Follow TV Tropes

Following

History Main / FranchiseCodifier

Go To

OR

Is there an issue? Send a MessageReason:
None


* ''VideoGame/FinalFantasyIV'' influenced the franchise decades after its original release due to how radically different it was from previous entries, both narratively and gameplay-wise. On the narrative side of things, the game follows the story of several named, well-defined and speaking party members (unlike the first and third entry) and was the first ''Final Fantasy'' game to truly focus on the story and character interactions. On the gameplay side, the game was the first to use the classic [[CombatantCooldownSystem ''Active Time Battle'' system]] for its turn-based combat, as well as being the first game in the series in which ''all'' characters have defined combat Jobs and skills that make them unique from one another. While the game definitely suffers from a case of SeinfeldIsUnfunny nowadays, its impact on the franchise as a whole is undeniable, especially on the much beloved sixth entry in the series.

to:

* ''VideoGame/FinalFantasyIV'' influenced the franchise decades after its original release due to how radically different it was from previous entries, both narratively and gameplay-wise. On the narrative side of things, the game follows the story of several named, well-defined and speaking party members (unlike the first and third entry) and was the first ''Final Fantasy'' game to truly focus on the story and character interactions. On the gameplay side, the game was the first to use the classic [[CombatantCooldownSystem ''Active Time Battle'' system]] for its turn-based combat, as well as being the first game in the series in which ''all'' characters have defined combat Jobs and skills that make them unique from one another. While the game definitely suffers from a case of SeinfeldIsUnfunny OnceOriginalNowCommon nowadays, its impact on the franchise as a whole is undeniable, especially on the much beloved sixth entry in the series.

Added: 722

Changed: 2498

Is there an issue? Send a MessageReason:
This violates indentation rules


* ''ComicBook/TeenTitans'': The entire "New Teen Titans" relaunch in the mid-80s completely reimagined the Titans and has gone on to define the franchise so much that various adaptations of the team have usually included some combination of Beast Boy, Starfire and Raven on the team, despite them not being on the original roster.[[note]]Following the DC ComicBook/New52 relaunch in 2011, Cyborg has been utilized more as a founding member of the Justice League, rather than a Teen Titan.[[/note]] This run's storylines, such as ''ComicBook/TheJudasContract'' and ''ComicBook/TheTerrorOfTrigon'', are usually also heavily followed up in later comic stories and incorporated in adaptations. It was in this series that Dick Grayson went from Robin to ComicBook/{{Nightwing}}, and that has [[SidekickGraduationsStick remained his identity]] ever since. Even adaptations usually either [[AdaptationDistillation quickly transition him into Nightwing]] or start with him already using the identity.
** A second wave of franchise codifying was brought by ''WesternAnimation/TeenTitans2003'', and is probably the most iconic and influential one. Almost all the comics, video games, animations and every other adaptation that came after took elements from the cartoon. The team rooster presented by cartoon is the most known version to the wide audience and is often copied by [[VideoGame/InjusticeGodsAmongUs video games]], [[WesternAnimation/DCUniverseAnimatedOriginalMovies animated movies]], [[Series/Titans2018 tv shows]] and even [[ComicBook/TeenTitansRebirth comics]]. And chances are that most of the {{Shout Out}}s from completely unrelated pieces of media about the Titans, are going to be inspired mostly by the cartoon.

to:

* ''ComicBook/TeenTitans'': ''ComicBook/TeenTitans'':
**
The entire "New Teen Titans" relaunch in the mid-80s completely reimagined the Titans and has gone on to define the franchise so much that various adaptations of the team have usually included some combination of Beast Boy, Starfire and Raven on the team, despite them not being on the original roster.[[note]]Following the DC ComicBook/New52 relaunch in 2011, Cyborg has been utilized more as a founding member of the Justice League, rather than a Teen Titan.[[/note]] This run's storylines, such as ''ComicBook/TheJudasContract'' and ''ComicBook/TheTerrorOfTrigon'', are usually also heavily followed up in later comic stories and incorporated in adaptations. It was in this series that Dick Grayson went from Robin to ComicBook/{{Nightwing}}, and that has [[SidekickGraduationsStick remained his identity]] ever since. Even adaptations usually either [[AdaptationDistillation quickly transition him into Nightwing]] or start with him already using the identity.
** A ''WesternAnimation/TeenTitans2003'' brought a second wave of franchise codifying was brought by ''WesternAnimation/TeenTitans2003'', codifying, and is probably the most iconic and influential one. Almost all the comics, video games, animations and every other adaptation that came after took elements from the cartoon. The team rooster presented by cartoon is the most known version to the wide audience and is often copied by [[VideoGame/InjusticeGodsAmongUs video games]], [[WesternAnimation/DCUniverseAnimatedOriginalMovies animated movies]], [[Series/Titans2018 tv shows]] and even [[ComicBook/TeenTitansRebirth comics]]. And chances are that most of the {{Shout Out}}s from completely unrelated pieces of media about the Titans, are going to be inspired mostly by the cartoon.
Is there an issue? Send a MessageReason:
None


* The ''Franchise/MonsterVerse''' version of Godzilla is this for the Japanese ''Franchise/Godzilla''. Ever since 2014, Monsterverse Godzilla strongly influenced most of Toho's projects regarding the kaiju in its design and powerset. For example, [[Anime/GodzillaPlanetOfTheMonsters Godzilla Earth]] from the anime movie trilogy has a near identical design, and [[Film/GodzillaMinusOne Godzilla Minus One]] got the blue atomic breath glow effect that charges from the tail through his dorsal scales.

to:

