6:15I've never understood this argument either. Turn-based combat is not a hardware limitation; Final Fantasy 1 came out on the same console as Castlevania and Zelda; if they wanted an action combat system, the hardware was capable of supporting one. Instead we have this bizarre consensus where a genre change from turn-based to hack-and-slash is somehow an improvement or modernization instead of a genre change. I assume because the hack-and-slash appeals to more people.
Project Moon is a dev studio who's main series has never been the same genre twice. The first game, Lobotomy Corporation, was a monster management game sort of like that Fallout Shelter mobile game mixed with one of the SCP games. The sequel was naturally a turn based card game with RPG elements, and the next one is a mobile gacha which uses a simplified version of the previous combat system but also incorporates much more resource management. With the plans to make a visual novel followed by a city builder in the future, and even some throwaway line from an interview saying the devs would be interested in making an arpg.
the resident evil franchise reinvents itself after three entries. 1-3 were survival horror games with fixed camera angles, 4-6 were more action-oriented third person shooters, and 7 onwards has been a return to the survival horror now with a first person perspective.
Speaking of the genre name 'Metroidvania', I really enjoy how our gaming community naturally developed this term and is now widely accepted in the industry and the greater culture as a whole. I don't really care for some people trying to push for changing the genre name into a more boring term like "search action" or something very market friendly, it just comes off as less interesting and more comity driven.
Kingdom Hearts is an especially weird example since they changed their genre with Chain of Memories to turn it into a relatively primative deck-building rougelite game, doing this on the second game in the franchise, then never did that again save for one mini-game in a later entry.
Never played much starfox but it's cool how the genre change means you get to explore the world on the ground rather than in space or in the sky. Really shakes things up.
One of the weirdest genera shifts that has ever happened is that of Sorcery Saga's shift into Puyo Puyo. To those unfamiliar with Puyo Puyo (Or even to those who are), you might not know what I'm talking about, so here's some history. In 1989, Madou Monogatari released on the MSX2 and PC98, it was a dungeon crawling RPG staring Arle, and it was divided into 3 parts. The first part is her at age 5 climbing the top of a tower to graduate kindergarden, the second is her at age 16 when she encounters Carbuncle, and the two bond very fast. But because Carbuncle is Satan (Dark Prince)'s pet, she has to defeat him to free Carbuncle. This is also the first appearance of Schezo, who gets decapitated in the MSX2 and PC98 versions, this was censored in the Game Gear port. The 3rd part has her in hear early 20's, and I do not know the plot to this one since I haven't beaten it. There were also 2 traditional turn based RPGs one on the SNES and one on the Saturn, both of which came out after Puyo Puyo came out so the original intention was to have both run at the same time. Speaking of which. Puyo Puyo was originally supposed to be a spin-off of the main series. The Puyos that you pop are generic slime like enemies in the RPGs. The game was heavily inspired by Tetris and Dr. Mario, and the witty writing and characters were all taken from the Sorcery Saga franchise. Then Sega bought the Puyo Puyo IP off of Compile along with the characters as well as creating a whole host of new characters for the franchise. But Compile still owns the Madou Monogatari trademark, which got translated to Sorcery Saga in 2018 when they made a new game with none of the original cast of characters. Sega is still willing to work with Compile to get some of the old games re-released, since the Mega Drive version of Madou Monogatari 1 is on the Genesis Classic (if you set the language to Japanese), as well as some classic Compile employees working on the Sega Ages version of Puyo Puyo 1 and 2 on Switch.
The Darksiders series is actually a pretty interesting candidate for such a list, in that the developers INTENDED for each game to be a different genre. The idea behind this was that the 4 Horsemen would each have their own unique play style, and (in theory anyways) the 4th numbered game in the series would be a culmination of all of the play styles, fused together. The combat definitely ended up being more same-y across the 3 mainline titles, though, with all 3 fitting pretty solidly in the hack and slash category. Darksiders 1 had some minor RPG elements, and there were some armor upgrades you could find and equip. It mostly focused on in world abilities, though, and puzzle solving. Darksiders 2 went much more in depth with the RPG elements, adding proper stats management, various armor pieces that boosted those stats, as well as potential enchantments on the armor that could do things like drain your enemy's health and add it onto your own. Weapons had the potential to sport elemental effects that slowed enemies down and/or gave them damage over time effects, and your magic abilities had two "trees" they could be upgraded along, choosing between summoning minions to fight for you, or increasing your own attack power. Also much more open world, and more exploration encouraged. Darksiders 3 was the most heavily criticized in the series, as the way the devs tried to make the game distinct from the other two, while still being hack and slash at its core, was to remove key elements such as invincibility frames after dodging, massive combos, and they also just completely removed the magic abilities, and upgradeability that even the first game had, despite its weaker RPG focus. It's also got a very Dark Souls-esque feel to it, with your currency being Souls dropped by enemies you kill, and you losing all of them if you die. You can, of course, return to where you died and retrieve them, but if you die before then, they're lost forever. The game is MUCH more linear, and feels like a cheaper imitation of what the first two games were aiming for.
