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1->''"The year: [[TheNineties 1994.]]\
2"The event: [[UsefulNotes/TheWorldCup World Cup Soccer]] in [[UsefulNotes/TheUnitedStates USA.]]\
3Both [[Creator/WilliamsElectronics Williams]] and Creator/{{Gottlieb}} created their respectiv ''[[[RougeAnglesOfSatin sic]]]'' {{pinball}} tributes for the event. While Williams made [[SugarWiki/SoCoolItsAwesome a great game]] with [[LicensedPinballTables the official license]], Gottlieb made... er... [[DamnedByFaintPraise this thing with flippers.]]"''
4-->-- IPDB user '''[[http://www.ipdb.org/rate/showuserrate.pl?uid=6595 Paturlas]]''' comparing ''Pinball/WorldCupSoccer'' and ''World Challenge Soccer''[[note]]See the full quote [[Quotes/DuelingGames here]].[[/note]]
5
6This page is a list of {{video game}}s that are [[DuelingWorks considered imitations of each other]]. Inspired by a game's success and/or popularity, [[FollowTheLeader others are made]]. Which is the original and which is the imitation is not always completely clear; sometimes, however, it is painfully so.
7
8Of course, most of the examples shown below aren't copying other studios, but had just came out around the same time with the same theme. Keep that in mind when comparing two games or game series to each other. Most of the times it just leads to a FandomRivalry.
9
10[[JustForFun/IThoughtItMeant This is not related to]] ''Franchise/YuGiOh'' Or ''TabletopGame/DuelMasters''. Or... well, you get what we mean.
11
12[[index]]
13* DuelingWorks/FirstPersonAndThirdPersonShooters
14* DuelingWorks/FightingGame
15* DuelingWorks/{{Pinball}}
16* DuelingWorks/PlatformGame
17* DuelingWorks/RacingGame
18* DuelingWorks/RolePlayingGameEastern
19* DuelingWorks/SandboxSimulation
20* [[DuelingWorks/GamesCrossGenre Cross Genre]]
21[[/index]]
22
23----
24[[foldercontrol]]
25
26
27[[folder:Action Game]]
28
29* ''VideoGame/SamuraiWarriors'' (2004) vs. ''VideoGame/SengokuBasara'' (2005)
30** '''Concept:''' ''VideoGame/DynastyWarriors'' '''[[RecycledINSPACE in the Japanese Warring States Era]]!'''
31** '''Approach:''' {{Creator/Koei|Tecmo}}'s ''Warriors'' came first, with {{Creator/Capcom}}'s ''VideoGame/SengokuBasara'' coming shortly thereafter. The ''Warriors'' games' stories are somewhat more historically grounded than its competitor.\
32
33* ''VideoGame/GodOfWarI'' (2005) vs. ''VideoGame/SpartanTotalWarrior'' (2005)
34** '''Concept:''' Hack and Slash games set in the time of ancient Greece, drawing upon its mythology.
35** '''Approach:''' ''God of War'' is the most over-the-top, with giant bosses and lots of blood and gore. ''Total Warrior'' is a spin-off of the ''VideoGame/TotalWar'' series and puts focus on large scale battles with many combatants on both sides. ''Rise of the Argonauts'' allows the player to make a few choices through the game, affecting their character's personality.\
36
37* ''VideoGame/DestroyAllHumans'' (2005) vs. ''VideoGame/StubbsTheZombie'' (2005)
38** '''Concept:''' Games set in a satirical 1950s America where you play as a monster - a [[TheGreys a grey alien]] in ''Destroy All Humans'' and a [[OurZombiesAreDifferent zombie]] in ''Stubbs'' - running around wreaking havok with powers.
39** '''Approach:''' ''Stubbs the Zombie'' is the more linear of the two, giving you one mission after another, while ''Destroy All Humans'' has more elements of a sandbox game, with missions being given to you as you unlock more areas.\
40
41* ''VideoGame/TitanQuest'' (2006) vs. ''Loki: Heroes of Mythology'' (2007)
42** '''Concept:''' ''VideoGame/Diablo 2'' clones based on [[CrossoverCosmology ancient mythologies]] such as UsefulNotes/AncientGreece, and AncientEgypt.
43** '''Approach:''' ''Titan Quest'' is top-down perspective, has 9 classes (can be dual-class) and all dungeons are static. Loki is 3rd person perspective, has 4 classes and dungeons are randomly generated.\
44
45* ''VideoGame/DiabloIII'' (2012) vs. ''VideoGame/TorchlightII'' (2012)
46** '''Concept:''' Top-down HackAndSlash games released in 2012
47** '''Approach:''' The ''VideoGame/{{Torchlight}}'' games are {{Spiritual Successor}}s to classic ''Diablo'', and made by the original ''Diablo'' devs.\
48
49* ''VideoGame/IAmAlive'' (2012) vs. ''VideoGame/TheLastOfUs'' (2013)
50** '''Concept:''' A grizzled survivor climbs and scavenges his way through ruins of a modern city after a disaster, fighting off other scavengers.
51** '''Approach:''' ''I Am Alive'' came out first and has lingered in [[{{Vaporware}} development hell]] longer but ''Last of Us'' was probably initiated before Creator/NaughtyDog had even heard about ''I Am Alive.''\
52
53* ''VideoGame/DMCDevilMayCry'' (2013) vs. ''VideoGame/MetalGearRisingRevengeance'' (2013)
54** '''Concept:''' HackAndSlash games released in early 2013.
55** '''Approach:''' Both games are based off a preestablished franchise and made by another studio than the original series. While ''VideoGame/DMCDevilMayCry'' is a ContinuityReboot, ''VideoGame/MetalGearRisingRevengeance'' is a SpinOff. The rivalry seems to have started due to these rather shallow similarities and the fact that they come out around a month apart. It's worth noting that Creator/HidekiKamiya, creator of the original ''VideoGame/DevilMayCry'' currently works at Creator/PlatinumGames, the studio that developed ''Revengeance'', which might have added more fuel to the fire, although he had nothing to do with the development of ''Revengeance'' (since he was busy working on ''VideoGame/TheWonderful101'').\
56[[/folder]]
57
58[[folder:Action Adventure]]
59* ''VideoGame/MarvelUltimateAlliance'' (2006) vs. ''VideoGame/JusticeLeagueHeroes'' (2006)
60** '''Concept:''' Superhero games with RPG mechanics where the heroes band together in groups of four to battle a group of well-known supervillains operating under a world-threatening overarching plot.
61** '''Approach:''' The main difference is straight from the title: ''MUA'' is a Creator/MarvelComics game, while ''JLH'' is a Creator/DCComics game. Also, ''MUA'' does not focus in a single Marvel superteam, having members from Comicbook/TheAvengers (both classic and New), the Comicbook/XMen and the Comicbook/FantasticFour. \
62
63* ''VideoGame/TheLegendOfZeldaTwilightPrincess'' (2006) vs. ''VideoGame/{{Okami}}'' (2006)
64** '''Concept:''' Both are ActionAdventure games with a protagonist who has been transformed into a wolf (or, in ''Ōkami'''s case, ''is'' a wolf) and must return life/light to a world corrupted by evil. ''Ōkami'' was [[SincerestFormOfFlattery specifically stated]] to be ''Zelda'' influenced, but was released months before the other game.