* The ''Franchise/MonsterVerse''' version of Godzilla is this for the Japanese ''Franchise/Godzilla''.''Franchise/{{Godzilla}}''. Ever since 2014, Monsterverse Godzilla strongly influenced most of Toho's projects regarding the kaiju in its design and powerset. For example, [[Anime/GodzillaPlanetOfTheMonsters Godzilla Earth]] from the anime movie trilogy has a near identical design, and [[Film/GodzillaMinusOne Godzilla Minus One]] got the blue atomic breath glow effect that charges from the tail through his dorsal scales.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The ''Franchise/MonsterVerse''' version of Godzilla is this for the Japanese ''Franchise/Godzilla''. Ever since 2014, Monsterverse Godzilla strongly influenced most of Toho's projects regarding the kaiju in its design and powerset. For example, [[Anime/GodzillaPlanetOfTheMonsters Godzilla Earth]] from the anime movie trilogy has a near identical design, and [[Film/GodzillaMinusOne Godzilla Minus One]] got the blue atomic breath glow effect that charges from the tail through his dorsal scales.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** A second wave of franchise codifying was brought by ''WesternAnimation/TeenTitans2003'', and is probably the most iconic and influential one. Almost all the comics, video games, animations and every other adaptation that came after took elements from the cartoon. The team rooster presented by cartoon is the most known version to the wide audience and is often copied by [[VideoGame/InjusticeGodsAmongUs video games]], [[WesternAnimation/DCUniverseAnimatedOriginalMovies animated movies]], [[Series/Titans2018 tv shows]] and even [[ComicBook/TeenTitansRebirth comics]]. And chances are that most of the {{Shout Out}}s from completely unrelated pieces of media about the Titans, are going to be inspired mostly by the cartoon.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/SonicUnleashed'' took the "Boost formula" from the ''[[VideoGame/SonicRushSeries Sonic Rush]]'' games and brought it to 3D, leading to it being used in most subsequent 3D games in the series, including ''VideoGame/SonicColors'', ''VideoGame/SonicGenerations'', and ''VideoGame/SonicForces''. These feature levels that switch between 3D and 2D, and the titular "Boost function" that allows Sonic to vastly increase his speed with the press of a button, limited only by a meter.

to:

** ''VideoGame/SonicUnleashed'' took the "Boost formula" from the ''[[VideoGame/SonicRushSeries Sonic Rush]]'' ''VideoGame/SonicRush'' games and brought it to 3D, leading to it being used in most subsequent 3D games in the series, including ''VideoGame/SonicColors'', ''VideoGame/SonicGenerations'', and ''VideoGame/SonicForces''. These feature levels that switch between 3D and 2D, and the titular "Boost function" that allows Sonic to vastly increase his speed with the press of a button, limited only by a meter.
Is there an issue? Send a MessageReason:
Aliens has a "yonic" (vaginal) "I" in the title and it blantantly gave the facehuggers vaginal mouths and phallic/yonic tongues. The psychosexual imagery is still pretty strong in Aliens, just slightly less than the first film.


* ''Franchise/{{Alien}}'': The first film, simply titled ''Film/{{Alien}}'', was a claustrophobic horror movie that aimed for slow, visceral terror and existential dread more than action or quick scares. It was well-received for its time, but it was the second film, ''Film/{{Aliens}}'', which codified how the franchise would be portrayed from then on. For starters, it was the first movie where the threat was multiple Xenomorphs, rather than a single one; it was also an ActionizedSequel that went for big shootouts, explosions, and characters dying off in waves. It also greatly toned down on the sexual imagery of the previous film, to the point that many people no longer even realize that the alien facehuggers, the alien ships, and various other imagery, are meant to be allegories for sexual assault. For the most part, the franchise has become a big budget action-horror franchise with any themes involved as secondary.

to:

* ''Franchise/{{Alien}}'': The first film, simply titled ''Film/{{Alien}}'', was a claustrophobic horror movie that aimed for slow, visceral terror and existential dread more than action or quick scares. It was well-received for its time, but it was the second film, ''Film/{{Aliens}}'', which codified how the franchise would be portrayed from then on. For starters, it was the first movie where the threat was multiple Xenomorphs, rather than a single one; it was also an ActionizedSequel that went for big shootouts, explosions, and characters dying off in waves. It also greatly toned down on the sexual imagery of the previous film, to the point that many some people no longer even realize that the alien facehuggers, the alien ships, and various other imagery, are meant to be allegories for sexual assault. For the most part, the franchise has become a big budget action-horror franchise with any themes involved as secondary.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Music/TypeONegative's ''Music/BloodyKisses'' solidified the band's Goth/Doom style, following the thrash-influenced EarlyInstallmentWeirdness of ''Slow, Deep and Hard'' and the fake live album ''The Origin of the Feces'', and establishes or codifies many tropes appearing on subsequent albums, such as the use of the AlbumIntroTrack, soundscape interludes, DarkerAndEdgier cover songs, Peter Steele's [[BlackComedy dark sense of humor]], [[StepUpToTheMicrophone occasional vocals from guitarist Kenny Hickey]], and many songs having NoEnding.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/CallOfDuty4ModernWarfare'' defined the series in many ways. Beside expanding the series beyond the UsefulNotes/WorldWarII setting, ''Modern Warfare'' went for a more dramatic Hollywood blockbuster-style narrative compared to the sparse and disjointed narrative of the previous WWII games. Its biggest legs however would be found in the multiplayer mode, with its experience-based unlocking system, class and weapon customizations and killstreak mechanic becoming mainstays of not only future ''VideoGame/CallOfDuty'' titles, but [[FollowTheLeader countless other shooters]] in its wake.

to:

* ''VideoGame/CallOfDuty4ModernWarfare'' defined the series in many ways. Beside expanding the series beyond the UsefulNotes/WorldWarII setting, ''Modern Warfare'' went for a more dramatic Hollywood blockbuster-style narrative compared to the sparse and disjointed narrative of the previous WWII games. Its biggest legs however would be found in the multiplayer mode, with its persistent experience-based unlocking system, class and weapon customizations customization, and killstreak mechanic becoming mainstays of not only future ''VideoGame/CallOfDuty'' titles, but [[FollowTheLeader countless other shooters]] in its wake.
Is there an issue? Send a MessageReason:
Yes, eighth. Alien Rangers was part of the third season.


