Top 10 Awesome Video Features They Took Out of the Sequels!

What? They took that out? That was the best part! Welcome to http://WatchMojo.com and today we're counting down our picks for the Top 10 Awesome Video Features They Took Out of the Sequels!
Special thanks to our user “DaveVsTheWorld” for suggesting this topic using our interactive suggestion tool at http://WatchMojo.comsuggest
Sometimes, we yearn for the old. Welcome to WatchMojo.com and today we’ll be counting down the Top 10 Awesome Video Game Features Removed in Sequels.
For this list, we’ll be looking at the features that were introduced in a game prior in the series, that stood out and possibly provided a more enjoyable experience, but were unfortunately taken out in sequels. To be clear, they’re removal doesn’t mean the games are automatically bad, in fact some of these games are really good, starting with our first entry.
#10: The Hookshot - “The Legend of Zelda: Breath of the Wild” (2017)
As incredible as Breath of the Wild is, there’s no denying that it’s such a drastic departure from its series norm. Some fans have complained about the lack of traditional dungeons, but considering the non-linear progression of the game, we say that was a change for the better. But it’s the omission of a popular weapon that’s been with the series since A Link to The Past has us scratching our heads. The hookshot allowed Link to reach higher ledges faster and clear gaps very efficiently, and considering how much traversal across rugged terrain there is in this game, it seems like an odd choice to remove it. Maybe they’re saving it for the DLC, Who knows?
#9: An Adventure Mode - “Super Smash Bros. for 3DS and Wii U” (2014)
Introduced first in Melee as a separate mode to the classic format, Adventure was later expanded upon in Brawl as a story mode with somewhat open-ended exploration. Getting to see our favorite heroes and villains fight one another and eventually team up to face a greater evil was an awesome journey. Unfortunately, the 4th title removed adventure mode altogether and the excuse as to why it was removed was rather dumb, Series creator Masahiro Sakurai said that the reason why Adventure mode was removed, is because the cut scenes would have be uploaded online. Sorry but that’s just lame.
#8: Base Building - “Command & Conquer 4: Tiberian Twilight” (2010)
In nearly every RTS since the dawn of the genre, one of the core elements has been setting up your base of operations before building your army and expanding upon it as the match progresses. While we could spend all day listing the things wrong with C&C 4, it’s the removal of base building that upset us the most. While other RTS games may not use base building, it’s the fact that it was in the series since it’s debut that frustrated us the most. Removing too many features for a sequel isn’t always the right thing to do, maybe EA will learn its lesson… or not.
#7: An Actual Plot - “Monster Hunter Generations” (2016)
The Monster Hunter series isn’t exactly known for having deep plots - go here, kill these monsters, move on. So when Monster Hunter 4 provided an actual story, it surprised many fans. Mind you it wasn’t mind blowing by any means, but it certainly gave a true sense of adventure. So it came as a disappointment to see Monster Hunter Generations take the story away and return to its basic roots. While Monster Hunter Generations brought some of the best gameplay in the series, we were really hoping to see more stories and life breathed into our favourite monster infested world.
#6: Expansive World - “Dragon Age II” (2011)
Dragon Age: Origins stunned the gaming world, coming hot off the heels of Bioware’s Mass Effect, it was amazing to see another awesome new IP under the dev’s handle. So when a sequel was announced, people were undoubtedly excited, only to receive disappointment on launch day. Taking a moderately open ended level design and condensing it into a small hub and sets of more linear levels feels like one of the biggest dumbing downs of a series you can come up with. There seems to be no reasoning behind it except to better tell a lone character’s story, rather than several characters like in Origins.
#5: Specific Character Traits - “The Elder Scrolls IV: Oblivion” (2006) & “Skyrim” (2011)
As Elderscrolls blossomed into 3D with Morrowind, its popularity grew as well. Unfortunately, so did the dumbing down of the character traits. Birthsigns were introduced as a means for giving you an extra boost or ability to start out with, until their removal in Skyrim. Other traits such as skills like Acrobatics and blunt weaponry, were merged with other attributes or removed from the games entirely. We miss the days of hopping 10 feet off the ground. It seems like Bethesda has a knack for dumbing down their RPGs, we can only hope that one certain game will serve as a lesson for the next Elder Scrolls.
#4: Horror - “Resident Evil 6” (2012)
Resident Evil got its start in the horror genre (Zombie head turn), with the original trilogy creating tense, creepy, and disturbing situations. From 4 and 5, we saw the series shift direction, going into a more action feel, while still keeping some of the horror elements from its predecessors. With 6, we saw the beloved franchise thrown out the window like the stuntman it had become. Sure there are jump scares, but we’re given enough combat skills and guns to take on a small army, making the monsters seem more like cannon fodder. But hey at least they put the horror back into the series with Resident Evil 7.
#3: Everything Smart - “Deus Ex: Invisible War” (2003)
This game might as well be invisible to everyone anyway. Deus Ex fans won’t even acknowledge this game’s existence, and for good reason. Invisible War took several features out of the series, from Smart AI, to strategizing what ammo you should take, to the skills you should acquire. Even the dialogue choices felt lacking, as we found out later on that they didn’t leave a powerful impact on the story. Besides, how in the world is it that my shotgun uses the same ammo as my rocket launcher? That makes no sense!
#2: Arcade/Ladder Mode - “Street Fighter V” (2016)
Not everyone wishes to play a fighting game only for the multiplayer. As crazy as it sounds to some, many players enjoy having a single-player, even if it is just fighting a random line-up of AI fighters. While Capcom may argue that Story is a replacement, it feels more like a very cheap imitator to the classic. Before the Street Fighter series dominated the fighting scene on consoles, we would spend hours at our local arcade fighting through a ladder of fighters. It seems like those days are gone now though, and with multiplayer dominating the current market, Capcom isn’t budging.
#1: Splitscreen - “Halo 5: Guardians” (2015)
Unless you own a Nintendo console, the term “local multiplayer” seems to be lost to the ages. Seeing many shooters move to a 60fps format, 343 industries decided to follow the suit with Halo 5, but at the cost of something great; splitscreen. Fans cried in outrage, as the option had been available in every Halo game since the first Xbox. To add even more salt in the wound, the campaign is built around 4 player co-op, since each mission is designed around a team of 4, making the decision to ditch split screen even more baffling. That’s what you’d call: One step Forward