65** '''Approach:''' ''Twilight Princess'' was started on first but [[{{Vaporware}} went through development hell]], so ''Ōkami'' beat it into stores. Also, the majority of ''Ōkami'' heavily focused on a paintbrush mechanic. While ''Twilight Princess'', like previous ''Zelda'' games, takes place in a MedievalEuropeanFantasy setting that [[CultureChopSuey also incorporates]] many elements from [[{{Wutai}} pre-modern Japan]], ''Ōkami'' takes place entirely in a mythological ancient Japan. \
66
67* ''VideoGame/LordOfArcana'' (2011) vs. ''VideoGame/GodEaterBurst'' (2011)
68** '''Concept:''' Multiplayer ActionAdventure games on the Platform/PlayStationPortable
69** '''Approach:''' Both games take cues from the ''VideoGame/MonsterHunter'' series, but ''God Eater'''s inspiration seems to show much more clearly. \
70
71* ''VideoGame/TheLastGuardian'' (2016) vs. ''VideoGame/{{Scalebound}}'' (2017)
72** '''Approach:''' '''Concept:''' Both are ActionAdventure games developed in Japan by Creator/TeamIco and Creator/PlatinumGames exclusively for Sony's Platform/PlayStation4 and Microsoft's Platform/XboxOne respectively. Both games have a human protagonist accompanied by a PetMonstrosity (a griffin and a dragon, respectively).
73** '''Approach:''' ''The Last Guardian'' was announced in 2009, originally for the Platform/PlayStation3, before getting stuck in [[{{Vaporware}} development hell]]. ''Scalebound'' was announced in 2014, but there was no information about it for a year afterwards. The main difference between them is that ''Scalebound'' is much more action oriented than ''The Last Guardian''. \
74
75* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' (2017) vs. ''VideoGame/HorizonZeroDawn'' (2017)
76** '''Concept:''' Both are post-apocalyptic open world games marketed with protagonists using archery, released in the same week of 2017
77** '''Approach:''' ''Breath of the Wild'' was the latest entry in the long running ''Franchise/TheLegendOfZelda'' series, being both a launch title on the Platform/NintendoSwitch and the final first-party game on the Platform/WiiU. ''Horizon'' is an original IP on the Platform/PlayStation4, the most popular console of the generation. \
78
79* ''VideoGame/MonsterHunterWorld'' (2018) vs. ''[[VideoGame/GodEater God Eater 3]]'' (2018)
80** '''Concept:''' Both are the latest installments of hit multiplayer "hunting" games coming out to PC and modern consoles.
81** '''Approach:''' ''Monster Hunter'' started the genre while ''God Eater'' tends to follow closely in its footsteps. Both have started to differentiate from each other in recent years with these installments being the most different. ''Monster Hunter World'' adds a number of changes and improvements in an attempt to make the series bigger in the west, meanwhile ''God Eater 3'' looks to be focusing more on their core fanbase that the game has amassed over the years. \
82[[/folder]]
83
84[[folder:Adventure Game]]
85* ''VideoGame/TheSeventhGuest'' (1993) vs. ''VideoGame/{{Myst}}'' (1993)
86** '''Concept:''' SceneryPorn {{Point and Click Game}}s made as {{Killer App}}s for the CD-ROM format.
87** '''Approach:''' Both games were very graphically impressive for their time and played a big part making the CD-ROM format take off. Neither game had much, if any, character interaction or text and instead focused on visuals, atmosphere and abstract puzzles. Interestingly, both were originally released on the Platform/{{Macintosh}}, a format known for its lack of original games. \
88
89* ''VideoGame/PoliceQuest4OpenSeason'' (1993) vs. ''Blue Force'' (1993)
90** '''Concept:''' Law enforcement-themed {{Adventure Game}}s with an emphasis on proper police procedual.
91** '''Approach:''' When Jim Walls, the designer of the original three ''Police Quest'' games, left Creator/{{Sierra}}, they decided to continue the series without him, hiring former LAPD chief Daryl Gates as a consultant for the fourth game. Walls however joined Tsunami Media, a company of former Sierra employees, and created a SpiritualSuccessor named ''Blue Force'' which was released the same year. \
92
93* ''VideoGame/{{D}}'' (1995) vs. ''VideoGame/{{Phantasmagoria}}'' (1995)
94** '''Concept:''' Controversial FMV horror adventure games released in 1995 starring a young woman exploring a haunted mansion to discover the truth of why one of her loved ones have suddenly become violent and murderous.
95** '''Approach:''' ''Phantasmagoria'' used live actors and green screen while ''D'' used pre-rendered 3D-models and enviroments. ''Phantasmagoria'' used a traditional point-and-click interface while ''D'' used a first-person perspective similar to ''VideoGame/{{Myst}}''. Both also had a fairly unprecedented amout of violence and gore for a video game at the time. \
96[[/folder]]
97
98[[folder:Beat 'em Up]]
99* ''VideoGame/FinalFight'' (1989) vs. ''VideoGame/StreetsOfRage'' (1991)
100** '''Concept:''' Trilogies of urban {{Beat Em Up}}s released on rival platforms (''SOR'' came out on the Platform/SegaGenesis while ''Final Fight'' came out on the SNES).
101** '''Approach:''' The SNES ''Final Fight'' and the Genesis ''Streets of Rage'' were both released during the 1991 Holidays season, although the Japanese version of the former actually came out earlier (being a Super Famicom launch title). While ''Final Fight'' featured more colorful graphics with larger character sprites, ''Streets of Rage'' gain favor with critics by offering a 2-Player co-op mode (a feature that Capcom later implemented in ''Final Fight 2''). \
102
103* ''[[http://www.hardcoregaming101.net/arabianmagic/arabianmagic.htm Arabian Magic]]'' (1992) vs. ''[[http://www.hardcoregaming101.net/arabianfight/arabianfight.htm Arabian Fight]]'' (1992)
104** '''Concept:''' Four-player {{Beat Em Up}}s set in ArabianNightsDays and released to arcades in 1992.
105** '''Approach:''' Creator/{{Taito}}'s ''Arabian Magic'' and Creator/{{Sega}}'s ''Arabian Fight'' were both produced on 32-bit arcade hardware (albeit 2-D evolutions of earlier 16-bit systems). ''Arabian Fight'' used the somewhat unusual effect of having character sprites zoom as they walk. \
106
107* ''VideoGame/DungeonsAndDragonsShadowOverMystara'' (1996) vs. ''VideoGame/GuardianHeroes'' (1996)
108** '''Concept:''' Fantasy-themed Beat 'em Ups with significant RPGElements.
