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These Video Games Should Never Have Had A Sequel (Part 2)

1-20

Ignacio Weil Ignacio Weil
Gaming - February 16th 2026, 17:00 GMT+1
F E A R 2

F.E.A.R. 2: Project Origin (2009)

Fluorescent lights, sterile corridors, and gunfights that feel uncomfortably smart – this is where the franchise still knew how to make you tense in two different ways at once. F.E.A.R. 2: Project Origin keeps the crunchy combat and adds a slicker presentation, but it doesn’t forget the core trick: the horror isn’t only jump scares, it’s the constant sense that you’re being watched while you’re trying to clear rooms. If the series “went wrong,” it wasn’t here; it was later, when F.E.A.R. 3 leaned harder into co-op-friendly action and a different vibe that simply doesn’t hit with the same claustrophobic dread. The second game feels like the last time the franchise balanced its two identities – tactical shooter and psychological horror – without either one swallowing the other. | © Monolith Productions

Cropped Dragon Age Origins

Dragon Age: Origins (2009)

Before you even pick a class, the game hits you with a promise most RPGs only pretend to make: your background matters, and the world will treat you differently because of it. That reactivity – plus party banter that actually shapes relationships – helped Dragon Age: Origins feel like a tabletop campaign with sharp writing and a dark-fantasy backbone. After that, BioWare took big swings that split the audience; Dragon Age II pivoted to a tighter scope and faster combat, and Dragon Age: Inquisition chased open-world scale that sometimes buries story urgency under chores. Plenty of people love those games, but the tonal certainty and roleplaying weight of the original remain hard to replicate once a series starts chasing new audiences and new structures. There’s a reason “bring back Origins energy” has become a recurring refrain: Dragon Age: Origins set a bar that its own sequels never consistently matched. | © BioWare

Cropped The Sims 3

The Sims 3 (2009)

Open-world neighborhoods sounded like the perfect upgrade – no loading screens, everyone living their own little lives, your Sim able to hop across town on a whim. The Sims 3 delivered that freedom, plus the kind of personality-driven chaos that makes you watch your household like it’s a reality show you’re secretly producing. Where things got messier is how the series evolved afterward: The Sims 4 launched with big missing pieces compared to what players were used to, then grew into a sprawling patchwork of packs that often felt like buying your own game back in installments. A lot of longtime fans still point to 3 as the “complete” modern Sims experience because it combined scale, depth, and that unpredictable simulation energy in one place. When the follow-ups shift toward a cleaner, more modular approach, it highlights how ambitious The Sims 3 already was. | © Maxis

Cropped Fable 2

Fable 2 (2008)

Morality systems can feel gimmicky, but here it had bite: Albion judged you in small, petty ways, and your choices left visible fingerprints on the world instead of living only in a menu. Fable II also nailed that storybook tone – funny, a little cruel, occasionally sincere – while letting you live in the gaps between quests: buying property, building a reputation, becoming a local legend for better or worse. That’s why Fable III stung for a lot of fans; it streamlined roleplaying into louder “big decisions,” squeezed out nuance, and swapped the second game’s playful freedom for a more constrained, divisive structure. Later experiments like Fable: The Journey only made the path feel even less sure, as if the series kept chasing a new hook instead of trusting what already worked. When a game’s charm comes from feeling personal and messy, turning it into a franchise treadmill risks sanding off the very thing people loved. | © Lionhead Studios

STAR WARS The Force Unleashed

Star Wars: The Force Unleashed (2008)

It’s pure fan-service in the best way: fling stormtroopers like dolls, rip metal apart with the Force, and feel absurdly powerful without needing a spreadsheet of upgrades to get there. Star Wars: The Force Unleashed also landed at a moment when “play a secret apprentice” felt like a juicy myth add-on rather than brand overload, and the presentation sold the fantasy even when the level design got linear. The problem is that the follow-up, The Force Unleashed II, arrived as a shorter, thinner experience that many players finished with a shrug, as if the first game’s premise had already been fully spent. Once the novelty of being a supercharged Force wrecking ball wears off, a sequel needs stronger pacing, stronger levels, or a story that justifies revisiting the same emotional beats. When that doesn’t happen, it makes you appreciate how much of the appeal was simply the first-time thrill of Star Wars: The Force Unleashed. | © LucasArts

Saints Row 2

Saints Row 2 (2008)