* ''Series/PowerRangersLightspeedRescue'' (the sixth series/ninth season) was the first ''Franchise/PowerRangers'' season to be wholly self-contained, with characters from the previous season only appearing in the team-up episode. This would become the standard for almost two decades, until Hasbro bought the brand.

to:

* ''Series/PowerRangersLightspeedRescue'' (the sixth series/ninth series/eighth season) was the first ''Franchise/PowerRangers'' season to be wholly self-contained, with characters from the previous season only appearing in the team-up episode. This would become the standard for almost two decades, until Hasbro bought the brand.
Is there an issue? Send a MessageReason:
Nope. It started with Ultra Q. Since you get the very badic wrong, pardon me to not trust the rest.


* The ''Franchise/UltraSeries'' started off with ''Series/{{Ultraman}}'', which introduced audiences to the Ultras, and continues with ''Series/{{Ultraseven}}'' that established the franchise as a sci-fi show. But it's not until the third installment, ''Series/ReturnOfUltraman'', where the franchise starts developing an identity:
** A show that combines elements of sci-fi and kaiju films.
** The concept of a team of Ultramen making rounds guarding various planets across the galaxy, with a member stationed on earth every few years to deal with rising kaiju threats.
** That each and every show will introduce a whole different Ultraman than the previous, as well as a different defense team.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The ''Franchise/UltraSeries'' started off with ''Series/{{Ultraman}}'', which introduced audiences to the Ultras, and continues with ''Series/{{Ultraseven}}'' that established the franchise as a sci-fi show. But it's not until the third installment, ''Series/ReturnOfUltraman'', where the franchise starts developing an identity:
** A show that combines elements of sci-fi and kaiju films.
** The concept of a team of Ultramen making rounds guarding various planets across the galaxy, with a member stationed on earth every few years to deal with rising kaiju threats.
** That each and every show will introduce a whole different Ultraman than the previous, as well as a different defense team.
Is there an issue? Send a MessageReason:
None


** ''ComicBook/CivilWar'' was not a cosmic-scale crossover event, but it still managed to become Marvel's most successful one of all time. Its success opened the floodgates for many other storylines in the same vein, which pitted some or all superheroes [[GoodVsGood fighting each other]] instead of supervillains. From this, events such as ''Schism'', ''ComicBook/AvengersVsXmen'', ''ComicBook/SecretWars2015'', ''ComicBook/CivilWarII'' and ''ComicBook/InhumansVsXMen'' all featured teams or factions of heroes fighting against one another. Furthermore, 2020's ''ComicBook/{{Outlawed}}'' event would follow a similar story development, whereas some heroes (in this case, {{Kid Hero}}es) have become outlawed and must operate in the shadows or on the run.

to:

** ''ComicBook/CivilWar'' ''ComicBook/CivilWar2006'' was not a cosmic-scale crossover event, but it still managed to become Marvel's most successful one of all time. Its success opened the floodgates for many other storylines in the same vein, which pitted some or all superheroes [[GoodVsGood fighting each other]] instead of supervillains. From this, events such as ''Schism'', ''ComicBook/AvengersVsXmen'', ''ComicBook/SecretWars2015'', ''ComicBook/CivilWarII'' and ''ComicBook/InhumansVsXMen'' all featured teams or factions of heroes fighting against one another. Furthermore, 2020's ''ComicBook/{{Outlawed}}'' event would follow a similar story development, whereas some heroes (in this case, {{Kid Hero}}es) have become outlawed and must operate in the shadows or on the run.
Is there an issue? Send a MessageReason:
None


* ''Series/PowerRangersLightspeedRescue'' was the first ''Franchise/PowerRangers'' season to be wholly self-contained, with characters from the previous season only appearing in the team-up episode. This would become the standard for almost two decades, until Hasbro bought the brand.

to:

* ''Series/PowerRangersLightspeedRescue'' (the sixth series/ninth season) was the first ''Franchise/PowerRangers'' season to be wholly self-contained, with characters from the previous season only appearing in the team-up episode. This would become the standard for almost two decades, until Hasbro bought the brand.
Is there an issue? Send a MessageReason:
None


* The Literature/VorkosiganSaga finds its main hero when Miles Vorkosigan takes over as series protagonist in ''The Warrior's Apprentice'', which features the [[BavarianFireDrill Bavarian Fire Drills]], [[IndyPloy wild improvisation]], RefugeInAudacity and moral dilemmas which the series is known for.

to:

* The Literature/VorkosiganSaga finds its main hero when Miles Vorkosigan takes over as series protagonist in ''The Warrior's Apprentice'', Apprentice''[[note]]second book in publication order[[/note]], which features the [[BavarianFireDrill Bavarian Fire Drills]], [[IndyPloy wild improvisation]], RefugeInAudacity and moral dilemmas which the series is known for.
Is there an issue? Send a MessageReason:
None


** First, ''VideoGame/PokemonGoldAndSilver'' introduced a slew of new mechanics, including held items, separate special attack and special defense stats, breeding, [[PaletteSwap shinies]], a day/night cycle, and two new types. They also set the trend of putting legendaries on the boxarts. ''Crystal'' then added a female player character.

to:

** First, ''VideoGame/PokemonGoldAndSilver'' introduced a slew of new mechanics, including held items, separate special attack and special defense stats, breeding, [[PaletteSwap shinies]], a day/night cycle, and two new types. They also set the trend of putting legendaries on the boxarts. ''Crystal'' then added the option to play as a female player character.



* ''VideoGame/SniperElite3'' introduced a lot of new features to the series formula that stuck in later titles, namely a number of AntiFrustrationFeatures such the option to save, and a RealTimeWeaponChange system in the form of a wheel HUD. In addition, this game was where maps became less linear and more open world, with optional objectives added in order to encourage map exploration, not to mention fleshing out the stealth mechanics to allow for quieter playstyles where players can stalk and quietly pick off ''every'' target.

to:

* ''VideoGame/SniperElite3'' introduced a lot of new features to the series formula that stuck in later titles, namely a number of AntiFrustrationFeatures such as the option to save, save mid-mission, and a RealTimeWeaponChange system in the form of a wheel HUD. In addition, this game was where maps became less linear and more open world, with optional objectives added in order to encourage map exploration, not to mention fleshing out the stealth mechanics to allow for quieter playstyles where players can stalk and quietly pick off ''every'' target.target, compared to ''VideoGame/SniperEliteV2'' where stealth mechanics were almost entirely restricted to getting into a good position before loudly murdering an entire platoon.



