Top 10 Lists: The Top 10 Highly Anticipated Sequels That Lived Up To The Hype

Sequels are both a blessing and a bane to the game industry. On the one hand, they can offer a new, refreshing experience to gamers who just can't get enough of the first. They offer developers a chance to fix mistakes, to improve upon good ideas and to perfect great ones. On the other hand, focusing on existing ideas often crowds out newer ones. When developers become complacent and rely on the power of a series' name, a sequel might not be an improved product, but merely the same game in a different package (*ahem* Madden *ahem*). All too often, it's taken for granted that a successor of a blockbuster--new or old--will deliver more of the same fun, and then some, building up so much hype that there's nowhere for it to go but into disappointment. Even with true effort and inspiration put into a sequel, you'll always hear some saying that it "wasn't as good as the original," especially when that original has set such a high standard. There are some games, however, that seem to please even the hardcore naysayers (or at least most of them!). These games go above and beyond what's expected of a typical sequel. They manage to both preserve the old and present the new so seamlessly that it almost seems a paradox.

As the last (first?) game on the list, BT did have its share of naysayers. Among gripes were scattered performance issues, the seemingly uninspired and "gimmicky" pool of new moves, and several changed gameplay elements that served to lessen the difficulty: e.g. collectible items are now in groups of five and aren't lost after dying; worlds are opened merely by bringing Jiggies to a single location rather than searching out each world's respective puzzle. Overall, though, the game's difficulty is pleasantly cranked up a notch. Tasks are much more involved and often spanned two or three different worlds, building greatly upon BK's "slightly cross-world" tasks. The worlds themselves are far larger and offer many more nooks and crannies to explore, albeit to the point where some become tedious. The musical score is as good if not more impressive than BK's, and continues to change in dynamics as you move to different areas. Best of all were Rare's expertly placed references and tongue-in-cheek throwbacks to the original, including the infamous Stop 'N' Swop (incidentally, another source of complaints due to its disappointing absence from gameplay) and my personal favorite, a full-blown washing machine transformation, complete with dirty underwear cannon. So while far from perfect by some standards, the game is a gem in its own right, and if you haven't yet, it deserves at least one play through, especially if you enjoyed the largely unexpected Nuts & Bolts for 360.

Although it came out less than a year after the Wii's launch, Prime 3 showcased graphical capabilities which exceeded anyone's expectations of the consensual underdog console in this arena. Its visual appeal, along with similarly well-done audio in the form of an ambient, yet powerful musical score and voice acting that didn't make you cringe, contributed greatly to the satisfying atmosphere Retro was able to create in its worlds. And although it suffered for its linear gameplay, hand-holding hint system, and instances of tedium masquerading as difficulty, MP3 has the distinction of being arguably the first FPS to so effectively use the Wiimote's pointing abilities as a form of control, which fact, along with other motion-based mechanics, makes for great immersion and quite a workout. Or maybe I'm just out of shape. Either way, this is a brilliant end to the Prime series and a pivotal title for the Wii that did not disappoint.

If you've ever played this game, chances are you've also sunk countless hours into it. Between procedurally generated levels, incredibly flexible skill trees for a much more fleshed-out set of classes, and an item system that allows for nearly infinite combinations, D2's replay value is extraordinary even by RPG standards. Not that the first play-through is anything to scoff at. From the first moments in the rainy Rogue Camp, this game is filled with dark atmosphere and a gripping, if overdone storyline that is aided by great voice acting and a modest handful of CG cutscenes that were quite impressive for their time. There is little overhead involved in jumping right in, so you have fun playing for even just a few minutes, which is great if you have other responsibilities. But make no mistake, because it can just as easily occupy you for an entire day. As with its predecessor, D2's core gameplay (go out and see how efficiently you can clear an area of baddies or murder a boss for the umpteenth time, pick up loot, sort/sell it, rinse, repeat) remains deceptively simple and seductively addictive. Like, scary addictive, to the point where some fans take their characters so seriously that, much to Blizzard's chagrin, a variety of services from speed-leveling to item hacking have developed, many of which earn real-world cash. Despite such a temptation for Blizzard, Diablo II's online play remains absolutely free and every bit as full-featured as the single-player and LAN modes. Now, almost a decade after its release, DII remains extremely popular and every bit as accessible as it was in 2000 and thus some of the best bang for your buck that's currently available.

