levels'', ''Super Mario Bros 2'' and the ''Galaxy'' games.
** ''VideoGame/SuperMarioGalaxy2'' was originally intended to be an expansion of the original ''VideoGame/SuperMarioGalaxy'' titled ''Super Mario Galaxy 1.5'', but over time, new ideas were implemented and the release date was pushed back so more content could be made. It is still often seen as being this to the original because, although most of the level design is not recycled and there are some new power ups and new ways to progress, the core physics engine and Mario's basic move controls were left untouched, thus becoming the first direct sequel to another 3D ''Mario'' game.
** ''VideoGame/YoshisIsland DS'' often feels like a commercially published ROM hack of the first game, with a significant amount of levels that feel like they took the basic structure of the original levels and bosses and merely tweaked them a bit.
** ''Yoshi's New Island'' is criticized for, among other things, feeling even more like a ROM hack of the original game than ''DS'' does.
* ''VideoGame/Sonic3AndKnuckles'' is actually a literal case of this: ''Sonic 3'' was originally intended to be one long game, but the developers, [[ChristmasRushed pressed for time]], released only the first few levels of the game as ''Sonic the Hedgehog 3'', and then released the rest as ''Sonic & Knuckles'' six months later. But since the new ''Sonic & Knuckles'' cartridge can be locked on with a ''Sonic 3'' cartridge, the two can be played together back-to-back as they were originally intended (and as a plus, joining ''Sonic & Knuckles'' with ''Sonic 2'' lets you play the latter game with Knuckles as a player character, too).
* ''Franchise/TombRaider 2'' through ''5'' play the same as the original, with some graphics updates and a few new moves for Lara in each one. Also, ''Tomb Raider Underworld'' is a mission-pack sequel to ''Legend''.
* ''VideoGame/Jak3Wastelander'' is very similar to ''VideoGame/JakIIRenegade'', and feels more like ''Jak II 2'' than a new sequel. This feeling is likely influenced by how vastly different ''Jak II'' is from its predecessor, ''VideoGame/JakAndDaxterThePrecursorLegacy''. However, it's ''still'' a huge game, with two giant open-world environments and the Light Jak powers added.
* ''VideoGame/{{Contra}}'':
** The arcade version of ''Super Contra'' is a sufficiently different creature from the original game. However the NES version, titled ''Super C'', is basically the first NES game with all new stages. The 3D stages are replaced with overhead ones, and the Fire Gun has been revamped: instead of shooting tiny fireballs that travel in a corkscrew pattern, it now fires large ones which split into four fragments when they hit an enemy.
** ''Operation C'' for the Game Boy also qualifies. The play mechanics are ported over from ''Super C'' and the graphic style is also similar to the NES games, but the stages and bosses are all new.
** ''Neo Contra'' is an overhead version of ''Contra: Shattered Soldier'', using the same three-weapons setup, only this time you can choose your weapon configuration and the third weapon now acts as an anti-air attack which takes out airborne enemies.
* ''VideoGame/JetSetWilly II: The Final Frontier'' isn't just "more of the same"--a lot of it ''is'' almost exactly the same! Essentially it's an expanded remake that includes ''all'' the original screens plus some new ones. Originally designed as an UsefulNotes/AmstradCPC port of the UsefulNotes/ZXSpectrum original, but making use of the extra memory, it was then ported ''back'' to the Spectrum.
* ''Championship Lode Runner'' is like ''VideoGame/LodeRunner'', but with more difficult levels. Creator/{{Irem}} adapted ''Lode Runner'' into four UsefulNotes/{{Arcade Game}}s which differ from each other in little else but levels, including a number of original levels which were brought to the Famicom Disk System as ''Super Lode Runner'' and ''Super Lode Runner II''.
* ''Bonk's Revenge'' and ''Bonk 3'' for the UsefulNotes/TurboGrafx16 are this to ''Bonk's Adventure''. ''Revenge'' even reuses a lot of the music from ''Adventure''.
* Hudson's ''VideoGame/AdventureIsland III'' is virtually copy-pasted from ''Adventure Island II'' in terms of graphics, music and play mechanics, with the only major changes being a new dinosaur buddy and a new weapon.
* ''VideoGame/{{Miner 2049er}} Volume II'' for the UsefulNotes/{{Atari 2600}} contains three stages from the original game that hadn't appeared in the 2600 version of ''Miner 2049er'', which also has only three stages out of the original ten.
* ''VideoGame/SpyroEnterTheDragonfly'' tries too hard to copy the feel of the games prior to it rather than create a new game. This, combined with its ObviousBeta status, means the game didn't fare well with almost anyone.
* ''Cybernoid II: The Revenge'' gives the player a different-looking ship with a few new weapons, but otherwise plays exactly like the original ''Cybernoid''.
* ''VideoGame/RaymanLegends'' has new levels, an updated art engine, and a new type of character (who plays exactly the same as Rayman), but other than that Rayman's abilities haven't been altered at all. It even includes the vast majority of the levels from ''VideoGame/RaymanOrigins''!
* ''[[VideoGame/KidIcarus Kid Icarus: Of Myths and Monsters]]'' has updated graphics, but the overall feel is the same as the original game. The main difference is the absence of RatchetScrolling, making the game a bit easier.

* The ''VideoGame/KatamariDamacy'' sequels. Fortunately, the original has enough enjoyably weird potential that it almost doesn't matter.
* ''VideoGame/{{Lemmings}}''' first sequels, ''Xmas Lemmings'' and ''Oh No! More Lemmings'', are this. ''Oh No! More Lemmings'' has 100 levels in four new tilesets, and with a [[SequelDifficultySpike much steeper learning curve]] if you haven't played ''Lemmings'' already, but adds nothing to the basic gameplay. A proper sequel, ''Lemmings 2: The Tribes'', followed later; this adds a slew of new skills.
* ''VideoGame/{{Repton}} 3'' was followed by three new scenarios using the same game engine: ''Around the World in 40 Screens'', ''The Life of Repton'', and ''Repton Thru Time''.