** ''VideoGame/SonicTheHedgehog2'' was a massive game changer for the franchise and would introduce many elements that would become iconic staples for the franchise going forward, such as the two act structure (Aside from Metropolis, which still uses the three act structure from the first game), the spin-dash, the half-pipe special stages, multiple playable characters besides Sonic (in the form of Tails) and Sonic's {{Super Mode}}. It would also increase the Chaos Emerald count from six to seven, which would become the norm for the series going forward (particularly from ''VideoGame/SonicAdventure'' and onwards).

to:

** ''VideoGame/SonicTheHedgehog2'' was a massive game changer for the franchise and would introduce many elements that would become iconic staples for the franchise going forward, such as the every zone being split into two act structure (Aside acts (aside from Metropolis, which still uses the three act structure from the first game), the spin-dash, the half-pipe special stages, multiple playable characters besides Sonic (in the form of Tails) and Sonic's {{Super Mode}}. It would also increase the Chaos Emerald count from six to seven, which would become the norm for the series going forward (particularly from ''VideoGame/SonicAdventure'' and onwards).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Film/FirstBlood'', the first ''Franchise/{{Rambo}}'' film, is much less bloody than the subsequent films, with Rambo killing only a single person. The film is more of a tragedy than an action movie, focusing on Rambo's inability to function normally due to his Vietnam-induced PTSD. The bad guys are not scary foreigners, but local, American cops. From ''Film/RamboFirstBloodPartII'' onward, Rambo is a BackedByThePentagon one-man slaughter machine and fighting for the US government in foreign lands against America's enemies.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Burnout}}'' was definited by its third game. The first two games are straightforwarded racers with no combat elements (outside of a few "pursuit missions" in the second game), the main gameplay gimmick being the ability to chain NitroBoost by "burning out" a full tank of boost without letting go. ''Burnout 3: Takedown'' shifts the focus to VehicularCombat, incentivizing players to [[CarFu shunt, slam and t-bone other contestants]] to expand and refill their boost bar. A ChannelHop from Acclaim to Electronic Arts also lead to the soundtracks going from original instrumental compositions to a licensed selection of rock, pop and alternative hits. All of the following mainline games maintained the additions ''Takedown'' made to the series.
* ''VideoGame/CallOfDuty4ModernWarfare'' defined the series in many ways. Beside expanding the series beyond the UsefulNotes/WorldWarII setting, ''Modern Warfare'' went for a more dramatic Hollywood blockbuster-style narrative compared to the sparse and disjoincted narrative of the previous WWII games. Its biggest legs however would be found in the multiplayer mode, with its experience-based unlocking system, class and weapon customizations and killstreak mechanic becoming mainstays of not only future ''VideoGame/CallOfDuty'' titles, but [[FollowTheLeader countless other shooters]] in its wake.

to:

* ''VideoGame/{{Burnout}}'' was definited defined by its third game. The first two games are straightforwarded racers with no combat elements (outside of a few "pursuit missions" in the second game), the main gameplay gimmick being the ability to chain NitroBoost by "burning out" a full tank of boost without letting go. ''Burnout 3: Takedown'' shifts the focus to VehicularCombat, incentivizing players to [[CarFu shunt, slam and t-bone other contestants]] to expand and refill their boost bar. A ChannelHop from Acclaim to Electronic Arts also lead to the soundtracks going from original instrumental compositions to a licensed selection of rock, pop and alternative hits. All of the following mainline games maintained the additions ''Takedown'' made to the series.
* ''VideoGame/CallOfDuty4ModernWarfare'' defined the series in many ways. Beside expanding the series beyond the UsefulNotes/WorldWarII setting, ''Modern Warfare'' went for a more dramatic Hollywood blockbuster-style narrative compared to the sparse and disjoincted disjointed narrative of the previous WWII games. Its biggest legs however would be found in the multiplayer mode, with its experience-based unlocking system, class and weapon customizations and killstreak mechanic becoming mainstays of not only future ''VideoGame/CallOfDuty'' titles, but [[FollowTheLeader countless other shooters]] in its wake.



* ''VideoGame/{{Fallout}}'': The first two games, while well received at the time and considered classics are markedly different from the later games. When Creator/{{Bethesda}} acquired the rights to the series they radically retooled the franchise into a first person perspective role playing shooter instead of the isometric pure role playing game the previous incarnations had been, repositioning the franchise from a modestly profitable niche seller to a multimillion dollar franchise selling tens of millions of copies around the world.

to:

* ''VideoGame/{{Fallout}}'': The first two games, while well received at the time and considered classics classics, are markedly different from the later games. When Creator/{{Bethesda}} acquired the rights to the series they radically retooled the franchise into a first person perspective role playing shooter instead of the isometric pure role playing game the previous incarnations had been, repositioning the franchise from a modestly profitable niche seller to a multimillion dollar franchise selling tens of millions of copies around the world.



** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' marked a shift to rendered models and more realistic character proportions, a style that, with [[VideoGame/TheLegendOfZeldaTheWindWaker one exception]], would dominate the 3D home console games that would serve as the franchise's flagship titles. The game also defined set standards for Link and Zelda's character designs, applied the experiments with character-driven story in ''VideoGame/TheLegendOfZeldaLinksAwakening'' to a far grander scale, and introduced many important setting elements that would remain important in subsequent titles, including the Gerudo, Gorons, Zora[[note]]Technically prior games had Zora, they were monstrous enemies, instead of the friendly NPC race that they were in ''Ocarina of Time'' and beyond.[[/note]], the Great Deku Tree, and the use of time travel. Most prominently, it properly introduced [[BigBad Ganon]]'s human form, Ganondorf -- who was only briefly mentioned in the manual of ''A Link to the Past''. The PigMan Ganon became his OneWingedAngel form, which most 3D installments of the series would take influence from, if not directly follow.

to:

** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' marked a shift to rendered models and more realistic character proportions, a style that, with [[VideoGame/TheLegendOfZeldaTheWindWaker one exception]], would dominate the 3D home console games that would serve as the franchise's flagship titles. The game also defined set standards for Link and Zelda's character designs, applied the experiments with character-driven story in ''VideoGame/TheLegendOfZeldaLinksAwakening'' to a far grander scale, and introduced many important setting elements that would remain important in subsequent titles, including the Gerudo, Gorons, Zora[[note]]Technically prior games had Zora, but they were monstrous enemies, enemies instead of the friendly NPC race that they were became in ''Ocarina of Time'' and beyond.[[/note]], the Great Deku Tree, and the use of time travel. Most prominently, it properly introduced [[BigBad Ganon]]'s human form, Ganondorf -- who was only briefly mentioned in the manual of ''A Link to the Past''. The PigMan Ganon became his OneWingedAngel form, which most 3D installments of the series would take influence from, if not directly follow.



* ''VideoGame/QuakeII'' started up as a DolledUpInstallment of ''VideoGame/QuakeI'', but it introduced a LOT of mainstays in the series later perfected by posterior games: the [[SniperRifle Railgun]], the Hyperblaster[[note]]which sans ''III'' appeared in every other installment: as a regular weapon in ''IV'', as a Strogg-side weapon in ''VideoGame/EnemyTerritoryQuakeWars'' and as a weapon skin in ''VideoGame/QuakeChampions''[[/note]], the [[{{BFG}} BFG10K]][[note]]which later found use in ''VideoGame/QuakeIV''[[/note]], and the most important feature: the Human vs. Strogg arc, further explored in all of the other games[[note]]''III'' and ''Champions'' feature playable Strogg characters, {{prequel}} ''ETQW'' features the Strogg as a playable ''race'' and {{sequel}} ''IV'' was all about the human counterattack on Stroggos[[/note]] ever since.

to:

* ''VideoGame/QuakeII'' started up as a DolledUpInstallment of ''VideoGame/QuakeI'', but it introduced a LOT of mainstays in the series later perfected by posterior later games: the [[SniperRifle Railgun]], the Hyperblaster[[note]]which sans ''III'' appeared in every other installment: as a regular weapon in ''IV'', as a Strogg-side weapon in ''VideoGame/EnemyTerritoryQuakeWars'' and as a weapon skin in ''VideoGame/QuakeChampions''[[/note]], the [[{{BFG}} BFG10K]][[note]]which later found use in ''VideoGame/QuakeIV''[[/note]], and the most important feature: the Human vs. Strogg arc, further explored in all of the other games[[note]]''III'' and ''Champions'' feature playable Strogg characters, {{prequel}} ''ETQW'' features the Strogg as a playable ''race'' and {{sequel}} ''IV'' was all about the human counterattack on Stroggos[[/note]] ever since.



** After the somewhat mixed reception of ''VideoGame/ResidentEvil6'', Capcom went back to the drawing board and gave the series another gameplay overhaul. With ''VideoGame/ResidentEvil7Biohazard'', they transitioned to a first-person perspective and downplayed the action in favor of returning to the series' SurvivalHorror roots. While ''VideoGame/ResidentEvilVillage'' continued with this new paradigm, the ''VideoGame/ResidentEvil2Remake'', ''VideoGame/ResidentEvil3Remake'', and ''VideoGame/ResidentEvil4Remake'' play like a modernized version of ''Resident Evil 4'', suggesting Capcom intends for the two styles to co-exist going forward.

to:

** After the somewhat mixed reception of ''VideoGame/ResidentEvil6'', Capcom went back to the drawing board and gave the series another gameplay overhaul. With ''VideoGame/ResidentEvil7Biohazard'', they transitioned to a first-person perspective and downplayed the action in favor of returning to the series' SurvivalHorror roots. While ''VideoGame/ResidentEvilVillage'' continued with this new paradigm, the ''VideoGame/ResidentEvil2Remake'', ''VideoGame/ResidentEvil3Remake'', respective remakes of ''VideoGame/{{Resident Evil 2|Remake}}'', ''[[VideoGame/ResidentEvil3Remake 3]]'' and ''VideoGame/ResidentEvil4Remake'' ''[[VideoGame/ResidentEvil4Remake 4]]'' play like a modernized version of ''Resident Evil 4'', suggesting Capcom intends for the two styles to co-exist going forward.



* ''VideoGame/SniperElite3'' introduced a lot of new features to the series formula that stuck in later titles, namely a number of AntiFrustrationFeatures such the option to save, and a RealTimeWeaponChange system in the form of a wheel HUD. In addition, this game was where maps became less linear and more open world, with optional objectives added in order to encourage map exploration.

to:

* ''VideoGame/SniperElite3'' introduced a lot of new features to the series formula that stuck in later titles, namely a number of AntiFrustrationFeatures such the option to save, and a RealTimeWeaponChange system in the form of a wheel HUD. In addition, this game was where maps became less linear and more open world, with optional objectives added in order to encourage map exploration.exploration, not to mention fleshing out the stealth mechanics to allow for quieter playstyles where players can stalk and quietly pick off ''every'' target.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/StreetFighterII'': It should go without saying that Creator/{{Capcom}}'s seminal fighter ended up being the codifier for both the FightingGame genre and ''Street Fighter'' as a whole. The core gameplay loop now relying on combos; the game having a more varied selection of characters including the franchise's first female fighter plus [[CaptainEthnic fighters from countries like Russia, Spain, India, and Brazil]]; the introduction of the UpdatedRerelease format for the series that also introduced five new fighters in total, two of whom would become among the series' most iconic characters; and the UsefulNotes/{{SNES}} port that brought the series to consoles and acted as a major KillerApp for the system. Every fighting game that came after, from the likes of ''VideoGame/FatalFury'', ''VideoGame/VirtuaFighter'', ''VideoGame/SamuraiShodown'', ''VideoGame/KillerInstinct'', ''VideoGame/TheKingOfFighters'', ''Franchise/{{Tekken}}'', ''[[VideoGame/SoulSeries Soulcalibur]]'', ''VideoGame/DeadOrAlive'', ''VideoGame/SuperSmashBros'', and even Capcom's own ''VideoGame/{{Darkstalkers}}'' and ''VideoGame/CapcomVs'' series.