not quite sure where this fits in but Jak and Daxter went from a standard 3D platformer to more action, gun-filled gameplay. hardly played it after the swap, so I can't say if it was good or bad
I miss the days when Devs would create new genres from new games every year, now it's following the same exact trend and doing the absolute bare minimum in AAA world at least
I still resent Nintendo for taking the Mario VS Donkey Kong series, one that started as a revival of the excellent DK '94, and turning it into a weird Lemmings-esque thing that focused solely on the Mini Mario toys. Here's hoping Super Mario Wonder gives Mario more fun & creative movement options like DK '94.
Fairy Fencer F was one of the many RPGs that Compile Heart used a variation of the combat style of Hyperdimension Neptunia MkII. At the time I considered its remake Advent Dark Force the absolute peak of these games in both gameplay and story. There was only one small problem: it ended on a cliffhanger! Given this was one of the franchises that CH didn't give much focus outside of the JP only Chaos Champions mobile game crossover (which still had the FFF cast be less important than Neptunia's or even Omega Quintet's), it was always frustrating how the series would be forever left hanging. Then there was an announcement that the series would finally continue... as a Tactical RPG. This didn't sit well with a lot of the people waiting for a sequel given how great the old combat was, leading to many people including myself to assume this was an afterthought to shut as up about wanting a sequel. Having played it myself... it's actually really good. Most of my gameplay complaints are minor, but I think this game's new game + is so badly thought out that it actively detracts from the game (eg. Thanks to resetting your rank, you have to grind on every run to get everything, something a ng+ is supposed to avoid). No, most of my complaints are story oriented. The cliffhanger I mentioned that I really wanted some closure on and was the other reason I wanted a new game? Never even remotely acknowledged, it's an AU. It also starts at the point when the main character Fang is at the height of his ego trip, not helped by how in this timeline he never had to go through the reality check that was crucial for his character development in the route split. And at least he has an excuse, Sherman and Zenke are just straight up mischaracterized. According to this game, Sherman (who had killed his sister before meeting with the party) didn't become evil in this AU because he spared Zenke (who organized death games in his first scene, was constantly making death threats to his coworkers, viewed Fang's female companions as something to bet, threatened to eat Fang, killed his own partner in a fit of rage over losing and tried to murder Fang after he tried to spare Zenke). The new route split doesn't have any real weight either, you just suddenly have a conversation with Lola who asks if you're doing OK with your quest or not. I find the new villain to not be that great either. But the cherry on top that made me genuinely angry at the plot was that Route A ended on *another* cliffhanger! After the last one went untouched! This time I'm not waiting, the new cliffhanger didn't make me want a third game, it just made me think how little they earned it.
i hate everything about nuts and bolts and refuse to play this game. how the hell the developers looked at banjo and thought: hey, he have an square face, certainly that isnt due to n64 limitations, but the way the character is suppose to look. lets ignore the concept art and make it even MORE square for the next game, and how we gonna improve the graphics? by making then ugly and puting an realistic bear texture in it! seriously
In a way though, I feel Breath of the Wild needs to be addressed here. the rose tinted glasses at how good of a game it is need to come off because when looked at objectively and compared to past zelda games it is a MASSIVE DOWNGRADE. worse combat, worse story, worse rewards for exploration, worse bosses, worse dungeons. TotK then upgraded this but it still has worse combat, worse story, worse but better exploration rewards thanks to the depths and the building system, some good bosses and some bad ones, slightly better dungeons that feel like a slap in the face due to how short they are. while not a complete genre shift, Zelda games have always tried to blend the over world with the dungeon crawling and these games really gutted the dungeon crawling. ToTK depths are fantastic though, but they can overstay their welcome pretty quick. These games focus on unwanted survival esque systems that are shallow and flawed (though durability is handled better in ToTK), break game balance by allowing Skyrim healing, and gutted the dungeons in favor of the overworld. and between the 2 games the only dungeon that really feels like a well made complex and well sized dungeon... IS HYURULE CASTLE IN BOTW. it is downgraded in ToTK.