* ''VideoGame/CannonFodder 2'' is almost the same as the first game, but with different graphics and levels.
* ''VideoGame/{{Homeworld}}: Cataclysm'' was apparently supposed to ''be'' an expansion pack to the original game, but ended up becoming a standalone release when the developers started making gameplay and graphics engine changes. The results are [[BrokenBase still controversial]]. Controversy in the plotline aside, the more sequel-like sequel ''Homeworld 2'' uses a control scheme much more similar to ''Cataclysm'''s than that of the first game.
* ''VideoGame/CommandAndConquerRedAlert'' to the original ''VideoGame/CommandAndConquer''. ''Red Alert'' actually doesn't quite have the same engine (for starters, it stores unit statistics in a text file instead of hard-coding them in the executable), and the gameplay is slightly different, but in terms of overall appearance it practically looks just like its predecessor, especially once the original was ported to ''Red Alert'''s engine for the [=Win95=] and console ports.
** Also, ''The Covert Operations'' for the first game, and ''Counterstrike'' and ''Aftermath'' for ''Red Alert'', just have new standalone missions, but with a few new twists and units. The expansion packs for the rest of the series' games have campaigns that are continuations of the main stories, and incorporate the new units into non-campaign battles.
* ''VideoGames/StarCraft'' was originally built on the same engine as ''Warcraft 2'', which caused people to call it ''Warcraft [[RecycledInSpace IN SPACE]]''. It was massively overhauled with a new engine and art style.
* The two stand-alone expansion packs to ''VideoGame/{{Earth 2150}}'': ''The Moon Project'' and ''Lost Souls''. All they add are new missions and a few new units. That's it.
* ''VideoGame/HaegemoniaLegionsOfIron'' has a stand-alone expansion pack called ''The Solon Heritage''. You'd think that, just based on the name, it would feature a storyline devoted to the eponymous BenevolentPrecursors. Nope, the expansion doesn't even have a campaign. Instead, it adds more maps, a few new ship types, a few buildings, a few techs, and the ability to make locked-down space stations move again. Needless to say, it receives a lot of hate from fans of the original.
* While ''VideoGame/WarlordsBattlecry'' is a very different game from its predecessor, ''VideoGame/{{Warlords}}'', the three games in the ''Battlecry'' series are essentially exactly the same but with new storylines and a few new playable races.

* The ''VideoGame/GuitarHero'' franchise has seen at least minimal improvements between major releases, such as an improved hammer-on and pull-off system, practice mode and co-operative gameplay between the first two ''Guitar Hero'' titles. ''Rocks the 80s'', rushed out the door to meet the publishers' demands, features only a modest facelift and new tracklist, and then the series was handed over to Neversoft and Activision... who started to apply this trope in full, starting with the release of ''Guitar Hero: Music/{{Aerosmith}}''. ''World Tour'' adds full band gameplay (mostly to compete with ''VideoGame/RockBand''), and then even more band games were commissioned such as ''Guitar Hero: Music/{{Metallica}}'' and ''Guitar Hero: Music/VanHalen'', and the DS versions with the awkward "Guitar Grip" peripheral that plugs into the GBA slot. The entire franchise more or less reached its culmination of stagnation with ''Guitar Hero: [[GreatestHits Smash Hits]]'', featuring nothing but remade versions of tracks from past ''Guitar Hero'' games, and ''Band Hero'', with a new facelift and tracklist geared specifically towards the teenybopper crowd with guitar classics such as "[[Music/VillagePeople YMCA]]" and "[[Music/SpiceGirls Wannabe]]". Thankfully, they eventually learned their lesson due to progressively weaker sales and reception, culminating in ''Van Halen'' flying completely under everyone's radar because the series had saturated the market so much. Most of the people who played the game got it ''for free'' with a code from ''Guitar Hero 5''.
* ''VideoGame/RockBand 2'' adds some interface tweaks and 84 new songs, but that's about it. Of course, it's hard to expect a whole lot more; it'd be kind of like attempting to innovate dodgeball or birthday parties. There is ''some'' room for improvement, though, especially as far as the instrument peripherals go, and the new peripherals packaged with ''Rock Band 2'' are much better than the originals. And even then, if you're buying just the game and using your old instruments, 84 songs for $60 is a bargain by ''Rock Band's'' usual $1.99/song pricing.
** ''Lego Rock Band'' and ''Music/TheBeatles: Rock Band'' fall into this too, though the Beatles version is very thematically different (if gameplay identical, although it does add three-part vocal harmonies). ''Rock Band Unplugged'' and the UsefulNotes/NintendoDS version of ''Lego Rock Band'' are not considered one, being {{Spiritual Successor}}s to ''Amplitude'' instead.
** ''Rock Band 3'' circumvented this at long last, by introducing vocal harmonies from ''The Beatles: Rock Band'', as well as a new keyboard peripheral and a more realistic 'Pro Mode'. Later on, Rock Band 3's price was officially dropped to around $30.
* This is the case for damn near every RhythmGame ever, especially the ''BEMANI'' franchise.
** ''VideoGame/DanceDanceRevolution'' tried to subvert this with the ''Dance Dance Revolution Solo'' sub-series, which uses single-player cabinets with up-left and up-right arrows in addition to the four familiar ones. It didn't last beyond ''DDR 4th Mix PLUS'', though it made a comeback for ''DDR Konamix'', which uses the ''4th Mix'' engine despite being released in 2002, just before the release of the Japanese ''DDR MAX 2''.
** Additionally, ''DDR 3rd Mix'' adds the innovation of a tempo change, but it only occurs while there are no arrows on screen (in the song "Luv This Feeling"). ''DDR 4th Home''/''DDR 5th Arcade'' adds a tempo-freeze with the song "Healing Vision Angelic". ''DDRMAX'' adds a ton of new modifiers (most notably the speed modifiers), an Oni mode, and freeze arrows. The home versions also occasionally add new game play modes (such as the challenges in ''DDR 4th'', the mission modes in ''DDR Universe'', etc.)