Added DiffLines:

* ''Franchise/{{Tekken}}'':
** ''Tekken 2'' was the sequel that began to introduce more elements to the series that made it more than just a clone of ''VideoGame/VirtuaFighter''; the BigBad of the previous game was now its main character, while its [[TheHero Hero]] was now the villain. All characters now received ending movies instead of the default ones, and the game featured a more diverse and robust soundtrack with unique themes for each character.
** ''Tekken 3'' ended up topping ''Tekken 2'' in this regard; the TimeSkip allowed for the introduction of a new generation of fighters, with characters like Jin Kazama, Ling Xiaoyu, Hwoarang, Eddy Gordo, Bryan Fury, and Julia Chang all becoming fan-favorites, while retaining favorites from past installments like Heihachi Mishima, Nina and Anna Williams, Paul Phoenix, Yoshimitsu, and Lei Wulong. ''3'' would also feature a soundtrack that put much more emphasis on rock and electronic music, a sound that would define the series for years to come, and feature single-player modes like ''Tekken Ball'' and ''Tekken Force''.
Is there an issue? Send a MessageReason:
None


*** ''VideoGame/SuperMario64'': Making its debut on (and being the launch title for) Nintendo's first foray into three-dimensional hardware, it introduced full 3D environments and created the CollectAThonPlatformer SubGenre, which has primarily defined the 3D portion of the franchise. Standing in for level goals are {{Plot Coupon}}s whose collection marks their missions as complete, and standing in for a world map is a HubLevel that grants access to all general levels as well as certain hidden bonus levels. And save for ''Sunshine'', it also became common to face Bowser more than once over the course of the adventure. Finally, while this wasn't the first time Creator/CharlesMartinet voiced Mario, it ''did'' establish him as Mario's voice in all video games to come.

to:

*** ''VideoGame/SuperMario64'': Making its debut on (and being the launch title for) Nintendo's first foray into three-dimensional hardware, it introduced full 3D environments and created the CollectAThonPlatformer SubGenre, which has primarily defined the 3D portion of the franchise. Standing in for level goals are {{Plot Coupon}}s whose collection marks their missions as complete, and standing in for a world map is a HubLevel that grants access to all general levels as well as certain hidden bonus levels. And save for ''Sunshine'', it also became common to face Bowser more than once over the course of the adventure. Finally, while this wasn't the first time Creator/CharlesMartinet voiced Mario, it ''did'' establish him as Mario's voice in all video games to come.come until his retirement in 2023.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' marked a shift to rendered models and more realistic character proportions, a style that, with [[VideoGame/TheLegendOfZeldaTheWindWaker one exception]], would dominate the 3D home console games that would serve as the franchise's flagship titles. The game also defined set standards for Link and Zelda's character designs, applied the experiments with character-driven story in ''VideoGame/TheLegendOfZeldaLinksAwakening'' to a far grander scale, and introduced many important setting elements that would remain important in subsequent titles, including the Gerudo, Gorons, Zora, the Great Deku Tree, and the use of time travel. Most prominently, it properly introduced [[BigBad Ganon]]'s human form, Ganondorf -- who was only briefly mentioned in the manual of ''A Link to the Past''. The PigMan Ganon became his OneWingedAngel form, which most 3D installments of the series would take influence from, if not directly follow.

to:

** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' marked a shift to rendered models and more realistic character proportions, a style that, with [[VideoGame/TheLegendOfZeldaTheWindWaker one exception]], would dominate the 3D home console games that would serve as the franchise's flagship titles. The game also defined set standards for Link and Zelda's character designs, applied the experiments with character-driven story in ''VideoGame/TheLegendOfZeldaLinksAwakening'' to a far grander scale, and introduced many important setting elements that would remain important in subsequent titles, including the Gerudo, Gorons, Zora[[note]]Technically prior games had Zora, they were monstrous enemies, instead of the friendly NPC race that they were in ''Ocarina of Time'' and beyond.[[/note]], the Great Deku Tree, and the use of time travel. Most prominently, it properly introduced [[BigBad Ganon]]'s human form, Ganondorf -- who was only briefly mentioned in the manual of ''A Link to the Past''. The PigMan Ganon became his OneWingedAngel form, which most 3D installments of the series would take influence from, if not directly follow.
Is there an issue? Send a MessageReason:
None


* ''Franchise/{{Halo}}'': While ''VideoGame/HaloCombatEvolved'' is still recognizable as a ''Halo'' game, it is noticeably more limited in scope and has its share of EarlyInstallmentWeirdness. The weapon and vehicle sandbox is more limited than later entries, the game uses RegeneratingShieldStaticHealth, and the game is missing several enemies that would show up in later games. The Xbox version also lacked any form of online play due to the Xbox Live service not being available yet when the game released, and the original PC version used a traditional server browser for its online play. ''VideoGame/Halo2'', on the other hand would see the series take its present form, introducing series staple weapons like the Battle Rifle and Energy Sword, and enemies like the Brutes and Drones. It also gave players fully RegeneratingHealth. It also codified matchmaking-based online play for not only the series, but the industry as a whole. While a few later games like ''VideoGame/Halo3ODST'' and ''VideoGame/HaloReach'' would harken back to some elements of the first game like dropping the RegeneratingHealth, they would still retain many elements introduced in ''2'' such as the expanded weapon sandbox and enemy variety.

to:

* ''Franchise/{{Halo}}'': While ''VideoGame/HaloCombatEvolved'' is still recognizable as a ''Halo'' game, it is noticeably more limited in scope and has its share of EarlyInstallmentWeirdness. The weapon and vehicle sandbox is more limited than later entries, the game uses RegeneratingShieldStaticHealth, and the game is missing several enemies that would show up become mainstays in later games. The Xbox version also lacked any form of online play due to the Xbox Live service not being available yet when the game released, and the original PC version used a traditional server browser for its online play. ''VideoGame/Halo2'', on the other hand would see the series take its present form, introducing series staple weapons like the Battle Rifle and Energy Sword, and enemies like the Brutes and Drones. It also gave players fully RegeneratingHealth. It also codified matchmaking-based online play for not only the series, but the industry as a whole. While a few later games like ''VideoGame/Halo3ODST'' and ''VideoGame/HaloReach'' would harken back to some elements of the first game like dropping the RegeneratingHealth, they would still retain many elements introduced in ''2'' such as the expanded weapon sandbox and enemy variety.
Is there an issue? Send a MessageReason:
None


It's common for these to be the [[RuleOfThree third installment]]. Many series follow the pattern of the first featuring EarlyInstallmentWeirdness, while still being somewhat recognizable as part of the series, the second being an OddballInTheSeries, and the series finally [[ThirdTimesTheCharm finding its legs with the third installment]].

to:

It's common for these to be the [[RuleOfThree third installment]]. Many series follow the pattern of the first featuring a lot of EarlyInstallmentWeirdness, while still being somewhat recognizable as part of the series, the second being an OddballInTheSeries, and the series finally [[ThirdTimesTheCharm finding its legs with the third installment]].
Is there an issue? Send a MessageReason:
None


** After the somewhat mixed reception of ''VideoGame/ResidentEvil6'', Capcom went back to the drawing board and gave the series another gameplay overhaul. With ''VideoGame/ResidentEvil7Biohazard'', they transitioned to a first-person perspective and downplayed the action in favor of returning to the series' SurvivalHorror roots. While ''VideoGame/ResidentEvilVillage'' continued with this new paradigm, the ''VideoGame/ResidentEvil2Remake'' and ''VideoGame/ResidentEvil3Remake'' play like a modernized version of ''Resident Evil 4'', suggesting Capcom intends for the two styles to co-exist going forward.

to:

** After the somewhat mixed reception of ''VideoGame/ResidentEvil6'', Capcom went back to the drawing board and gave the series another gameplay overhaul. With ''VideoGame/ResidentEvil7Biohazard'', they transitioned to a first-person perspective and downplayed the action in favor of returning to the series' SurvivalHorror roots. While ''VideoGame/ResidentEvilVillage'' continued with this new paradigm, the ''VideoGame/ResidentEvil2Remake'' ''VideoGame/ResidentEvil2Remake'', ''VideoGame/ResidentEvil3Remake'', and ''VideoGame/ResidentEvil3Remake'' ''VideoGame/ResidentEvil4Remake'' play like a modernized version of ''Resident Evil 4'', suggesting Capcom intends for the two styles to co-exist going forward.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/{{Burnout}}'' was definited by its third game. The first two games are straightforwarded racers with no combat elements (outside of a few "pursuit missions" in the second game), the main gameplay gimmick being the ability to chain NitroBoost by "burning out" a full tank of boost without letting go. ''Burnout 3: Takedown'' shifts the focus to VehicularCombat, incentivizing players to [[CarFu shunt, slam and t-bone other contestants]] to expand and refill their boost bar. A ChannelHop from Acclaim to Electronic Arts also lead to the soundtracks going from original instrumental compositions to a licensed selection of rock, pop and alternative hits. All of the following mainline games maintained the additions ''Takedown'' made to the series.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' marked a shift to rendered models and more realistic character proportions, a style that, with [[VideoGame/TheLegendOfZeldaTheWindWaker one exception]], would dominate the 3D home console games that would serve as the franchise's flagship titles. The game also defined set standards for Link and Zelda's character designs, applied the experiments with character-driven story in ''VideoGame/TheLegendOfZeldaLinksAwakening'' to a far grander scale, and introduced many important setting elements that would remain important in subsequent titles, including the Gerudo, Gorons, Zora, the Great Deku Tree, and the use of time travel. Most prominently, [[BigBad Ganon's]] original/primary human form, Ganondorf, was now the main antagonist, with "Ganon" being his OneWingedAngel form.

to:

** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' marked a shift to rendered models and more realistic character proportions, a style that, with [[VideoGame/TheLegendOfZeldaTheWindWaker one exception]], would dominate the 3D home console games that would serve as the franchise's flagship titles. The game also defined set standards for Link and Zelda's character designs, applied the experiments with character-driven story in ''VideoGame/TheLegendOfZeldaLinksAwakening'' to a far grander scale, and introduced many important setting elements that would remain important in subsequent titles, including the Gerudo, Gorons, Zora, the Great Deku Tree, and the use of time travel. Most prominently, it properly introduced [[BigBad Ganon's]] original/primary Ganon]]'s human form, Ganondorf, Ganondorf -- who was now only briefly mentioned in the main antagonist, with "Ganon" being manual of ''A Link to the Past''. The PigMan Ganon became his OneWingedAngel form.form, which most 3D installments of the series would take influence from, if not directly follow.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/FireEmblemThracia776'', despite being the last game by the series' original creator, laid the groundwork for future installments of the Franchise/FireEmblem series. It introduced unlockable sidequest chapters, branching paths (though only 2 chapters long in ''Thracia'', they would be elaborated on in later entries), letter-based weapon ranks that increased as each character used that weapon type, FogOfWar, objectives besides seizing castles, rescuing and an approach to map design that would stick for the next several games.

to:

* ''VideoGame/FireEmblemThracia776'', despite being the last game by the series' original creator, laid the groundwork for future installments of the Franchise/FireEmblem ''Franchise/FireEmblem'' series. It introduced unlockable sidequest chapters, branching paths (though only 2 chapters long in ''Thracia'', they would be elaborated on in later entries), letter-based weapon ranks that increased as each character used that weapon type, FogOfWar, objectives besides seizing castles, rescuing and an approach to map design that would stick for the next several games.
Is there an issue? Send a MessageReason:
removing as per concensus on https://tvtropes.org/pmwiki/posts.php?discussion=16845247690A98634900&page=3#62: doom II is far too iterative to be the big change of direction implied by this trope, the next two games (64 and 3) are pretty different from it, etc. I still want to remove the wario land entry so if anyone reading this can opine about that...


