Follow TV Tropes

Following

History SequelEscalation / VideoGames

Go To

OR

Is there an issue? Send a MessageReason:
None


* ''VideoGame/KidIcarus'' is the story of Pit the angel fighting to defeat the evil goddess Medusa. ''VideoGame/KidIcarusUprising'' features more-or-less the same story ... for the first third of the game. [[spoiler:After Medusa's defeat, Hades promises to make Medusa look like "a cute, cuddly bunny" compared to him. From there, Pit must butt heads with a nature goddess with an arsenal of [[FantasticNuke Fantastic Nukes]] at her disposal, an alien race determined to consume the world, an ancient monster that possesses his goddess Palutena, and various members of the Greek pantheon of Gods on his way to fight Hades.]] It's almost like they crammed the stories of several games into one to make up for the 25 year SequelGap the series had.

to:

* ''VideoGame/KidIcarus'' ''VideoGame/KidIcarus1986'' is the story of Pit the angel fighting to defeat the evil goddess Medusa. ''VideoGame/KidIcarusUprising'' features more-or-less the same story ... for the first third of the game. [[spoiler:After Medusa's defeat, Hades promises to make Medusa look like "a cute, cuddly bunny" compared to him. From there, Pit must butt heads with a nature goddess with an arsenal of [[FantasticNuke Fantastic Nukes]] at her disposal, an alien race determined to consume the world, an ancient monster that possesses his goddess Palutena, and various members of the Greek pantheon of Gods on his way to fight Hades.]] It's almost like they crammed the stories of several games into one to make up for the 25 year SequelGap the series had.
Is there an issue? Send a MessageReason:
None


* The ''VideoGame/SonicTheHedgehog'' series:
** In the UsefulNotes/SegaGenesis era we started with a super-fast hedgehog freeing his animal buddies from a mad scientist, which went to preventing Eggman from ruling the world with his Death Egg station in three sequels that expanded the scope of the world and introduced more characters. Come the [[UsefulNotes/SegaDreamcast Dreamcast]] and modern eras, Sonic is facing [[VideoGame/SonicAdventure a gigantic deity made of water]], [[VideoGame/SonicAdventure2 an out-of-control space colony controlled by the prototype of the ultimate life form]], [[VideoGame/SonicHeroes his evil robot double's super transformation]], [[VideoGame/SonicTheHedgehog2006 an insane god of time and space]], [[VideoGame/SonicUnleashed a continent-sized manifestation of the Earth's dark side]], [[VideoGame/SonicColors Eggman enslaving five planets to create a mind-control weapon]], and [[VideoGame/SonicGenerations a being that can destroy time and space]].

to:

* The ''VideoGame/SonicTheHedgehog'' ''Franchise/SonicTheHedgehog'' series:
** In the UsefulNotes/SegaGenesis Platform/SegaGenesis era we started with a super-fast hedgehog freeing his animal buddies from a mad scientist, which went to preventing Eggman from ruling the world with his Death Egg station in three sequels that expanded the scope of the world and introduced more characters. Come the [[UsefulNotes/SegaDreamcast Dreamcast]] Platform/{{Dreamcast}} and modern eras, Sonic is facing [[VideoGame/SonicAdventure a gigantic deity made of water]], [[VideoGame/SonicAdventure2 an out-of-control space colony controlled by the prototype of the ultimate life form]], [[VideoGame/SonicHeroes his evil robot double's super transformation]], [[VideoGame/SonicTheHedgehog2006 an insane god of time and space]], [[VideoGame/SonicUnleashed a continent-sized manifestation of the Earth's dark side]], [[VideoGame/SonicColors Eggman enslaving five planets to create a mind-control weapon]], and [[VideoGame/SonicGenerations a being that can destroy time and space]].
Is there an issue? Send a MessageReason:
None


* In the first ''VideoGame/DoubleDragon'', the player's mission is to [[SaveThePrincess rescue]] [[DistressedDamsel Marian]]; in the second game, the objective is to [[Main/RevengeOfTheSequel avenge]] [[DisposableWoman her]] [[SuddenSequelDeathSyndrome death]].

to:

* In the first ''VideoGame/DoubleDragon'', the player's mission is to [[SaveThePrincess rescue]] [[DistressedDamsel [[DamselInDistress Marian]]; in the second game, the objective is to [[Main/RevengeOfTheSequel avenge]] [[DisposableWoman her]] [[SuddenSequelDeathSyndrome death]].
Is there an issue? Send a MessageReason:
Bonus Boss is a disambiguation


* ''Franchise/KingdomHearts'' does this to a smaller extent than ''Franchise/FinalFantasy''. The first game has bosses that have about 300-1500 HP (according to the Guide) which are represented by bars. A boss with ''four'' was considered a lot, and the BonusBoss Sephiroth has about six. Meanwhile in ''[[VideoGame/KingdomHeartsBirthBySleep Birth By Sleep]]''? There are enemies with a ''lot'' more than just four health bars, even if the health bars deplete faster after ''II''. (this includes ''[[VideoGame/KingdomHeartsChainOfMemories Chain of Memories]]'')

to:

* ''Franchise/KingdomHearts'' does this to a smaller extent than ''Franchise/FinalFantasy''. The first game has bosses that have about 300-1500 HP (according to the Guide) which are represented by bars. A boss with ''four'' was considered a lot, and the BonusBoss {{Superboss}} Sephiroth has about six. Meanwhile in ''[[VideoGame/KingdomHeartsBirthBySleep Birth By Sleep]]''? There are enemies with a ''lot'' more than just four health bars, even if the health bars deplete faster after ''II''. (this includes ''[[VideoGame/KingdomHeartsChainOfMemories Chain of Memories]]'')



* ''VideoGame/PaperMario'' has enemies with HP averaging from 10-20 points for most of the game while bosses hovering around the 50s more or less and the FinalBoss and BonusBoss having 99 HP. Mario's HP and FP can only max out (without the use of badges) to 50. The sequel, ''VideoGame/PaperMarioTheThousandYearDoor'', ramps this up greatly; Mario's HP and FP can reach higher than 50 thanks to the level cap being raised, but boss enemy HP is beefed up as well, pushing near 70 by the last quarter of the game. The FinalBoss has 150 HP and the BonusBoss has 200 HP! By ''Paper Mario'' standards, that's a crapton of HP. It's stretched even ''further'' in ''[[VideoGame/PaperMarioStickerStar Sticker Star]]''. All bosses after the first have at least 300 HP, and the final boss has 500 HP!

to:

* ''VideoGame/PaperMario'' has enemies with HP averaging from 10-20 points for most of the game while bosses hovering around the 50s more or less and the FinalBoss and BonusBoss {{Superboss}} having 99 HP. Mario's HP and FP can only max out (without the use of badges) to 50. The sequel, ''VideoGame/PaperMarioTheThousandYearDoor'', ramps this up greatly; Mario's HP and FP can reach higher than 50 thanks to the level cap being raised, but boss enemy HP is beefed up as well, pushing near 70 by the last quarter of the game. The FinalBoss has 150 HP and the BonusBoss {{Superboss}} has 200 HP! By ''Paper Mario'' standards, that's a crapton of HP. It's stretched even ''further'' in ''[[VideoGame/PaperMarioStickerStar Sticker Star]]''. All bosses after the first have at least 300 HP, and the final boss has 500 HP!



** In ''Spires'', no enemy ever had more than five digits of health, not even the final boss. Meanwhile, in ''Storm'', the TrueFinalBoss has 540,000 HP, and the most difficult BonusBoss has a whopping ''790,000''.

to:

** In ''Spires'', no enemy ever had more than five digits of health, not even the final boss. Meanwhile, in ''Storm'', the TrueFinalBoss has 540,000 HP, and the most difficult BonusBoss {{Superboss}} has a whopping ''790,000''.
Is there an issue? Send a MessageReason:
None


* ''{{VideoGame/Diablo}}''. Your most powerful attack is a fireball followed by a magical sword and Nova is forbidden magic relegated to scrolls only, while a mob of six enemies is trouble on the highest difficulty. In the sequel, multishot arrows, chain lightning spear attacks and screenwide frost spells are commonplace. And in ''{{VideoGame/Diablo III}}'', even warrior characters are capable of causing avalanches and earthquakes, and you get rewarded for killing 50 demons in a few seconds. Meanwhile the scope of the hostilities escalates from a cursed cathedral in the first game, the entire world in the second game, and the High Heavens in the third.
* ''Bug Too!'' to the original ''VideoGame/{{Bug}}!''. It did take out certain elements (especially the zap cap) but added many new ones in, such as curved platforms, ability to run and hover for the characters, and level selection for each world. It may not have been a good thing, [[{{Sequelitis}} though]].

to:

* ''{{VideoGame/Diablo}}''. Your most powerful attack is a fireball followed by a magical sword and Nova is forbidden magic relegated to scrolls only, while a mob of six enemies is trouble on the highest difficulty. In the sequel, multishot arrows, chain lightning spear attacks and screenwide frost spells are commonplace. And in ''{{VideoGame/Diablo III}}'', ''VideoGame/DiabloIII'', even warrior characters are capable of causing avalanches and earthquakes, and you get rewarded for killing 50 demons in a few seconds. Meanwhile the scope of the hostilities escalates from a cursed cathedral in the first game, the entire world in the second game, and the High Heavens in the third.
* ''Bug Too!'' ''VideoGame/BugToo'' to the original ''VideoGame/{{Bug}}!''.''VideoGame/{{Bug|1995}}''. It did take out certain elements (especially the zap cap) but added many new ones in, such as curved platforms, ability to run and hover for the characters, and level selection for each world. It may not have been a good thing, [[{{Sequelitis}} though]].

Added: 585

Changed: 165

Removed: 409

Is there an issue? Send a MessageReason:
None


* ''VideoGame/ArTonelico'' has the first game where you fight a single rogue Reyvateil that caused the end of the world, the second one has you create a floating continent, and the 3rd one has you restoring the planet to its past self. And in Ar Nosurge you create a PLANET. The trend is broken in Ar nosurge's prequel Ciel nosurge, as you do nothing but keep an amnesic girl company and restore her memories.



* ''VideoGame/ExaPico'': [[VideoGame/ArTonelicoMelodyOfElemia The first game]] has you fight a single rogue Reyvateil that caused the end of the world, [[VideoGame/ArTonelicoIIMelodyOfMetafalica the second one]] has you create a floating continent, [[VideoGame/ArTonelicoQogaKnellOfArCiel the third one]] has you restoring the planet to its past self... and in ''VideoGame/{{Ar nosurge|OdeToAnUnbornStar}}'', you ''create a planet''. The trend is broken in ''Ar nosurge'''s prequel ''VideoGame/CielNosurge'', as you do nothing but keep an amnesic girl company and restore her memories.



** ''Hobo 6: Hell'' re-introduces the vehicle enemies with vehicle-equivalents, and adds {{Cephalothorax}}s as a type of {{Elite Mook}}. It also replaces the other weapons with whips, and includes the first combos with the W key.

to:

** ''Hobo 6: Hell'' re-introduces the vehicle enemies with vehicle-equivalents, and adds {{Cephalothorax}}s as a type of {{Elite Mook}}.Mook|s}}. It also replaces the other weapons with whips, and includes the first combos with the W key.



* Creator/HideoKojima did this semi-purposely in the ''VideoGame/MetalGear'' series to keep it from getting stale. The villains in the games up to the original ''VideoGame/MetalGearSolid'' were basically just extraordinary soldiers. In order to keep fans interested he gave the villains in ''[[VideoGame/MetalGearSolid2SonsOfLiberty Sons of Liberty]]'' superpowers. In the next installment, ''[[VideoGame/MetalGearSolid3SnakeEater Snake Eater]]'', the player fought World War legends, one of which [[BeeBeeGun attacked the player with bees]]. This maybe an accidental subversion as well since in ''Snake Eater'' the player takes control of the future Big Boss, the antagonist of ''Metal Gear'' and ''Metal Gear 2'', meaning that Solid Snake has already beaten the toughest character in the series all along.
** There were super-soldiers in the first game too, in fact if anything FOXHOUND were more impressive than Dead Cell, as only Vamp had genuine super-abilities (and Fortune isn't technically a "boss fight" in any meaningful sense). In FOXHOUND, Vulcan Raven is a giant Shaman, Psycho Mantis is a powerful psychic, and Liquid is a literal super-soldier genetically engineered for the purpose (Solidus, from the second game, is also a such a person but Liquid was designed to be the superior). You also have to take on a cyborg ninja version of another legendary soldier, whereas in the sequel a lesser version of this character actually helps you out. As far as the villains go, the first lot were superior to the second, in terms of supernatural abilities.
** The latest model of Metal Gear itself was always the penultimate boss in each game up until ''Metal Gear Solid''. In ''VideoGame/MetalGearSolid2'', Raiden fights not just one, but a whole bunch of them that were built to overpower the last model from the previous game. In ''VideoGame/MetalGearSolid4'', Old Snake fights a pseudo-Metal Gear model called Gekko as a common enemy in the very first level.
** In ''VideoGame/MetalGearSolid'', Solid Snake fights a [=HIND=] helicopter piloted by Liquid Snake. In ''VideoGame/MetalGearSolid2'', Raiden fights a ''Harrier Jet'' piloted by Solidus Snake.
** ''VideoGame/MetalGearRisingRevengeance'' throws logic to the wayside and has Raiden fight armies of cyborg mooks, plus a Metal Gear RAY, and near the end of the game, Metal Gear EXCELSUS, a [[HumongousMecha Metal Gear]] big enough to eat other Metal Gears for breakfast. [[spoiler:EXCELSUS's pilot, The final boss, is in short, the most absurd and over-the-top thing in the Metal Gear series: a fusion of man and nanomachines]]. However, this could be excused due to this game being partially developed by ''Creator/PlatinumGames'', who is used to developing over-the-top games.

to:

* Creator/HideoKojima did this semi-purposely in the ''VideoGame/MetalGear'' series to keep it from getting stale. The villains in the games up to the original ''VideoGame/MetalGearSolid'' were basically just extraordinary soldiers. In order to keep fans interested he gave the villains in ''[[VideoGame/MetalGearSolid2SonsOfLiberty Sons of Liberty]]'' superpowers. In the next installment, ''[[VideoGame/MetalGearSolid3SnakeEater Snake Eater]]'', the player fought World War legends, one of which [[BeeBeeGun attacked the player with bees]]. This maybe an accidental subversion as well well, since in ''Snake Eater'' the player takes control of the future Big Boss, the antagonist of ''Metal Gear'' ''VideoGame/MetalGear1'' and ''Metal Gear 2'', ''VideoGame/MetalGear2SolidSnake'', meaning that Solid Snake has already beaten the toughest character in the series all along.
** There were are super-soldiers in the first game too, game, too; in fact fact, if anything anything, FOXHOUND were is more impressive than Dead Cell, as only Vamp had has genuine super-abilities (and Fortune isn't technically a "boss fight" in any meaningful sense). In FOXHOUND, Vulcan Raven is a giant Shaman, Psycho Mantis is a powerful psychic, and Liquid is a literal super-soldier genetically engineered for the purpose (Solidus, from the second game, is also a such a person but Liquid was designed to be the superior). You also have to take on a cyborg ninja version of another legendary soldier, whereas in the sequel a lesser version of this character actually helps you out. As far as the villains go, the first lot were superior to the second, in terms of supernatural abilities.
** The latest model of Metal Gear itself was always the penultimate boss in each game up until ''Metal Gear Solid''. In ''VideoGame/MetalGearSolid2'', ''VideoGame/{{Metal Gear Solid 2|SonsOfLiberty}}'', Raiden fights not just one, but a whole bunch of them that were built to overpower the last model from the previous game. In ''VideoGame/MetalGearSolid4'', ''VideoGame/{{Metal Gear Solid 4|GunsOfThePatriots}}'', Old Snake fights a pseudo-Metal Gear model called Gekko as a common enemy in the very first level.
** In ''VideoGame/MetalGearSolid'', Solid Snake fights a [=HIND=] HIND helicopter piloted by Liquid Snake. In ''VideoGame/MetalGearSolid2'', ''VideoGame/{{Metal Gear Solid 2|SonsOfLiberty}}'', Raiden fights a ''Harrier Jet'' piloted by Solidus Snake.
** ''VideoGame/MetalGearRisingRevengeance'' throws logic to the wayside and has Raiden fight armies of cyborg mooks, plus a Metal Gear RAY, and near the end of the game, Metal Gear EXCELSUS, a [[HumongousMecha Metal Gear]] big enough to eat other Metal Gears for breakfast. [[spoiler:EXCELSUS's pilot, The [[spoiler:The final boss, is EXCELSUS's pilot, is, in short, the most absurd and over-the-top thing in the Metal Gear ''Metal Gear'' series: a fusion of man and nanomachines]]. nanomachines.]] However, this could be excused due to this game being partially developed by ''Creator/PlatinumGames'', Creator/PlatinumGames, who is used to developing over-the-top games.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/ResidentEvil2'' mostly takes place in the city's police station, but ''VideoGame/ResidentEvil3'' allows you to visit more places such as the Downtown and Uptown portions of the city, a Hospital, and a Park.

to:

* ''VideoGame/ResidentEvil2'' mostly takes place in the city's police station, but ''VideoGame/ResidentEvil3'' ''VideoGame/ResidentEvil3Nemesis'' allows you to visit more places such as the Downtown and Uptown portions of the city, a Hospital, and a Park.
Is there an issue? Send a MessageReason:
By TRS decision Whip It Good is now a disambiguation page. Moving entries to appropriate tropes when possible.