* The ''Franchise/{{Pokemon}}'' games. Every generation has had, at minimum, two alternate versions of one game that look and play exactly the same and, up until Gen V, a third UpdatedRerelease that ''also'' looks and plays exactly the same but with a slightly altered storyline. Gens III, IV, and VI have also included [[VideoGameRemake remakes of past games]], though these aren't quite this trope, as they take place in vastly different locations and commonly feature Pokémon that are extremely hard to get in the other games of their generation.
** ''Pokémon Black 2 and White 2'' play this the most literally, as although the ''story'' is a direct sequel to the original games, the ''gameplay'' is more or less unchanged with a few new features thrown in.
** For a long time, all the ''Pokémon'' games recycled the 8-bit sound effect cries for the creatures in the first and second generations, even once the games had advanced far enough in technology where such a thing wouldn't be needed, and the older cries tended to clash with the higher-quality newer cries. ''VideoGame/PokemonXAndY'' finally updated them, except for Pikachu's, which is instead replaced entirely with [[PokemonSpeak its voice]] from [[Anime/{{Pokemon}} the anime]].
** ''Pokémon Stadium'' is a somewhat unique case -- the original game, [[NoExportForYou only released in Japan]], has less than a third of the first-generation Pokémon available. There were plans to add the others through a 64DD-based expansion disk, but after the 64DD bombed, Game Freak opted to just normally release a complete version of the game instead -- ''Stadium 2'' in Japan, localized elsewhere as simply ''Pokémon Stadium''. When it came time for another sequel adding the hundred or so extra mons from Gen II, the Japanese released was named ''Pokémon Stadium [[StoppedNumberingSequels Gold and Silver]]'' (the localization is instead called, [[MarketBasedTitle confusingly]], ''Pokémon Stadium 2'').
* ''VideoGame/MightAndMagic VI'''s engine was reused in ''Might & Magic VII'' and ''VIII''; if you know how to play one of those games, you know how to play all three.
* All the NES ''VideoGame/DragonQuest'' sequels use the same engine, more or less. They make up for it by varying the way your party is set up. Specifically -- ''[[VideoGame/DragonQuestI DQI]]'' has no party at all, just a main character; ''[[VideoGame/DragonQuestII DQII]]'' has a party of three set characters; ''[[VideoGame/DragonQuestIII DQIII]]'' has a set hero and up to three created generic characters; and ''[[VideoGame/DragonQuestIV DQIV]]'' has four "chapters" before the hero's storyline begins, each focusing on one of the hero's eventual party members, each with their own parties (and party members).
** The DS remakes of the "Zenithian Trilogy" also share an engine, which has a graphical style similar to the UsefulNotes/PlayStation version of ''VideoGame/DragonQuestVII'' (and thus the remake of ''IV'' on the same system), only with fewer 3D elements. ''[[VideoGame/DragonQuestIV DQIV]]'' has the "chapters" explained above, ''[[VideoGame/DragonQuestV DQV]]'' includes the ability to recruit monsters, and the main selling point of ''[[VideoGame/DragonQuestVI DQVI]]'' is the job system.
** Honestly, ''Dragon Quest'' never strays too far from its roots no matter what engine it uses. ''[[VideoGame/DragonQuestIX DQIX]]'' plays basically like ''III'' (and by extension all the other games in the series) but adds randomly generated grottoes for DungeonCrawling on top of the main game.
* ''VideoGame/{{Fallout|1}}'' and ''VideoGame/{{Fallout 2}}'' are built on almost exactly the same engine, and share all but a tiny number of assets. Then again, if you're playing ''Fallout'' for the interface, you're doing it wrong.
* ''VideoGame/FalloutNewVegas'' is an interesting case. The engine and nearly all of the assets from ''VideoGame/{{Fallout 3}}'' are present, the skills and perks have been revamped, the combat system is improved, the healing and buff system are also revamped, crafting is expanded, and the game features new enemy types. However, the world and quests are completely new (such as the presence of strong Western elements with less post-apocalyptic elements) while adding in content from the defunct ''VideoGame/FalloutVanBuren'' project while also adding references and continuity to ''Fallout 2''. Similar to ''Unreal'', there have also been mods combining the two games.
* SSI's ''VideoGame/GoldBox'' games all share the same engine and change little in basic gameplay over the course of their history, but produced huge scenarios for players to explore.
* Spiderweb Software's games, like the ''VideoGame/{{Exile}}''[=/=]''VideoGame/{{Avernum}}'' series, ''VideoGame/{{Nethergate}}'', and the ''VideoGame/{{Geneforge}}'' series, present something of an odd case. The same engine and graphics are recycled for several games with few additions, but when Spiderweb does make a newer engine or better graphics, they are [[VideoGameRemake back-ported]] to all of Spiderweb's older games.
