10 Video Game Sequels That Pointlessly Took Away Things Fans Loved

1. Difficulty, Weapons & Dante’s Design - Devil May Cry 2

Dead Space 3
Capcom

While it’s been noted that Dark Souls is the go-to metaphor for difficulty, Devil May Cry is no cakewalk either. At least, other Devil May Crys aren’t; the second entry in the franchise clearly had the challenge twisted down, and there’s no clear explanation as to why.

As well as difficulty, the weapons became just slightly more powerful versions of themselves, rather than offering unique and varied ways to battle. Along with that, strategy went out the window in favour of a much less refined bludgeon and bullet sponge approach to boss battles.

Finally, Capcom made the same mistake as Ubisoft did with Warrior Within. Dante, like the Prince Of Persia, became so edgy you could cut yourself just by touching the controller. While not as happy-go-lucky as the Prince was, Dante definitely had a sense of suave charm. He was broody, but nowhere near to the gothic extent he went in DMC2, becoming almost a parody of himself.

With a much easier campaign, less versatile weapons and a near unrecognisable protagonist, DMC2 is the shining example of why you shouldn’t tinker with things the fans love in a a sequel.

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