** ''Hobo 6: Hell'' re-introduces the vehicle enemies with vehicle-equivalents, and adds {{Cephalothorax}}s as a type of {{Elite Mook}}. It also replaces the other weapons with [[WhipItGood whips]], and includes the first combos with the W key.

to:

** ''Hobo 6: Hell'' re-introduces the vehicle enemies with vehicle-equivalents, and adds {{Cephalothorax}}s as a type of {{Elite Mook}}. It also replaces the other weapons with [[WhipItGood whips]], whips, and includes the first combos with the W key.
Is there an issue? Send a MessageReason:
None


* Each ''Franchise/MortalKombat'' game is BloodierAndGorier than the last. [[VideoGame/MortalKombat1 The first game]] already managed to drum up some controversy with its Fatalities, of which each character had one. ''VideoGame/MortalKombatII'' not only added more characters, but gave each of them two different fatalities (''three'' to Shang Tsung), as well as the more humorous Babality and Friendship finishers. By the time the series went 3D, fatalities had turned into longer cinematic sequences that mutilate the loser in increasingly creative and gruesome ways.

to:

* Each ''Franchise/MortalKombat'' game is BloodierAndGorier than the last. [[VideoGame/MortalKombat1 [[VideoGame/MortalKombat1992 The first game]] already managed to drum up some controversy with its Fatalities, of which each character had one. ''VideoGame/MortalKombatII'' not only added more characters, but gave each of them two different fatalities (''three'' to Shang Tsung), as well as the more humorous Babality and Friendship finishers. By the time the series went 3D, fatalities had turned into longer cinematic sequences that mutilate the loser in increasingly creative and gruesome ways.
Is there an issue? Send a MessageReason:
Nope, this is bad indentation


* ''VideoGame/XenobladeChronicles1'' featured a massive world, but planet Mira from ''VideoGame/XenobladeChroniclesX'' is five times as big. It's so massive, there were doubts as to whether it would all fit on a Wii U disk.
** The first game had a party member limit of three, and each member had their own unique arts that couldn't be changed. ''VideoGame/XenobladeChronicles2'' also had a three member limit, but also allowed party members to change their attacks by switching Blades, which were their own characters in and of themselves. ''VideoGame/XenobladeChronicles3'' ups the party member limit to a whooping ''seven'', six main party members, who can all change classes at will, and one interchangable [[GuestStarPartyMember "Hero"]] character.

to:

* ''VideoGame/XenobladeChroniclesX'': The setting of ''VideoGame/XenobladeChronicles1'' featured a massive world, but planet Mira from ''VideoGame/XenobladeChroniclesX'' is five times as big. It's so massive, there were doubts as to whether it would all fit on a Wii U disk.
** * ''VideoGame/XenobladeChronicles3'': The first game had a party member limit of three, and each member had their own unique arts that couldn't be changed. ''VideoGame/XenobladeChronicles2'' also had a three member limit, but also allowed party members to change their attacks by switching Blades, which were their own characters in and of themselves. ''VideoGame/XenobladeChronicles3'' ups The third gameups the party member limit to a whooping ''seven'', six main party members, who can all change classes at will, and one interchangable [[GuestStarPartyMember "Hero"]] character.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The first game had a party member limit of three, and each member had their own unique arts that couldn't be changed. ''VideoGame/XenobladeChronicles2'' also had a three member limit, but also allowed party members to change their attacks by switching Blades, which were their own characters in and of themselves. ''VideoGame/XenobladeChronicles3'' ups the party member limit to a whooping ''seven'', six main party members, who can all change classes at will, and one interchangable [[GuestStarPartyMember "Hero"]] character.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/GoldenSunTheLostAge'' takes everything from [[VideoGame/GoldenSun1 the first game]] and amps it up. The world is much larger, there are more summons, more weapons, more equipment, more characters to play as, more puzzles, harder puzzles, stronger enemies, more Djinn, more dungeons, more sidequests... and the game is [[ProlongedVideoGameSequel quite longer]], about ten more hours on average.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The ''VideoGame/TrailsSeries'' goes from a fairly straighforward though dense coming-of-age story in ''VideoGame/TrailsInTheSky FC'', to a multi-game spanning story arc knee-deep in ancient civilizations, beings of great power and political intrigue, the scopes of the games becoming larger and larger. This is also seen in gameplay in games that are direct sequels, as the characters become stronger both in-universe and retain their level from the previous entry; even if you don't carry over save data, the level you start with in ''Sky SC'' is around the range in which you would finish ''FC''.

Added: 814

Changed: 1200

Is there an issue? Send a MessageReason:
Crosswicking


* ''VideoGame/AceCombat'': The first superfighter, the XFA-27 in ''2'', didn't have anything particularly OTT apart from being able to launch four missiles in one salvo. If we skip over the planes from ''3'', the X-02 Wyvern from ''4'' is next, still not OTT in weapons although it has switchblade wings now. The ADF-01F Falken from ''5'' was the first (ignoring ''3'', as aforementioned) to mount a laser weapon. The ADFX-01 Morgan from ''Zero'' added the nuke-like MPBM. Then the CFA-44 Nosferatu from ''6'' swaps the MPBM out from the cluster missile ADMM. ''X'' may fit in there somewhere...
** It does, the Fenrir has the ungodly LSWM, which if you hit the missile at a specific target, the blast radius will be enough to destroy all the targets and win you the match, in theory...

to:

* ''VideoGame/AceCombat'': ''VideoGame/AceCombat'':
**
The first superfighter, the XFA-27 in ''2'', didn't have anything particularly OTT apart from being able to launch four missiles in one salvo. If we skip over the planes from ''3'', the X-02 Wyvern from ''4'' is next, still not OTT in weapons although it has switchblade wings now. The ADF-01F Falken from ''5'' was the first (ignoring ''3'', as aforementioned) to mount a laser weapon. The ADFX-01 Morgan from ''Zero'' added the nuke-like MPBM. Then the CFA-44 Nosferatu from ''6'' swaps the MPBM out from the cluster missile ADMM. ''X'' may fit in there somewhere...
** It does, the Fenrir has the ungodly LSWM, which if you hit the missile at a specific target, the blast radius will be enough to destroy all the targets and win you the match, in theory...
somewhere...


Added DiffLines:

* ''VideoGame/EtrianOdysseyNexus'': Granted, it's a MegamixGame, but this game notably crams in a lot more content compared to other ''VideoGame/EtrianOdyssey'' games. There are 19 classes to choose from (compared to the roughly dozen classes in past games), there are ''thirteen'' main dungeons in the main, non-postgame portion of the game (as opposed to five labyrinths/strata in previous games), and the level caps have been increased from 70 base cap and 99 max to ''99'' base cap and ''130'' max. In terms of story, the game's stakes are raised even further, as not only do many supporting characters from previous games get involved, but the BigBad is planning to break the seal containing a monster of exceptional might that can destroy not only Lemuria (the game's setting), but also the ''entire world''.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/FinalFantasyXIV'' started off having relatively little story content at launch (but one of the ''many'' criticisms leveled against the original release). Near the end of the 1.0 version's run, TheEmpire came knocking while summoned Primals formed another threat against the world. The relaunch, ''A Realm Reborn'', continued the story from a near-apocalypse inflicted upon the realm of Eorzea, with each expansion thereafter adding more areas to explore and new threats to contend with: a CorruptChurch and an army of dragons in ''Heavensward'', the aforementioned Empire's conquered territories in ''Stormblood'', and ''TheMultiverse'' in ''Shadowbringers''.

to:

** ''VideoGame/FinalFantasyXIV'' started off having relatively little story content at launch (but one of the ''many'' criticisms leveled against the original release). Near the end of the 1.0 version's run, TheEmpire came knocking while summoned Primals formed another threat against the world. The relaunch, ''A Realm Reborn'', continued the story from a near-apocalypse inflicted upon the realm of Eorzea, with each expansion thereafter adding more areas to explore and new threats to contend with: a CorruptChurch and an army of dragons in ''Heavensward'', the aforementioned Empire's conquered territories in ''Stormblood'', and ''TheMultiverse'' in ''Shadowbringers''.''Shadowbringers'' and the homeland of the Empire plus the Moon [[spoiler:which is only the DiscOneFinalDungeon]] in ''Endwalker''.
Is there an issue? Send a MessageReason:


*** ''DDRMAX'' (aka 6th Mix) was a massive DifficultySpike. It introduced MAX 300, the first level 15 (10) chart, and going up two (new-scale) levels from ''5th Mix'' would already be very difficult. But MAX 300 is also locked to the newly introduced [[BrutalBonusLevel Extra Stage system]], which puts on additional constraints and limits you to one try per credit. You have to earn the Extra Stage by scoring a 93% or better on Final Stage (usually your 3rd and last song of the credit), giving you one chance at MAX 300. But Extra Stage also turns on three modifiers (1.5x Reverse Pressure), forcing you to read backwards, at a much faster scroll speed than you're probably used to, and with a life bar that never replenishes, guaranteeing that you'll fail with just 4 misses or so. ''This isn't the hardest song to pass in the game.'' If you not just pass, but ace MAX 300 with a 93% score or better after fighting through all the special conditions, you'll earn the One More Extra Stage, another exclusive song (Candy☆) that's much easier but on a Sudden Death lifebar (anything less than a Great step fails the whole song instantly). Hope you don't get too many nerves at this point...

to:

*** ''DDRMAX'' (aka 6th Mix) was a massive DifficultySpike.features increased difficulty. It introduced MAX 300, the first level 15 (10) chart, and going up two (new-scale) levels from ''5th Mix'' would already be very difficult. But MAX 300 is also locked to the newly introduced [[BrutalBonusLevel Extra Stage system]], which puts on additional constraints and limits you to one try per credit. You have to earn the Extra Stage by scoring a 93% or better on Final Stage (usually your 3rd and last song of the credit), giving you one chance at MAX 300. But Extra Stage also turns on three modifiers (1.5x Reverse Pressure), forcing you to read backwards, at a much faster scroll speed than you're probably used to, and with a life bar that never replenishes, guaranteeing that you'll fail with just 4 misses or so. ''This isn't the hardest song to pass in the game.'' If you not just pass, but ace MAX 300 with a 93% score or better after fighting through all the special conditions, you'll earn the One More Extra Stage, another exclusive song (Candy☆) that's much easier but on a Sudden Death lifebar (anything less than a Great step fails the whole song instantly). Hope you don't get too many nerves at this point...
Is there an issue? Send a MessageReason:


* The ''Souls'' franchise as a whole has been gradually ramping up in terms of both [[SequelDifficultySpike difficulty]] and spectacle. In ''VideoGame/DemonsSouls'', Flamelurker was considered a [[WakeUpCallBoss "wall"]] for being the first boss most people fight that comes close to matching the player's movement speed or reaction time, compared to ones that are either {{Mighty Glacier}}s or even {{Stationary Boss}}es. By ''VideoGame/{{Bloodborne}}'', the bosses ''start'' that fast and ramp up from there, with the exceptions being more significant. Fortunately, the player character also starts with more stamina than the ''Demon's Souls'' protagonist typically has by mid-game.

to:

* The ''Souls'' franchise as a whole has been gradually ramping up in terms of both [[SequelDifficultySpike difficulty]] difficulty and spectacle. In ''VideoGame/DemonsSouls'', Flamelurker was considered a [[WakeUpCallBoss "wall"]] for being the first boss most people fight that comes close to matching the player's movement speed or reaction time, compared to ones that are either {{Mighty Glacier}}s or even {{Stationary Boss}}es. By ''VideoGame/{{Bloodborne}}'', the bosses ''start'' that fast and ramp up from there, with the exceptions being more significant. Fortunately, the player character also starts with more stamina than the ''Demon's Souls'' protagonist typically has by mid-game.
Is there an issue? Send a MessageReason:
None


** Nero only had the Red Queen, Blue Rose, Devil Bringer, and Yamato at his disposal in ''Devil May Cry 4''. While he still retains the first two, the loss of his original Devil Bringer in this game allowed him to equip a variety of Devil Breaker arms in its place, and several more can be purchased as DLC. In NewGamePlus, Nero [[spoilers:recovers the abilities of his original Devil Bringer, and can also manifest a spectral copy of the Yamato for some of his moves]].

to:

** Nero only had the Red Queen, Blue Rose, Devil Bringer, and Yamato at his disposal in ''Devil May Cry 4''. While he still retains the first two, the loss of his original Devil Bringer in this game allowed him to equip a variety of Devil Breaker arms in its place, and several more can be purchased as DLC. In NewGamePlus, Nero [[spoilers:recovers [[spoiler:recovers the abilities of his original Devil Bringer, and can also manifest a spectral copy of the Yamato for some of his moves]].
Tabs MOD

Changed: 15

Is there an issue? Send a MessageReason:
Kill Em All was renamed Everybody Dies Ending due to misuse. Dewicking


* The first game in the ''VideoGame/SuperRobotWarsOriginalGeneration'' sub-series deals with civil war between TheFederation and a WellIntentionedExtremist, while throwing in an extraterrestrial invasion in the second half of the game. The sequel throws in the first again, but adds in an AlternateUniverse faction deciding to perform WarForFunAndProfit and an EldritchAbomination bent on committing a KillEmAll scenario on a planetary scale.

to:

* The first game in the ''VideoGame/SuperRobotWarsOriginalGeneration'' sub-series deals with civil war between TheFederation and a WellIntentionedExtremist, while throwing in an extraterrestrial invasion in the second half of the game. The sequel throws in the first again, but adds in an AlternateUniverse faction deciding to perform WarForFunAndProfit and an EldritchAbomination bent on committing a KillEmAll genocide scenario on a planetary scale.

Added: 1199

Changed: 24

Is there an issue? Send a MessageReason:
None


* ''VideoGame/DevilMayCry3DantesAwakening'' is a [[InvertedTrope Prequel, technically]], but the moves are greatly expanded and flashier, the controls are better, and the stakes are sky-high than in the [[VideoGame/DevilMayCry1 first]] and [[VideoGame/DevilMayCry2 second]] games.

to:

* ''VideoGame/DevilMayCry3DantesAwakening'' is a [[InvertedTrope Prequel, technically]], but the moves are greatly expanded and flashier, Dante has more weapons, the controls are better, and the stakes are sky-high than in the [[VideoGame/DevilMayCry1 first]] and [[VideoGame/DevilMayCry2 second]] games.


Added DiffLines:

* ''VideoGame/DevilMayCry5'':
** Nero only had the Red Queen, Blue Rose, Devil Bringer, and Yamato at his disposal in ''Devil May Cry 4''. While he still retains the first two, the loss of his original Devil Bringer in this game allowed him to equip a variety of Devil Breaker arms in its place, and several more can be purchased as DLC. In NewGamePlus, Nero [[spoilers:recovers the abilities of his original Devil Bringer, and can also manifest a spectral copy of the Yamato for some of his moves]].
** Playable [[spoiler:Vergil]] only had one LimitBreak in the ''Special Edition'' of ''Devil May Cry 4'' - [[spoiler:Judgement Cut End]]. Here, he has four super moves; one for each of his three weapons (including the aforementioned move from ''[=DMC4=]''), and another which involves [[spoiler:summoning V and his familiars]].
** Dante, Nero and [[spoiler:Vergil]] all receive a NextTierPowerUp in this game.
** The Devil Sword Sparda was considered one of the strongest weapons in the previous games (it gave Dante an EleventhHourSuperpower in ''[=DMC1=]'', and the Order of the Sword sought its power in ''[=DMC4=]''). It turns out the sword [[spoiler:has a direct upgrade - the Devil Sword Dante]].
Is there an issue? Send a MessageReason:
None


*** Dante's [[SwordSpam Million Stab]] is now faster and has more hits than its predecessor versions. His stabs also move so fast they create several pseudo-after-images.

to:

*** Dante's [[SwordSpam [[BladeSpam Million Stab]] is now faster and has more hits than its predecessor versions. His stabs also move so fast they create several pseudo-after-images.