109** '''Approach:''' Made by esteemed developers (Creator/{{Capcom}} and Creator/{{Treasure}}, respectively), these games are significantly more complex than what is typical of the genre. Each game features several playable characters with distinct strenghts and weaknesses that gain levels and abilities as the game progresses. There is also usable equipment, several different special attacks and magic spells, and other features such as branching paths and MultipleEndings. ''Shadow over Mystara'' was an arcade-only[[note]]Though it was ported to Sega Saturn along with its predecessor a few years later [[NoExportForYou in Japan only.]][[/note]] sequel to ''Dungeons & Dragons: Tower of Doom'' and is based on the popular TabletopRPG ''TabletopGame/DungeonsAndDragons''[[note]]Specifically, the ''TabletopGame/{{Mystara}}'' setting.[[/note]] whereas ''Guardian Heroes'' is a wholly original title for the Sega Saturn. ''Guardian Heroes'' is also more plot-driven with a surprisingly detailed story, while the plot of ''Shadow over Mystara'' is [[ExcusePlot very basic]]. \
110
111* ''[[VideoGame/DynamiteCop Die Hard Arcade]]'' (1996) vs. ''Fighting Force'' (1997)
112** '''Concept:''' 3D attempts at resurrecting the BeatEmUp genre.
113** '''Approach:''' ''Fighting Force'' was originally envisioned as a ''VideoGame/StreetsOfRage'' sequel, which would have made this an in-house dueling. Both games had sequels, but ''Fighting Force'' underwent a GenreShift in its next installment. \
114
115* ''VideoGame/BeatDownFistsOfVengeance'' (2005) vs. ''VideoGame/UrbanReign'' (2005)
116** '''Concept:''' Dark and gritty {{Beat Em Up}}s.
117** '''Approach:''' ''Urban Reign'' features cameos from popular ''VideoGame/{{Tekken}}'' characters Paul Phoenix and Marshall Law. \
118[[/folder]]
119
120[[folder:Flight Sim/Flight Shooter]]
121* ''VideoGame/StarFox1'' (1993) vs. ''Cybermorph'' (1993) vs. ''VideoGame/StarTrekStarfleetAcademy'' (SNES/32X versions) (1994)
122** '''Concept:''' Sci-fi themed shooting games with primitive polygonal graphics.
123** '''Approach:''' All three games came out within six months of each other. The difference is that ''VideoGame/StarFox'' is a rail shooter while the other two are freeform.\
124
125* ''VideoGame/AirCombat'' (1995) vs. ''VideoGame/{{Warhawk}}'' (1995)
126** '''Concept:''' Arcade-style flight combat games released in 1995 for the Platform/PlayStation.
127** '''Approach:''' ''Air Combat'' is set in the present; ''Warhawk'' is set in the future. ''Air Combat'', while not a port or sharing any assets, is directly related by developer to the 1992 arcade game of the same name and its own sequel ''Air Combat 22'' from earlier in 1995, while ''Warhawk'' is a [=PlayStation=] exclusive that has no ties beyond the name to the 1986 arcade game.\
128
129* ''VideoGame/IL2Sturmovik: Birds of Prey'' (2009) vs. ''Heroes Over Europe'' (2009)
130** '''Concept:''' WWII-themed flight games released within one week of each other.
131** '''Approach:''' ''Birds of Prey'' attempts to bridge console and PC sensibilities by offering multiple settings of varying realism, whereas ''Heroes over Europe'' is purely an arcade affair.\
132[[/folder]]
133
134[[folder:Light Gun Game]]
135* ''VideoGame/LaserGhost'' (Sega) (1989) vs. ''VideoGame/BeastBusters'' (SNK) (1989)
136** '''Concept:''' Two of the first light gun arcade cabinets to allow up to three players simultaneously, against hordes of horror creatures, released at around the same time.
137** '''Approach:''' Both ''Laser Ghost'' and ''Beast Busters'' are set in a random American town, overrun by ghosts and zombies respectively; the former has a more cartoonish tone but both are inspired by Western horror B-movies. \
138
139* ''VideoGame/VirtuaCop'' (Sega) (1994) and ''VideoGame/TimeCrisis'' (Namco) (1995)
140** '''Concept:''' Original light gun games that have some "saving the day from terrorist/criminals" plot.
141** '''Approach:''' Both games use systems to allow the player to hide out of the way of incoming fire. \
142
143* ''VideoGame/SilentScope'' (1999) vs. ''Golgo 13'' (1999)
144** '''Concept:''' Light Gun games where the player takes the role of a sniper (or assassin).
145** '''Approach:''' Both featured rifles fixed to the cabinet. While the scope in ''Silent Scope'' was a smaller monitor, the scope in ''Golgo 13'' was a real scope. The screen itself would zoom in when it detected the player was peering through it. \
146[[/folder]]
147
148[[folder:MMO]]
149* ''VideoGame/{{Everquest}} 2'' (2004) vs. ''VideoGame/WorldOfWarcraft'' (2004)
150** '''Concept:''' High fantasy [=MMORPGs=]
151** '''Approach:''' The first ''Everquest'' was the first successful 3D MMO, but its unforgiving game mechanics were beginning to show their age. Menaced by game juggernaut Creator/{{Blizzard|Entertainment}}'s first MMO, the sequel was rushed to market and suffered for it. \
152
153* ''VideoGame/PetSociety'' (2008) vs. ''VideoGame/PetVille'' (2009)
154** '''Concept:''' Multiplayer Website/{{Facebook}} games based around raising {{Funny Animal}}s.
155** '''Approach:''' ''[=PetVille=]'' is a sister game to ''VideoGame/FarmVille''. ''Pet Society'' came out first but is rather similar to ''[=FarmVille=]''. \
156
157* ''VideoGame/StarWarsTheOldRepublic'' (2011) vs. ''VideoGame/GuildWars2'' (2012)
158** '''Concept:''' Next-generation story-focused [=MMORPG=]s that are (optionally in [=TOR=]'s case) free-to-play.
159** '''Approach:''' Not actually a case of initiator and imitator, these games were the hope of 2012 ushering in a new generation of [=MMORPG=]s with a much greater emphasis on story and defying established conventions of the genre. \
160
161* ''VideoGame/WorldOfTanks'' (2011) vs. ''VideoGame/WarThunder'' (2012)
162** '''Concept:''' VehicularCombat MMO with focus on UsefulNotes/WorldWarII and early UsefulNotes/ColdWar tanks.
163** '''Approach:''' ''World of Tanks'' was the first on the scene, with more focus on competitive gameplay, while War Thunder was more of a FollowTheLeader but initially focused more on aircraft. With the latest updates however, tanks are also becoming a big focus. When compared to each other, World of Tanks has a more arcade-like feel while War Thunder focuses heavily on realism, though both games have lots of ShownTheirWork between them. \
164[[/folder]]
165
166[[folder:Puzzle Game]]
167* ''VideoGame/BoulderDash'' (1984) vs. ''VideoGame/{{Repton}}'' (1985)
168** '''Concept:''' The founders of the rocks-and-diamonds genre, with ''Boulder Dash'' having comparatively more focus on dexterity, ''Repton'' more on logical puzzle-solving.
169** '''Approach:''' ''Repton'' creator Tim Tyler was inspired by a description of ''Boulder Dash'', but had never actually played the game. \
170
171* ''VideoGame/{{Tetris}}'' (Game Boy) (1989) vs. ''VideoGame/{{Columns}}'' (1990)
172** '''Concept:''' Simple to play but highly addictive games based on FallingBlocks.