i have no idea how devs OR non-devs think turn based combat is a product of the past when games like Persona 5 and Yakuza sold so well, they act like action rpgs never existed in the 90s
I was thinking of turn based combat not being used a lot in games simply because of what the gameplay is all about, taking turns while fighting, and I think not a lot of gamers want that.
@@ArjunTheRageGuy sales numbers prove that turn based games are still extremely popular, the idea that “nobody wants to take turns” comes from gaming journalists from 10-15 years ago hating basically every Japanese game that came out.
@@Mayahiime ok fine. They're just not mainstream tho, compared to b4, and there's still some gamers out there hating on taking turns, even if some turn based combat games weren't made in Japan
Well, I won't argue that turn-based combat doesn't have a place in the modern gaming industry. If people like them, then they should still be made, especially if they have passionate fans that know how to push the genre to new heights. But I will say that I freaking hate turn-based combat and I would personally not miss it if it were gone
Lebron james
6:15I've never understood this argument either. Turn-based combat is not a hardware limitation; Final Fantasy 1 came out on the same console as Castlevania and Zelda; if they wanted an action combat system, the hardware was capable of supporting one. Instead we have this bizarre consensus where a genre change from turn-based to hack-and-slash is somehow an improvement or modernization instead of a genre change. I assume because the hack-and-slash appeals to more people.
Project Moon is a dev studio who's main series has never been the same genre twice. The first game, Lobotomy Corporation, was a monster management game sort of like that Fallout Shelter mobile game mixed with one of the SCP games. The sequel was naturally a turn based card game with RPG elements, and the next one is a mobile gacha which uses a simplified version of the previous combat system but also incorporates much more resource management. With the plans to make a visual novel followed by a city builder in the future, and even some throwaway line from an interview saying the devs would be interested in making an arpg.
the resident evil franchise reinvents itself after three entries. 1-3 were survival horror games with fixed camera angles, 4-6 were more action-oriented third person shooters, and 7 onwards has been a return to the survival horror now with a first person perspective.
Shoutouts to the Guilty Gear series for going
Guilty Gear (fighting game)
Guilty Gear X (fighting game)
Guilty Gear XX (fighting game)
Guilty Gear 2 (Story driven MOBA hack & slash)
Guilty Gear Xrd (fighting game)
Guilty Gear Strive (fighting game)
Speaking of the genre name 'Metroidvania', I really enjoy how our gaming community naturally developed this term and is now widely accepted in the industry and the greater culture as a whole. I don't really care for some people trying to push for changing the genre name into a more boring term like "search action" or something very market friendly, it just comes off as less interesting and more comity driven.
Kingdom Hearts is an especially weird example since they changed their genre with Chain of Memories to turn it into a relatively primative deck-building rougelite game, doing this on the second game in the franchise, then never did that again save for one mini-game in a later entry.
Never played much starfox but it's cool how the genre change means you get to explore the world on the ground rather than in space or in the sky. Really shakes things up.
Not really. It's abandoning one thing that made it unique in favor of a gameplay style with plenty of other examples.
I just randomly stumbled upon this channel and this is super underrated . Keep up the good stuff I’m sure the channel will blow up soon
Underrated channel.
One of the weirdest genera shifts that has ever happened is that of Sorcery Saga's shift into Puyo Puyo. To those unfamiliar with Puyo Puyo (Or even to those who are), you might not know what I'm talking about, so here's some history.
In 1989, Madou Monogatari released on the MSX2 and PC98, it was a dungeon crawling RPG staring Arle, and it was divided into 3 parts. The first part is her at age 5 climbing the top of a tower to graduate kindergarden, the second is her at age 16 when she encounters Carbuncle, and the two bond very fast. But because Carbuncle is Satan (Dark Prince)'s pet, she has to defeat him to free Carbuncle. This is also the first appearance of Schezo, who gets decapitated in the MSX2 and PC98 versions, this was censored in the Game Gear port. The 3rd part has her in hear early 20's, and I do not know the plot to this one since I haven't beaten it. There were also 2 traditional turn based RPGs one on the SNES and one on the Saturn, both of which came out after Puyo Puyo came out so the original intention was to have both run at the same time.