Added: 2135

Changed: 1438

Is there an issue? Send a MessageReason:
Crosswicking


* ''VideoGame/DevilMayCry'':
** In ''VideoGame/DevilMayCry1'', the [=Kick13=] move was a single roundhouse and its [[SuperMode Devil Triggered]] version was a punch-kick combo. In ''VideoGame/DevilMayCry4'', the combo is now standard and the Devil Trigger version has even more hits.
** In ''VideoGame/DevilMayCry3DantesAwakening'', the Drive move was a single, somewhat slow shockwave, while in ''Devil May Cry 4'', it comes out faster and Dante can use three in a row.
** In ''Devil May Cry 3'', an [[YouWillNotEvadeMe enemy-pulling]] GrapplingHookPistol skill was only available as a situational part of the [[StanceSystem Gunslinger Style]] and Kalina Ann, while in ''Devil May Cry 4'', it becomes integral to the combat and exploration via Nero's "Snatch" and "Hell Bound" abilities.

to:

* ''VideoGame/DevilMayCry'':
''VideoGame/DevilMayCry3DantesAwakening'' is a [[InvertedTrope Prequel, technically]], but the moves are greatly expanded and flashier, the controls are better, and the stakes are sky-high than in the [[VideoGame/DevilMayCry1 first]] and [[VideoGame/DevilMayCry2 second]] games.
* ''VideoGame/DevilMayCry4'':
** There are now more "human" [=NPCs=] and side characters in this game than the previous ones which have completely {{Minimalist Cast}}s. According to behind-the-scenes sources such the ''3142 Graphic Arts'' artbook, this was due to ''[=DMC4=]'' being primarily developed for the next-generation [=PS3=] and Xbox 360 consoles that have the necessary processing power to render more [=NPCs=] at once, which wasn't possible in the older ''VideoGame/DevilMayCry'' games and their console generation.
** This game didn't just [[BalanceBuff buff]] many of the returning moves and mechanics outright, but also improved their hit count, animations, utility, and/or visual effects. For example:
***
In ''VideoGame/DevilMayCry1'', ''Devil May Cry 1'', the [=Kick13=] move was a single roundhouse and its [[SuperMode Devil Triggered]] version was a punch-kick combo. In ''VideoGame/DevilMayCry4'', here, the combo is now a standard move and the Devil Trigger version has even more hits.
** *** In ''VideoGame/DevilMayCry3DantesAwakening'', ''Devil May Cry 3'', the Drive move was a single, somewhat slow shockwave, while in ''Devil May Cry 4'', here, it comes out faster and Dante can use three in a row.
** *** In ''Devil May Cry 3'', an [[YouWillNotEvadeMe enemy-pulling]] GrapplingHookPistol skill was only available as a situational part of the [[StanceSystem Gunslinger Style]] and Kalina Ann, while in ''Devil May Cry 4'', here, it becomes integral to the combat and exploration via Nero's "Snatch" and "Hell Bound" abilities.abilities, which meant you'll be grappling a lot than before.
*** Dante's [[SwordSpam Million Stab]] is now faster and has more hits than its predecessor versions. His stabs also move so fast they create several pseudo-after-images.
** With the ''Special Edition'', there are now up to five playable characters to choose from, unlike the previous two games which only had up to two or three playable characters.
** Tons of new core gameplay mechanics or moves are added to Dante, Trish and Vergil's playable versions, which aims to raise their skill ceiling and complexity than their previous playable counterparts. Vergil plays this straight, but Dante and Trish zigzag this a bit because they also lost a few of their old gimmicks.
*** Dante can now switch betweeen all of his [[StanceSystem Styles]] on-the-fly instead of being limited to just one at a time. However, his Styles [[{{Nerf}} lost]] some of their trademark abilities from ''Devil May Cry 3''; Trickster, for instance, no longer allows him to WallRun. As a further compromise, Dante also has fewer Styles in total here than the previous game.
*** Trish's Sparda and bare-handed movesets are greatly expanded. However, she no longer has the [[{{Flight}} ability to fly]] (ala "Air Raid") and all other moves associated with it.
*** Vergil similarly gains a lot of new moves for all of his weapons, a [[StatusBuff Concentration]] mechanic that enhances his moves, and even a LimitBreak for his Yamato.

Changed: 105

Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Portal}}'' started out as a simple proof of concept with some witty writing and some brand new game play. In other words, a test. Now look at ''VideoGame/{{Portal 2}}'': the full length single-player campaign is 3-4 times longer than the original, has a lot more areas to explore, a lot of new gameplay mechanics[[note]]laser redirectors, propelling platforms, roads made of light, bouncing gels, accelerating gels, gels that create surfaces where you can shoot portals[[/note]], a very well written story without saying outright what happened, some very memorable characters, and some scenery that will make any other laboratory feel insecure (admit it, Lower Aperture Laboratories took quite a few elements from fictitious 1960s nuclear bunkers, the Modern Laboratories have bottomless pits [still above the older labs] and testing rooms that might remind some people of the floating mountains from ''Film/{{Avatar}}''.) Now this is just single player, the co-op missions have two players with two portals of their own to shoot, and as a result, the puzzles are a lot more complicated.

to:

* ''VideoGame/{{Portal}}'' started out as a simple proof of concept with some witty writing and some brand new game play.gameplay. In other words, a test. Now look at ''VideoGame/{{Portal 2}}'': ''VideoGame/Portal2'': the full length full-length single-player campaign is 3-4 times longer than the original, has a lot more areas to explore, a lot of new gameplay mechanics[[note]]laser redirectors, propelling platforms, roads made of light, bouncing gels, accelerating gels, gels that create surfaces where you can shoot portals[[/note]], a very well written story without saying outright what happened, some very memorable characters, and some scenery that will make any other laboratory feel insecure (admit it, Lower Aperture Laboratories took quite a few elements from fictitious 1960s nuclear bunkers, the Modern Laboratories have bottomless pits [still above the older labs] and testing rooms that might remind some people of the floating mountains from ''Film/{{Avatar}}''.) Now this is just single player, the co-op missions have two players with two portals of their own to shoot, and as a result, the puzzles are a lot more complicated.



** Lore-wise, ''What Makes the Sky Blue: Paradise Lost'', the 2018 sequel to the 3rd Birthday event turns things UpToEleven by starting with [[spoiler:Lucifer's defeat at the hands of Beelzebub, and his head severed]]. Gameplay-wise, the 2018 event is also evident of the changes made since the game's state on March 2017 - The free event character is an SSR, compared to the 3rd Birthday's SR. ''Paradise Lost'' also introduced free and gacha [=SSRs=] that have Sub-Auras (something that only the Arcarum Summons introduced in Late 2017 have), the Honor / Badge rewards now give Arcarum-related items, as well as the inclusion of Impossible-difficulty raid battles.

to:

** Lore-wise, ''What Makes the Sky Blue: Paradise Lost'', the 2018 sequel to the 3rd Birthday event turns escalates things UpToEleven by starting with [[spoiler:Lucifer's defeat at the hands of Beelzebub, and his head severed]]. Gameplay-wise, the 2018 event is also evident of the changes made since the game's state on March 2017 - The free event character is an SSR, compared to the 3rd Birthday's SR. ''Paradise Lost'' also introduced free and gacha [=SSRs=] that have Sub-Auras (something that only the Arcarum Summons introduced in Late 2017 have), the Honor / Badge rewards now give Arcarum-related items, as well as the inclusion of Impossible-difficulty raid battles.



* The first ''VideoGame/GranTurismo'' had at least 150 cars. Then ''Gran Turismo 2'' came out and they added a whooping 500 cars to the list. ''Gran Turismo 3'' however inverts this due to the Generation Jump, but ''4'' does it again. Then ''5'' came up and managed to have a total of ''[[UpToEleven 1000 cars]]''. AND THEN ''6'' got released and had 1200 cars. There are some drawbacks of this, such as in ''5'' they imported a lot of the cars from the previous games with no change at all and [[CreatorProvincialism most of the cars being Japanese and from Nissan.]]
* Creator/HideoKojima did this semi-purposely in the ''VideoGame/MetalGear'' series to keep it from getting stale. The villains in the games up to the original ''VideoGame/MetalGearSolid'' were basically just extraordinary soldiers. In order to keep fans interested he gave the villains in ''[[VideoGame/MetalGearSolid2SonsOfLiberty Sons of Liberty]]'' super-powers. In the next installment, ''[[VideoGame/MetalGearSolid3SnakeEater Snake Eater]]'', the player fought World War legends, one of which [[BeeBeeGun attacked the player with bees]]. This maybe an accidental subversion as well since in ''Snake Eater'' the player takes control of the future Big Boss, the antagonist of ''Metal Gear'' and ''Metal Gear 2'', meaning that Solid Snake has already beaten the toughest character in the series all along.

to:

* The first ''VideoGame/GranTurismo'' had at least 150 cars. Then ''Gran Turismo 2'' came out and they added a whooping 500 cars to the list. ''Gran Turismo 3'' however inverts this due to the Generation Jump, but ''4'' does it again. Then ''5'' came up and managed to have a total of ''[[UpToEleven 1000 cars]]''.''1000 cars''. AND THEN ''6'' got released and had 1200 cars. There are some drawbacks of this, such as in ''5'' they imported a lot of the cars from the previous games with no change at all and [[CreatorProvincialism most of the cars being Japanese and from Nissan.]]
* Creator/HideoKojima did this semi-purposely in the ''VideoGame/MetalGear'' series to keep it from getting stale. The villains in the games up to the original ''VideoGame/MetalGearSolid'' were basically just extraordinary soldiers. In order to keep fans interested he gave the villains in ''[[VideoGame/MetalGearSolid2SonsOfLiberty Sons of Liberty]]'' super-powers.superpowers. In the next installment, ''[[VideoGame/MetalGearSolid3SnakeEater Snake Eater]]'', the player fought World War legends, one of which [[BeeBeeGun attacked the player with bees]]. This maybe an accidental subversion as well since in ''Snake Eater'' the player takes control of the future Big Boss, the antagonist of ''Metal Gear'' and ''Metal Gear 2'', meaning that Solid Snake has already beaten the toughest character in the series all along.



** ''VideoGame/MetalGearRisingRevengeance'' throws logic to the wayside and has Raiden fight armies of cyborg mooks, plus a Metal Gear RAY, and near the end of the game, Metal Gear EXCELSUS, a [[HumongousMecha Metal Gear]] [[UpToEleven big enough to eat other Metal Gears for breakfast]]. [[spoiler:EXCELSUS's pilot, The final boss, is in short, the most absurd and over-the-top thing in the Metal Gear series: a fusion of man and nanomachines]]. However, this could be excused due to this game being partially developed by ''Creator/PlatinumGames'', who is used to developing over-the-top games.

to:

** ''VideoGame/MetalGearRisingRevengeance'' throws logic to the wayside and has Raiden fight armies of cyborg mooks, plus a Metal Gear RAY, and near the end of the game, Metal Gear EXCELSUS, a [[HumongousMecha Metal Gear]] [[UpToEleven big enough to eat other Metal Gears for breakfast]].breakfast. [[spoiler:EXCELSUS's pilot, The final boss, is in short, the most absurd and over-the-top thing in the Metal Gear series: a fusion of man and nanomachines]]. However, this could be excused due to this game being partially developed by ''Creator/PlatinumGames'', who is used to developing over-the-top games.



* ''VideoGame/GigaWing'': [[PinballScoring 14-digit scores]]. ''Giga Wing 2'': 17 digits. ''Giga Wing Generations'': [[UpToEleven 20 FREAKING DIGITS.]]

to:

* ''VideoGame/GigaWing'': [[PinballScoring 14-digit scores]]. ''Giga Wing 2'': 17 digits. ''Giga Wing Generations'': [[UpToEleven 20 FREAKING DIGITS.]]



** This goes UpToEleven in ''VisualNovel/PhoenixWrightAceAttorneyDualDestinies'' thanks to a transfer from Nintendo DS to Nintendo 3DS. It ''starts'' with a courtroom bombing and gets bigger from there.

to:

** This goes UpToEleven in ''VisualNovel/PhoenixWrightAceAttorneyDualDestinies'' ''VisualNovel/PhoenixWrightAceAttorneyDualDestinies'', thanks to a transfer from Nintendo DS to Nintendo 3DS. It ''starts'' with a courtroom bombing and gets bigger from there.



** In terms of Pokémon abilities, the game added new features like latent abilities, weather effects, and so forth over the course of the series. Come ''VideoGame/PokemonXAndY'', however, a major addition was made in the form of Mega Evolutions, a SuperMode usable by some species of Pokémon that ramps up their capabilities considerably, in addition to changing their appearance. ''VideoGame/PokemonSunAndMoon'' retained Mega Evolutions while also adding Z-Moves, special attacks that, like Mega Evolutions, are only accessible to a certain selection of Pokémon and are far more powerful than other moves, but at the cost of only being usable once per battle. ''VideoGame/PokemonSwordAndShield'' would consolidate Mega Evolutions and Z-Moves into Dynamax, a new SuperMode that [[MakeMyMonsterGrow allows Pokémon to grow to the size of a building]], their stats also skyrocketing with their size while their moveset is temporarily replaced with powerful Max Moves. Unlike Mega Evolutions and Z-Moves, ''every'' Pokémon can Dynamax and use Max Moves, although a few species are capable of ''[[UpToEleven Gigantamaxing]]''.

to:

** In terms of Pokémon abilities, the game added new features like latent abilities, weather effects, and so forth over the course of the series. Come ''VideoGame/PokemonXAndY'', however, a major addition was made in the form of Mega Evolutions, a SuperMode usable by some species of Pokémon that ramps up their capabilities considerably, in addition to changing their appearance. ''VideoGame/PokemonSunAndMoon'' retained Mega Evolutions while also adding Z-Moves, special attacks that, like Mega Evolutions, are only accessible to a certain selection of Pokémon and are far more powerful than other moves, but at the cost of only being usable once per battle. ''VideoGame/PokemonSwordAndShield'' would consolidate Mega Evolutions and Z-Moves into Dynamax, a new SuperMode that [[MakeMyMonsterGrow allows Pokémon to grow to the size of a building]], their stats also skyrocketing with their size while their moveset is temporarily replaced with powerful Max Moves. Unlike Mega Evolutions and Z-Moves, ''every'' Pokémon can Dynamax and use Max Moves, although a few species are capable of ''[[UpToEleven Gigantamaxing]]''.''Gigantamaxing''.
Is there an issue? Send a MessageReason:
Wick swap


* Each ''Franchise/MortalKombat'' game is BloodierAndGorier than the last. [[VideoGame/MortalKombat1 The first game]] already managed to drum up some controversy with its Fatalities, of which each character had one. ''VideoGame/MortalKombat2'' not only added more characters, but gave each of them two different fatalities (as well as the more humorous Babality and Friendship finishers). By the time the series went 3D, fatalities had turned into longer cinematic sequences that mutilate the loser in increasingly creative and gruesome ways.

to:

* Each ''Franchise/MortalKombat'' game is BloodierAndGorier than the last. [[VideoGame/MortalKombat1 The first game]] already managed to drum up some controversy with its Fatalities, of which each character had one. ''VideoGame/MortalKombat2'' ''VideoGame/MortalKombatII'' not only added more characters, but gave each of them two different fatalities (as (''three'' to Shang Tsung), as well as the more humorous Babality and Friendship finishers).finishers. By the time the series went 3D, fatalities had turned into longer cinematic sequences that mutilate the loser in increasingly creative and gruesome ways.
Is there an issue? Send a MessageReason:
Dewicked trope


* The second ''VideoGame/DevilSurvivor'' game is this. While the first one started its gameplay with the protagonists suddenly being attacked by demons spawning out of their [=COMPs=], the second one kicks off the main storyline by having a ''subway de-rail and nearly kill off the main characters'' (after showing them their horrific deaths before it happens). The second game also has FAR more on-screen deaths (one instance being the EldritchAbomination-[[MonsterOfTheWeek of-the-day]] ''incinerating'' four bystanders), a more epic scope (complete with a shadowy underground organization dealing with Japan's paranormal issues over the years and {{Eldritch Abomination}}s wreaking havoc), [[LoadsAndLoadsOfCharacters more characters]], more locations (taking place in multiple cities as opposed to the first one's single place), more cursing, [[NintendoHard more difficulty]], and [[WorldOfBuxom bigger cup sizes]].

to:

* The second ''VideoGame/DevilSurvivor'' game is this. While the first one started its gameplay with the protagonists suddenly being attacked by demons spawning out of their [=COMPs=], the second one kicks off the main storyline by having a ''subway de-rail and nearly kill off the main characters'' (after showing them their horrific deaths before it happens). The second game also has FAR more on-screen deaths (one instance being the EldritchAbomination-[[MonsterOfTheWeek of-the-day]] ''incinerating'' four bystanders), a more epic scope (complete with a shadowy underground organization dealing with Japan's paranormal issues over the years and {{Eldritch Abomination}}s wreaking havoc), [[LoadsAndLoadsOfCharacters more characters]], characters, more locations (taking place in multiple cities as opposed to the first one's single place), more cursing, [[NintendoHard more difficulty]], and [[WorldOfBuxom bigger cup sizes]].
Is there an issue? Send a MessageReason:
None


** While keeping the same enemies as before, ''Hobo 2: Prison Brawl'' introduced chairs, which work the same as trash cans and bottles but can be thrown as many times as you want, and pistols with limited ammo. It also introduced 3 new combos, which are longer and more powerful but still use the same A and S keys.

to:

** While keeping the same enemies as before, ''Hobo 2: ''Hobo: Prison Brawl'' introduced chairs, which work the same as trash cans and bottles but can be thrown as many times as you want, and pistols with limited ammo. It also introduced 3 new combos, which are longer and more powerful but still use the same A and S keys.
Is there an issue? Send a MessageReason:
None


** While keeping the same enemies as before, ''Prison Brawl'' introduced chairs, which work the same as trash cans and bottles but can be thrown as many times as you want, and pistols with limited ammo. It also introduced 3 new combos, which are longer and more powerful but still use the same A and S keys.
** ''Wanted'' converts ground vehicles from bosses to regular enemies, introduces shotguns and [=SMGs=] as a step-up from pistols, and adds combos with the D key to the combo roster.
** ''Total War'' converts the previous helicopter boss to a regular enemy type and introduces grenades and bazookas as explosive weapons.
** Averted by ''Space Brawls'', which doesn't include any new combos, and removes the vehicle enemies and throwable and explosive weapons. That said, it replaces the bullet-based guns with more powerful laser ones.
** ''Hell'' re-introduces the vehicle enemies with vehicle-equivalents, and adds {{Cephalothorax}}s as a type of {{Elite Mook}}. It also replaces the other weapons with [[WhipItGood whips]], and includes the first combos with the W key.
** ''Heaven'' includes angels as a new dose of elite mooks among the types, and re-introduces the throwable weapons. The most powerful combo that the game introduces is also the only one involving use of all four keys used for combos (S-A-D-W).

to:

** While keeping the same enemies as before, ''Prison ''Hobo 2: Prison Brawl'' introduced chairs, which work the same as trash cans and bottles but can be thrown as many times as you want, and pistols with limited ammo. It also introduced 3 new combos, which are longer and more powerful but still use the same A and S keys.
** ''Wanted'' ''Hobo 3: Wanted'' converts ground vehicles from bosses to regular enemies, introduces shotguns and [=SMGs=] as a step-up from pistols, and adds combos with the D key to the combo roster.
** ''Total ''Hobo 4: Total War'' converts the previous helicopter boss to a regular enemy type and introduces grenades and bazookas as explosive weapons.
** Averted by ''Space ''Hobo 5: Space Brawls'', which doesn't include any new combos, and removes the vehicle enemies and throwable and explosive weapons. That said, it replaces the bullet-based guns with more powerful laser ones.
** ''Hell'' ''Hobo 6: Hell'' re-introduces the vehicle enemies with vehicle-equivalents, and adds {{Cephalothorax}}s as a type of {{Elite Mook}}. It also replaces the other weapons with [[WhipItGood whips]], and includes the first combos with the W key.
** ''Heaven'' ''Hobo 7: Heaven'' includes angels as a new dose of elite mooks among the types, and re-introduces the throwable weapons. The most powerful combo that the game introduces is also the only one involving use of all four keys used for combos (S-A-D-W).

Added: 2541

Changed: 764

Is there an issue? Send a MessageReason:
None


* ''VideoGame/BloonsTowerDefense'' series, in terms of both towers and enemies:

to:

* The ''VideoGame/BloonsTowerDefense'' series, in terms of both towers and enemies:



* ''Franchise/DeadRising'' is a series that strives for a bigger arsenal of weapons each game. In [[VideoGame/DeadRising the first game]], you could use nearly everything found in the mall (including [[JokeItem useless objects that are only good for a laugh]]) as an ImprovisedWeapon. ''VideoGame/DeadRising2'' allows you to combine objects (even the more useless ones) and turn them into lethal combo weapons. ''2'' also has a slightly bigger map than the first game. ''[[VideoGame/DeadRising3 3]]'' adds more combo weapons (some being upgraded versions of pre-existing ones) and introduces destructive combo ''vehicles'', which are a neccesity for traversing the ''huge'' map. ''VideoGame/DeadRising4'' dials back on the amount of combo weapons and map size, but makes up for it by introducing PoweredArmor that can be equipped with different loadouts.

to:

* ''Franchise/DeadRising'' is a series that strives for a bigger arsenal of weapons each game. game.
**
In [[VideoGame/DeadRising the first game]], you could use nearly everything found in the mall (including [[JokeItem useless objects that are only good for a laugh]]) as an ImprovisedWeapon. ImprovisedWeapon.
**
''VideoGame/DeadRising2'' allows you to combine objects (even the more useless ones) and turn them into lethal combo weapons. ''2'' It also has a slightly bigger map than the first game. ''[[VideoGame/DeadRising3 3]]'' game.
** ''VideoGame/DeadRising3''
adds more combo weapons (some being upgraded versions of pre-existing ones) and introduces destructive combo ''vehicles'', which are a neccesity necessary for traversing the ''huge'' map. map.
**
''VideoGame/DeadRising4'' dials back on the amount of combo weapons and map size, but makes up for it by introducing PoweredArmor that can be equipped with different loadouts.loadouts.
* Each ''VideoGame/{{Hobo}}'' game is progressively more complex than the previous one by adding more enemy types, weapons and attack combos. To wit:
** The first game's enemies consisted mostly of mundane civilians and police officers who are pretty easy to take down. The only weapons available were the throwable trash cans and bottles, which can only be thrown once, and there were 6 simple combos that only involved the use of the usual A and S keys to attack.
** While keeping the same enemies as before, ''Prison Brawl'' introduced chairs, which work the same as trash cans and bottles but can be thrown as many times as you want, and pistols with limited ammo. It also introduced 3 new combos, which are longer and more powerful but still use the same A and S keys.
** ''Wanted'' converts ground vehicles from bosses to regular enemies, introduces shotguns and [=SMGs=] as a step-up from pistols, and adds combos with the D key to the combo roster.
** ''Total War'' converts the previous helicopter boss to a regular enemy type and introduces grenades and bazookas as explosive weapons.
** Averted by ''Space Brawls'', which doesn't include any new combos, and removes the vehicle enemies and throwable and explosive weapons. That said, it replaces the bullet-based guns with more powerful laser ones.
** ''Hell'' re-introduces the vehicle enemies with vehicle-equivalents, and adds {{Cephalothorax}}s as a type of {{Elite Mook}}. It also replaces the other weapons with [[WhipItGood whips]], and includes the first combos with the W key.
** ''Heaven'' includes angels as a new dose of elite mooks among the types, and re-introduces the throwable weapons. The most powerful combo that the game introduces is also the only one involving use of all four keys used for combos (S-A-D-W).

Added: 757

Changed: 476

Is there an issue? Send a MessageReason:
None


* In ''VideoGame/DevilMayCry 1'', the [=Kick13=] move was a single roundhouse and its [[SuperMode Devil Triggered]] version was a punch-kick combo. In ''4'', the combo is now standard and the DT version has even more hits. In ''3'' the Drive move was a single, somewhat slow shockwave, while in ''4'' it comes out faster and Dante can use three in a row. In ''3'', the YouWillNotEvadeMe move was only available as a situational part of the StanceSystem, while in ''4'' it becomes integral to the combat

to:

* ''VideoGame/DevilMayCry'':
**
In ''VideoGame/DevilMayCry 1'', ''VideoGame/DevilMayCry1'', the [=Kick13=] move was a single roundhouse and its [[SuperMode Devil Triggered]] version was a punch-kick combo. In ''4'', ''VideoGame/DevilMayCry4'', the combo is now standard and the DT Devil Trigger version has even more hits. hits.
**
In ''3'' ''VideoGame/DevilMayCry3DantesAwakening'', the Drive move was a single, somewhat slow shockwave, while in ''4'' ''Devil May Cry 4'', it comes out faster and Dante can use three in a row. row.
**
In ''3'', the YouWillNotEvadeMe move ''Devil May Cry 3'', an [[YouWillNotEvadeMe enemy-pulling]] GrapplingHookPistol skill was only available as a situational part of the StanceSystem, [[StanceSystem Gunslinger Style]] and Kalina Ann, while in ''4'' ''Devil May Cry 4'', it becomes integral to the combatcombat and exploration via Nero's "Snatch" and "Hell Bound" abilities.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/ArTonelico'' has the first game where you fight a single rogue Reyvateil that caused the end of the world, the second one has you create a floating continent, and the 3rd one has you restoring the planet to its past self. And in Ar Nosurge you create a PLANET. The trend is broken in Ar nosurge's prequel Ciel nosurge, as you do nothing but keep an amnesic girl company and restore her memories.
* ''Franchise/AssassinsCreed'':
** The series Zig-zags this. ''VideoGame/AssassinsCreedII'' was a major improvement over the first one, but Brotherhood and Revelations, while adding some cool new weapons and mechanics, were more or less [[MissionPackSequel Mission pack sequels]] to II. ''VideoGame/AssassinsCreedIII'' added even more to the map, and offered some new mechanics, such as crafting. IV followed on III's footsteps by having even more map, but much of it was water to sail on, and a few on foot weapons were removed. While ''VideoGame/AssassinsCreedUnity'' didn't restore everything that IV threw overboard, it focused more on the smaller details, greatly improving the graphics, Parkour animations and cities.
** Inverted with the Hidden Blade. In the first game, it offered one hit counter-kills even on bosses, having a very small countering window, and blocking and normal attacks weren't possible with the blade. The sequel allowed blocking and attacking, as well as one hit-counter kills, but not on bosses anymore. Brotherhood expanded the countering window, as did revelations... From ACIII to ''VideoGame/AssassinsCreedRogue'' it was just an another weapon, losing it's uniqueness. From Unity forward, it lost it's combat abilities, as became an assassination-only weapon.
* ''VideoGame/BloonsTowerDefense'' series, in terms of both towers and enemies:
** Tower varieties:
*** The first game only has five towers: Dart, Tack, Bomb, Ice, and Super. The second adds Boomerang to the mix, while the third adds the Spike-o-pult (later fused with Dart) and the supportive Monkey Beacon.
*** The fourth game doubles the tower varieties by adding Glue Gunner, Ace, Mortar, Wizard/Apprentice, Buccaneer, Dartling Gun, Spike Factory, and the money-generating Banana Farms.
*** The fifth game adds six towers on top of all the previous ones: Sniper, Ninja, Engineer, Bloonchipper, Heli, and Submarines.
*** The sixth game tones it down with only two new towers, the Druid and Alchemist. On the other hand, it introduces [[HeroUnit heroes]], which are capable of levelling up by themselves. As of version 11 of the game, there are eight heroes in the game.
** Tower upgrades:
*** In the first two games, each tower has two separate upgrades and that's it, with fairly basic effect like "attacks faster" or "more range".
*** The third game adds "second tier" upgrades that need the first tier upgrades to be bought first, for a total of four upgrades per tower. The effects are still pretty basic, such as "attacks even faster".
*** The fourth game only have one upgrade path per tower, but with four tiers. The third and fourth tier upgrades usually affects the tower in a pretty significant way. For example, the Tack Shooter turns from shooting small tacks into larger saw-blades, and then further into emitting rings of fire. The Buccaneer's final upgrade triples its attack speed, massively increasing its power.
*** The fifth game also have four tiers of upgrades, but now each tower has two upgrade paths to choose from. In addition, the top upgrade in the second path also gives the tower an activated ability. For example, the Glue Gunner can choose whether to upgrade into shooting highly corrosive glue or shooting normal glue faster with an ability to glue all bloons at once. In addition, because the upgrades are split into two paths, the overall power level is higher than the fourth game. The fourth tier upgrade that grants Buccaneer triple attack speed above? Now it's now only a third tier upgrade, with the fourth tier turning the boat into a carrier that shoots miniature planes.
*** The sixth game improves the upgrade choices into three paths, as well as having fifth tier upgrades that are so powerful you can only have one of each type. Think the Juggernaut's giant spiked ball is impressive? Now you have the Ultra Juggernaut, which shoots even bigger spiked balls, which then split into multiple spiked balls. The Tack Shooter in ''5'' can choose between shooting flames or a storm of buzz-saws. Now it has a third choice: Keep shooting tacks, but a lot more tacks and a lot more faster.
** Bloons:
*** In the first game, the strongest Bloon types are the Black and White Bloons. They're unique that they're immune to explosion and freezing, respectively.
*** Second game introduces the Lead Bloon, which is immune to sharp attacks, and contain Black Bloons inside them. The strongest, however, is the Rainbow Bloon, which has no immunities but spawn two Blacks and two Whites when popped.
*** Third game introduces Ceramic Bloons, which actually need multiple hits just to break the ceramic layer, after which it spawns Rainbows. It introduces the first blimp of the series, the MOAB, which takes a lot of hits to be destroyed, and spawns into Ceramics.
*** The fourth game upped the ante with BFB. It's slower, but much tougher than a MOAB. But when destroyed it spawns ''four'' [=MOABs=]. It also inserts the very fast Pink and the multiple-immunity Zebra into the Bloon hierarchy and introduces the Camo mechanic.
*** The fifth game topped it up with the ZOMG. As you may guess, it's much tougher than the BFB, and spawns into four [=BFBs=] when destroyed. It also introduces the Regrow property besides Camo. The spinoff ''VideoGame/BloonsMonkeyCity'' introduces the DDT, which in a subversion is much weaker than the ZOMG, but much faster and has all of Camo, Black, and Lead properties at once.
*** The sixth game now has the BAD. Not only it's five times tougher than ZOMG, it can also shrug off any attempts at slowing its progress. It pops into two [=ZOMGs=] and three [=DDTs=], which can catch players off guard. In addition, it has the Fortified property, which doubles a Bloon's health, and ''can'' be applied to blimps.
* In ''VideoGame/{{Boogeyman}}'', the titular monster has four ways to get into the PlayerCharacter's room. A vent, a closet, a door, and a window. In ''VideoGame/Boogeyman2'', all those entryways remain, but a small tent has been added as a means of entrance for the boogeyman.
* ''Franchise/DeadRising'' is a series that strives for a bigger arsenal of weapons each game. In [[VideoGame/DeadRising the first game]], you could use nearly everything found in the mall (including [[JokeItem useless objects that are only good for a laugh]]) as an ImprovisedWeapon. ''VideoGame/DeadRising2'' allows you to combine objects (even the more useless ones) and turn them into lethal combo weapons. ''2'' also has a slightly bigger map than the first game. ''[[VideoGame/DeadRising3 3]]'' adds more combo weapons (some being upgraded versions of pre-existing ones) and introduces destructive combo ''vehicles'', which are a neccesity for traversing the ''huge'' map. ''VideoGame/DeadRising4'' dials back on the amount of combo weapons and map size, but makes up for it by introducing PoweredArmor that can be equipped with different loadouts.
* ''VideoGame/{{Portal}}'' started out as a simple proof of concept with some witty writing and some brand new game play. In other words, a test. Now look at ''VideoGame/{{Portal 2}}'': the full length single-player campaign is 3-4 times longer than the original, has a lot more areas to explore, a lot of new gameplay mechanics[[note]]laser redirectors, propelling platforms, roads made of light, bouncing gels, accelerating gels, gels that create surfaces where you can shoot portals[[/note]], a very well written story without saying outright what happened, some very memorable characters, and some scenery that will make any other laboratory feel insecure (admit it, Lower Aperture Laboratories took quite a few elements from fictitious 1960s nuclear bunkers, the Modern Laboratories have bottomless pits [still above the older labs] and testing rooms that might remind some people of the floating mountains from ''Film/{{Avatar}}''.) Now this is just single player, the co-op missions have two players with two portals of their own to shoot, and as a result, the puzzles are a lot more complicated.
* ''VideoGame/ResidentEvil2'' mostly takes place in the city's police station, but ''VideoGame/ResidentEvil3'' allows you to visit more places such as the Downtown and Uptown portions of the city, a Hospital, and a Park.
%%* ''[[VideoGame/HouseOfTheDead House of the Dead 2]]''.
* ''VideoGame/GranblueFantasy'': The Anniversary / Birthday Milestones annually introduce or tease plenty of gameplay mechanics and additions, as well as quality-of-life improvements, and changes based on community feedback. Such mechanics like the Eternals, and Seraphic Weapons were released during these anniversary events.
** Lore-wise, ''What Makes the Sky Blue: Paradise Lost'', the 2018 sequel to the 3rd Birthday event turns things UpToEleven by starting with [[spoiler:Lucifer's defeat at the hands of Beelzebub, and his head severed]]. Gameplay-wise, the 2018 event is also evident of the changes made since the game's state on March 2017 - The free event character is an SSR, compared to the 3rd Birthday's SR. ''Paradise Lost'' also introduced free and gacha [=SSRs=] that have Sub-Auras (something that only the Arcarum Summons introduced in Late 2017 have), the Honor / Badge rewards now give Arcarum-related items, as well as the inclusion of Impossible-difficulty raid battles.
* ''VideoGame/GrandTheftAuto'' started a Sequel Escalation after taking the jump to full 3D. ''VideoGame/GrandTheftAutoIII'' and ''[[VideoGame/GrandTheftAutoLibertyCityStories Liberty City Stories]]'' take place in a very small Liberty City, ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'' and ''[[VideoGame/GrandTheftAutoViceCityStories Vice City Stories]]'' take place in a larger Vice City, and ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'' finally ups the ante and places the action in ''an entire state''. Then it seems to have crossed something akin to the BishonenLine and shrank back down to a DarkerAndEdgier version of the small Liberty City with ''VideoGame/GrandTheftAutoIV''. ''VideoGame/GrandTheftAutoV'' is bigger than the maps of ''San Andreas'', ''IV'', and ''VideoGame/RedDeadRedemption'' ''combined'', however. The ''[=GTA4=]'' version of Liberty City is of comparable size (but not quite as big) as San Andreas, though, but with greater detail in the area depicted.
* The first ''VideoGame/GranTurismo'' had at least 150 cars. Then ''Gran Turismo 2'' came out and they added a whooping 500 cars to the list. ''Gran Turismo 3'' however inverts this due to the Generation Jump, but ''4'' does it again. Then ''5'' came up and managed to have a total of ''[[UpToEleven 1000 cars]]''. AND THEN ''6'' got released and had 1200 cars. There are some drawbacks of this, such as in ''5'' they imported a lot of the cars from the previous games with no change at all and [[CreatorProvincialism most of the cars being Japanese and from Nissan.]]
* Creator/HideoKojima did this semi-purposely in the ''VideoGame/MetalGear'' series to keep it from getting stale. The villains in the games up to the original ''VideoGame/MetalGearSolid'' were basically just extraordinary soldiers. In order to keep fans interested he gave the villains in ''[[VideoGame/MetalGearSolid2SonsOfLiberty Sons of Liberty]]'' super-powers. In the next installment, ''[[VideoGame/MetalGearSolid3SnakeEater Snake Eater]]'', the player fought World War legends, one of which [[BeeBeeGun attacked the player with bees]]. This maybe an accidental subversion as well since in ''Snake Eater'' the player takes control of the future Big Boss, the antagonist of ''Metal Gear'' and ''Metal Gear 2'', meaning that Solid Snake has already beaten the toughest character in the series all along.
** There were super-soldiers in the first game too, in fact if anything FOXHOUND were more impressive than Dead Cell, as only Vamp had genuine super-abilities (and Fortune isn't technically a "boss fight" in any meaningful sense). In FOXHOUND, Vulcan Raven is a giant Shaman, Psycho Mantis is a powerful psychic, and Liquid is a literal super-soldier genetically engineered for the purpose (Solidus, from the second game, is also a such a person but Liquid was designed to be the superior). You also have to take on a cyborg ninja version of another legendary soldier, whereas in the sequel a lesser version of this character actually helps you out. As far as the villains go, the first lot were superior to the second, in terms of supernatural abilities.
** The latest model of Metal Gear itself was always the penultimate boss in each game up until ''Metal Gear Solid''. In ''VideoGame/MetalGearSolid2'', Raiden fights not just one, but a whole bunch of them that were built to overpower the last model from the previous game. In ''VideoGame/MetalGearSolid4'', Old Snake fights a pseudo-Metal Gear model called Gekko as a common enemy in the very first level.
** In ''VideoGame/MetalGearSolid'', Solid Snake fights a [=HIND=] helicopter piloted by Liquid Snake. In ''VideoGame/MetalGearSolid2'', Raiden fights a ''Harrier Jet'' piloted by Solidus Snake.
** ''VideoGame/MetalGearRisingRevengeance'' throws logic to the wayside and has Raiden fight armies of cyborg mooks, plus a Metal Gear RAY, and near the end of the game, Metal Gear EXCELSUS, a [[HumongousMecha Metal Gear]] [[UpToEleven big enough to eat other Metal Gears for breakfast]]. [[spoiler:EXCELSUS's pilot, The final boss, is in short, the most absurd and over-the-top thing in the Metal Gear series: a fusion of man and nanomachines]]. However, this could be excused due to this game being partially developed by ''Creator/PlatinumGames'', who is used to developing over-the-top games.
* ''VideoGame/GearsOfWar'' did this to phenomenal effect, largely because the first game was already over-the-top, but it also left many fans wanting so much more. For example, the first game hinted at a major boss battle featuring a bipedal dinosaur-like creature called a brumak, but you never got to fight it until the [[UpdatedRerelease PC version.]] In the sequel, one level has '''five''' of these ... ''at once''. But they not only ramped up the scale, they also included a surprisingly powerful character story with Dom searching for his wife.
** ''Gears of War 3'' keeps things rolling by fleshing out an entire new faction only previously mentioned (the Lambent Locust). It also shows humanity to be in widespread disarray and on the verge of collapse with no real government remaining. The final parts of the campaign are the resolution of the question of which of Sera's three sentient species will annihilate the other two -- and it's a ''very'' close race.
* ''Franchise/{{Halo}}'':
** Every game, in one way or another, ups the scale of the combat; for example:
*** ''VideoGame/{{Halo 2}}'' gave you one Scarab to fight, which already took half a level to defeat. ''VideoGame/{{Halo 3}}'' gives you ''four''.
*** A vehicle combat example; in ''VideoGame/HaloCombatEvolved'', you're the only good guy who can drive, there isn't much dog-fighting, and even in a tank you're mostly fighting scattered infantry and a few vehicles. In ''Halo 2'', there are a few allied vehicles fighting besides you, some extended dog-fighting moments, and vehicle sequences where you're taking on small armies. In ''Halo 3'', you're often leading your army of vehicles against theirs, with massive vehicle battle sequences (both on the ground and in the air) that can flow right into each other.
*** ''VideoGame/{{Halo 4}}''[='s=] ''Spartan Ops'' was an effort to one-up ''VideoGame/HaloReach''[='s=] Firefight by turning the four-player-vs-environment mode into an entire campaign. People ended up missing Firefight, but ''VideoGame/Halo5Guardians''[='s=] Firefight made up for it by dramatically upping the scale even compared to ''Spartan Ops'', with tons more players, weapons, enemies, while still keeping the traditional Firefight format.
** [[VideoGame/HaloCombatEvolved The first game]] was a straightforward and relatively small-scale story about the Chief preventing largely impersonal enemies from taking one ringworld in an obscure corner of the galaxy. ''VideoGame/{{Halo 2}}'' widens the scale of the plot considerably; it has fighting in multiple worlds ranging from Earth to a giant alien city-ship to ''another'' ringworld, the politics of an entire alien empire, massive scale battles going on just in the background, two galaxy-saving protagonists, two galaxy-ending {{Big Bad}}s, and galaxy-shaking events where NothingIsTheSameAnymore.
** The scale of threat was practically exponential in the original trilogy. Your main threats in the first game are a single small Covenant fleet and an early stage Flood infestation, and no one (except you, really) comes close to destroying the galaxy. In ''Halo 2'', you're fighting a massive combined Covenant fleet and an advanced Flood infestation on the verge of breaking out, and Earth itself comes under attack. In ''Halo 3'', you're fighting the personal fleet of the Covenant's head honcho and a space-capable Flood infestation, with both on the verge of killing every one; as one character points out, "The fate of every sentient being in the galaxy rests in your hands." But y'know, no pressure.
** Creator/{{Bungie}}'s final two games may be on a slightly smaller scale compared to the main series, but they still have this trope going on relative to each other: ''VideoGame/Halo3ODST'' is a LowerDeckEpisode focusing on a squad of {{Badass Normal}}s fighting against an already weakened Covenant, and taking place in a single city over the course of the day. ''VideoGame/HaloReach'' focuses on a squad of {{Super Soldier}}s fighting against the full might of the Covenant across an entire planet (and in space) over the course of an entire month.
* ''Turrican II'' took the first ''VideoGame/{{Turrican}}'''s already large levels and made them [[MarathonLevel ludicrously enormous]]. It worked amazingly.
* ''VideoGame/TetrisTheGrandMaster'' peaks out in speed and difficulty when pieces start dropping instantly. ''Tetris: The Grand Master 2'' made the game even faster and more NintendoHard than its predecessor by gradually decreasing the delays for piece appearance and piece lock delay, shortening the line clear animation after you reach instant-drop speed, and adding an invisible credit roll challenge to get the titular Grand Master rank. ''Tetris: The Grand Master 3'' shortens these even more, and scores you on finesse during the credit roll challenge, in addition to requiring you to get a Grand Master-worthy score 4 out of 7 games before giving you the Promotional Exam in which you can actually earn the rank.
* ''VideoGame/SupremeCommander'' was fairly involved in terms of creating and managing your army, with the final mission putting you up against one of the Aeon experimental units as a sort of BossFight. The ''Forged Alliance'' standalone expansion sics a Serphim experimental on you in the very first mission, and it only gets more intense from there.
* The console installments of the ''VideoGame/FZero'' series crank up the maximum speed with each new installment. In the first installment, you normally can't go faster than 478 km/h, but dash arrows allow you go up to about 970 momentarily. ''F-Zero X'' sets the norm to 700-800 km/h, with boosts enabling you to reach about 1,300-1,400. ''F-Zero GX'' brings average speeds to the 970-1,100 range, with boosts speeds going beyond 2,000.