173** '''Approach:''' Though neither was originally developed by a major video game company, and both had appeared on numerous computers previously, Nintendo and Sega acquired the rights to release console versions of these games, and they were among the launch titles for the Platform/GameBoy and Platform/GameGear, respectively. (Sega also produced several ''Tetris'' UsefulNotes/{{Arcade Game}}s.) \
174
175* ''VideoGame/PuyoPuyon'' (1999) vs. ''[[VideoGame/MagicalDrop Magical Drop F]]'' (1999)
176** '''Concept:''' 4th mainline entries in competition-based arcade series, released exclusively for consoles in 1999, that mostly ditches SuperDeformed character art and experiments with field-clearing {{Limit Break}}s.
177** '''Approach:''' Two fundamentally different puzzle games (''Puyo Puyo'' is a FallingBlocks game, ''Magical Drop'' is a "grab and toss" sorting game) with near-identical premises, created by two companies desperate for a hit.[[note]]Creator/{{Compile}} had already lost the ''Puyo Puyo'' series to Creator/{{Sega}} at this point and was running on borrowed time. Meanwhile, Creator/DataEast had retreated from the arcade scene following ''Magical Drop III'' and was struggling in the console space.[[/note]] ''Puyo Puyo~n'' released first, with ''Magical Drop F'' coming seven months later. \
178
179* ''VideoGame/{{Lumines}}'' (2004) vs. ''VideoGame/{{Meteos}}'' (2005)
180** '''Concept:''' Stylish FallingBlocks games, developed by Q Entertainment and released in 2005 for portable systems.
181** '''Approach:''' ''Meteos'' was a launch title or close to it for the Platform/NintendoDS, while ''Lumines'' was the same for the Platform/PlayStationPortable. \
182
183* ''Crush the Castle'' (2009) vs. ''VideoGame/AngryBirds'' (2009)
184** '''Concept:''' Physics-based games that involve you firing things into objects to make them crash and kill the opponent
185** '''Approach:''' ''Crush the Castle'' is a free browser title and is more violent than ''Angry Birds'' \
186
187* ''VideoGame/AngryBirds'' (2009) vs. ''Pirates vs. Ninjas vs. Zombies vs. Pandas'' (2010)
188** '''Concept:''' Physics-based strategy games that revolve around firing characters to destroy structures in a quest for revenge.
189** '''Approach:''' ''Birds'' is more linear and cartoony, while ''[=PvNvZvP=]'' is a different, more serious art style, has more characters, and allows the order of the firing devices and character line to be changed. \
190
191* ''VideoGame/ProfessorLaytonAndTheLastSpecter'' (2011) vs. ''VideoGame/DoctorLautrecAndTheForgottenKnights'' (2011)
192** '''Concept:''' A Victorian-era puzzle game where you're a European archaeologist with a top hat and a younger sidekick, for a Nintendo handheld. With ''Layton and the Last Specter'' specifically, specify the sidekick as a young lady and add "released Fall 2011".
193** '''Approach:''' ''Doctor Lautrec'' is said to be inspired by ''Layton'', though ''Lautrec'' adds stealth gameplay and {{Mons}} combat to ''Layton'''s pure puzzles. Further, Layton is a QuintessentialBritishGentleman while Lautrec is a FrenchJerk. \
194
195* ''VideoGame/ProfessorLaytonAndTheMiracleMask'' (2012) vs. ''VideoGame/RhythmThiefAndTheEmperorsTreasure'' (2012)
196** '''Concept:''' More Victorian-era puzzling with snappily dressed protagonists, this time on the Platform/Nintendo3DS.
197** '''Approach:''' ''Rhythm Thief'', like ''Lautrec'', is also inspired by ''Layton'', while adding musical-themed mini-games and puzzles to the mix. \
198
199* ''VideoGame/TetrisEffect'' (2018) vs. ''VideoGame/Tetris99'' (2019)
200** '''Concept:''' The Platform/PlayStation4 gets a console-exclusive Tetris game. Not to be outdone, three months later, the Platform/NintendoSwitch gets one too.
201** '''Approach:''' ''Tetris Effect'' is focused on the visual effects, has a large soundtrack, and has gameplay centered on single-player with rule variants. ''Tetris 99'' is pretty minimal in visual presentation, has a much more limited selection of skins and music, and sticks to traditional ''Tetris'' gameplay but with 99 people playing at once under a Battle Royale system, as popularized by games like ''VideoGame/PlayerunknownsBattlegrounds'' and ''VideoGame/{{Fortnite}}''. \
202[[/folder]]
203
204[[folder:Real Time Strategy]]
205* ''VideoGame/TotalAnnihilation'' (1997) vs. ''VideoGame/{{Starcraft}}'' (1998)
206** '''Concept:''' Futuristic RTS released in a close timeframe in 1997.
207** '''Approach:''' The two are very much polar oppposites despite being in the same genre. ''Starcraft'' has [[CompetitiveBalance three different factions with markedly different playstyles]], simple resource management, heavy emphasis on unit micromanagement, and an involved plot with many characters. ''Total Annihilation'' has only two factions with minor differences, a complicated flow based resource system, a similarly complicated tier system for unit creation, an emphasis on large-scale action and long term strategy with almost no micromanagement, and a sparse backstory with no named characters. \
208
209* ''Star Wars Force Commander'' (2000) vs. ''VideoGame/StarTrekArmada'' (2000)
210** '''Concept:''' RealTimeStrategy games, based on the massively popular ''Franchise/StarWars'' and ''Star Trek'' franchises.
211** '''Approach:''' Both games were released in early-mid 2000. ''Armada'' had a top-down viewpoint, while ''Force Commander'' had a full 3D camera system. \
212[[/folder]]
213
214[[folder:Role-Playing Game (Western)]]
215* ''VideoGame/UltimaI'' (1981) vs. ''VideoGame/{{Wizardry}}'' (1981)
216** '''Concept:''' {{Trope Codifier}}s of {{Western RPG}}s, inspired by ''TabletopGame/DungeonsAndDragons''
217** '''Approach:''' ''Ultima'' focused on a single slightly customizable hero(ine) while ''Wizardry'' featured an entire party of characters created from scratch.[[note]]In fact, ''Ultima III'' introduced party members in response to ''Wizardry''.[[/note]] Both initially stuck closely to the spirit of ''Dungeons & Dragons'', but ''Ultima'' eventually shifted away from it to focus more on story and [[KarmaMeter morality]]. ''Wizardry'' however embraced the spirit fully and remained a [[NintendoHard hardcore]] dungeon crawler. \
218
219* ''VideoGame/DungeonCrawl'' (1997) vs. ''VideoGame/DungeonsOfDredmor'' (2011) vs. ''VideoGame/TalesOfMajEyal'' (2012)
220** '''Concept:''' Roguelikes typically played with tileset graphics as opposed to the traditional [=ASCII=] graphics, with a focus on polishing the genre for a modern audience.
221** '''Approach:''' ''Crawl'' is generally considered the heir to ''Nethack'', featuring a single dungeon, a hunger system as a time limit, and a focus on resource management. [=ToME=] has an overworld with many dungeons, no time limit of this type, almost no consumable resources to manage, and generally takes longer to play, a full game taking 12-18 hours as opposed to 4-8. \
222
223* ''VideoGame/DragonAgeII'' (2011) vs. ''VideoGame/TheWitcher2AssassinsOfKings'' (2011)
224** '''Concept:''' Sequels to {{Western RPG}}s set in a DarkFantasy setting with lots of BlackAndGrayMorality.
