I've had a few people ask why Axiom Verge 2 looks different than Axiom Verge 1, or why I still call it "Axiom Verge" when it doesn't have Trace, etc. There are a lot of reasons, and the pre-written story is one of them. But it goes further than that.
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From the very beginning of my gaming life, I've noticed a kind of spectrum in how sequels are handled. Either 1. The sequel is a reskin of the predescessor with re-arranged levels and story (think of the Uncharted series)
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2. The sequel changes somewhat between iterations, but always features some consistent core mechanic (like Mario always jumps on Goomba heads, but he might do so wearing a tanooki suit or flying through space)
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3. The sequel is wildly different, keeping the same basic genre and maybe some aesthetic element (Final Fantasy is usually an RPG with Chocobos somewhere, but basically it's a really vague connection from one iteration tot he next)
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As a gamer, I always get a little bored with sequels that are mostly reskins; after the 3rd Uncharted game I really started to question whether I wanted to play the 4th, but I still did, and then the 5th, because the story was enough to make me interested.
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On the other end of the spectrum, sequels that are wildly different can sometimes turn me off. I love Final Fantasy VI, but Final Fantasy XV just didn't appeal to me somehow. But without these drastic changes, there never would have been FFVII, which I also love.
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I feel like there is a sweet spot in how much sequels can change. The difference between SMB2 / Doki Doki Panic and SMB1 was huge but somehow, at the time, it still felt right and awesome (even though you never squash a goomba or kick a koopa).
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Simon's Quest was a departure from Castlevania and considered a failure, but SotN was also quite different from predecessors and in many ways has come to exemplify the series more than the earlier iterations.
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But I've felt like Zelda: Twighlight Princess was maybe too similar to Ocarina of Time, Metroid Prime 2 and 3 too similar to Metroid Prime 1, and all the "New" Super Marios a bit too much like each other.
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So my challenge was to try and make the game different enough that it's worth playing the new game *and* the old one, and try to grow it and find out what things make it better, without it being totally alienating or making it suck.
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And that's the philosophy behind the changes, for better or for worse. Thanks for listening.
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