* ''VideoGame/KidIcarus'' is the story of Pit the angel fighting to defeat the evil goddess Medusa. ''VideoGame/KidIcarusUprising'' features more-or-less the same story ... for the first third of the game. [[spoiler:After Medusa's defeat, Hades promises to make Medusa look like "a cute, cuddly bunny" compared to him. From there, Pit must butt heads with a nature goddess with an arsenal of [[FantasticNuke Fantastic Nukes]] at her disposal, an alien race determined to consume the world, an ancient monster that possesses his goddess Palutena, and various members of the Greek pantheon of Gods on his way to fight Hades.]] It's almost like they crammed the stories of several games into one to make up for the 25 year SequelGap the series had.
* ''VideoGame/AceCombat'': The first superfighter, the XFA-27 in ''2'', didn't have anything particularly OTT apart from being able to launch four missiles in one salvo. If we skip over the planes from ''3'', the X-02 Wyvern from ''4'' is next, still not OTT in weapons although it has switchblade wings now. The ADF-01F Falken from ''5'' was the first (ignoring ''3'', as aforementioned) to mount a laser weapon. The ADFX-01 Morgan from ''Zero'' added the nuke-like MPBM. Then the CFA-44 Nosferatu from ''6'' swaps the MPBM out from the cluster missile ADMM. ''X'' may fit in there somewhere...
** It does, the Fenrir has the ungodly LSWM, which if you hit the missile at a specific target, the blast radius will be enough to destroy all the targets and win you the match, in theory...
** When it comes to the amount of enemies and the scale of battlefields, the series has zig-zagged all over the place, but ''[[VideoGame/AceCombat04ShatteredSkies 04]]'' and especially ''[[VideoGame/AceCombat6FiresOfLiberation 6]]'' both played this trope straight (being the first installments for the [=PS2=] and the Xbox 360 respectively is no coincidence), and both also had the [[VideoGame/AceCombat5TheUnsungWar following]] [[VideoGame/AceCombatAssaultHorizon installment]] heavily inverting the trope. However, when it comes to the amount of flyable aircraft, they invert it, particularly ''6'' which has the ''lowest'' amount of aircraft in the main series.
* ''VideoGame/GigaWing'': [[PinballScoring 14-digit scores]]. ''Giga Wing 2'': 17 digits. ''Giga Wing Generations'': [[UpToEleven 20 FREAKING DIGITS.]]
* ''VideoGame/Left4Dead'' [[https://www.youtube.com/watch?v=UF1HVlcXBmA intro video.]] ''VideoGame/Left4Dead2'' [[https://www.youtube.com/watch?v=u39KZJIJ7VA intro video.]]
* Sony's ''VideoGame/{{Resistance}} 2'' and ''VideoGame/Uncharted2AmongThieves'' are bigger than their originals in every way.
* The first game in the ''VideoGame/SuperRobotWarsOriginalGeneration'' sub-series deals with civil war between TheFederation and a WellIntentionedExtremist, while throwing in an extraterrestrial invasion in the second half of the game. The sequel throws in the first again, but adds in an AlternateUniverse faction deciding to perform WarForFunAndProfit and an EldritchAbomination bent on committing a KillEmAll scenario on a planetary scale.
* The first ''VideoGame/{{Glider}}'' was a 15-room adventure (1 room = 1 screen). "The House" of ''Glider 4.0'' went on for 62 rooms. Finally, ''Glider PRO'''s "Slumberland" filled 403 rooms, including outdoor areas which previous games had nothing like.
* {{Rhythm game}}s tend to do this with their "boss" or "extra" songs:
** ''VideoGame/GuitarHero II'' had "[[Music/LynyrdSkynyrd Free Bird]]". ''Guitar Hero III'' upped the ante with "[[Music/{{Dragonforce}} Through the Fire and Flames]]".
** The ''VideoGame/DanceDanceRevolution'' series does this with a majority of its entries. (For simplicity, since the ratings scale was completely overhauled partway through the series, the descriptions below will use the new ratings scale only. Otherwise this would overlap too much with BrokeTheRatingScale.)
*** ''1st Mix'' had a difficulty scale that is now 1 to 12 (1 to 8 old-scale). ''3rd Mix'' introduced the first 13s (9s).
*** ''DDRMAX'' (aka 6th Mix) was a massive DifficultySpike. It introduced MAX 300, the first level 15 (10) chart, and going up two (new-scale) levels from ''5th Mix'' would already be very difficult. But MAX 300 is also locked to the newly introduced [[BrutalBonusLevel Extra Stage system]], which puts on additional constraints and limits you to one try per credit. You have to earn the Extra Stage by scoring a 93% or better on Final Stage (usually your 3rd and last song of the credit), giving you one chance at MAX 300. But Extra Stage also turns on three modifiers (1.5x Reverse Pressure), forcing you to read backwards, at a much faster scroll speed than you're probably used to, and with a life bar that never replenishes, guaranteeing that you'll fail with just 4 misses or so. ''This isn't the hardest song to pass in the game.'' If you not just pass, but ace MAX 300 with a 93% score or better after fighting through all the special conditions, you'll earn the One More Extra Stage, another exclusive song (Candy☆) that's much easier but on a Sudden Death lifebar (anything less than a Great step fails the whole song instantly). Hope you don't get too many nerves at this point...
*** ''DDRMAX 2'' (7th Mix) makes several small steps up. The Extra Stage is now the slightly harder song [=MaxX=] Unlimited (at 320 BPM instead of 300), Dark is turned on as a fourth Extra Stage modifier (the target row of arrows is invisible), and the One More Extra Stage-exclusive song is now Kakumei with a 3x scroll speed modifier, suddenly making you play on sudden death with a reading speed nearly as fast as Max 300. Kakumei also features a nasty slowdown gimmick near the beginning that's easy to mis-time slightly, causing an instant fail.
*** ''DDR Extreme'' changes up the "a song is only accessible a certain way" mechanic - the hardest chart in the game is no longer Extra Stage-exclusive. The Extra Stage (The legend of MAX) isn't too much harder (at 333 BPM). The real hardest chart in the game is Paranoia Survivor Max Oni, which is already objectively harder than The legend of MAX even under normal conditions (rated a 16 instead of a 15 on the new scale). The new twist is that PSMO is only accessible by selecting Legend Road under Challenging Mode, which...forces you to play all three previous Extra Stages back-to-back with only a few seconds of loading screen time in between, all of them under the "4 misses anywhere and you automatically fail the song" condition. Complete them all to get one shot at PSMO (also under the "no time to catch your breath" and "4 misses = fail" conditions, of course). (By now, all ''DDR Extreme'' machines have long since put in the unlock codes to make PSMO available for normal play.)
*** ''DDR [=SuperNOVA=]'' takes the ''Extreme'' mechanics and spikes them up again. The Extra Stage is now Fascination MAXX, which runs at a top speed of 400 BPM and is rated a 17 on Expert on the new scale. Oh, and the grade requirement to see it has been increased from 93% to 95%. But the real hardest charts to pass in the game are Fascination MAXX's Challenge chart (a new-scale 18) and Healing-D-Vision's Challenge chart (also an 18). Thought Legend Road's 15-15-13-15-16 and 4 lives each (20 lives total) was tough? Now go to Challenging Mode and pick Boss Rush episode IV, which goes 13-16-14-18-18...and only recovers a single life after the 13 and a single life after the 14 (6 lives total). That's right, after a game where only 16s existed, you're suddenly 'expected' to beat two 18s in a row, with no breathing time in between, and only 4 misses allowed combined across the two charts.
*** ''DDR [=SuperNOVA 2=]'' started the infamous trend of making the Encore Extra Stage (rename of One More Extra Stage) ''harder'' than the Extra Stage despite sporting a 1-life lifebar. The hardest Extra Stage in ''[=SuperNOVA=]'' required you to clear a level 17 with 4 lives? Now try a never-before-seen level 17 with just 1 life (hi, Pluto Relinquish). There are infamous videos and forum discussions floating around from this time period, with players exclaiming that "there's a chart so hard that no one even knows what the ending looks like" (because no one can get that far without missing a step somewhere).
*** The Challenging Mode mechanic rears its head for the last time here. Of course Pluto Relinquish has a level 18 Challenge chart only accessible here. Of course the boss rush has to be an utterly unprecedented 18-18-16-16-18. This was literally so hard that ''zero people cleared it with proof for [[https://www.youtube.com/watch?v=nDj0EmIfKBM nine years]].'' (Long before then, it had already been unlocked for regular play - but this counts because the exclusive nonstop course came first.)
*** Despite ''DDR [=X=]'' being well-known for creating the new expanded difficulty scale, there was very little difficulty escalation in this entry, especially compared to the massive towering spikes of the previous few entries. The most you could say is that it introduced the first level 18 Extra Stage, but whether a 4-life level 18 is harder/easier to pass than a 1-life level 17 depends a bit on personal opinion.
*** ''DDR [=X2=]'' increased the Extra Stage requirements to demand a 95% score on all three of your stages, not just the last one, and it first introduced the idea of Extra Stage events and event progress being connected to player accounts. If you've completed a variety of miscellaneous event unlock steps, you gain access to the event-exclusive Replicant-D-Action folder only on Extra Stage, which contains six songs that can't be heard anywhere else. Getting a 95% or higher on Expert earns you a medal for each one. After you earn your sixth unique medal, you must ''spend'' them to immediately (with only a loading-screen break) play the event-exclusive Encore Extra Stage, Valkyrie dimension...the series' first level 18 Encore. As you might expect, this was "no one knows the ending to Pluto Relinquish" all over again, except with some people now accusing Konami of pulling a cash grab since it requires six credits to just try Valkyrie once. (You have to stick six more credits into the machine to play six more Extra Stages to earn six more medals...)
*** Valkyrie dimension is infamous for one more reason, which had been speculated ever since it was revealed as the first level 18 on Expert instead of Challenge. When the Challenge chart was finally revealed, it was DDR's first level 19 - the first new ratings scale expansion in five years! There was no Extra Stage requirement though, giving players a regular up-and-down lifebar to pass which made it much easier to just struggle through instead of being forced to nail every step or fail.
*** ''DDR [=X3 vs 2nd Mix=]'' broke three records with its final few boss songs:
*** [[NostalgiaLevel Paranoia Revolution]] (Expert level 18) was at first only unlockable in the game's deliberately retro-style 2nd Mix mode, which means good-bye to thirteen years of quality-of-life updates. Specifically, the whole song is forced on 1x Flat, squishing the pile of arrows together and making them all monochrome (no colour difference to tell apart nearby arrows by rhythm, and no double-spacing etc. to read close-together arrows better). And as "Expert level 18" implies, this song had the series' second ever Challenge level 19, tying with Valkyrie dimension and breaking the DDR record of fastest interval between notes (16ths at 360bpm!).
*** Tohoku Evolved broke the record for highest reading speed at ''1020 bpm'' - for a single corner jump that is ''random'' each time the song is played.
*** [=LOVE IS THE POWER -Re:born-=] is the game's last Encore Extra Stage, and at first glance it looks like a suspiciously easy level 10. That is, until the song begins and its music video prominently gives you fancy golden text: "ATTACK!! PERFECT FULL COMBO!" Yup, for the first time in DDR history, hitting every note in the Encore stage isn't enough to pass it. You must get all Perfects or better [[note]]This is an anachronism from the game's 1998 origins, when the arcade cabinets ran at 30fps and Perfect was literally frame-perfect. When the cabinets were upgraded to 60fps, a new rating above Perfect was introduced in order to keep old scores fairly comparable.[[/note]], and a single Great will fail you instantly (which, yes, makes it hilariously possible for the results screen to simultaneously show a failing grade and a Full Combo award).
*** For once, ''DDR 2013'' had no sequel difficulty escalation whatsoever. ''DDR 2014'' on the other hand...
*** Welcome to the series' second Extra Stage event. Yes, it's much, much harder than Valkyrie dimension in ''X2'' ever was. The 'medal system' is made more stringent: the new Replicant-D-ignition folder contains five songs and clearing each with a 95% or better on Expert earns you a coloured orb. Hold all five, and a sixth song appears in the folder next credit, which is an Expert level 18 and costs all five orbs to attempt once. You must also 95% this song on your one attempt to earn a single attempt at the Encore Extra Stage...which scrolls backwards at 900 BPM which is almost literally humanly unreadable without missing a step. This seems to have been an intentional gimmick by Konami, watching players use creative workaround strategies such as literally printing out a copy of the chart elsewhere and taping it to the arcade machine to read that instead. As with the last event, people have accused Konami of creating another cash grab - the price for an Extra Stage credit has increased to ¥120, so six credits now costs ¥720 instead of the last event's ¥600, and you have two chances to lose it all instead of one (the Encore stage, and the sixth Extra Stage just before it).
*** Is that all? Not even close! Three weeks after players first beat all of the above, Konami released the "second phase" (last phase) of the event, which ends on a different sixth Extra Stage that is also a level 18. Getting a 95% on this new Extra Stage earns a single attempt at a brand new...level 15 Attack Perfect Full Combo Encore Extra Stage. Suffice to say, getting all Perfects on a level 15 song you've never heard or seen before, and requiring 30-48 minutes of expert-level gameplay and ¥720 worth of credits between every individual attempt, basically guaranteed that 0 people would ever pass it before the event ended, which is exactly what happened.
*** ''DDR A'' had two escalations compared to ''DDR 2014''. First, the ''Rinon's Adventure'' Extra Stage event required ''8'' credits to fill up a meter to attempt the special Extra Stage, which increased the cost to ¥820 per attempt (Konami, those cash grab complaints aren't getting any quieter...). Second, the last phase of the event featured the series' first ever level 19 Extra Stage, followed by another level 15 Attack Perfect Full Combo Encore Extra Stage.
** ''VideoGame/{{Beatmania}} IIDX'' started with a 1-7 difficulty scale. ''5th Style'' had the kanji for "forbidden" for some harder 7's, which were later displayed as "flashing 7's" and even later named as "7+". Eventually, the 7+ difficulty became an 8, and the 8+ was introduced. The scale now ranks up to ''12''.
** For most of the series' history, ''VideoGame/GuitarFreaks'' and ''VideoGame/DrumMania'' have had a scale with a 2-digit number for difficulty, with the boss songs usually having a rating in the 90's on Extreme difficulty. In [=V5=], performing well on the Extra Stage earns you the [[https://www.youtube.com/watch?v=zS5EdxIZ31c Infinity Stage, with the song Rock to Infinity]], which is rated ''infinity'' on Extreme and gives "Through the Fire and Flames" a run for its money.[[note]]For those only familiar with ''Guitar Hero'' or ''Rock Band'', a note on how ''Guitar Freaks works'', which will help appreciate the video: even though there are only three buttons on the guitar, you must never be holding extra buttons, even for single notes (forget about hammer-ons and pull-offs). Also, those white icon things on the rightmost side of the track are where you are required to raise your guitar neck into the air. Finally, there is no star power equivalent, and your accuracy is graded in a similar manner to Beatmania or DDR, adding another level of difficulty to the game.[[/note]]
** ''VideoGame/RockBand 2'' ups the ante by having more metal than the first game, pushing the boundaries for drums and guitar, but the maximum difficulty is really pushed in ''Rock Band 3'', which introduced the pro modes (while keeping the normal ones). The number of buttons on the guitar fretboard jumped from 5 to ''102'' (68 for bass), with the other hand handling six (four) 'strings' instead of one. Drums just added cymbals, jumping from 5 inputs to 8, and Keyboard, which was new anyway, jumped from 5 keys to 25. Moreover, some of the drum charts in ''[=RB3=]'' (pro or not) are just insane. The main ''Rock Band'' games also present an inversion of this trope storyline-wise. The final challenge (barring the [[FinalExamBoss Endless Setlist]]) in the first game has you playing to be inducted into the Rock & Roll Hall of Fame, whereas the second has you playing to be featured in ''Rolling Stone'' magazine.
* The ''VisualNovel/AceAttorney'' series keeps upping the odds and the drama with each case.
** The first of the Phoenix arc is simply rescuing your long-lost best friend from a false murder charge, the second involves intrigue in show business and [[spoiler:the kidnapping of your assistant/friend Maya as insurance against the (guilty) client being found guilty]], and the third has Phoenix facing off against [[spoiler:the vengeful spirit of his serial killer ex-girlfriend]] before the true murderer is even found. Apollo Justice deals with a seven-year-old BatmanGambit and pushing through a completely new trial system, while ''Investigations'' puts Edgeworth against a [[TheSyndicate smuggling ring]] that [[spoiler:is responsible for or connected to every murder in the game.]]
** ''Investigations 2'' starts off with [[spoiler:the assassination of the Zheng Fa president.]] It ends with [[spoiler:a successful one. Of a body double, that is, who pulled a successful one on the ''real'' president years ago. And you get to solve that case too.]]
** This goes UpToEleven in ''VisualNovel/PhoenixWrightAceAttorneyDualDestinies'' thanks to a transfer from Nintendo DS to Nintendo 3DS. It ''starts'' with a courtroom bombing and gets bigger from there.
** ''VisualNovel/PhoenixWrightAceAttorneySpiritOfJustice'' starts with Phoenix taking on trials in a country that made ''being a lawyer'' '''punishable by death''', and deals with a full-on revolution. Oh, and who's the BigBad of the game? [[spoiler:The current ''Queen'' of said country, who controls the entire legal system and can re-write the law whenever she wants. By the end of the trial, everyone is held up at gunpoint by her guards. And yes, you ''do'' get to take her down.]]
* ''VideoGame/DonPachi'':
** Each game progressively gets crazier with even more BulletHell and a TrueFinalBoss that takes BulletHell to [[SerialEscalation progressive levels of insanity.]]
** The combos. Getting a 100 combo in ''[=DoDonPachi=]'' is an achievement, while in ''[=DoDonPachi=]'' it simply takes some effort. ''[=DoDonPachi=] dai ou jou'''s [[SuperMode Hyper]] system makes that trivial, and in ''[=DoDonPachi=] Dai-Fukkatsu''? Come back when you get a 10,000 combo.
** In an inversion of this trope, most players regard ''Dai-Fukkatsu'''s first loop as easier than those of its predecessors. [[PublicMediumIgnorance No one's listening, though.]]
* ''VideoGame/FinalFight 2'', the straight-to-Super NES sequel to the original ''Final Fight'', changed the setting from Metro City to various cities around the Eurasian continent. Despite this, the game is barely that different in terms of gameplay compared to the original game and was mostly made to make up for the lack of a 2-Player Mode in the original SNES port.
* In the first ''VideoGame/DoubleDragon'', the player's mission is to [[SaveThePrincess rescue]] [[DistressedDamsel Marian]]; in the second game, the objective is to [[Main/RevengeOfTheSequel avenge]] [[DisposableWoman her]] [[SuddenSequelDeathSyndrome death]].