225** '''Approach:''' ''The Witcher'' is focused on one pre-set main character, while ''Dragon Age'' utilizes a customizable protagonist and party-based gameplay. \
226
227* ''VideoGame/{{Wasteland 2}}'' (2014) vs. ''VideoGame/{{Fallout 4}}'' (2015)
228** '''Concept:''' Sequels to [[WesternRPG western rpgs]] set in a [[AfterTheEnd Post-Apocalyptic]] United States.
229** '''Approach:''' ''Wasteland 2'' is played as an Isometric [=CRPG=] with a turn-based combat system similar to ''Fallout 1'' and ''2''. Like ''Fallout 3 ''and ''New Vegas'', ''Fallout 4'' is an action RPG that can be played in a first or third person perspective. Ironically, Wasteland 2 is made by many of the people (Director/Producer included) who worked on ''Fallout 1'' and ''2''. They created ''Fallout'' as a SpiritualSuccessor to ''Wasteland'' because they couldn't get the rights from Electronic Arts at that time. Now a lot of ''Fallout'' veterans see ''Wasteland 2'' as a SpiritualSuccessor to the first two ''Fallout'' games. \
230
231* ''VideoGame/HorizonZeroDawn'' (2017) vs. ''VideoGame/MassEffectAndromeda'' (2017)
232** '''Concept:''' Open-world [=WRPGs=] with a strong sci-fi bent, which were both released in Spring 2017.
233** '''Approach:''' Despite ''Horizon'' taking place AfterTheEnd, and ''Andromeda'' being a SpaceOpera, they shared a lot of similar story and gameplay elements, in particular the widespread presence of ancient, hostile machine enemies, and exploring high-tech underground installations. \
234
235* ''VideoGame/Fallout76'' (2018) vs. ''VideoGame/TheOuterWorlds'' (2019)
236** '''Concept:''' {{Action RPG}}s set in PunkPunk {{dystopia}}s.
237** '''Approach:''' ''Fallout 76'', developed and published by Creator/BethesdaSoftworks, is an online multiplayer {{prequel}} to the ''VideoGame/{{Fallout}}'' series, set on an AtomPunk [[AfterTheEnd post-nuclear Earth]]. ''The Outer Worlds'', developed by Creator/ObsidianEntertainment (developers of ''VideoGame/FalloutNewVegas'' and descended from ''Fallout'' creator Creator/BlackIsleStudios) and published by Creator/PrivateDivision, is a RaygunGothic single-player RPG set in a faraway MegaCorp-ridden space colony, and is largely [[CapitalismIsBad a satire of laissez-faire capitalism run amok]]. \
238[[/folder]]
239
240[[folder:Rhythm Game]]
241* ''VideoGame/DanceDanceRevolution'' (1998) vs. ''VideoGame/PumpItUp'' (1999)
242** '''Concept:''' Rhythm games that debuted extremely close to each other (November 1998 and August 1999, respectively) in which the player steps on panels as instructed by on-screen arrows.
243** '''Approach:''' ''Dance Dance Revolution'' is four panels and developed by Konami under their BEMANI line, ''Pump It Up'' is five panels and developed by Andamiro. Both games have their own unique styles and songlists, complete with in-house artists, and both sport more difficult modes of play for more advanced players, but each with their own spin. \
244
245* ''VideoGame/RockBand'' (2007) vs. ''VideoGame/GuitarHero'' post-''World Tour'' (2008)
246** '''Concept:''' Rhythm games wherein you play songs by hitting notes on a plastic guitar or drum pads, or sing along and try to match the pitch.
247** '''Approach:''' You read that right. Following the success of ''VideoGame/RockBand'', ''Guitar Hero'' added drums and vocals to its fourth main installment, which it continued to use in subsequent {{Mission Pack Sequel}}s. \
248
249* ''VideoGame/PowerGigRiseOfTheSixString'' (2010) vs. ''VideoGame/RockBand 3'' (2010)
250** '''Concept:''' Rhythm games that also teach you how to play real music.
251** '''Approach:''' ''Rock Band 3'' has keyboards, and cymbals for drums. ''Power Gig'' doesn't have keyboards or bass, and has air drums. \
252
253* ''VideoGame/JustDance'' (2009) vs. ''VideoGame/DanceCentral'' (2010)
254** '''Concept:''' Rhythm games that require you to dance. Notably, they both require you to do full-body motion.
255** '''Approach:''' ''Just Dance'' is, as the name implies, all about dancing, while ''Dance Central'' has some ExcusePlot and characterized [[VirtualPaperDoll avatars]], and was the first full-body dancing console game released (whereas Just Dance initially required the player to hold the Wiimote in one hand; the series was later adapted for Kinect beginning with ''Just Dance 3'', thus supporting full-body motion as well). However, ''Just Dance'' has several features not present in Dance Central, the most important one being having different dance routines for multiple players for the same song (in ''Dance Central'', this can only be achieved by having the two players choose different difficulty levels; Dance Central Spotlight changes this by including eight routines for every song). Also, the difficulty for the dance routines in ''Just Dance'' are on average easier. \
256
257* ''VideoGame/DanceCentral'' (2010) vs. ''VideoGame/DanceMasters'' (a.k.a. ''Dance Evolution'') (2010)
258** '''Concept:''' Rhythm games that require you to dance.
259** '''Approach:''' ''VideoGame/DanceCentral'' involves actual dancing while ''[=DanceMasters=]'' requires you to just hit targets or strike poses in the style of dancing. It is [[RuleOfFun fun]] to actually perform the dances involved in Masters, though. \
260
261* ''VideoGame/RockBand 4'' (2015) vs. ''VideoGame/GuitarHeroLive'' (2015)
262** '''Concept:''' [[{{Revival}} Resurrected]] music games wherein you play songs by using plastic instruments, both due for a late 2015 release.
263** '''Approach:''' ''Rock Band 4'' has the classic five button gameplay, allows transfer of most previous DLC and disc songs, and is intended to be a "platform" for all future updates through patches and further downloadable content rather than creating entirely new sequels. ''Live'' returns to guitar-only gameplay with a new, six button (three rows of three) controller. Due to changes in the gameplay system, previous songs, both on-disc and DLC, cannot be transferred to ''Live''. The ''Guitar Hero'' TV system seems intended to provide a better downloadable content experience to compete with ''Rock Band''[='=]s. \
264
265* ''VideoGame/AikatsuPhotoOnStage'' (2016) vs. ''VideoGame/EightBeatStory'' (2016) vs. ''Idol Connect -Asterisk Live-'' (2016)
266** '''Concept:''' Mobile female idol rhythm games which follows the success of ''VideoGame/LoveLiveSchoolIdolFestival'' and ''[[Franchise/TheIdolmaster The Idolm@ster Cinderella Girls]]''.