Let's be honest, who would have thought a skateboarding game could be anything other than sellout shovelware? Instead, the first THPS presented an authentic skating aesthetic, while keeping the gameplay interesting by nudging it just beyond the realm of reality and allowing you not to merely pull off flips, grabs and grinds--no experience necessary--but to chain them together and earn extra points for location-specific "gaps", rewarding creativity and utilisation of the level design. The game was popular even among non-gamers, and left all itching for more. THPS2 delivered, and how. Leaving the core mechanics untouched except for some tweaks to balance and smooth out gameplay, Neversoft added a few new mechanics, taking care to ensure they didn't feel tacked on. Arrivals such as manuals and lip tricks did well to fill in the gaps between the existing moves, expanding the possibilities for trick permutations even further. In addition to the wealth of new tricks, skaters, levels and boards to stave off repetition, there were plenty of unlockables and secrets, and even tools for creating custom skaters and levels, though they were somewhat limited. Wrapping things up neatly with a soundtrack that blew the original's out of the water, THPS2 improved upon the original in just about every area, leaving little to complain about.

Halo, the Xbox's ace in the hole franchise, has so much going for it that I won't bother going into detail here. In addition to being a bang-up game altogether, the eponymous first title (and for that matter, the second) also reeled in non-gamers and almost single-handedly brought online console gaming into the mainstream. As both the final chapter in the trilogy and the first on new hardware, Halo 3 had enormous shoes to fill, and did so admirably, showcasing the 360's horsepower in both improved graphics and AI, polishing both local and online multiplayer, and (of course) letting players, at long last, "finish the fight." New weapons nicely complement the old staples, while other arrivals, such as equipment and Forge multiplayer, did come off as slightly tacked on in that they're not an integral part of the rest of the game; but by the same token, they don't detract from it, and the extra options sure don't hurt.

Ah, The Sims. Love it or hate it, this unique people simulator took PC gaming by storm, providing a whole new type of gameplay for the likes of storytellers, perverts, your grandma and your girlfriend. With a range of items, architectural elements and, of course, sims, to choose from, players could truly create their own experience. Maxis further expanded the innovative title by making effective--and profitable--use of expansion packs. Beyond the expansions for the PC game, The Sims also spawned countless spin-offs on all manner of platforms, but the second iteration on the PC made the series truly shine. By bringing the game into the realm of full 3D and making every strong point of original infinitely more so, The Sims 2 became a quantum leap over the comparatively straightforward original. Sims are no longer immortal--they age and they die, and as they do their lives are reflected upon family trees that go back several generations, allowing you to look through and fondly remember how messed up your first sim was. The architecture tool and item system yields far more control than we have time to discuss here, and that's to say nothing of what's possible by hacks and tweaks. Aspirations, wants, fears and memories give a new dimension to your sims motives and present clear goals to you as a player without preventing you from pursuing your own. Did I mention you can tweak every aspect of your sim's body, down to the color of his 5 o' clock shadow? Physical traits are convincingly passed down "genetically" to kids, making that family tree even more fun to trace. All in all, this game is not only flawlessly presented, it offers immense control in all areas in which The Sims excelled, brings loads of new features that avoid becoming gimmicky or unnecessary, and amazingly sacrifices none of the charm of the original. Well, I do miss Servo...