Speaking of which. Puyo Puyo was originally supposed to be a spin-off of the main series. The Puyos that you pop are generic slime like enemies in the RPGs. The game was heavily inspired by Tetris and Dr. Mario, and the witty writing and characters were all taken from the Sorcery Saga franchise. Then Sega bought the Puyo Puyo IP off of Compile along with the characters as well as creating a whole host of new characters for the franchise. But Compile still owns the Madou Monogatari trademark, which got translated to Sorcery Saga in 2018 when they made a new game with none of the original cast of characters.
Sega is still willing to work with Compile to get some of the old games re-released, since the Mega Drive version of Madou Monogatari 1 is on the Genesis Classic (if you set the language to Japanese), as well as some classic Compile employees working on the Sega Ages version of Puyo Puyo 1 and 2 on Switch.
I know one that kind of changed a lot gameplay wise, it's called Paper M- oh wait that was your next video
The Darksiders series is actually a pretty interesting candidate for such a list, in that the developers INTENDED for each game to be a different genre. The idea behind this was that the 4 Horsemen would each have their own unique play style, and (in theory anyways) the 4th numbered game in the series would be a culmination of all of the play styles, fused together. The combat definitely ended up being more same-y across the 3 mainline titles, though, with all 3 fitting pretty solidly in the hack and slash category.
Darksiders 1 had some minor RPG elements, and there were some armor upgrades you could find and equip. It mostly focused on in world abilities, though, and puzzle solving.
Darksiders 2 went much more in depth with the RPG elements, adding proper stats management, various armor pieces that boosted those stats, as well as potential enchantments on the armor that could do things like drain your enemy's health and add it onto your own. Weapons had the potential to sport elemental effects that slowed enemies down and/or gave them damage over time effects, and your magic abilities had two "trees" they could be upgraded along, choosing between summoning minions to fight for you, or increasing your own attack power. Also much more open world, and more exploration encouraged.
Darksiders 3 was the most heavily criticized in the series, as the way the devs tried to make the game distinct from the other two, while still being hack and slash at its core, was to remove key elements such as invincibility frames after dodging, massive combos, and they also just completely removed the magic abilities, and upgradeability that even the first game had, despite its weaker RPG focus. It's also got a very Dark Souls-esque feel to it, with your currency being Souls dropped by enemies you kill, and you losing all of them if you die. You can, of course, return to where you died and retrieve them, but if you die before then, they're lost forever. The game is MUCH more linear, and feels like a cheaper imitation of what the first two games were aiming for.
I just found your channel yesterday and your content is great! You've earned yourself a sub!
Video james
James so cool
Legends Arceus
not quite sure where this fits in but Jak and Daxter went from a standard 3D platformer to more action, gun-filled gameplay. hardly played it after the swap, so I can't say if it was good or bad
People are comparing tears of the kingdom to nuts and bolts
I miss the days when Devs would create new genres from new games every year, now it's following the same exact trend and doing the absolute bare minimum in AAA world at least
love the channel! out of curiosity, do you take any influence from scott the woz? definitely see a resemblance there
its always weird to see a series shift in genre its not a bad thing well it can be but we have gotten good games from genre changes
I still resent Nintendo for taking the Mario VS Donkey Kong series, one that started as a revival of the excellent DK '94, and turning it into a weird Lemmings-esque thing that focused solely on the Mini Mario toys. Here's hoping Super Mario Wonder gives Mario more fun & creative movement options like DK '94.
Fairy Fencer F was one of the many RPGs that Compile Heart used a variation of the combat style of Hyperdimension Neptunia MkII. At the time I considered its remake Advent Dark Force the absolute peak of these games in both gameplay and story. There was only one small problem: it ended on a cliffhanger! Given this was one of the franchises that CH didn't give much focus outside of the JP only Chaos Champions mobile game crossover (which still had the FFF cast be less important than Neptunia's or even Omega Quintet's), it was always frustrating how the series would be forever left hanging.