267** '''Approach:''' ''Idol Paradise'' relies on GPS as a method to scout for idols. ''Tokyo 7th Sisters'' has weekly events which has only breaks during maintenance. ''IDOL-RISM'' is the only idol game which has idols of both genders. ''Idol Chronicle'' has a relatively unique gimmick of having fixed characters and uses equipable clothing and accessories instead. ''Aikatsu Photo On Stage'' is an adaptation of a formerly existing game series. ''8 Beat Story'' has a unique system where characters can only evolve after maxing affections instead of levels or having duplicate copies in other rhythm games. ''Idol Connect -Asterisk Live-'' is more or less a clone of ''The Idolm@aster Cinderella Girls Starlight Stage'', except with an addition of a fan system. \
268[[/folder]]
269
270[[folder: Simulation]]
271* ''VideoGame/{{Gungriffon}}'' (1996) vs. ''VideoGame/ArmoredCore'' (1997)
272** '''Concept:''' Console mech games with a RealRobot flavour.
273** '''Approach:''' ''Armored Core'' is played from a third-person perspective and is heavily focused around [[CharacterCustomization building your own mech]]. ''Gungriffon'' is played from a cockpit view and casts the player as a participant in combined arms scenarios.
274[[/folder]]
275
276[[folder:Shoot 'em Up]]
277* ''VideoGame/{{Dodonpachi}}'' (1995) vs. ''Franchise/TouhouProject'' (1996)
278** '''Concept:''' {{Bullet Hell}}s featuring lots and lots of bullets and an ExcusePlot as per most Shoot 'em ups. The difference is ''Dodonpachi'' uses the traditional ships and Touhou is about little girls shooting each other.
279** '''Approach:''' It should be noted that when ZUN first unveiled the series, he made a direct TakeThat to ''Dodonpachi'', stating his series could have more bullets thanks to the HitboxDissonance. ...It's clear the idea caught on, because later installments of the Dodonpachi series and MOST Bullet Hells used this. \
280
281* ''VideoGame/{{One}}'' (1997) vs. ''VideoGame/{{Apocalypse}}'' (1998)
282** '''Concept:''' 3D overhead shooters exclusive to the original Platform/PlayStation, exhibited side by side at E3 1997.
283** '''Approach:''' ''One'' has more emphasis on platforming and cinematic setpieces. ''Apocalypse'' is more actioney and features Creator/BruceWillis's likeness as its main selling point; unfinished in its original version, the game was redeveloped by Neversoft after its resemblance to ''One'' was noted. \
284
285* ''Zombie Apocalypse'' (2009) vs. ''VideoGame/NationRed'' (2009) vs. ''Burn Zombie Burn'' (2009) vs. ''VideoGame/DeadNation'' (2010)
286** '''Concept:''' Downloadable [[TopDownView top-down]] shooters about surviving [[ZombieApocalypse the inevitable]].
287** '''Approach:''' ''VideoGame/DeadNation'' has a linear story mode and is the DarkerAndEdgier one of the group, while the rest (especially ''Burn Zombie Burn'') are more over-the-top. \
288[[/folder]]
289
290[[folder:Sports Game]]
291* ''VideoGame/NBAJam Extreme'' (1996) vs. ''NBA Hangtime'' (1996)
292** '''Concept:''' Fast-paced two-on-two basketball games with over-the-top dunks, no fouls besides goaltending, and players catching fire after making three straight baskets.
293** '''Approach:''' Midway made the first two NBA Jam games for arcades and Acclaim ported them to consoles. A dispute over the name led to a split where Acclaim kept the NBA Jam name and made a sequel, while Midway made its own sequel under a different name. Also notable is that ''Extreme'' is in 3D, while ''Hangtime'' remains 2D. \
294
295* ''VideoGame/TenEightySnowboarding'' (1998) vs. ''VideoGame/SnowboardKids'' (1998)
296** '''Concept:''' Two snowboarding games come out for the Platform/{{Nintendo 64}} almost simultaneously.
297** '''Approach:''' Though ''1080° Snowboarding'' was developed first, ''Snowboard Kids'' had a substantially shorter production cycle and actually beat ''1080'' to release by a few weeks. One crucial difference is that ''1080'' is focused on realistic snowboarding and executing tricks, but ''Snowboard Kids'' is essentially [[MascotRacer a kart racer with snowboarding physics]], with very stylized character design and surreal settings, and a focus on the racing aspect. \
298
299* ''VideoGame/TonyHawksProSkater'' (1999) vs. ''Dave Mirra Freestyle BMX'' (2000) vs. ''VideoGame/JetSetRadio'' (2000) vs. ''Aggressive Inline'' (2002) vs.''Evolution Skateboarding'' (2002)
300** '''Concept:''' Early extreme sports games
301** '''Approach:''' Activision and Neversoft put out ''THPS'', while the latter four were done by Acclaim, Z-Axis, SEGA and Konami respectively. ''AI'', ''Dave Mirra'' and ''Evolution'' generally copied the look and feel of the ''THPS'' games while ''Jet Set Radio'' tried to separate itself from the others through its use of CelShading and emphasis on Graffiti tagging. \
302
303* ''[[VideoGame/MaddenNFL Madden]] 2005'' vs. ''NFL 2K5''
304** '''Concept:''' Realistic football simulations based on the (then upcoming) 2005 NFL season.
305** '''Approach:''' Madden was more known for leaning more towards an arcadey-feel, while NFL 2K set out to be the most realistic football game in the market. NFL 2K5 also had the licence of ESPN and was able to use their personalities, while EA didn't have a particular network license, but it did have Al Michaels and John Madden calling the games. \
306
307* ''Kinect Sports'' (2010) vs. ''Sports Champions'' (2010)
308** '''Concept:''' [[MiniGameGame Sports game compilations]] showing off a system's new motion controls.
309** '''Approach:''' Let's face it, the real fight's between the control systems: ''Wii Sports'' demonstrated the Platform/{{Wii}} Remote, ''Kinect Sports'' is made for the Platform/Xbox360's controller-less camera system, and ''Sports Champions'' utilizes the [[Platform/PlayStation3 PlayStation Move]]. \
310
311* ''VideoGame/TonyHawksProSkater Proving Ground'' (2007) vs. ''VideoGame/{{Skate}}'' (2007)
312** '''Concept:''' WideOpenSandbox Skateboarding simulators.
313** '''Approach:''' ''Tony Hawk'' relied mostly on name recognition (with the Hawkman and several other pro skaters making appearances), while the ''skate'' series promised a different approach to trick control (utilizing both analog sticks on the [[Platform/PlayStation3 PS3]] and Platform/Xbox360 controllers instead of the face buttons and D-Pad). \
314
315** ''UFC 2009 Undisputed'' vs. ''EA Sports MMA'' (2010)
316** '''Concept:''' Video games based on UsefulNotes/MixedMartialArts, the former focusing on UFC (and Pride in a future installment), the latter on Strikeforce and several smaller promotions
317** '''Approach:''' When EA's game was announced, UFC President Dana White was furious, since he had failed to make a deal with EA before eventually partnering with THQ for ''Undisputed''. White later even declared that anyone who signs their likeness to EA will '''never''' work for UFC (which he later retracted). \
318[[/folder]]
319
320[[folder:Stealth Game]]
321* ''VideoGame/MetalGearSolid'' (1998) vs. ''VideoGame/SyphonFilter'' (1999) vs. ''VideoGame/SplinterCell'' (2002)
322** '''Concept:''' Stealth-based third-person action-adventure games in which you play as a grizzled badass soldier on covert missions, untangling complicated terrorist plots with the help ([[TheMole or hinderance]]) of MissionControl.
