If there’s one thing many people are willing to decry with little to no information on it, it’s sequels. They’re often seen as rushed out attempts to squeeze a few more dollars out of the oppressed masses, but there are some sequels that have done great things with the source material. Silent Hill 2 is widely regarded as the best of the Silent Hill series, and leaves behind much of the mythology of the first game. Yet, in the past, we’ve seen fans go ballistic over properties that ignore even a fraction of a beloved mythology.
Of course there are sequels that are seen as wholly awful creations that actually manage to devalue the series (Whatever remains of the series afterward) as a whole. Highlander II, anyone? But right now, let’s look at the qualities to successful sequels. There will probably be spoilers for any games I talk about, fair warning.
First off, let’s look back a little to the beginnings of what would become my gaming world. Spyro the Dragon. He’s gone some weird places since his humble beginnings on the Playstation. Spyro’s first adventure was a 3D platformer with some fairly basic mechanics. The level design was simple and yet works as a fantastic blueprint for representing the perfect and steadily rising difficulty curve (future article!).

Next off, we can look at two very well known games, Legend of Zelda Ocarina of Time, and Legend of Zelda: Majora’s Mask.
Probably the strangest transition in the Zelda series, Majora’s Mask is a polarizing kind of game. I know of very few people, maybe none now that I think about it, who do not have a strong opinion on Link’s 2nd N64 outing. While clearly not as successful as Ocarina, Majora’s Mask was a beautiful sequel, and so I get this out of the way: I enjoy Majora’s Mask more.

And then, Majora’s Mask. Four dungeons, repeating the same three days over and over, heavy themes of death and hopelessness, watching all of your work undone every time you need to do more, and reuse of almost all the character models from Ocarina of Time. Some people saw Majora’s Mask as the kind of rushed, lame sequel sent out to cash in on the amazing Zelda craze. However, the game went for an entirely different emotional turn. Taking the familiar faces of the Zelda world, and the familiar mechanics and placing them in a world uncanny in its similarity produced a brand new mood for the series, reflected in not only the world design, but also the art style and music. The game became dark and foreboding, yet still an artistic and critical success. Here we see that going in a new emotional direction, while relying on the success of the first game, can open players up to whole new worlds of feeling and experience. Majora’s Mask was a noble endeavor to broaden the horizons of the gaming public.
Lastly, I’d like to talk about the recent success of Dragon Age II. Bioware decided once again to change the systems of the game, creating a less meticulous and more streamlined method of combat, and changing the in-game dialogue to a more simplified control method. While this does mean less extended pauses in conversation, it simplified the role-playing aspect the first Dragon Age did so well. Dragon Age was a story about a grand quest to unite the people of a country under a common banner, regardless of background or race (and racism is, let’s not kid ourselves, a massive overriding theme of Dragon Age). It was a battle against a great evil, primal and seemingly unending, one that would slowly and surly obliterate the country, if not the world, except for the resolve of your small party.

Dragon Age II is a success commercially, there is no doubt about that, but there is debate about whether it is a success as an art. I would say yes, if only for showing the same world and problem from both a grand perspective and a limited one. Small things, like your character having a name people can actually refer to, being able to hear your character’s voice, all very important in bringing this more personal touch into play.
To summarize, there are many ways to make a successful sequel, and it lies within an artistic direction. Sure, Madden games will sell for the next decade, but no one would call them successful artistic creations. The real achievement lies in understanding the world previously created, and looking at it in a more fully realized manner. Whether this is adding more personal relationships, creating a dark juxtaposition, or showing the different sides to the world’s conflicts, the ability to create fantastical art does not end after a single story.
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