This past week saw the release of Volition’s Red Faction: Guerilla, an ‘open-world’ third person shooter that continues the story about a rebel movement on the Red Planet that started in the original Red Faction, an FPS released on home systems in 2001. While there is nothing unique about a new game continuing the story of past title, the issue at stake is the very definition of the word “sequel”, as in this case Red Faction: Guerilla is not the second game in the series, it’s the third.
Red Faction 2, another FPS that used the terrain deforming Geo-Mod engine, was released a little over a year after the first Red Faction. However, outside of a few token references, Red Faction 2 had very little to do with its predecessor. Instead of continuing to tell the story of a workers’ rebellion on Mars, the game featured a betrayed squad of enhanced soldiers on Earth, discarding almost all of the mythos set up in the first game. It was the first sequel, but one in name only. For reasons that can vary from economic to aesthetic a developer can take an established or, in the case of Red Faction, a nascent franchise and spin it off in a new direction, taking fans on an unexpected detour from the experience they had anticipated.
In Red Faction: Guerilla, it's fifty years after new college graduate Parker, deceived into a life of indentured servitude in the mines of Mars became, through skill and luck, a key figure the Red Faction's exposure of the Ultor Corporation's crimes to the Earth Defense Force, who, by declaring martial law saved the workers of Mars and ended Ultor's rule. Now it's seasoned demolitions expert Alex Mason coming to Mars to start over, only to find that the military never left, and had now become the oppressors. Now there is a new Red Faction, one with Martian independence from Earth as their goal. This subversion of the outcome of the first game, and sharing of the concept of a working man's rebellion makes Red Faction: Guerilla the 'true' sequel to Red Faction, leaving the second game out as more of a wild tangent, a rare but not unique occurrence in gaming.
Take the well-worn story of Super Mario Bros. 2 for the NES. If it was ever a secret that it was just a revision of the Japanese title Doki Doki Panic, it was not well kept, even in the pre-internet age. Nintendo, thinking that the actual Super Mario Bros. 2 (the 'true sequel' released in the US a generation later as “The Lost Levels” on the Super NES collection Super Mario All-Stars) would be too difficult for a western audience, performed an act of digital plastic surgery and produced a game that, while it sold quite well, was so radically different from even the primitive gameplay and storyline of the original, that it in the end introduced very little into the series' canon. So much so that critical gameplay elements from Super Mario Bros. 2 (pulling up vegetables as weapons, character selection, heath meters, Sub-Space) disappeared from the core franchise forever.
In another case, Nintendo airdropped Fox McCloud into the unreleased Nintendo 64 title Dinosaur Planet to make Star Fox Adventures for the GameCube, another commercial success, but a disappointment to fans of the traditional Rail Shooting Star Fox series. Legendary Nintendo developer Shigeru Miyamoto was quoted in 2001 as saying about Dinosaur Planet that “it looks really nice, doesn't it? I wish they would use Star Fox characters so that they could use the title Star Fox Adventures," he said jokingly. "Maybe I should call the team and talk about it." It was an idea that came to pass a little over a year later, to him, and to Nintendo, a universe of anthropomorphic animals was "Star Fox," not just the gameplay. However, the franchise returned to its roots in the very next title, Star Fox: Assault (again for the GameCube), taking only the female lead from Adventures along, and abandoning the adventure-style and item collection gameplay.
Another contemporary case of radical franchise alteration was done by Ubisoft. Completely abandoning the topical locals, their hero Jack Carver, and the ‘feral power’ mechanic from the first-person shooter Far Cry for its first ‘true’ sequel, this past spring's Far Cry 2. In the original game’s place is instead an open-world title taking place in Africa, with a new protagonist, a new foe and no hint of genetic enhancements. Although it may have never been taken to this degree in a game that is branded as a sequel, the jettisoning of concepts that don't work can be a constructive enterprise. Smart developers like Valve have paid close attention to feedback from gamers, creating both invaluable goodwill and generating the kind of critiques that create improvements that only an outside observer can notice.
It is difficult to make a significant change to a franchise without even the average consumer, let alone a long time fan seeing it coming. Springing such a change unexpectedly can invite a massive backlash, as was the case of Metal Gear Solid 2. Everything was in place to build on and develop the Metal Gear Solid franchise for the PS2 era, graphics improved, core gameplay enhanced, storyline continued, only for gamers to discover that about an hour in, the protagonist changed from rugged veteran hero Solid Snake to the insecure ‘handsome’ rookie Raiden. Largely, the mood of gamers after this reveal was more one of betrayal than disappointment at what was seen as a ‘bait and switch’ move. Raiden quickly became the poster child for what not to do with a sequel. The repercussions were so lasting and powerful that the developers placed a stand-in of the Raiden character to be widely mocked and derided in Metal Gear Solid 3, a title that made no secret that its protagonist again wasn’t Solid Snake, to avoid the stigma attached to Metal Gear Solid 2.
The ‘excuse’ for this phenomenon can be found inside the collision of creativity and marketability. Developers, frequently seeing themselves as auteurs always looking for a new way to express themselves, are more than willing to shake off ideas that for them were years in the making for something fresh. At the same time publishers can’t resist the financial benefit of a sequel: a built in fan base doesn’t require a costly marketing outreach that new titles need. Careless gamers are left to be deceived, but this is not a case of ‘buyer beware,’ but an exploitation of a real desire by fans of any media to return to the feeling that the original bestowed or to learn just a bit more, even if it’s just a crumb, of the story that takes place after the credits roll. Gamers learn fast and soon it won’t be as easy to forgive the ‘dab of paint’ sequel or the fake follow-up and stay around long enough for the true return to form.