* ''VideoGame/DoomII'': While the original ''VideoGame/{{Doom}}'' has thrilling battles against hordes of demons, its levels also have a fair amount of exploration as in addition to some horror-inspired sequences and soundtracks. The sequel features levels that focus more heavily on combat and fast movement, which became the series' trademarks.

Changed: 903

Removed: 2758

Is there an issue? Send a MessageReason:
trimming this down again since it was unrelated but got caught up in the mod revert


* ''Franchise/{{Kirby}}'': Though the series has long been known for its diversity in direction, there are a few games it got over the years that influenced the direction of later titles:
** ''VideoGame/KirbysAdventure'' introduced [[CannibalismSuperpower Copy Abilities]], which allowed for a greater amount of action and puzzle elements and became a defining element of the franchise's gameplay. The game also marked the debut of recurring AntiHero Meta Knight, redefined King Dedede as an AntiVillain instead of a simple FatBastard, and introduced more elaborate story elements (conveyed mostly via ShowDontTell) that expanded the plot beyond the {{excuse|Plot}}s that were common in the platformer genre, with later games only continuing to flesh this approach out.
** ''VideoGame/KirbySuperStar'' introduced the series-staple hats for Copy Abilities and greatly expanded their movesets, setting the stage for more focus on combat and action in later ''Kirby'' games. It also has a unique "compilation" format with multiple smaller games rather than one big game -- while this format hasn't been repeated, the series would take inspiration from it to introduce additional side modes in later games. Lastly, it codified the series' recurring BossRush mode, The Arena, where you're given your choice of Copy Ability at the beginning and a rest area with healing items between each round.
** ''VideoGame/KirbysDreamLand3'', while otherwise the complete antithesis of ''Super Star'', took the story elements of previous titles and placed them at center stage. The plot was much more elaborate than before, yet simultaneously ramped up the emphasis on ShowDontTell, conveying itself with zero dialogue. This game also saw a much greater focus on puzzle-solving with Copy Abilities; a Heart Star is found in every stage by solving a puzzle, and collecting them all is required to fight the final boss. Furthermore, ''Dream Land 3'' saw greater focus on {{Surprisingly Creepy Moment}}s, offsetting its innocuous atmosphere with sudden forays into SurrealHorror that grow especially prominent in the final act, and introduced the first configuration of the [[ReplayMode Theater mode]] (albeit as a OneHundredPercentCompletion reward). All of these aspects would become mainstays for the series even after the games moved away from this game's more relaxed pace.
** After years of experimentation, ''VideoGame/KirbysReturnToDreamLand'' codified the definitive formula for later entries by mixing the elaborate action established by ''Super Star'' (notably the varied Copy Ability movesets and focus on combat) with the puzzle-solving and story-heavy direction codified by ''Dream Land 3'' (notably the collectibles earned by solving puzzles, though they are no longer mandatory). While the groundwork was slowly being laid out during the 2000s, it was this title in 2011 that cohesively solidified it, setting the standard for proceeding ''Kirby'' games.

to:

* ''Franchise/{{Kirby}}'': Though the series While ''Franchise/{{Kirby}}'' has long been known for its diversity in direction, there are a few games it got over was the years fourth main installment, ''VideoGame/KirbySuperStar'', that influenced defined the direction of later titles:
** ''VideoGame/KirbysAdventure'' introduced [[CannibalismSuperpower Copy Abilities]], which allowed for a greater amount of action and puzzle elements and became a defining element of
series going forward. Taking the franchise's gameplay. The game also marked the debut of recurring AntiHero Meta Knight, redefined King Dedede as an AntiVillain instead of a simple FatBastard, and introduced more elaborate story elements (conveyed mostly via ShowDontTell) that expanded the plot beyond the {{excuse|Plot}}s that were common in the platformer genre, with later games only continuing to flesh this approach out.
** ''VideoGame/KirbySuperStar''
basic PowerCopying gameplay established by ''VideoGame/KirbysAdventure'', it introduced the series-staple hats for Copy Abilities and greatly expanded their movesets, setting the stage for more focus on combat and action in later ''Kirby'' games.action. It also has a unique "compilation" format with multiple smaller games rather than one big game -- while this format hasn't been repeated, the series would take inspiration from it to introduce additional side modes in later games. Lastly, it codified the series' recurring BossRush mode, The Arena, where you're given your choice of Copy Ability at the beginning and a rest area with healing items between each round.
** ''VideoGame/KirbysDreamLand3'', while otherwise
round. Later ''Kirby'' games would take heavy influence from the complete antithesis of groundwork laid by ''Super Star'', took the story elements of previous titles and placed them at center stage. The plot was much more elaborate than before, yet simultaneously ramped up the emphasis on ShowDontTell, conveying itself with zero dialogue. This game also saw a much greater focus on puzzle-solving with Copy Abilities; a Heart Star is found in every stage by solving a puzzle, and collecting them all is required to fight the final boss. Furthermore, ''Dream Land 3'' saw greater focus on {{Surprisingly Creepy Moment}}s, offsetting its innocuous atmosphere with sudden forays into SurrealHorror that grow especially prominent in the final act, and introduced the first configuration of the [[ReplayMode Theater mode]] (albeit as a OneHundredPercentCompletion reward). All of these aspects would become mainstays for the series even after the games moved away from this game's more relaxed pace.
** After years of experimentation,
''VideoGame/KirbysReturnToDreamLand'' codified the definitive formula for later entries by mixing the elaborate action established by ''Super Star'' (notably the varied Copy Ability movesets and focus on combat) with the puzzle-solving and story-heavy direction codified by ''Dream Land 3'' (notably the collectibles earned by solving puzzles, though they are no longer mandatory). While the groundwork was slowly being laid out during the 2000s, it was this title in 2011 that cohesively solidified it, setting the standard for proceeding ''Kirby'' games.onward.
Is there an issue? Send a MessageReason:
None


[[folder: Literature]]

to:

[[folder: Literature]][[folder:Literature]]

Top