* ''VideoGame/MassEffect1'' features cool teammates, [[CutscenePowerToTheMax action cutscenes]], epic [[BadassCrew badassery]], emotion and [[JustForFun/OneOfUs geek]] humor. ''VideoGame/MassEffect2'' features more teammates, more [[CutscenePowerToTheMax action cutscenes]], MoreDakka, more epic [[BadassCrew badassery]], more emotion and more [[JustForFun/OneOfUs geek]] humor. You may guess [[EvenBetterSequel the results]]. ''VideoGame/MassEffect3'' is taking this [[DarkestHour even]] [[ApocalypseHow further]] by ''starting'' the game with the massive invasion of [[spoiler:a race of EldritchAbomination AbusivePrecursors by the thousands who have wiped out all galactic civilization countless times before]], who are ''very'' angry with the player character.
** ''VideoGame/MassEffect2'' is kind of an aversion: the first game has the fate of all organic life in the Milky Way at stake, whereas the second focuses on attacks that only target humanity; sure the Collectors kill hundreds of thousands of people, but if Sovereign had succeeded, the death toll would have been at least in the hundreds of billions. Played straight when comparing 3 to its predecessors: while the threat to the galaxy is the same throughout the series, it's much more direct, and the odds of success much worse, in the third game.
* In ''VideoGame/DevilMayCry 1'', the [=Kick13=] move was a single roundhouse and its [[SuperMode Devil Triggered]] version was a punch-kick combo. In ''4'', the combo is now standard and the DT version has even more hits. In ''3'' the Drive move was a single, somewhat slow shockwave, while in ''4'' it comes out faster and Dante can use three in a row. In ''3'', the YouWillNotEvadeMe move was only available as a situational part of the StanceSystem, while in ''4'' it becomes integral to the combat
* The "Meet the Team" videos in ''VideoGame/TeamFortress2'' become a lot more ambitious as they go. Compare [[http://www.tf2.com/heavy.htm Meet the Heavy]] and [[http://www.tf2.com/spy.htm Meet the Spy]] for the best example. [[https://www.youtube.com/watch?v=36lSzUMBJnc Meet the Medic]] takes it to new heights. And then there was [[https://www.youtube.com/watch?v=WUhOnX8qt3I Meet the Pyro]].
* In going from ''VideoGame/ModernWarfare'' to ''Modern Warfare 2'', the killstreak rewards got bigger and better. There's also the fact that [[spoiler:America]] gets invaded, you get to play as more people and the plot takes you to locations all around the world. And of course, the TwistEnding.
* In the first ''VideoGame/MetalSlug'', basic enemies were limited to the usual Rebellion Army soldiers, the only Slug you used was the basic tank, and the final boss was Morden in a helicopter. By the time ''Metal Slug 3'' rolls around, that very same final boss and level are only the ''halfway'' point of the game, and you've already fought zombies, mummies, man-eating plants, and the Mars People. The final fight of ''3'' takes you to space to battle the Mars People mothership, and to even access the interior you have to fight ''Metal Slug 2'''s final boss again. The actual final battle is a free fall to Earth versus Rootmars, the alien commander.
* ''Franchise/FinalFantasy'':
** In [[VideoGame/FinalFantasyI the first game]], the main characters had about 30 HP to start, which grew to about 500-750 by the end. The final boss here had exactly 4000 HP. In ''VideoGame/FinalFantasyVIII'', the starting HP is about 500 and it's about 2500-3500 HP near the end. This game's final boss has [[MarathonBoss over A QUARTER MILLION HP]], and you can only hit four digits of damage. And that's not even counting ''VideoGame/FinalFantasyXIII'' -- there are trash mobs with health in the millions.
** The magic and summon animations also have gotten flashier and longer as the series progresses. What used to take nothing more than a few seconds to watch Bahamut blast every enemy on the field in the earlier games evolved to an extended sequence showing Bahamut flying up high in the sky, charging his attack, and then watching the attack shoot down to the ground and explode on all enemies. Depending on the game, some players may find it easier and faster to level grind and just smash everything with swords than to use powerful magic that takes a while to finish its animations.
** ''VideoGame/FinalFantasyXIV'' started off having relatively little story content at launch (but one of the ''many'' criticisms leveled against the original release). Near the end of the 1.0 version's run, TheEmpire came knocking while summoned Primals formed another threat against the world. The relaunch, ''A Realm Reborn'', continued the story from a near-apocalypse inflicted upon the realm of Eorzea, with each expansion thereafter adding more areas to explore and new threats to contend with: a CorruptChurch and an army of dragons in ''Heavensward'', the aforementioned Empire's conquered territories in ''Stormblood'', and ''TheMultiverse'' in ''Shadowbringers''.
** In terms of sheer content: ''VideoGame/TheatrhythmFinalFantasy'' has just over 70 songs, not including DLC. Its sequel, ''Curtain Call'', has more than ''three times'' that number at 221.
* ''Franchise/KingdomHearts'' does this to a smaller extent than ''Franchise/FinalFantasy''. The first game has bosses that have about 300-1500 HP (according to the Guide) which are represented by bars. A boss with ''four'' was considered a lot, and the BonusBoss Sephiroth has about six. Meanwhile in ''[[VideoGame/KingdomHeartsBirthBySleep Birth By Sleep]]''? There are enemies with a ''lot'' more than just four health bars, even if the health bars deplete faster after ''II''. (this includes ''[[VideoGame/KingdomHeartsChainOfMemories Chain of Memories]]'')
** Compare any of Sora's limits from the KHI or KHII to what Ven, Terra, or Aqua can do with their normal fighting styles. Sora's Trinity Limit almost pales in comparison to some of their attacks, and it was the strongest move in the original game and took all Sora, Donald, and Goofy to use, the BBS trio travel alone all the time, and perform moves that make the Maleficent dragon boss battle seem like a cake walk compared to her [[ThatOneBoss first dragon encounter]] from the first game. This is at least {{justified|Trope}} since Aqua is a Keyblade Master, Terra is only a few good deeds short and all three got training from an actual Keyblade Master, where as Sora learned from his own experience.
* ''VideoGame/StarWarsStarfighter'':
** The game is all about destroying a single battle droid construction factory and then moving to help out at the Battle of Naboo. ''VideoGame/JediStarfighter'' is about shutting down all production of a synthetic virus that could wipe out beings in mere seconds, and then moving to prevent the Separatist scientist who invented it from using it in the Battle of Geonosis or after.
** You can't destroy the Trade Federation landers no matter what, and the last level revolves around the battle against the Droid Control Ship, the only capital ship in the game. In ''Jedi Starfighter'', you destroy one TF Lander in the first level, and several capital ships over the course of the game, including three in the last level alone.
* During Creator/{{Nintendo}}'s E3 2010 Presentation, while Reggie Fils-Aime mainly placed emphasis on the social element of ''VideoGame/DragonQuestIX'', he does have this to say about the rest of the game's content:
-->'''Fils-Aime:''' You could describe it just by the numbers: with 120 [[{{Sidequest}} mini-quests]] and additional wi-fi mini-quests, over 300 monsters, over 900 items to customize your character, and an infinite number of randomly generated treasure maps. But that would be selling it short.
* The ''VideoGame/SimCity'' series was originally developed with this in mind. While the games share a lot of the same core gameplay elements, the range of facilities that could be built and the size of land at the player's disposal grew exponentially, peaking in ''[=SimCity 4=]'', where utterly large regions containing significant numbers of connected cities could be created. Creator/WillWright would later comment that the series has ended up being inaccessible to new players due to its sheer complexity, which led to the reformulated but simplified ''[=SimCity Societies=]''.
* ''VideoGame/TheSims'' changes significantly with each sequel. Even customization options and the way the Sims can change themselves is dramatically different: in the first game, there are adult Sims and child Sims, and never the twain shall meet. In the second game, your Sims age and die, and can also gain and lose weight in a "pop" effect. In the third game, your Sims can age and die and changes due to weight gain and loss, muscle gain and loss, and pregnancy are subtle and incremental. And that's not even including the expansion pack options...
* ''VideoGame/BioShock'' is an interesting case. [[VideoGame/BioShock2 The sequel]] has an equally good story, but the villain has the opposite philosophy as [[VideoGame/BioShock1 the first one]]. The combat, on the other hand, is so far escalated to be ridiculous. DualWielding, playing as a Big Daddy with equally scaled up weapons (from crossbow to spear gun for instance), and the plasmids... The Incinerate alone goes from tossing fire, to tossing ''exploding fire'', to being able to shoot a solid stream of fire. WordOfGod even states that Jack wouldn't have survived Rapture if he came at this time.
* ''VideoGame/WeCheer 2'' in terms of the VirtualPaperDoll and CharacterCustomization.
* ''VideoGame/MegaMan2'' upped the number of bosses and special items, but also gave a massive increase in the size and variety of the regular enemies you fought. Compare the Mooks of [[http://spriters-resource.com/nes/mm/sheet/32924 Mega Man 1]] to [[http://spriters-resource.com/nes/mm2/sheet/32920 Mega Man 2]].
* ''Franchise/{{Pokemon}}'':
** Back in ''VideoGame/PokemonRedAndBlue'' and ''VideoGame/PokemonGoldAndSilver'', the villains were a bunch of common thugs, with the focus of [[ExcusePlot what little plot the games had]] being on beating the Elite Four in [=Gen1=] (and [[PreviousPlayerCharacterCameo Red]] in [=Gen2=]). The Legendaries generally stayed OutOfFocus in favor of the ToBeAMaster[=/=]GottaCatchEmAll messaging of the marketing, except for Suicune in ''Crystal''. Then we hit ''VideoGame/PokemonRubyAndSapphire'', where the villains were out to expand the land or sea, and where the [[OlympusMons Legendary Pokémon]] played a role in that plot. But it wasn't over yet: Cyrus, head of ''VideoGame/PokemonDiamondAndPearl'''s Team Galactic, was actively out to destroy the universe and remake it in his own image. Beating him involved, depending on your version, catching either the god of space, the god of time, or an EldritchAbomination personification of antimatter that had a few parallels to {{Satan}}. And then you could catch {{God}} Himself, if you attended a Nintendo event or used a [[VideoGame/GameShark cheating device]]. Every generation after than has since zig-zagged in the level of world-ending disaster that the villain's schemes will cause, from ''VideoGame/PokemonBlackAndWhite'' wanting Pokémon and humans to be forever separated, to ''VideoGame/PokemonUltraSunAndUltraMoon'' having ''the entire multiverse'' at risk of destruction.
** Each generation adds new mechanics to gameplay, but most notably, the number of Pokémon that are catchable greatly increases as well. ''VideoGame/PokemonRedAndBlue'' started it off with a total of 151 Pokémon. ''[[VideoGame/PokemonGoldAndSilver Gold and Silver]]'' upped the ante with 100 new mons. ''[[VideoGame/PokemonRubyAndSapphire Ruby and Sapphire]]'' began the trend of starting the player with a Regional Pokédex of over 150 mons, the majority of which being new additions to the franchise, with all other Pokemon from previous generations being catchable during the post-game. To date, the installment to add the most new Pokemon was ''VideoGame/PokemonBlackAndWhite'' with 156 brand new monster, while ''VideoGame/PokemonXandY'' has the largest regional at a whopping '''''450''''' Pokémon. Oh, and the total number of Pokémon in the series? '''''807'''''.
** In terms of Pokémon abilities, the game added new features like latent abilities, weather effects, and so forth over the course of the series. Come ''VideoGame/PokemonXAndY'', however, a major addition was made in the form of Mega Evolutions, a SuperMode usable by some species of Pokémon that ramps up their capabilities considerably, in addition to changing their appearance. ''VideoGame/PokemonSunAndMoon'' retained Mega Evolutions while also adding Z-Moves, special attacks that, like Mega Evolutions, are only accessible to a certain selection of Pokémon and are far more powerful than other moves, but at the cost of only being usable once per battle. ''VideoGame/PokemonSwordAndShield'' would consolidate Mega Evolutions and Z-Moves into Dynamax, a new SuperMode that [[MakeMyMonsterGrow allows Pokémon to grow to the size of a building]], their stats also skyrocketing with their size while their moveset is temporarily replaced with powerful Max Moves. Unlike Mega Evolutions and Z-Moves, ''every'' Pokémon can Dynamax and use Max Moves, although a few species are capable of ''[[UpToEleven Gigantamaxing]]''.
** The names of the games themselves were an escalation from primary colors to increasingly precious metals and stones. Eventually, they couldn't go any further than ''Diamond'', ''Pearl'', and ''Platinum'', so the next game series were simply ''Black'' and ''White,'' which also served as a reboot with a more scaled down plot, and the subsequent games were based on concepts other than colors or minerals.
* Not necessarily a "sequel", per se, but the continuation of the Franchise/SpiderMan set of games: In ''VideoGame/SpiderManWebOfShadows'', the final mission revolves around [[spoiler:blowing up a single S.H.I.E.L.D. Helicarrier, an aircraft roughly the size of a small building, to take down Venom once and for all.]] In ''VideoGame/SpiderManShatteredDimensions'', the Carnage level has [[spoiler:one Helicarrier pre-crashed as an integral part of the first fight with Carnage, and Ultimate Spidey has to outrun another crashing Helicarrier later in the stage.]]
* [[ZigZaggingTrope Zig-zagged]] in the ''Franchise/DragonAge'' series:
** ''VideoGame/DragonAgeOrigins'' depicts an epic struggle against TheLegionsOfHell led by an insane dragon god bent on wiping out all life on the planet.
** ''VideoGame/DragonAgeOriginsAwakening'' has a smaller scope story-wise than the original game (the Wardens are mopping up the stragglers from the already-defeated hellish legions), but the PowerLevels of ''everything'' are through the roof--regular bandits in ''Awakening'' have more HP than endgame ''Origins'' bosses.
** ''VideoGame/DragonAgeII'' is decidedly smaller-scale (rumor has it that it was originally planned as a GaidenGame), with a more personal quest that revolves around the protagonist Hawke finding a place in the world after Lothering was destroyed. The horrible things that happen in this game have little to do with ancient evils and dark gods [[spoiler:except for the lyrium idol though things would have gone to hell even without it]] -- [[GreyAndGrayMorality they happen because different people with different ideas of right and wrong]] [[WellIntentionedExtremist are unable to let go of their inner demons for the sake of peace.]]
** ''VideoGame/DragonAgeInquisition'' takes it right back to the epic lands, with the new protagonist building up an international power base (the eponymous Inquisition) to uncover the mystery of why every major faction on the continent suddenly stopped taking its meds and went to war against everyone else all at once.
* ''{{VideoGame/Diablo}}''. Your most powerful attack is a fireball followed by a magical sword and Nova is forbidden magic relegated to scrolls only, while a mob of six enemies is trouble on the highest difficulty. In the sequel, multishot arrows, chain lightning spear attacks and screenwide frost spells are commonplace. And in ''{{VideoGame/Diablo III}}'', even warrior characters are capable of causing avalanches and earthquakes, and you get rewarded for killing 50 demons in a few seconds. Meanwhile the scope of the hostilities escalates from a cursed cathedral in the first game, the entire world in the second game, and the High Heavens in the third.
* ''Bug Too!'' to the original ''VideoGame/{{Bug}}!''. It did take out certain elements (especially the zap cap) but added many new ones in, such as curved platforms, ability to run and hover for the characters, and level selection for each world. It may not have been a good thing, [[{{Sequelitis}} though]].
* ''VideoGame/SwordOfTheStars II: Lords of Winter'' will start in the Cruiser-Fusion era and have a "tech forest", multi-planet systems, even bigger ships and generally lots more options to play with.
* ''VideoGame/PaperMario'' has enemies with HP averaging from 10-20 points for most of the game while bosses hovering around the 50s more or less and the FinalBoss and BonusBoss having 99 HP. Mario's HP and FP can only max out (without the use of badges) to 50. The sequel, ''VideoGame/PaperMarioTheThousandYearDoor'', ramps this up greatly; Mario's HP and FP can reach higher than 50 thanks to the level cap being raised, but boss enemy HP is beefed up as well, pushing near 70 by the last quarter of the game. The FinalBoss has 150 HP and the BonusBoss has 200 HP! By ''Paper Mario'' standards, that's a crapton of HP. It's stretched even ''further'' in ''[[VideoGame/PaperMarioStickerStar Sticker Star]]''. All bosses after the first have at least 300 HP, and the final boss has 500 HP!
** The plots of the game are also escalated. The original has a fairly standard Bowser-kidnaps-the-Princess plot, and other than Mario none of the characters are in much danger (though the Star Spirits are concerned this might change if Bowser [[WithGreatPowerComesGreatInsanity keeps the Star Rod for too long]]). ''Thousand-Year Door'' features a group of scientists trying to release an EldritchAbomination, believing she will reward them with money and power, but who really just wants to TakeOverTheWorld ([[ICanRuleAlone and can rule alone]]). ''VideoGame/SuperPaperMario'' features a villain who wants to destroy the entire {{multiverse}}.
* The ''VideoGame/SaintsRow'' series:
** In the [[VideoGame/SaintsRow1 first game]], you're a nobody in a downtrodden neighborhood who gets caught in a gang fight, joins a new gang and buys a pistol to "clean up the hood".
** The [[VideoGame/SaintsRow2 second game]] features lots of explosives, radioactive waste, chainsaws, a gang boss with a minigun, and eventually you fight a private military contractor.
** The [[VideoGame/SaintsRowTheThird third game]] features regular mooks with miniguns, airstrikes, hoverbikes, battles against entire enemy platoons of tanks, laser guns everywhere and you blow up two aircraft carriers, including a flying one that's bombing the city into rubble.
** The [[VideoGame/SaintsRowIV fourth game]] features a full-scale alien invasion where you play as the president of the United States who gets kidnapped by the aliens, is put in Franchise/TheMatrix and then fights them with superpowers.
** The [[VideoGame/SaintsRowGatOutOfHell stand-alone expansion after the fourth game]] features your character (now GodEmperor of the Universe) kidnapped by Satan, with Johnny Gat and Kinzie Kinsington diving into the depths of {{Hell}} to save him...with [[FlamingSword flaming swords]], [[SuperWheelChair weaponized recliners]], and superpowers of their own.
* Generally speaking, FightingGame sequels -- especially those created within a couple of years of each other -- like to increase the number of fighters from one game to another. ''VideoGame/StreetFighterAlpha'' is a perfect example. There ''are'' exceptions -- the ''VideoGame/SoulSeries'' seems pretty consistent at around 20 characters per game, and the ''VideoGame/MarvelVsCapcom'' series stayed between 15 and 16 non-pallete swap characters for the first 3 games -- but an increased headcount is usually on the menu for a sequel.
* The original ''VideoGame/SuperSmashBros'' features only twelve characters. The sequel, ''Melee'', features over double that number, with the third game, ''Brawl'', having 35 characters, including third-party [[GuestFighter Guest Fighters]] VideoGame/SonicTheHedgehog and [[VideoGame/MetalGear Solid Snake]]. The fourth game has 50 characters, or 52 if you count each Mii fighter type as a different character, with more characters released as {{DLC}}. The fifth game - appropriately titled ''Ultimate'' - takes this even further by bringing back every character who was ever in a previous game, and then adding new ones on top. The count is at 74 official fighters (many of whom are from non-Nintendo series), plus Echo Fighters (such as [[Franchise/SuperMarioBros Daisy]] and [[VideoGame/KidIcarusUprising Dark Pit]]) and functionally identical reskins (such as [[Franchise/SuperMarioBros the Koopalings]] and [[VideoGame/PokemonRedAndBlue Leaf]]) who increase the total even further. And that's not counting all the stages, items and extra modes each game adds!