Then there was an announcement that the series would finally continue... as a Tactical RPG. This didn't sit well with a lot of the people waiting for a sequel given how great the old combat was, leading to many people including myself to assume this was an afterthought to shut as up about wanting a sequel.
Having played it myself... it's actually really good. Most of my gameplay complaints are minor, but I think this game's new game + is so badly thought out that it actively detracts from the game (eg. Thanks to resetting your rank, you have to grind on every run to get everything, something a ng+ is supposed to avoid).
No, most of my complaints are story oriented. The cliffhanger I mentioned that I really wanted some closure on and was the other reason I wanted a new game? Never even remotely acknowledged, it's an AU. It also starts at the point when the main character Fang is at the height of his ego trip, not helped by how in this timeline he never had to go through the reality check that was crucial for his character development in the route split. And at least he has an excuse, Sherman and Zenke are just straight up mischaracterized. According to this game, Sherman (who had killed his sister before meeting with the party) didn't become evil in this AU because he spared Zenke (who organized death games in his first scene, was constantly making death threats to his coworkers, viewed Fang's female companions as something to bet, threatened to eat Fang, killed his own partner in a fit of rage over losing and tried to murder Fang after he tried to spare Zenke). The new route split doesn't have any real weight either, you just suddenly have a conversation with Lola who asks if you're doing OK with your quest or not. I find the new villain to not be that great either.
But the cherry on top that made me genuinely angry at the plot was that Route A ended on *another* cliffhanger! After the last one went untouched! This time I'm not waiting, the new cliffhanger didn't make me want a third game, it just made me think how little they earned it.
Lore of When Games Change Genres momentum 100
nice you are a banjo fan game , i sub for that.
i hate everything about nuts and bolts and refuse to play this game.
how the hell the developers looked at banjo and thought:
hey, he have an square face, certainly that isnt due to n64 limitations, but the way the character is suppose to look.
lets ignore the concept art and make it even MORE square for the next game, and how we gonna improve the graphics? by making then ugly and puting an realistic bear texture in it!
seriously
The bron Frame
Man brought up banjo, but looked like a fool not talking about GR. Tragedy
In a way though, I feel Breath of the Wild needs to be addressed here. the rose tinted glasses at how good of a game it is need to come off because when looked at objectively and compared to past zelda games it is a MASSIVE DOWNGRADE. worse combat, worse story, worse rewards for exploration, worse bosses, worse dungeons.
TotK then upgraded this but it still has worse combat, worse story, worse but better exploration rewards thanks to the depths and the building system, some good bosses and some bad ones, slightly better dungeons that feel like a slap in the face due to how short they are.
while not a complete genre shift, Zelda games have always tried to blend the over world with the dungeon crawling and these games really gutted the dungeon crawling. ToTK depths are fantastic though, but they can overstay their welcome pretty quick. These games focus on unwanted survival esque systems that are shallow and flawed (though durability is handled better in ToTK), break game balance by allowing Skyrim healing, and gutted the dungeons in favor of the overworld. and between the 2 games the only dungeon that really feels like a well made complex and well sized dungeon... IS HYURULE CASTLE IN BOTW. it is downgraded in ToTK.
@@stevenedwards8353 agreed.
i have no idea how devs OR non-devs think turn based combat is a product of the past when games like Persona 5 and Yakuza sold so well, they act like action rpgs never existed in the 90s
I was thinking of turn based combat not being used a lot in games simply because of what the gameplay is all about, taking turns while fighting, and I think not a lot of gamers want that.
@@ArjunTheRageGuy sales numbers prove that turn based games are still extremely popular, the idea that “nobody wants to take turns” comes from gaming journalists from 10-15 years ago hating basically every Japanese game that came out.
@@Mayahiime ok fine. They're just not mainstream tho, compared to b4, and there's still some gamers out there hating on taking turns, even if some turn based combat games weren't made in Japan
God of war did it great
FFVII Remake to me felt more like a natural evolution to the classic ATB system compared to the other "mainline entries" post X-2.
lebron games
lebron james lebron james
Well, I won't argue that turn-based combat doesn't have a place in the modern gaming industry. If people like them, then they should still be made, especially if they have passionate fans that know how to push the genre to new heights.
But I will say that I freaking hate turn-based combat and I would personally not miss it if it were gone
Wow, knowing that Zelda TOTK is essentially a ripoff of Banjo Nuts and Bolts is really changing my opinions on the game. Masterpiece? I think not