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Creativity in Game Sequels

The New York Times (reg. required) has a look at two sequels that manage to recapture some creativity from the original games. Resident Evil 4 and Mercenaries aren't just knock off money makers, a refreshing note in a rehash heavy industry. From the article: "Capcom's invigorating leap into 2005 includes tossing out what had been the basic premise of the series, which centered around a manmade virus that destroyed Raccoon City."

3 of 63 comments (clear)

  1. also by pluke · · Score: 5, Insightful

    see nintendo games over the last 20 years. Pumping out sequel after sequel but never resting on their laurels. It is not sequels that characterise stagnation in the industry, but tarting up old games, you hear me EA?

    --
    "all through my house i set up traps, it seems like the rats have a map, so now i feed the rats crack" - Donald D
  2. Re:Sequels are *ALWAYS* less creative. No exceptio by servognome · · Score: 5, Insightful

    GTA3, Dune 2, Mechwarrior 2, Star Control 2 come to mind as more innovative than their predecessors.

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    D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
  3. I stopped reading... by Anonymous Coward · · Score: 5, Informative

    ...when the article claimed that Resident Evil invented the survival horror genre.

    Resident Evil: third-person survival horror game, using polygon graphics on rendered backgrounds, where a lone character wanders around fighting zombies. Key scene that sticks in everyone's memory: the bit at the beginning where the dogs jump through the window. Published 1996.

    Alone in the Dark: third-person survival horror game, using polygon graphics on rendered backgrounds, where a lone character wanders around fighting zombies. Key scene that sticks in everyone's memory: the bit at the beginning where the dogs jump through the window. Published 1992.

    Question: which of the above was innovative?