* The Infinity Engine games released by Bioware and Black Isle between 1997-2002 (''VideoGame/BaldursGate 1'' and ''2'', ''VideoGame/IcewindDale 1'' and ''2'',' and ''VideoGame/PlanescapeTorment''), all use the same engine and play style, with only cosmetic differences, graphic updates, and a few rules tweaks here and there. The games are compatible enough that there exist mods that package the entire ''Baldur's Gate'' saga in a single game, or to run ''Baldur's Gate II'' in the ''Icewind Dale II '' interface. Digging through the game files for ''BGII'' reveals that the entire framework for the Candlekeep prologue mission in ''[=BG1=]'' (including level scripts and dialogue from Gorion) is present (the level layout is reused for a flashback the player character has of Imoen), and many of the items and weapons from the first game are transplanted over with little to no change in their stats or descriptions. That said, ''BG2'' is a much bigger game than its predecessor, and it's likely that it was designed by using the first game as a template.
* ''VideoGame/DigimonWorldDawnDusk'' for the Nintendo DS, when compared to the first ''VideoGame/DigimonWorldDS''. Aside from changing up the numbers, adding new {{Mons}}, and creating new digivolution paths, it's the same game with almost the exact same graphics and everything. The same goes in turn for the [[NoExportForYou unexported]] sequel, ''Digimon Story: Lost Evolution'', to the point where practically no one has bothered to put out adequately translated information on what's going on because of the sameness.
* Both ''[[VideoGame/DotHackGUGames .hack//]]'' series mirror this trope, but as each set of games is intended to be one massive game in four (or three, in GU's case) parts -- with each installment picking up ''exactly'' where the previous one left off, right down to details like your character's level and the items in your possession -- they are closer to [[OneGameForThePriceOfTwo One Game For The Price Of Four]].
* ''Chaos Strikes Back'' was originally intended to be an expansion disk for ''VideoGame/DungeonMaster'', but ended up being released as a standalone game, despite being billed as "Expansion Set #1" and misleading packaging saying it requires ''Dungeon Master'' (though starting from an [[OldSaveBonus old saved game]] is recommended).
* ''VideoGame/DragonsDogma: Dark Arisen'' was never marketed as a sequel, or really anything other than what it is: an expansion pack that is sold at full price. The justification is that it includes the original ''Dragon's Dogma'' as well. That said, fans who '''already owned''' the original game were more than a little ticked to discover that they would have to go out and buy it again for no other reason than because Capcom doesn't understand how DownloadableContent works.
* ''VideoGame/GoldenSunTheLostAge'' is a sequel expansion pack to the first game due to not being able to fit both games onto one UsefulNotes/GameBoyAdvance cartridge. The sequel reuses a lot of core mechanics such as the sound effects, NPC sprites, the battle mechanics, and list of skills. ''VideoGame/GoldenSunDarkDawn'', while using a new storyline, characters, and areas, the core aspect of the game is relatively untouched from the GBA games with many of the skills, equipment, and djinn being recycled.
* ''VideoGame/FinalFantasyX2'' is a direct sequel to ''VideoGame/FinalFantasyX'', which reuses the majority of the areas and assets that appeared in the previous game. Even returning characters Wakka and Lulu appear unchanged, even though the former has gained some weight and the latter is pregnant. Other than new areas and characters, the only change to the sequel is the battle system, and returning enemies use the same assets but have been renamed, such as "Flan Blanco" instead of "Ice Flan".
%% * ''[[http://kotaku.com/5924569/forget-mystic-quest-this-is-the-worst-final-fantasy-game Final Fantasy IV: The After Years]]'' "is so derivative it should be taught during calculus. A more fitting title would be Final Fantasy IV: The Remix." Administrivia/WeblinksAreNotExamples
* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' reuses the first game's engine and a ''lot'' of graphical assets. However, it compensates by going in a [[DarkerAndEdgier drastically different direction]] story-wise.
* ''VideoGame/{{Persona 4}}'' reuses the basic engine framework, battle system (with some minor changes), and a ''lot'' of graphical and audio assets from [[VideoGame/{{Persona3}} its predecessor]].
* ''VideoGame/{{Tales of Xillia 2}}'' is a borderline example. To its credit, it does introduce three new playable characters (although it's believed that two of these were originally going to be playable in the first game too, but couldn't be due to time constraints). However, the sheer extent to which it relies on recycled content is astounding. There are almost no new places to discover, and it has an [[ExcusePlot excuse plot]] that allows it to get away with making the player repeatedly visit the same areas several times and requiring little plot/character development. Furthermore, there is a debt system where after every major plot event, the player must grind for money to make a large debt payment before they are allowed to progress through the main game any further (clearly to [[{{Padding}} pad out]] play time). Another thing worth mentioning is that the game has essentially no true side-quests like the first game (and most JRPGs in general) - instead, you simply get a lazy job board containing the most basic fetch-quest requests.