When Super Smash Bros. debuted on the N64, it gave a new definition to fighting as a genre. Accessible controls that nonetheless rewarded players who took the time to understand the nuances of the mechanics, and a scoring system that allowed different arenas to impact gameplay and lent an element of strategy, contributed to a unique game and an instant success. Melee is a successful sequel in every respect of the word. Staying true to the formula of the original, it added in several gameplay elements such as directional throws, balanced out the characters, and--perhaps most importantly--sped up the pace of battles considerably. The resulting game was one that truly put players' reflexes to the test, provided a different battle every time, and was impossible to truly master--nigh perfect from a design standpoint. Doubling the number of characters and adding in a bunch of features with which to tinker sealed SSBM's success.

As we near the top of the list, we enter the "legendary" territory (no pun intended, Halo folks). Super Metroid is often used today as the golden standard for platformers. It blew away just about everyone's expectations of how much an already popular game could be improved--especially in the graphical arena. Not only did it present a colorful 2D environment far surpassing the Metroid's 8-bit palette, it avoided any of the glitches or control limitations that made playing through the NES game a test of patience. A smorgasbord of new powerups arrived and, along with returning ones, could be combined in new and often amusing ways. The game's real strength lay less in gameplay and more in its presentation, however. The original's chiptunes were given the 16-bit treatment, lending some audial quality to already-moving composition, and a satisfying story masterfully rendered--through gameplay, rather than dialogue. Familiar regions were recreated with some new ones as well, making the sprawling, continuous world of Zebes come alive, and, mercifully, there's a map of it, so no more getting hopelessly lost in the bowels of Norfair.

As the first sequel for a brand new franchise that had already created an almost cultlike phenomenon among schoolchildren and seasoned gamers alike, G/S did a better job of expanding upon the series than anyone likely expected. Near doubling the existing number of monsters, more than doubling the explorable land area (and thus the number of badges to be had!) and introducing a sprinkling of game mechanics that did well to complement the existing Pokemon "formula", G/S is widely considered among fans to be the best iteration to date. The game stayed appealing long past the completion of its main story through a wealth of side-quests and other ventures, all of which were presented with a carefully crafted back story that evoked the generation's signature mystery and intrigue without descending into the corniness that has plagued Pokemon of late. Near complete backwards compatibility with Red and Blue, and some of the best chiptunes ever coded, sealed the deal: this is a classic.

The first Sonic game was such a unique take on the platforming genre, it left fans clamoring for more; Sonic 2 refined the idea to the point where it could have snagged a spot on this list--if it hadn't been one-upped by its own successor! S3&K corrected Sonic 2's graphical slowdowns, made Tails fully playable and introduced Knuckles as a new (playable!) character. Levels were gigantic, each with areas of Sonic 2's old sit-back-and-enjoy-the-ride speed as well as tricky areas and puzzles where you must mind what you're doing, all with--get this--seamless transitions between them. With 14 such levels, 9 alternate endings and a vast assortment of secrets and goodies, the game's timely completion forced Sega to release it in two parts and to develop "lock-on technology," which yields yet more secrets when used with Sonic 2 and other Genesis games. This unexpected, extra effort from the developers earns the game the top spot here. It's a wonderful thing when the dev's response to delays is not to push back the release date, but instead to innovate and make the final product even better. S3&K was the only game ever to use the technnology, and also the only game in which one can witness the wonder of fan service that is Hyper Sonic.

To reiterate, it's common enough for a sequel to be a substantial improvement over the original, or to satisfy hordes of picky gamers. It's even more common for the hype surrounding it to snowball to epic proportions, and in fact this is almost necessarily the case where the predecessor was a widely appreciated blockbuster. Games that fall into both categories, though...well, those gems are few and far between. Hopefully this list captures a good representation of them, though I'm sure there are plenty missing, since there are so many sequels to sift through that I simply haven't played. One caveat to the selection here is the absence of Final Fantasy titles, mainly because there are so frickin' many, and the grey areas of what constitutes a sequel vs. a spin-off vs. a spiritual successor, to say nothing of the storm of controversy surrounding each title's place in the series, are such that I'm avoinding them altogether lest I be mauled by a mob of angry FF fans. Thanks for reading, and take comfort in the fact that some sequels *are* a bit more than a carbon copy!

List by HeWhoLikthCheez (06/22/2009)

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