SW Tier List All articles
Gaming

The Sequel Said 'Forget Everything': Ranking Video Game Follow-Ups That Nuked Their Own Lore

SW Tier List

There's a special kind of betrayal reserved for when a sequel doesn't just ignore its predecessor—it actively dismantles it. Not a soft retcon. Not a quiet timeline shuffle. A full-on "actually, none of that mattered" energy that leaves fans of the original standing in the wreckage, holding their physical copy of game one like a restraining order that got thrown out of court.

We've assembled the tier list. We've had the debates. We've processed our grief. Here's how it shakes out.


S-Tier: The Lore Cremation — These Sequels Didn't Just Retcon, They Committed

Kingdom Hearts (the entire franchise, but especially after Dream Drop Distance)

Look. Kingdom Hearts deserves its own category. Its own ZIP code. Its own congressional hearing. The original game told a clean, emotionally resonant story about a kid named Sora losing his home and fighting to save his friends. Then the sequels started stacking timelines, clones, replica vessels, time travel, and alternate versions of characters until the original story became less of a foundation and more of a vague memory the franchise occasionally nods at from across a parking lot.

By the time Kingdom Hearts 3 rolled around, characters were being retroactively inserted into events from the first game via secret reports and mobile game tie-ins. Sora's original journey—the one that made you feel something—got subordinated to lore scaffolding so dense it requires a spreadsheet and a therapist to parse. S-Tier retcon energy. Criminally committed.

Dead Space 3

Dead Space launched as one of the tightest survival horror narratives in gaming. Issac Clarke was an everyman in over his head, the Marker mythology was genuinely unsettling, and Dead Space 2 doubled down on the psychological horror with actual stakes. Then Dead Space 3 showed up, slapped co-op on the whole thing, turned the Markers into an ancient alien MacGuffin, and essentially reframed the entire series mythology in a way that made the original's carefully constructed dread feel like a prologue to something nobody asked for. The ending practically erased its own franchise. S-Tier. No notes.


A-Tier: The Narrative 180 — These Sequels Had Opinions About the First Game and They Were Mostly Wrong

Halo 5: Guardians

Halo 4 ended with one of the most emotionally gutting moments in the franchise's history. Master Chief lost Cortana. It was earned. It was devastating. It meant something. Halo 5 then spent the majority of its runtime chasing a different storyline, sidelining the Chief, and bringing Cortana back as a villain in a twist that felt less like a bold creative choice and more like the writers panicking at the last minute. The emotional resolution of Halo 4 got repurposed as a plot device, and the character arc that made that game special was essentially voided. A-Tier. Painful but not unprecedented.

Mass Effect 3 (Extended Cut or not, the Synthesis ending still exists)

Mass Effect as a trilogy is a complicated case because the first two games built something genuinely extraordinary—a universe where your choices accumulated weight across multiple entries. Then ME3's ending(s) introduced a color-coded conclusion that, depending on which you picked, effectively invalidated the thematic premise that individual agency and relationship-building mattered. The Synthesis ending in particular rewrites what organic life is, which retroactively recontextualizes everything the previous games were supposedly about. A-Tier retcon. Still hurts.


B-Tier: The Soft Erase — These Sequels Quietly Moved the Furniture Without Telling You

Devil May Cry 2

Dante in the original Devil May Cry was cocky, charismatic, and had the kind of personality that launched a franchise. DMC2 handed him a personality transplant somewhere between development cycles and shipped a protagonist who barely spoke, barely reacted, and seemed to actively resent being in his own game. Nothing in the first game's characterization survived the transition. It wasn't a dramatic retcon so much as a quiet assassination of vibes. B-Tier. The franchise course-corrected, but the scar remains.

Bioshock Infinite and Burial at Sea

Hear us out. Bioshock Infinite is a beloved game. But Burial at Sea—its DLC—retroactively reframes Comstock and his origins in a way that reshuffles the narrative logic of Infinite itself, and also ties the Rapture timeline together in ways that feel more like fan service than earned storytelling. The original Bioshock gets conscripted into a multiverse explanation it never asked to be part of. B-Tier. Ambitious, occasionally clever, but the connective tissue strains under the weight.


C-Tier: The Continuity Fumble — Minor Retcons That Mostly Just Annoyed People

Resident Evil's ongoing timeline shuffles

Resident Evil has been quietly retconning itself since roughly 2002. Character motivations get revised, organizational histories get rewritten, and events from earlier games get recontextualized with enough frequency that series veterans have essentially accepted lore instability as a feature rather than a bug. None of it is franchise-ending. Most of it is just... annoying. C-Tier. The franchise survives. Fans cope.

Sonic the Hedgehog (pick a year, any year)

Sega has retconned Sonic's continuity so many times that the fandom has developed a kind of philosophical acceptance about it. The Archie Comics universe? Gone. Sonic Adventure's darker tone? Quietly shelved. Sonic Forces' implication that Eggman actually won? Treated like a minor inconvenience. C-Tier retcon energy. At this point it's tradition.


D-Tier: We're Choosing to Believe It Was Intentional

Final Fantasy XIII-2 and Lightning Returns

The original FFXIII ended in a specific place, with specific emotional stakes. Each subsequent game in that subseries pushed the characters further away from the emotional core of the original, until Lightning Returns turned its protagonist into a messianic figure in a time-collapsing apocalypse that had approximately nothing to do with why anyone cared about Lightning in the first place. D-Tier. Not malicious. Just lost.


Final Verdict

The best sequels treat their predecessors like a foundation. The worst ones treat them like a rough draft to be corrected. And then there's Kingdom Hearts, which apparently treats continuity as a personal challenge.

The games in S and A-Tier aren't necessarily bad—some of them are legitimately great experiences. But they made choices that cost the stories that came before them something real: stakes, emotional coherence, the sense that what you played actually mattered.

That's the real crime here. Not bad sequels. Sequels that made the good ones feel smaller.

Drop your takes in the comments. We know you have them.

All Articles

Related Articles

Smooth Moves to Full Sendoff: Ranking Video Game Animations From 'Hollywood Polish' to 'My Character Is Having a Stroke'

Smooth Moves to Full Sendoff: Ranking Video Game Animations From 'Hollywood Polish' to 'My Character Is Having a Stroke'

The Door Won't Budge and Neither Will My Sanity: Ranking Gaming's Most Infuriating Locked Doors

The Door Won't Budge and Neither Will My Sanity: Ranking Gaming's Most Infuriating Locked Doors

Move Over, Main Character: Ranking the Video Game NPCs Who Absolutely Stole the Whole Show

Move Over, Main Character: Ranking the Video Game NPCs Who Absolutely Stole the Whole Show