* ''VideoGame/{{Touhou}}'':
** Though most of the shooting games are fairly similar, the [[GenreBusting "photo-em-ups"]] ''Touhou Bunkachou ~ Shoot The Bullet'' and ''Double Spoiler ~ Touhou Bunkachou'' are essentially the same game with different enemies.
** The MascotFighter ''Hisoutensoku'' is an odd example, being essentially an ExpansionPack and balance patch to ''Hisouten''... that includes Story Modes for its new characters which are set well after the events of ''Hisouten'' and do not require the original game to play.
* The ''VideoGame/RType'' games for the Japanese [[UsefulNotes/TurboGrafx16 PC Engine]] are a literal example of this trope. Hudson (the developers of the PCE port) was unable to port all of the arcade version's stages into one [=HuCard=] due to memory constraints, so they split the game into two halves. ''R-Type I'' contains the first half of the game, while ''R-Type II'' (not to be confused with the actual arcade sequel of the same name) has the later stages. However, when Hudson later made the American [=TurboGrafx16=] version, they released it on a larger [=HuCard=] capable of containing the entire game. The full game was also ported to the PC Engine Super CD as ''R-Type Complete'', with the addition of cutscenes and a Redbook audio soundtrack.

* While the first ''VideoGame/WingCommander'' ExpansionPack is exactly that on the PC, it was released as an expansion pack sequel on the UsefulNotes/SuperNintendoEntertainmentSystem due to ''Wing Commander'' not being worth a highly expensive pass-through cartridge (like ''Sonic & Knuckles'').
* ''VideoGame/{{Descent}} II'' is essentially ''Descent'' with new weapons and robots. It uses the same game engine, and plays much like the original. Granted, doubling the number of weapons and items in the game and adding a higher resolution and CD audio is pretty big jump for one year (1995 to 1996). Also, it turns the brutal NintendoHard difficulty of the original down to a more reasonable level.
** In turn, ''Descent II'' received its own ExpansionPack, ''The Vertigo Series''.
** Further, ''Descent Maximum'' for the UsefulNotes/PlayStation is ''Descent II'' with all-new, albeit half-heartedly designed, levels.
* ''VideoGame/RollerCoasterTycoon 2'', which has been nicknamed 1.5 by the critics. The third game however makes major changes like switching to full 3D.
* The first three ''VideoGame/AnimalCrossing'' games are essentially the same game, released over and over again with small cosmetic changes. ''Animal Crossing: City Folk'' is still the same game as the original Japanese one on the N64, but with some shops shifted around, added characters[[labelnote:*]]four new unique characters were added to ''Wild World'' and eight to ''City Folk'', along with a number of new villager designs[[/labelnote]], and a higher resolution. In fact, it's closer to the DS game than the DS game was to the original N64 and [=GameCube=] games. The fourth game, ''Animal Crossing: New Leaf'' on the [[UsefulNotes/Nintendo3DS 3DS]] makes some more significant changes, but is still recognizably ''Animal Crossing''.
* ''VideoGame/HarvestMoon'':
** ''VideoGame/HarvestMoonAnimalParade'' is this to ''VideoGame/HarvestMoonTreeOfTranquility''. ''[=AP=]'' features the same characters with the same personalities, a different plot (which doesn't mean ''that'' much in a game about farming), and a few added details such as Luna no longer being so short.
** ''VideoGame/HarvestMoonBackToNature'' is one to ''VideoGame/HarvestMoon64'', though it's not truly a sequel (more of a counterpart for Sony fans). It was so well-received, though, that it displaced the original and is now the most common source the characters of it are based on. ''Back to Nature'' is better than most other examples, considering it's essentially a completely different game with the same characters and design. Originally it was a straight up port but the developers tweaked so much that it became its own title. The characters have different backstories, their family relationships are different, there personalities have been edited, and there are many added features in ''BTN''.
** The Natsume in-house titles feel more like expansion packs than sequels. They feature slight tweaks but rarely add new characters or do anything too majorly different from the previous title.
* The [[VideoGame/{{X}} X-Universe]] has this with ''X3: Albion Prelude'' being essentially built from the same engine as the previous game, ''X3: Terran Conflict''. ''Albion Prelude'' requires an install of ''Terran Conflict'', and it adds very little new content aside from a new plot, a few new ships, and some interface and AI changes. ''X3 Reunion'' is somewhat of a mission-pack sequel to ''X2 The Threat''; while it has a [[SceneryPorn new graphics engine]], it changes relatively little in regards to gameplay.
* ''The Guild 2'' standalone packs ''Venice'' and ''Renaissance''. One is panned by the community, while the other is somewhat better received since the pack was worked on by former members of the now defunct company [=4Head=] Games.
* While all the ''VideoGame/AceCombat'' games do play rather similarly, the only true case of this is ''[[VideoGame/AceCombatZeroTheBelkanWar Zero]]'' to ''[[VideoGame/AceCombat5TheUnsungWar 5]]'', which is apparent to the point of sharing few maps for different missions. ''Zero'' does add more enemy aces and an Assault Record to keep track of them, as well as a few new planes and the return of multiple special weapons per plane (although at the cost of the sheer variety of planes from ''5'') alongside split-screen multiplayer from ''VideoGame/AceCombat04ShatteredSkies''. ''VideoGame/AceCombatInfinity'' is a similar case, reusing most assets from ''[[VideoGame/AceCombatAssaultHorizon Assault Horizon]]'' to create a new game which [[MythologyGag calls back to every previous game in the series]].
* ''New VideoGame/LittleKingsStory'', if taken as a sequel, is ''extremely'' similar to the original game, with many of the same events happening in the same order as they did the last time, and near-identical gameplay. It's marketed as and in many ways qualifies as a remake, but its plot portrays it as a sequel.

* Most officially licensed sports games, such as the ''[[VideoGame/MaddenNFL Madden]]'' series and other related franchises that release a new installment each year, with the only differences being extremely minor tweaks and roster updates. You can basically skip nine out of ten ''Madden'' games if you don't want to sort through all of the mission-pack sequels.
** If you want to count professional wrestling games as sports games, then the long-running WWE-licensed ''[=SmackDown!=]/[=SmackDown!=] vs. RAW'' series would most certainly count. Each year brings a new iteration of the series, and while they do add a couple of new features and wrestlers into each game, they inevitably remove a couple more for reasons good or bad. Then there's the fact that the gameplay's been the same since the very first game (which came out on the original [=PlayStation=] in 2000), even with tweaks and changes over the years, and the series has been recycling animations since the very first game (with several animations in the most recent iterations '''still coming from the very first game''').
* The surprisingly great ''Disney's Extreme Skate Adventure'' is this for ''VideoGame/TonyHawksProSkater 4''. While a lot of mechanics are toned down for younger players and the soundtrack is horribly lacking, it has more levels which are more interactive and inventive than the levels in the original. Oh, and there's a ''[[ParentalBonus Tenacious D reference]]''.
** ''VideoGame/TonyHawksUnderground 2 Remix'' for PSP is this to the original [=PS2=] game. It simply adds 4 more levels to the game - Kyoto, Santa Cruz, Atlanta, and Las Vegas. Kyoto and Santa Cruz would go on to be playable in ''Tony Hawk's American Wasteland'' for [=PS2=], and the other two are also available in the later US-only ''Collector's Edition''.
* A sequel to the arcade version of ''VideoGame/PunchOut'' was produced, titled ''Super Punch-Out!!'' like the later SNES game. The only differences between the two arcade games, besides the opponents you face and haircut of your character, is the addition of an extra button used for dodging attacks (which is required to avoid certain moves) and a more detailed display of top scores.
* The {{UsefulNotes/MSX}} versions of ''VideoGame/TrackAndField'' (also known as ''Hyper Olympic'') and ''Hyper Sports'' split the original arcade games into two and three installments, respectively, though with some extra events added. ''Hyper Sports'' can be considered an Event Pack Sequel in the first place, since not much is changed from the original ''Track & Field'' except for the types of events offered.
* ''Greatest Heavyweights'' is ''Evander Holyfield's "Real Deal" Boxing'' with a mostly new set of boxers and somewhat improved graphics and sound (the most obvious improvement being the side-on ring overview also implemented in ''Riddick Bowe Boxing'').