* ''[[VideoGame/BanjoKazooie Banjo-Tooie]]'' is this compared to its predecessor ''Banjo-Kazooie'': The latter was a kind of enhanced ''VideoGame/SuperMario64'', with more transformations, more collectibles, the ability to shoot eggs, and some other moves. Then ''Banjo-Tooie'' retained (almost) all the old moves of the first game ''since the beginning'', introducing more new moves than the total number of moves in the previous game, five new types of eggs, transformations in ''every'' level, and these aren't even all the new gimmicks of the game. The size and scale of each stage also increased dramatically, making the first game's stages feel claustrophobic by comparison.
* The second ''VideoGame/DevilSurvivor'' game is this. While the first one started its gameplay with the protagonists suddenly being attacked by demons spawning out of their [=COMPs=], the second one kicks off the main storyline by having a ''subway de-rail and nearly kill off the main characters'' (after showing them their horrific deaths before it happens). The second game also has FAR more on-screen deaths (one instance being the EldritchAbomination-[[MonsterOfTheWeek of-the-day]] ''incinerating'' four bystanders), a more epic scope (complete with a shadowy underground organization dealing with Japan's paranormal issues over the years and {{Eldritch Abomination}}s wreaking havoc), [[LoadsAndLoadsOfCharacters more characters]], more locations (taking place in multiple cities as opposed to the first one's single place), more cursing, [[NintendoHard more difficulty]], and [[WorldOfBuxom bigger cup sizes]].
* ''VideoGame/DevilSurvivor2'' got an UpdatedRerelease that includes a full-fledged second campaign taking place after the first. Where the original campaign ended with the protagonists taking on [[KingOfAllCosmos the Administrator of the Akashic Records]], the second campaign has a being of identical power as only the third boss, with the final boss being the system that created the Administrators and the Record, which involves turning the main characters into gods as ''step one'' for fighting it.
* The ''Franchise/SuperMarioBros'' series: ''VideoGame/SuperMarioBros1'' and ''VideoGame/SuperMarioBros2'' (Mushroom Kingdom and Subcon, respectively) --> ''VideoGame/SuperMarioBros3'' (multiple kingdoms). There's also ''VideoGame/SuperMario64'' (a castle) --> ''VideoGame/SuperMarioSunshine'' (an island) --> ''VideoGame/SuperMarioGalaxy'' and ''VideoGame/SuperMarioGalaxy2'' ([[ExaggeratedTrope the entire universe]]); ''VideoGame/SuperMario3DLand'' dialed it back to Mushroom Kingdom, then ''VideoGame/SuperMario3DWorld'' changed the setting (Sprixie Kingdom) and ''VideoGame/SuperMarioOdyssey'' took Mario into multiple kingdoms across the ''Mario'' world [[spoiler:plus the moon]].
* Present and accounted for in the ''VideoGame/QuestForGlory'' series:
** ''Quest for Glory I'' has few particularly powerful threats for you to deal with. There's the Kobold Wizard and Baba Yaga, but the ominous Brigand Warlock [[spoiler:turns out to just be the local ''court jester'', who has little real magical power and left the castle to find the Baron's missing daughter]]. There's not even really a Big Bad to speak of, unless you count Baba Yaga, as the Brigand Leader [[spoiler:is the Baron's enchanted daughter, and is "beaten" with a dispell potion]].
** In ''Quest for Glory II'', the Hero must square off against four powerful elementals, each of which can destroy the city of Shapeir, before confronting the [[ManBehindtheMan wizard]] attempting to release an [[SealedEvilinaCan evil djinn]] on the world.
** ''Quest for Glory III'' raises the stakes even further, with the plot of the game being manipulated by a demon attempting to cross its master over into the world (the Quest for Glory series is RIFE with Sealed Evils attempting to be released). Notably, the Coles have specifically said that Wages of War was not part of the original story, and was added ''specifically'' because the Hero would not have been strong enough to face the enemies of the next game.
** ''Quest for Glory IV'', in which the Hero now faces undead in spades, the resurrected [[spoiler:Ad Avis]] and his Dark Master, the vampire [[spoiler:Katrina]]. Oh, and now he's trying to stop a full-blown ''EldritchAbomination'' from being freed! Notably, Baba Yaga, who in the first game pretty thoroughly outmatches the Hero, by the fourth is no longer quite so menacing.
** ''Quest for Glory V'' at first seems like it's going to be an inversion, as the Hero arrives to effectively investigate a murder plot. At least until the world-destroying [[NamestoRunAwayFromReallyFast Dragon of Doom]] is unleashed by the BigBad (have we mentioned the series' love of Sealed Evils?)
* ''VideoGame/BatmanArkhamAsylum'' and its sequel ''VideoGame/BatmanArkhamCity''. From the scope of the plot to the cast to the playable area to the combat mechanics to the sidequests, everything got bigger and more complex. ''City'' even started Batman out with almost all of his gadgets from the end of ''Asylum'' before throwing even more his way. ''VideoGame/BatmanArkhamKnight'' has at least triple the playable area City had. ''Asylum'' had two ([=PS3=]) playable characters; City had four; Knight has eight, with one being a PaletteSwap of Batman with harder challenges and less gadgets.
* There are exactly two things which New World Computing did not escalate between ''VideoGame/HeroesOfMightAndMagic I'' and ''II'': the number of campaigns (four to two -- but see below) and the scale of the war (the sparse story of ''I'' was a free-for-all war over the throne of Enroth between four contenders, ''II'' was a war over the throne of Enroth's succession with two claimants). ''Everything'' else -- the number of towns, how many artifacts there are, how much actual ''story'' there is in the campaigns, how different the campaigns are from each-other (''I's'' were literally the ''same'' except for your starting town and each campaign lacking the map about attacking your own stronghold), the number of creatures, the complexity of the skill system, how many spells there are, etc -- gets escalated.
* ''VideoGame/ZombiesRun'': We'll let the developers explain.
-->The story’s even more tense, the risks even greater, and the rewards higher -- if things go right you, Runner 5, might just save the world.
* The ''VideoGame/SonicTheHedgehog'' series:
** In the UsefulNotes/SegaGenesis era we started with a super-fast hedgehog freeing his animal buddies from a mad scientist, which went to preventing Eggman from ruling the world with his Death Egg station in three sequels that expanded the scope of the world and introduced more characters. Come the [[UsefulNotes/SegaDreamcast Dreamcast]] and modern eras, Sonic is facing [[VideoGame/SonicAdventure a gigantic deity made of water]], [[VideoGame/SonicAdventure2 an out-of-control space colony controlled by the prototype of the ultimate life form]], [[VideoGame/SonicHeroes his evil robot double's super transformation]], [[VideoGame/SonicTheHedgehog2006 an insane god of time and space]], [[VideoGame/SonicUnleashed a continent-sized manifestation of the Earth's dark side]], [[VideoGame/SonicColors Eggman enslaving five planets to create a mind-control weapon]], and [[VideoGame/SonicGenerations a being that can destroy time and space]].
** ''VideoGame/SonicLostWorld'' takes a step back by returning to Sonic saving animals and maintaining the beauty of the world, but still manages to escalate that by having Sonic now saving animals in the hundreds and thousands per zone instead of dozens and magnifying the threat to the planet from Eggman building resource-destroying factories to [[spoiler:the entire world being sapped of its life energy by the Zeti, killing it and everyone on it including Sonic's friends, [[DarkestHour and the plan actually goes off without fail to the bitter end before Sonic can fix things.]]]]
* ''VideoGame/XenobladeChronicles1'' featured a massive world, but planet Mira from ''VideoGame/XenobladeChroniclesX'' is five times as big. It's so massive, there were doubts as to whether it would all fit on a Wii U disk.
* ''VideoGame/{{Borderlands}}'':
** The first game had a lot of neat boss fights, decent story with an OK villain, an intimidating final boss, and a neat Bonus Boss in Crawmerax. Then ''VideoGame/{{Borderlands 2}}'' came along and... totally blew it out of the water. The boss fights were more intense, often had hazards littered about them with extremely inventive fights, a story that plays out amazingly (so much so you'd swear they purposely wrote everything very basic in the original just to expand it further with its incredible plot twists, a BigBad to top all Big Bads, Handsome Jack, the manipulative sociopathic monster who is always two hundred steps ahead, a final boss that is far harder to kill and is NOT a GiantSpaceFleaFromNowhere, and a new bonus boss in Terramorphous, who makes Crawmerax look like a chew toy. They increased the guns, increased the areas, and total went balls out on making everything new.
** This applies to the DLC as well. General Knoxx, Island of Dr. Ned, Moxxi's Underdome, and the Claptrap invasion were okay, but Captain Scarlet's, Campaign of Carnage, Big Game Hunt, and Assault on Dragon's Keep clearly had way more effort put into them, and the last one especially seems to be taking the game engine and what they can do with it as far as they can, playing with the characters themselves and just having fun exploring how nuts the gameplay can get when they go all out on it, along with trying out how silly objectives can get. Additionally, the four campaigns from two seem to be more generally received by critics on websites like IGN and GameInformer, whereas General Knoxx had the unfortunate inability to make multiple fast travel stations in the DLC, forcing you to painstakingly make your way back to where you were every time you needed to get there, and Moxxi's underdome was often far too difficult for a solo player to handle, giving an individual much less incentive to play it unless with friends... and they dragged on and on.
* The ''VideoGame/MetroidPrimeTrilogy'' invokes this trope in regards to the scale of the adventure. In ''VideoGame/MetroidPrime'', Samus must contain the threat of [[TheCorruption Phazon]] and the mutated Metroid Prime on Tallon IV and prevent the SpacePirates from exploiting it, but the planet itself is mostly scenery. In ''VideoGame/MetroidPrime2Echoes'', Samus must [[BackFromTheBrink reverse the outcome of a war]] and save Aether itself and its inhabitants from its Phazon-created [[DarkWorld dark twin]]. ''VideoGame/MetroidPrime3Corruption'' involves the rescue of several such corrupted planets from Phazon itself, with the fate of ''the entire galaxy'' at stake. Gameplay-wise, ''Echoes'' shifts the balance between puzzle-solving and action towards the latter, and ''Corruption'' introduces [[ExplosiveOverclocking Hypermode]], with represents both a [[PurposelyOverpowered significant power boost]] for Samus and a [[GameplayAndStoryIntegration personal stake in the outcome]], as she has been corrupted as well.
* A meta-example with Creator/BlizzardEntertainment games -- with every new game, the game engines' capacities have increased, and thus the LevelEditor has gone from Map Editor (''VideoGame/WarCraftII''), Campaign Editor (''VideoGame/{{Starcraft}}''), World Editor (''VideoGame/WarCraftIII''), to Galaxy Editor (''VideoGame/StarcraftII''). For the games themselves, ''[=WarCraft=] II'' featured CosmeticallyDifferentSides, a Good/Evil divide, missions consisiting of "kill the enemy base", and IsometricProjection. ''[=WarCraft=] III'' had four completely different factions, some murkiness on the good/evil, extremely varied missions and a lot more dungeon crawls, cutscenes, leveling hero units, mercenaries, and was in 3D.
* Each ''VideoGame/WorldOfWarcraft'' expansion has pushed all conceivable limits of stat escalation. In classic, with a level cap of 60, even the absolute best geared raiding tank had only a few thousand HP, the hardest raid bosses had a couple million HP, and individual raid geared DPS was measured in hundreds (800 was considered good for Patchwerk, classic's preeminent DPS check). By the end of the 4th expansion, level cap 90, non-tanks were breaking 1 million HP, bosses were dancing around a billion, and individual DPS was easily several hundred thousand and could burst into the million range. Things got so bad the servers couldn't handle crunching all the numbers involved and Blizzard was forced to implement a "stat crunch" which cut everything for current content to roughly 10% of what it had been (though you could still pull the same DPS against legacy content). Two more expansions later, level cap 110, and things went and surpassed the pre-stat crunch levels once again. Tanks pushed past the 3 million HP mark and everything else just increased to keep up.[[note]]Gets funny when you remember that during classic Blizzard claimed Arthas to be the most powerful being in Azeroth, a PhysicalGod, and he would require 40 players at a minimum of level 90 to face him. He was released at level 80 and fought by 10/25 players. By the time players were level 90 anyone decently geared could solo him.[[/note]]
* The ''VideoGame/{{Shockwave}}'' games increase in scope with each installment:
** ''Invasion Earth'' is a defense of Earth against an invading force; the ''Omaha'' does not go further than the moon.
** ''Operation Jumpgate'' sees the ''Omaha'' traversing the solar system to go on the offensive and fight the aliens back through the jumpgate before they finish preparing for a second invasion.
** ''Shockwave 2'' opens twenty years after the ''Omaha'' has been lost been lost through the jumpgate, and has the crew of the ''Cortez'' exploring other solar systems, searching for the jumpgate code that will send them home.
* The first ''VideoGame/KamenRiderBattrideWar'' gave almost all the Riders the ability to access their [[SuperMode final forms]] temporarily; the sequel takes it a step further with "Ultimate State", which grants some Riders access to their movie-exclusive {{Eleventh Hour Superpower}}s, such as Series/KamenRiderOOO' Super Tatoba Combo or Series/KamenRiderFourze's Meteor Fusion States.
* ''VideoGame/{{Pikmin}}'':
** ''VideoGame/Pikmin2'' has five types of Pikmin that need to be managed, a far larger array of enemies, much longer gameplay in the form of caves, introduces powerups in the form of sprays, and removes the day limit. The number of collectable items shoots up from 30 to ''201''.
** ''VideoGame/Pikmin3'' increases the number of Onion-grown Pikmin the player has to manage, has a more flexible day limit than the first game, balances out the usefulness of the types, and has areas so large that even the Distant Spring from the first game (the biggest map of the first two) feels claustrophobic by comparison. However, it also removes some of the additions from the second game, toning down on the enemy types and axing the caves.
* Every game in the ''VideoGame/FiveNightsAtFreddys'' made the animatronics worse and worse. The first were (mostly) normal-looking, and all their creepiness came from their behaviour and murderous intent. The second had the new, shiny "Toy" versions as well the old ones -- who have been used as sources for spare parts and are mutilated as a result. The third had Springtrap, who looks like he literally ''rotted'' [[spoiler:as well as "Phantom", hallucinatory versions of past animatronics]]. The fourth features nightmare-esque corruptions with more mutilations and sharp teeth.
* ''VideoGame/{{Persona 3}}'' and ''VideoGame/{{Persona 4}}'' run off [[MissionPackSequel the same basic engine framework]], have no proper cutscenes (all dialogue sequences consist of the characters GoingThroughTheMotions with a camera angle that rarely changes) apart from the rare, 2D-animated ones, and are simplistic in their exploration, with randomly-generated dungeons that have few setpieces or puzzles. Fun, but rather basic and very obviously held back by limited budgets. ''VideoGame/{{Persona 5}}'', which is almost certainly going to be Creator/{{Atlus}}' biggest game yet, is a completely different beast, with proper cutscenes, a larger overworld with minigames and masses of [=NPCs=], a protagonist that seems to have a real personality, and actual dungeon designs with new methods of traversal like stealth and platforming.
* The ''[[VideoGame/{{Nectaris}} Neo Nectaris]]'' campaign is 50% longer than that of the first game, which it [[EmbeddedPrecursor also includes]].
* The original ''VideoGame/NexusWar'' was one battle in an [[EternalRecurrence eternal cycle]] of universes ending and beginning anew. The second game made the death and rebirth of the universe a repeatedly occurring event in game mechanics terms.
* Each ''Franchise/MortalKombat'' game is BloodierAndGorier than the last. [[VideoGame/MortalKombat1 The first game]] already managed to drum up some controversy with its Fatalities, of which each character had one. ''VideoGame/MortalKombat2'' not only added more characters, but gave each of them two different fatalities (as well as the more humorous Babality and Friendship finishers). By the time the series went 3D, fatalities had turned into longer cinematic sequences that mutilate the loser in increasingly creative and gruesome ways.
* ''VideoGame/{{Bayonetta}}'' significantly toned up the action by [[VideoGame/{{Bayonetta2}} its sequel.]] The first game already had large-scale, intense fights against giant enemies, but the second one gives a first boss from the ''Prologue'' that could pass as a FinalBoss in another game. Bayonetta goes from exclusively fighting forces of Paradiso to [[spoiler:fighting both infernal demons and the god of the human world (which is a distinct plane from heaven or hell) in addition to both old and new angels, and we finally get to see what Inferno looks like after the first game never revealed it.]] The MirrorBoss fights are ''significantly'' flashier: Jeanne from ''1'' summoned portions of demons for her battles, while the Masked Lumen in ''2'' summons the bosses in full-scale as they fight with Bayonetta's own demon summons in the background.
* The first [=BoxxyQuest=] game, ''The Shifted Spires'', was a simple gag RPG made in a few months for the members of a small forum. Its sequel, ''[[VideoGame/BoxxyQuestTheGatheringStorm The Gathering Storm]]'', is an utterly massive, commercial-quality game, despite still being freeware. This change is also reflected in the narrative. The first game’s plot involved saving one forum from a moody guy and his robot henchmen. In the second, we’re dealing with threats to the entire Internet, and an increasingly convoluted pileup of [[MechanicalAbomination Mechanical]] and [[EldritchAbomination Eldritch]] Abominations hellbent on consuming all of reality.
** In ''Spires'', no enemy ever had more than five digits of health, not even the final boss. Meanwhile, in ''Storm'', the TrueFinalBoss has 540,000 HP, and the most difficult BonusBoss has a whopping ''790,000''.
* ''VideoGame/TellingLies'', a SpiritualSuccessor to ''VideoGame/HerStory'', has the same gameplay, but in broader scope: about five times the video footage, four central characters instead of one, and several central mysteries.
* The ''Souls'' franchise as a whole has been gradually ramping up in terms of both [[SequelDifficultySpike difficulty]] and spectacle. In ''VideoGame/DemonsSouls'', Flamelurker was considered a [[WakeUpCallBoss "wall"]] for being the first boss most people fight that comes close to matching the player's movement speed or reaction time, compared to ones that are either {{Mighty Glacier}}s or even {{Stationary Boss}}es. By ''VideoGame/{{Bloodborne}}'', the bosses ''start'' that fast and ramp up from there, with the exceptions being more significant. Fortunately, the player character also starts with more stamina than the ''Demon's Souls'' protagonist typically has by mid-game.
----

Top