The magic is balance: it’s ridiculous, but not weightless; it lets you do dumb stuff, but it still cares about giving the city and the gang war some grit. That’s why Saints Row 2 remains the fan favorite – customization was wild, activities were pure chaos, and Stilwater felt alive enough that causing trouble became its own reward. Later entries pushed the silliness into a different dimension; Saints Row: The Third amps the spectacle, and Saints Row IV goes full superpowers, which is fun… but it’s also the point where the series stops feeling like a crime sandbox and starts feeling like a parody of itself. If you loved the grounded bite underneath the jokes, the franchise’s evolution can feel like watching it sprint away from what made it special. The result is that Saints Row 2 plays like the complete statement, and everything after feels like a different genre wearing the same logo. | © Volition

Halo 3

Halo 3 (2007)

Halo 3 felt like a finale in the old blockbuster sense: clean escalation, big set pieces, and a confident understanding of when to be loud and when to let you breathe. Multiplayer wasn’t just popular – it was a language, and features like Forge and Theater turned the community into co-creators long before that became a marketing bullet point. The tricky part is that it also closed a loop; after the trilogy’s payoff, continuing the mainline story meant inventing a new emotional center under a different studio and a different era. Halo 4 had ambition and atmosphere, but it split players on tone and direction; Halo 5: Guardians doubled down on choices that left parts of the fanbase cold; and Halo Infinite launched with strong fundamentals yet still felt like a franchise trying to stabilize itself. When the ending already felt earned, every continuation has to justify reopening the book – and some fans still prefer the story to remain where Halo 3 left it. | © Bungie

Cropped Supreme Commander

Supreme Commander (2007)

Strategy games rarely let you feel like you’re commanding a war; they usually feel like you’re tidying a spreadsheet under stress. This one went bigger – zooming from tiny skirmishes to continent-level decisions without breaking the illusion – and the economy/production flow made battles feel like momentum rather than micromanagement. Even the best moments are about scale: you don’t “win a fight,” you tip an entire front line, and the map becomes a living machine. Supreme Commander: Forged Alliance arguably proved the point by expanding what already worked without rewriting the formula, which made the later pivot even harsher. With Supreme Commander 2, the series chased a simplified, more streamlined approach that many longtime players felt traded depth and identity for accessibility. When your core fans love you for complexity and grandeur, sanding that down can make the sequel feel like it missed what made Supreme Commander special in the first place. | © Gas Powered Games

Call of Duty 4 Modern Warfare

Call of Duty 4: Modern Warfare (2007)

Before killstreaks became routine and “cinematic” turned into a default label, this game rewired what a modern shooter campaign could look like. The pacing is relentless, the set pieces still land, and the grounded aesthetic made every mission feel like it was borrowing urgency from real-world headlines without turning into pure spectacle. Multiplayer didn’t just succeed – it set the template for years, and you can trace an entire era of unlock-driven design back to how sticky it was. Once Modern Warfare 2 hit, bigger became the mission statement, and the series escalated into a kind of arms race: louder story beats, more bombast, and a tone that drifted further from the tight “modern thriller” vibe that made the original so sharp. Even later entries like Modern Warfare 3 (and eventually the rebooted Modern Warfare) kept circling the same name because it’s hard to top the first statement. Sometimes a genre-defining moment should be allowed to stand alone – and Call of Duty 4: Modern Warfare already did the job. | © Infinity Ward

Cropped Crackdown

Crackdown (2007)

Pacific City wasn’t memorable because of plot – it was memorable because it made progression feel physical: jump higher, punch harder, throw cars farther, climb the skyline like you’re late for something important. The loop is so clean it’s almost rude: pick a gang, cause chaos, level up, repeat, and somehow it stays satisfying because your abilities change the way you read the city. Crackdown 2 tried to reheat that feeling with a darker vibe and zombie-like “Freaks,” but the novelty was gone and the world didn’t have the same spark of discovery. Then Crackdown 3 arrived years later with a lot of expectations and a thinner payoff, leaning on familiar beats without recapturing the original’s “new toy” rush. It’s one of those series where the first hit was the whole idea, fully formed – after that, you’re mostly chasing the memory of being unstoppable for the first time in Crackdown. | © Realtime Worlds

Cropped Kingdom Hearts 2

Kingdom Hearts 2 (2005)

It’s hard to overstate how confidently this one juggles tones that should clash – melodrama, slapstick Disney charm, and JRPG myth-making – yet it somehow comes out feeling heartfelt instead of confused. The combat is faster and cleaner than the first game, the set pieces hit that “PS2 blockbuster” sweet spot, and the emotional payoffs actually land because the friendships are treated seriously. Where things start to wobble is everything that came after: Kingdom Hearts III had to carry the weight of a decade’s worth of spin-offs, side plots, and new jargon, and plenty of fans felt the story pacing turned into a sprint right when it needed room to breathe. Even Kingdom Hearts: Melody of Memory and the ongoing follow-ups can feel like homework assignments stapled to a universe that once felt simple: travel, fight, save your friends. When the series gets that tangled, it makes you appreciate how complete and satisfying Kingdom Hearts II already was. | © Square Enix