* ''VideoGame/RainbowSix: Vegas 2'' is basically a POVSequel to ''Vegas 1'', with the only real differences being a [[FeaturelessProtagonist new customizable protagonist]], one or two new weapons of each type, and [[TheOtherDarrin new voices for literally every returning character]].
* ''VideoGame/ThiefIITheMetalAge'' sort of fits this trope, since it runs on the same engine as ''VideoGame/ThiefTheDarkProject'' and uses the same menu interface and the same mini-movies when you die or beat a mission. However, there is a lot of gameplay refinement that makes it a worthy sequel; it just technically isn't anything that couldn't have been done in the original game.
* ''VideoGame/SplinterCell'' sequel ''Pandora Tomorrow'' fits the description as far as the single-player campaign is concerned, which is even shorter than the original. Pandora Tomorrow ''is'' the first Splinter Cell to feature multiplayer, but that's essentially a separate game in the same box. In fact, the game is actually meant to be an expansion for the first game, with ''Chaos Theory'' being the true "Splinter Cell 2", but then it was released as a separate game, and so NumberedSequels [[StoppedNumberingSequels went out the door]] to try and keep them from getting too confusing.

* While ''VideoGame/ResidentEvil2'' is a very different game from the first ''VideoGame/ResidentEvil'', ''VideoGame/ResidentEvil3Nemesis'' reuses the same engine as ''2'', but with a couple of new features such as the dodge maneuver and the ability to make your own ammo. A portion of ''Resident Evil 3'' is even set in the same police precinct where ''Resident Evil 2'' takes place. This is pretty evident by its working title of "Resident Evil 1.9/2.1" (owing to the two halves of the game respectively [[{{Interquel}} taking place before and then after]] ''2''; the actual "Resident Evil 3" ended up becoming ''VideoGame/ResidentEvilCodeVeronica'').
** There's also the [[WhatCouldHaveBeen scrapped first version]] of ''Resident Evil 2'', [[{{Retronym}} retroactively known as]] ''Resident Evil 1.5''.
** ''VideoGame/ResidentEvilOutbreak File #2'' makes incremental updates to the first ''Outbreak'''s general gameplay, but otherwise is exactly the same and likely would have been DownloadableContent if said game was released a console generation later than it was.

* The third ''VideoGame/SyphonFilter'' game, despite having you play as a variety of characters, is nothing new. Every character is just a skin, and handles exactly the same as Gabe, to the point of being the same height -- even the big black guy and the small Asian girl.
** The second game is also this. Like above, Logan and Xing control exactly the same; the only new things to the engine are a few additional weapons.
* ''VideoGame/{{Crusader}}: No Remorse'', a game of 15 missions and a surprisingly detailed storyline for a mid-90s shoot-em-up, was followed up with ''No Regret'', a game of 10 missions (though they were longer and more difficult), a few new weapons (and some weapons removed), a couple of new graphical touches, a couple of new enemies, a very straightforward plot (thought admittedly featuring live-action cinematics with improved CGI effects), a few of Origin's trademark awesome {{Feelies}}, some background information on the setting, and not much else. A mixup in the factory led to many copies of ''Crusader: No Remorse'' being mislabelled on the CD as ''No Regret''.
* ''[[VideoGame/{{Oddworld}} Abe's Exoddus]]'' is just a longer version of ''Abe's Oddysee'' except for some added functions ''on top of'' the original nine speech commands that make the UsefulNotes/PlayStation version nigh-unplayable. Considering that ''Munch's Oddysee'' [[UnexpectedGameplayChange changed formats to 3D]], that may be preferable.\\
In fairness, it isn't supposed to be a true sequel. The stated goal for the ''Oddworld'' series was to have 5 "true" installments, each completely different, and for each installment to have at least one "bonus game" that kept things mostly the same. Exoddus was the only one of these "bonus" games to be made.
* ''VideoGame/GhostRecon Advanced Warfighter 2'', particularly the console version, is more or less the first ''GRAW'' with a new campaign and some gameplay tweaks. To an extent, the expansions for the original ''Ghost Recon'' fit as well, particularly in how they were released as standalone games for consoles. The original game and its two expansions (not counting the [=PS2=]-exclusive "Jungle Storm") are often referred to as a "trilogy" despite only being one game.