323** '''Approach:''' ''Metal Gear Solid'' mixes stealth gameplay and [[ShownTheirWork technical detail]] with [[HumongousMecha anime]] [[McNinja tropes]]. ''Syphon Filter'' blended stealth and run-and-gun gameplay with its conspiracy plot. ''Splinter Cell'' was supported by techno-thriller author Creator/TomClancy, and was more of a pure stealth game with a slower pace than the other two, though later installments leaned into the ActionizedSequel trope. ''Metal Gear Solid'' used an isometric perspective but later games moved to a traditional third-person camera, while ''Syphon Filter'' and ''Splinter Cell'' used traditional third-person perspectives from the start.
324[[/folder]]
325
326[[folder:Survival Horror]]
327* ''VideoGame/EternalDarkness'' (2002) vs. ''VideoGame/{{Resident Evil|1}}'' remake (2002)
328** '''Concept:''' Platform/NintendoGameCube-exclusive[[note]]The ''Resident Evil'' remake would later get an UpdatedRerelease in 2015 for PC, Platform/PlayStation3 and [[Platform/PlayStation4 4]], and Platform/Xbox360 and [[Platform/XboxOne One]][[/note]] survival horror games released in spring 2002, set in a vacant mansion filled with grotesque monsters and idiosyncratic puzzles. At the time, they were the only M-rated [=GameCube=] games on the market.
329** '''Approach:''' ''Eternal Darkness'' is a psychological horror game strongly inspired by the works of Creator/HPLovecraft, while ''Resident Evil'' (aka the [=REmake=]) relies more on BodyHorror, science fiction elements, and jump scares. \
330
331* ''Infestation: Survivor Stories'' (formerly ''The War Z'') (2012) vs. ''VideoGame/ZombiU'' (2012) vs. ''VideoGame/StateOfDecay'' (2013) vs. ''VideoGame/{{DayZ}}'' (2013) vs.
332** '''Concept:''' Four ZombieApocalypse games built heavily around survival, with players experiencing {{Permadeath}}s when killed and being given new characters instead of respawning.
333** '''Approach:''' ''[=DayZ=]'' began life as a PC-exclusive GameMod for ''VideoGame/{{ARMA}} II'' that takes place in that game's [[{{Ruritania}} Eastern European setting]], eventually being expanded into a stand-alone game in 2013. ''State of Decay'' and ''Infestation'' are set in [[FlyoverCountry rural America]], with ''Decay'' available on both Platform/XboxLiveArcade and PC, whereas ''Infestation'' is a PC exclusive. Finally, ''[=ZombiU=]'' takes place in UsefulNotes/{{London}} and is exclusive to the Platform/WiiU, making use of that console's touch screen controller. \
334
335* ''VideoGame/DeadByDaylight'' (2016) vs. ''VideoGame/FridayThe13thTheGame'' (2017) vs. ''VideoGame/LastYearTheNightmare'' (2018)
336** '''Concept:''' AsymmetricMultiplayer horror games where players take on the role of either the killer out of a SlasherMovie, or the would-be-victims trying to survive his rampage.
337** '''Approach:''' ''Dead By Daylight'' has a selection of original killers along with classic killers like Michael Myers from the ''Franchise/{{Halloween}}'' series, Leatherface from ''Film/TheTexasChainsawMassacre'' and Freddy Krugger from ''Franchise/ANightmareOnElmStreet'' to play as. ''Friday the 13th'' is a licensed adaptation of [[Franchise/FridayThe13th the film series]], boasting the involvement of special effects artist Creator/TomSavini, composer Harry Manfredini, and actor Creator/KaneHodder, all of whom are famous for their work on the films. Initially, the studio was working on a SpiritualAdaptation of the ''Friday'' films titled ''Slasher Vol. 1: Summer Camp'' (which would've dueled with the ''Friday'' game itself), but when Sean S. Cunningham (the director of the first film) saw their work, he gave them his blessing to make a licensed adaptation.\ ''Last Year'', meanwhile, was successfully funded through Website/{{Kickstarter}}, but is currently on hold due to an IP dispute with Creator/NewLineCinema over similarities to the ''Friday'' films. The developers have continued working on it, however, and intend to release it in fall 2018 with the offending elements removed. The game also notably has a more lighthearted tone, informed more by '90s teen horror movies than the '80s slasher influences of ''Friday'' or the TorturePorn of ''Dead by Daylight''. \
338[[/folder]]
339
340[[folder:Tower Defense]]
341* ''VideoGame/DungeonDefenders'' (2010) vs. ''VideoGame/OrcsMustDie'' (2011)
342** '''Concept:''' TowerDefense games with a mixture of third-person action and RPGElements.
343** '''Approach:''' ''VideoGame/OrcsMustDie'' is faster-paced and single-player, while ''VideoGame/DungeonDefenders'' is slower-paced but can be played with up to four players at a time.
344[[/folder]]
345
346[[folder:Turn-Based Strategy]]
347
348* ''VideoGame/FinalFantasyTactics'' (1997) vs. ''VideoGame/TacticsOgre'' ([=PS1=] UpdatedRerelease) (1997)
349** '''Concept:''' TurnBasedStrategy games for an EasternRPG series.
350** '''Approach:''' Both games were designed by Creator/YasumiMatsuno and were released in the same year (1997 in Japan and 1998 in North America; release order remained the same). It should be noted that ''Tactics Ogre'' is originally a 1995 Platform/SuperFamicom game and that ''Final Fantasy Tactics'' is its SpiritualSuccessor.\
351
352* ''VideoGame/StarWarsRebellion'' (1998) vs. ''Star Trek: VideoGame/BirthOfTheFederation'' (1999)
353** '''Concept:''' Strategy and empire-building games based on the ''Star Wars'' and ''Star Trek'' franchises.
354** '''Approach:''' Both games were released around a year apart. ''Rebellion'' (also known as ''Star Wars: Supremecy'') was a hybrid of turn-based and real-time elements, whereas ''Birth of the Federation'' was a more straight-up turn based game.\
355
356* ''VideoGame/XCOMEnemyUnknown''(2012) vs. ''VideoGame/{{Xenonauts}}'' (2012)
357** '''Concept:''' Squad-centric TurnBasedTactics games focused on repelling alien invasion due for release in 2012
358** '''Approach:''' Until Firaxis revealed ''Enemy Unknown'', which is a full-blown official "reimagining", ''Xenonauts'' was considered the only credible FanRemake of the original. ''Xenonauts'' is more faithful to the original's mechanics, while ''Enemy Unknown'' has made some changes to the formula. On the record, [[http://www.rockpapershotgun.com/2012/02/14/chat-xenonauts-dev-on-firaxis-and-outdoing-x-com/ both]] [[http://www.rockpapershotgun.com/2012/05/05/firaxis-on-xcom-vs-xenonauts-optional-kill-cam/#more-107061 sides]] are fairly sporting about the competition.\
359
360* ''VideoGame/{{Eador}}: Masters of the Broken World'' (2013) vs. ''VideoGame/AgeOfWonders3'' (2014) vs. ''[[VideoGame/{{Majesty}} Warlock 2: The Exiled]]'' (2014)
361** '''Concept:''' Turn-based strategy games set in fantasy worlds with hex-based battlefields released in late 2013/early 2014. Also, three of the four games are sequels to other turn-based fantasy games, two of whom were direct competitors (''Elemental'' and ''Warlock'').