STAR WARS Battlefront

Star Wars: Battlefront (2004)

Star Wars: Battlefront nails a fantasy that sounds simple but is surprisingly hard to sell: you’re not the chosen one, you’re just one soldier in a huge, messy conflict. Instant action, big maps, iconic sound design, and the kind of pick-up-and-play structure that made couch sessions disappear for hours – especially because matches feel like toybox battles you can restart endlessly. Later versions chased modern shooter expectations, and the vibe changed; Star Wars Battlefront (the newer DICE entry) looked incredible but launched without a traditional campaign and felt thin to a lot of players. Then Star Wars Battlefront II became a lightning rod thanks to its progression and loot-box controversy, and even after fixes, the damage to trust stuck around longer than the patch notes did. The original’s appeal was purity: jump in, be a trooper, live the movie chaos. That clean fantasy is exactly why fans still talk about Star Wars: Battlefront with a kind of “we didn’t need to complicate this” fondness. | © Pandemic Studios

Cropped Advance Wars Dual Strike

Advance Wars: Dual Strike (2004)

Two screens, two commanding officers, and a battlefield that can flip from calm to chaos in a single “Tag Power” – it’s the kind of design that understands why strategy games are fun, not just why they’re clever. What made Advance Wars: Dual Strike such an easy obsession is the pacing: quick turns, readable units, and missions that feel like bite-sized puzzles you want to perfect, especially with that DS-era multiplayer energy. The later direction went somewhere else; Advance Wars: Days of Ruin (also known as Dark Conflict) brought a harsher tone and a different art style, plus balance changes that some players respected but others found joyless compared to the series’ colorful attitude. That tonal whiplash matters because this franchise lived on personality – commanders, quips, and the feeling that war could be stylized without being weightless. Once the identity shifts that dramatically, you stop getting “another favorite Advance Wars” and start getting “a different game with the same name,” which is why so many people still treat Advance Wars: Dual Strike as the peak. | © Intelligent Systems

Cropped Tony Hawks Pro Skater 4

Tony Hawk's Pro Skater 4 (2002)

Instead of forcing you through rigid two-minute runs, it lets you roam a level, talk to NPCs, and knock out challenges at your own pace – an evolution that quietly made the whole series feel more alive. The trick with Tony Hawk’s Pro Skater 4 is how effortless it feels when it’s working: lines flow, goals are quick dopamine hits, and the controls are so responsive you start trying stupidly ambitious combos just to see if you can land them. After that, the franchise kept reinventing itself: Tony Hawk’s Underground shifted toward story and on-foot antics, later entries chased new gimmicks, and the long tail eventually led to notoriously rough lows like Tony Hawk’s Pro Skater 5, which became shorthand for “rushed and unfinished.” That’s not a knock on every follow-up – some are beloved – but it’s hard to ignore how clean the formula already was here. When a game feels like the series’ natural endpoint, everything after Tony Hawk’s Pro Skater 4 risks looking like escalation for escalation’s sake. | © Neversoft

Shenmue II

Shenmue 2 (2001)

A lot of modern “open world immersion” talk sounds familiar if you’ve spent time in its streets: shops with routines, NPCs who feel like they have lives, and that slow-burn commitment to place that’s more confident than flashy. Shenmue II expands the scope and cultural texture in a way that still feels brave, mixing brawls and quick-time sequences with mundane tasks until the ordinary starts to feel meaningful. The issue is that the story’s famously unresolved momentum turned continuation into a decades-long fixation, and when Shenmue III finally arrived (built on a much smaller budget than the originals and funded directly by fans), the reaction split hard. Some people loved the faithful throwback; others couldn’t get past the dated pacing and the feeling that the narrative barely moves forward after all that waiting. When the franchise’s biggest selling point is “the journey,” it’s risky to ask players to walk it again without offering a real destination. That tension is why Shenmue II often reads like the bold chapter that should’ve stayed a legend rather than a promise. | © Sega AM2

Cropped Diablo 2

Diablo 2 (2000)

There’s a reason people still talk about builds from memory, like they’re recalling old sports lineups: Diablo II hit that perfect loop of mood, momentum, and meaningful loot where every new drop could reroute your entire character. It expanded the first game without losing the gothic bite – bigger world, sharper class identity, and an endgame chase that felt satisfying long before “live service” became the default. The trouble starts later, when the series tries to reinvent what “Diablo” even is: Diablo III launched with design choices that rubbed many longtime fans the wrong way (that notorious early economy and a tone some felt was too bright and arcadey), and even after major improvements it still became a different flavor of action RPG than what Diablo II loyalists wanted. Then Diablo IV swung back toward darkness and open-world scale, but the always-online structure, seasonal cadence, and live-service expectations made it feel more like a platform you maintain than a classic you finish and treasure. | © Blizzard North