* ''VideoGame/AdvanceWars'':
** ''Advance Wars 2: Black Hole Rising'' is the same game as the first game, only adding one new unit, some new CO's, and a 2-tier power system. ''Advance Wars: Dual Strike'' does the same thing, adding even more new units and CO's while including dual-screen maps and the ability to use two CO's as tag partners.
** ''Game Boy Wars Turbo'' and ''Game Boy Wars 2'' are also this to ''Game Boy Wars'', although ''Game Boy Wars 2'' removes one of the two cheaper indirect units. Surprisingly, ''Game Boy Wars 3'' averts this by being based on ''VideoGame/{{Nectaris}}'' instead and has [[LoadsAndLoadsOfCharacters quite a few units]], even without the promoted units added into the mix.
* The three ''Franchise/FireEmblem'' games for the GBA (''The Sword of Seals'', ''The Sword of Flame'', and ''The Sacred Stones'') have largely the same sprites, battle animations, items, and game mechanics; ''The Sacred Stones'' is easily the biggest shakeup of the three, but its additions are nothing particularly crucial.
* In Japan, ''VideoGame/ShiningForceIII'' was released in three scenarios, each of which presents a different character's side of the story (see also ''VideoGame/{{Suikoden III}}'''s "Trinity Sight" system). America [[NoExportForYou only got the first scenario]].
* ''VideoGame/NapoleonTotalWar''. Some maintain that the game is a stand-alone expansion to ''VideoGame/EmpireTotalWar'', and so should be ''praised'' for the relatively high level of improvement and innovation which it shows, while some see it as a mission-pack sequel that slowed down post-release development for the notoriously buggy original. The Creative Assembly themselves have avoided describing it as either a sequel ''or'' an expansion, adding to the confusion.
* ''[[VideoGame/ProjectXZone Project X Zone 2]]'' is like the first game, but with some new characters and chapters.

* ''VideoGame/XCOMTerrorFromTheDeep'' is the same game as the original with re-drawn graphics and very minor additions, such as a few more melee weapons, two-stage missions, stat mods, and FLYING (well, swimming, really) Chryssalids. They also make it NintendoHard, because no one realized that the difficulty settings in the original don't actually ''work'' (the difficulty resets to the easiest one every time the game is loaded, the game ''already'' being so hard that nobody can really tell), so when some players complained that "Superhuman" was too easy, the remake crew cranked up the base difficulty without ever noticing the dial was disconnected.
* Downplayed with the sequels to ''VideoGame/SilentStorm'', both of which run on the original game's engine with a few enhancements. ''Silent Storm: Sentinels'' is a stand-alone expansion pack but feels like a cut-down version of the original. The addition of the post-mission gather button feels like it could've been done in a patch. The addition of a weight-based backpack system (to the already-existing size-based one), a monetary system for equipment, and weapon degradation only serve to annoy players. Unlike the original, '''S3''' has only one campaign (shorter too), and less options for the main character's voice (no Russian accent for a game made in Russia). On the other hand, many of the characters from the original game (both sides) are now available to be recruited. ''Hammer & Sickle'' takes place during the height of the UsefulNotes/ColdWar in the same setting. The game is more RPG in style than a tactical shooter, but the essentials are the same. However, ''H&S'' does not have {{Game Breaker}}s like [[PoweredArmor Panzerkleins]] or energy weapons. The ''Literature/NightWatch'' and ''Day Watch'' games are also based on the same engine, but the use of magic and another dimension add a whole new gameplay element. While the game includes pistols, they are [[GunsAreUseless almost useless]] and cannot be targeted at body parts.
* ''VideoGame/AgeOfWonders 2'' is close to being this compared to the first game, retaining the same play style as ''Age of Wonders'' but with improved graphics. The next sequel, ''Age of Wonders: Shadow Magic'' is an even better example, being almost the same game, just with a new campaign and two new playable races. ''VideoGame/AgeOfWonders3'', however, is a total aversion, having very little in common with the other games in the series.
* ''VideoGame/FinalFantasyTacticsA2'' reuses character assets and core mechanics from ''VideoGame/FinalFantasyTacticsAdvance'', but most see it as a good thing for taking what worked in ''Advance'' and tweaking it for a better game.

* The ''VisualNovel/AceAttorney'' games are the definition of this trope, as, in addition to not deviating from format overly much, they also get harder, requiring more and more lateral thinking and harder logical conclusions. Try playing the first case of ''Phoenix Wright: Ace Attorney'' and the first case of ''Trials and Tribulations'' and see what you think. This trope is likely the reason why fans often refer to the cases as 1-1 through 1-5 for the first game, 2-1 through 2-4 for the second, and so on, as if each game is just a part of one big game. The general fan explanation for this is that the games are a lot like novels, so as long as the writing and plots get better, and the games become more difficult, the gameplay doesn't have to change much.
** The second game replaces the exclamation marks with a life meter, lets you present characters' profiles, and introduces the Magatama... but the third game adds no new features at all. ''Apollo Justice'' essentially trades all of this advancement away for the "perceive" option (the lack of the magatama makes the life meter a lot less significant). Of course, they're great games nonetheless and it would be hard to change the format significantly without ruining it.
* Largely due to the nature of {{Visual Novel}}s this is unavoidable, but it still draws ire when new games contain very little to offer over the old ones. Perhaps the most notable example is ''VisualNovel/DaCapo'' which has somewhere around 10 sequels. This is not always the case, of course, as often games are sold for the express purpose of being rehashes of old material, called "fandisks". Some games, like ''VisualNovel/{{Shuffle}} Essence+'', add a few new characters and some routes fans had been begging for for years tacked on to the original.