362** ''Age of Wonders'' has the pedigree and history, with this being the first entry in the series since 2003. ''Warlock'' is based off of the ''Majesty'' universe, but is considered the spiritual successor to ''Wonders'' old rival ''VideoGame/MasterOfMagic'' and was released to take advantage of ''Wonders'' fans' waiting. ''Elemental'' is marred by the abysmal failure of its first game, while ''Eador'' brings something different to the table with its "shards" of territory.\
363
364* ''VideoGame/AutoChess'' (2019) vs. ''VideoGame/DotaUnderlords'' (2019) vs. ''[[VideoGame/LeagueOfLegends Teamfight Tactics]]'' (2019) vs.''[[VideoGame/{{Hearthstone}} Hearthstone Battlegrounds]]'' (2019)
365** '''Concept:''' "Autobattler" games: players buy units, place them on a grid, and have them fight against other players' armies.
366** '''Approach:''' ''Auto Chess'' started off as a very popular GameMod in ''VideoGame/Dota2''. Valve attempted to contact the mod's creators, Drodo Games, to collaborate with them in making a stand-alone version of the mod (similar to ''Dota 2'''s own history as a custom game in ''VideoGame/{{Warcraft}} III''), but found that they had already started work on such a project, so they made ''Dota Underlords'' in response. ''Dota Underlords'' thus started out as a nearly identical port of ''Auto Chess'', though later patches have since caused it to become significantly different by introducing new items, heroes, alliances, and [[HeroUnit Underlord units]]. ''Teamfight Tactics'' is Riot's own answer to the autobattler phenomenon, featuring ''League of Legends'' characters and items. Unlike its competitors, ''TFT'' is played on a hexagon-based grid, and it is played within the ''League of Legends'' client, rather than as its own stand-alone game; this also means it does not have a mobile version, unlike the other games mentioned here. ''Battlegrounds'', Blizzard's take, uses a simplified format with two rows on the field instead of a grid and combat using a fully turn-based attack order. It is also directly built into ''Hearthstone's'' client, and is available on both PC and mobile.\
367[[/folder]]
368
369[[folder:Miscellaneous]]
370* ''VideoGame/MarioPaint'' (1992) vs. ''Art Alive'' (1992)
371** '''Concept:''' Console painting programs.
372** '''Approach:''' Even though Sega released Art Alive first in 1991, ''Mario Paint'''s SNES Mouse made painting easier and had more things to do with its custom stamp maker and music composer, and the flyswatter game made ''Mario Paint'' more recognizable.\
373
374* ''VideoGame/TheFiremen'' (1994) vs. ''The Ignition Factor'' (1994)
375** '''Concept:''' Super Nintendo Action games where you play as fire fighters, putting out fires.
376** '''Approach:''' Of the two, ''The Firemen'' is more cartoony, while ''The Ignition Factor'' is more grounded in reality.\
377
378* ''All-Star Cheer Squad'' (2008) vs. ''VideoGame/WeCheer'' (2008)
379** '''Concept:''' Platform/{{Wii}}-based cheerleading games.
380** '''Approach:''' THQ's ''ASCS'' shoots for realism, while Bandai Namco's ''We Cheer'' games take a more cartoony approach.\
381
382* ''VideoGame/TheElderScrollsVSkyrim'' (2011) vs. ''VideoGame/DragonsDogma'' (2012)
383** '''Concept:''' WideOpenSandbox HighFantasy [[ActionRPG Action RPGs]] with a large focus on dragons as an antagonistic force.
384** '''Approach:''' ''Skyrim'' is the fifth game in the long-running ''[[Franchise/TheElderScrolls Elder Scrolls]]'' series, while ''Dragon's Dogma'' was created by Japanese developer Capcom. ''Dragon's Dogma'', however, has much in common with Western [=RPGs=], particularly from an aesthetic standpoint.\
385
386* ''VisualNovel/KatawaShoujo'' (2012) vs. ''VisualNovel/EverlastingSummer'' (2013)
387** '''Concept:''' {{Animesque}} freeware visual novels with romance and erotic elements, both made in the West and originated on ImageBoards (Website/FourChan and the Russian iichan) roughly at the same time. Both have AnAesop: "the disabled are people too" and "don't waste your life".
388** '''Approach:''' ''Summer'' was originally conceived as a horror game and so is more fantastical than ''Katawa'', including elements of time travel, alternate dimensions and such. Also ''Summer'' wears its imageboard origins on its sleeve, with lots of references to Russian anon culture and in-jokes.\
389
390* ''VideoGame/FateGrandOrder'' (2015 (JPN), 2017 (NA)) vs. ''VideoGame/FireEmblemHeroes'' (2017)
391** '''Concept:''' Gacha games based on two [[Franchise/{{Nasuverse}} established]] [[Franchise/FireEmblem franchises]], with an overarching original story and the catch of gathering your favorite characters throughout the franchises to form a dream team as well as being playfully referred as a 'waifu simulator' using both franchises' characters.
392** '''Approach:''' ''FGO'' was a Japanese exclusive release at first, ''FEH'' had a simultaneous global release, then ''FGO'' had its global release two months later. Because of this, the ''FGO'' NA players actually are given insight on what to come next in order to prepare their savings.\
393
394* ''VideoGame/EnsembleStars'' (2015) vs. ''VideoGame/{{IDOLiSH7}}'' (2015) vs. ''VideoGame/TheIdolmasterSideM'' (2015)
395** '''Concept:''' Idol training games born from the gamut of idol training games made in the mid 2010s, but focusing on boys instead of girls.
396** '''Approach:''' The majority of these games are spinoff of some sort; ''Enstars'' is a spinoff of the female idol training game ''Ensemble Girls!'' from the same company, and ''[=SideM=]'' is spun off from the main ''[[VideoGame/TheIdolmaster iDOLM@STER]]'' franchise.. ''[=IDOLiSH=]'', on the other hand, is an original work.\
397
398* ''VideoGame/{{Dreams}}'' (2020) vs. ''VideoGame/GameBuilderGarage'' (2021)
399** '''Concept:''' Console-exclusive GameMaker games that uses built-in programming nodes to program game logic.
400** '''Approach:''' ''Dreams'' is a SpiritualSuccessor to the ''VideoGame/LittleBigPlanet'' games, allowing players to design detailed environments, characters, and even sounds and music. ''Game Builder Garage'' is a stand-alone expansion of the "Toy-Con Garage" editor from ''VideoGame/NintendoLabo'' and is simpler to use than ''Dreams'', but is more limited in that only built-in models, characters and environments can be used, outside of a limited sprite editor. Last but not least, ''Dreams'' has an in-game online portal allowing players to easily find new content while ''Game Builder Garage'' content can only be shared through codes on other online platforms.\
401[[/folder]]

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