Cropped Deus Ex

Deus Ex (2000)

Call it an RPG, a shooter, a stealth game – none of the labels quite stick, because the real flex is how many approaches it allows without making any of them feel like the “wrong” one. The conspiratorial tone, the freedom to solve problems creatively, and the way your choices ripple through missions are why Deus Ex still gets spoken about like a reference text rather than a retro curiosity. The trouble is that continuing something this foundational invites comparison it can’t win, and Deus Ex: Invisible War is the classic example: streamlined systems, chunkier level structure, and compromises that many players blamed on cross-platform constraints. Later revivals like Deus Ex: Human Revolution and Deus Ex: Mankind Divided brought back style and strong design, but also reignited debates about pacing, payoff, and whether the series was ever going to feel as dangerously open-ended again. Sometimes the cleanest legacy is the one that stays untouched, and that’s why people still treat Deus Ex like the complete statement. | © Ion Storm

Cropped Banjo Tooie

Banjo-Tooie (2000)

Banjo-Tooie is what happens when a team decides the sequel shouldn’t just be “more,” it should be bolder: bigger worlds, more interlocking secrets, and that gleeful Rare attitude where every corner is hiding a joke or a surprise mechanic. Its ambition is exactly why many people still defend it as the last truly great chapter – because even when it sprawls, it’s sprawling in a way that feels handcrafted, like the game wants you to get lost on purpose. The problem is the franchise’s next big step didn’t build on that platforming DNA so much as pivot away from it: Banjo-Kazooie: Nuts & Bolts turned the follow-up into a vehicle-construction-focused experiment, and even fans who admire the creativity often describe it as a totally different genre wearing familiar faces. When the most famous continuation is a hard left turn, it makes the case for stopping on the confident, content-rich high of Banjo-Tooie even stronger. | © Rare

Cropped Golden Eye 007

GoldenEye 007 (1997)

Before online lobbies were the default, four-player split-screen in a living room could turn into a full-blown rivalry, and GoldenEye 007 basically wrote the rulebook for that kind of chaos. It wasn’t just a movie tie-in that got lucky – the mission objectives, difficulty-based variations, and the way levels encouraged experimentation made it feel smarter than its cover art suggested. The influence is easy to trace: Rare even built a spiritual successor in Perfect Dark, and a long line of console shooters borrowed the “objective shooter” DNA while trying to bottle the same magic. But the James Bond license moved around, different studios took swings, and attempts to recapture the feel – whether through later Bond shooters or the 2010 reimagining GoldenEye 007 – never landed with the same cultural punch. That’s what makes the “never needed a sequel” argument believable: the original was such a specific moment in time that anything after it was competing with a memory as much as a game. | © Rare

Cropped Duke Nukem 3 D

Duke Nukem 3D (1996)

Crude, loud, and weirdly inventive, it’s the kind of shooter where the joke is half the identity – and the level interactivity is the other half. Duke Nukem 3D wasn’t memorable only because Duke wouldn’t shut up; it was the playful environments, the urban grit, the secret-packed maps, and that Build engine vibe that made spaces feel like places instead of corridors. The franchise’s biggest follow-up story is less about design evolution and more about cautionary tale: Duke Nukem Forever became synonymous with development hell and arrived to reactions that ranged from disappointment to open mockery. Even the later re-releases and anniversary editions mostly serve as reminders of how complete the original already felt as a statement of its era. When your defining chapter is that self-contained – and your most famous “next step” becomes a punchline – arguing for a world where it stopped at Duke Nukem 3D doesn’t sound harsh, it sounds tidy. | © 3D Realms

1-20

Sequels are supposed to feel inevitable – like the first game left a door open and begged you to walk through it. The problem is that success doesn’t always mean there’s a second story worth telling. Some follow-ups smother what made the original special: bloated systems, a tone shift nobody asked for, or that awkward sense the studio chased a release slot instead of an idea. These are the video game sequels that prove “more” isn’t the same thing as “better."

This is part 2 of the list. If you think we missed any, why not check out part 1?

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Sequels are supposed to feel inevitable – like the first game left a door open and begged you to walk through it. The problem is that success doesn’t always mean there’s a second story worth telling. Some follow-ups smother what made the original special: bloated systems, a tone shift nobody asked for, or that awkward sense the studio chased a release slot instead of an idea. These are the video game sequels that prove “more” isn’t the same thing as “better."

This is part 2 of the list. If you think we missed any, why not check out part 1?

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