* The ''VideoGame/{{Shenmue}}'' series was originally planned to be released with serialized installments (as evident by the Japanese title of the first), but this idea fell through after the release of the first game, which is why the sequel is titled ''Shenmue II'', instead of ''Shenmue Chapter 2'', and spans more than just one chapter. It still reuses the same graphics and engine as the original game.
* ''VideoGame/GrandTheftAuto'' has several games that are expansion packs towards each other. ''VideoGame/GrandTheftAuto2'' reuses a lot of game mechanics and sounds from the first game while tweaking the gameplay, such as being able to take a few gunshots before dying. ''VideoGame/GrandTheftAutoViceCity'' is effectively an expansion pack to ''VideoGame/GrandTheftAutoIII'' by having new weapons and a new setting while still retaining the old stuff, like specific cars (most which were changed to reflect how they could have looked in the 1980s) and general movement. ''VideoGame/GrandTheftAutoSanAndreas'' takes the expansion further by adding more vehicles, tweaking the core gameplay concept, and adding lots of new things, like character stats and customization. All of this, combined with ''Vice City'' and ''San Andreas'' being the first in the series to have concrete links to previous games, caused people to refer to these games as "the GTA III era". It wasn't until ''VideoGame/GrandTheftAutoIV'' that nothing but the concept of the game remained the same.
* ''VideoGame/SaintsRowIV'' provides a complicated case. It uses the exact same engine and world map as ''VideoGame/SaintsRowTheThird'', but adds in enough new gameplay content (most notably superpowers that completely change how you cruise around the map, and more powerful enemies and weapons) so as to flirt at the edges of being one of these, but avoid falling fully into the classification. A more traditional example comes from the jump from the original ''VideoGame/{{Saints Row|1}}'' to ''VideoGame/SaintsRow2'' - like the above, it's based on the same engine and world map, but other than some changed areas to reflect the TimeSkip, slightly more in-depth character customization (such as the ability to play as a woman), and the Boss no longer being a HeroicMime, they're effectively the same game with minor gameplay/graphical tweaks and a different set of missions.

* ''VideoGame/WiiFit Plus'' is near-identical to the original except for new exercises and "balance games". It even allows you to [[OldSaveBonus import your save data]] from the original. Really, you might as well just trade in the original game when you get it, because it's useless if you have Plus.
* ''VideoGame/AngryBirds'' ''Seasons'', ''Rio'', ''Space'', and ''Star Wars I'' and ''II''. The concept is simple: Start each level with some birds, and use those and only those to break through a structure and kill all the pigs inside. Rinse and repeat for dozens of installments.
* The sequel to ''VideoGame/{{Silverball}}'' is ''Silverball Plus 2'', which re-releases the original game and includes two more DigitalPinballTables from ''VideoGame/EpicPinball''.
* Every ''VideoGame/MarioParty'' game before the ninth (and excluding ''Advance'') plays all but identically to the last, to the point of all the N64 and [=GameCube=] titles sharing an engine with each other.
* ''For The Awesome'' is this to ''VideoGame/AaaaaAAaaaAAAaaAAAAaAAAAAARecklessDisregardForGravity''. Not only does it feature a new set of [[NintendoHard brutal levels]] on the same engine (albeit updated with better graphical effects), it also includes ''the entire original game'' with similar graphics updates.
* ''Total Eclipse II: The Sphinx Jinx'' has a very similar premise to its predecessor and recycles not only its revision of the [[GameEngine Freescape engine]], but also most of its graphics and sounds. This is another sequel that might have been an ExpansionPack if not for technological limitations: ''Total Eclipse II'' was developed only for then-obsolete 8-bit computers and was only sold as part of a LimitedSpecialCollectorsUltimateEdition of ''Total Eclipse''.

!!Non-video game examples:


[[folder: Film ]]

This phenomenon is not limited to just video games, or games in general. There are times when [[{{Sequelitis}} a sequel to a hit movie]] [[SettingUpdate feels less like a brand new movie]] and more like what should've been on the second disc of the Special Edition DVD of the first movie.
* ''Film/NightAtTheMuseum 2: Battle of the Smithsonian''. Sure, everything is beefed up given it goes from the single building AMNH to a whole complex in the Smithsonian. But a lot is recycled from the original.
* ''Film/HomeAlone2LostInNewYork'' to the first movie. This time, Kevin is left alone in New York and even sets up a bunch of traps to take out Harry and Marv.
* ''Film/TheHangoverPartII'' feels like part 2 of ''The Hangover'' part 1, except replace "Vegas" with "Bangkok", and is [[LampshadeHanging lampshaded]] by the cast with repeated utterances of "It happened again" and its variants.
* Intentionally invoked by the makers of ''Film/AnchormanTheLegendOfRonBurgundy''; there was so much extra footage, as well as a completely different sideplot involving Symbionese-esque bank robbers, that they put together a whole new movie.
* Sam Flynn goes through many of the same experiences in ''Film/TronLegacy'' that his father did in ''Film/{{Tron}}'', in the same order: getting digitized by the laser and imprisoned in the Game Grid, being forced to fight in gladiatorial combat, escaping from the light cycle arena through a hole in the wall, having an ally seriously injured (Ram dies, Quorra gets better), and boarding a solar sailer which is captured by the enemy carrier. Thirty-two years, a larger scale and a rather different aesthetic help disguise this and makes them feel more like a homage to the original rather than a direct rip-off, but the comparison remains a valid one.
* ''Film/DieHard2: Die Harder'' with the terrorists taking over an airport instead of a building and John being again an IgnoredExpert. This is lampshaded by John wondering to himself, "How can the same shit happen to the same guy twice?"
* ''Franchise/{{Terminator}}'':
** In spite of its acclaim, ''Film/Terminator2JudgmentDay'' actually fits this trope. Even with the dual Terminators, a lot of the film still recycles plot points, elements, and even lines from the original.
** Even more so was ''Film/Terminator3RiseOfTheMachines'', which essentially gave the T-1000 a DistaffCounterpart and had the same basic TerminatorTwosome plot.
* ''Film/StarWars: Film/TheForceAwakens'' is basically a revamp of [[Film/ANewHope the original movie]] (with elements of the two follow-ups), following a youngster in a desert world who finds a droid filled with classified information, leaves said planet on the Millennium Falcon, and learns about the Force while also joining a paramilitary group against a totalitarian army which has a planet-destroying weapon.