Genre Shift: Difference between revisions

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* The ''[[Discworld]]'' series started off as fairly straightforward parodies of [[Heroic Fantasy]]. Later novels have been much more heavily focused on social satire, with heavy emphasis on philosophy and topics such as morality, class warfare, religion, theoretical physics, and modern city life. It works because they're still bloody hilarious.
* The ''[[Harry Potter]]'' books started off as a slightly tongue-in-cheek [[Urban Fantasy]] and gradually became an epic [[High Fantasy]] in which [[Anyone Can Die]]. [[J. K. Rowling]] planned from the start that the series would become [[Darker and Edgier]] as Harry (and his readers) grew up.
* In ''[[How Not to Write A Novel]]'', they have a section ("One [[The Lord of the Rings|Ring]] to Rule them All" said the Old Cowpoke) on genre shifts handled poorly. Opens with a woman writing in a diary hinting at a romance novel (an obvious [[Affectionate Parody]] of ''Bridget Jones' Diary''), ends with [[Apocalyptic Log|an entry of OH GOD OH GOD OH GOD OH GOD HE'S NOT HUMAN.]]
* P.C. Hodgell's ''[[Chronicles of the Kencyrath]]'' series starts out in [[Low Fantasy]] territory in the first book, ''God Stalk''; while there's foreshadowing there, the wider [[High Fantasy]] plot doesn't really emerge until the second book, ''Dark of the Moon''. The shift alienated some readers, who wanted more of the same style of book as the first.
* [[Orson Scott Card]]'s ''Treasure Box'' turns out to be {{spoiler|one of his "tales of dread,"}} but you don't realize it's in that genre until well into the story, about the same time the main character does.
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*** Seems to be toyed with in ''Uncharted 2'' when {{spoiler|you bump into what seems like a yeti-type monster while in the mountains. However, later on it turns out to be a bunch of apparently bullet resistant natives in suits. Which you then discover are actually mythical ape-like Guardians of Shangri-la, so everything is okay again.}}
* ''[[Half Life]]'' started as a deconstruction of [[I Just Want to Be Badass]], and is currently one of its most shining examples.
* The ''[[Half-Life]] 2'' [[Game Mod]] ''[https://web.archive.org/web/20150118134545/http://www.planetphillip.com/posts/day-hard-complete-half-life-2/ Day-Hard]'', usually a straightforward parody FPS, has a part where you need to enter a [[Hell Hotel]] sans weapons for a [[Fetch Quest]]. What follows is ''[[Silent Hill]]''-esque [[Surreal Horror]]. It doesn't last too long, but it's very out-of-place nonetheless.
* In ''[[Medal of Honor]]: Airborne'', after 5 missions of largely realistic gameplay based on actual historic [[World War II]] campaigns, the final mission throws bulletproof, heavy-machinegun-wielding Nazi [[Super Soldier]]s at you, and takes place in, as [[Zero Punctuation|Ben "Yahtzee" Croshaw]] put it, "a giant concrete tower that can only be described as a '''Doom Fortress'''."
** Those "doom fortresses" are actually real. 8 were built, they were ridiculously sized, and they had more refuge in intimidation than use. I mean, come on, they're towers built to repel air attacks that are also made of concrete. Still true to this trope, however, the Allies never actually attempted an attack on one of them.
* ''[[Oddworld]]: Stranger's Wrath'' starts out as the Oddworld equivalent of a western. Mysterious [[Bounty Hunter]]? Check. Gun toting outlaws? Check. Hick Towns populated by chicken men? ...Um, Check. But then in the final third of the game, {{spoiler|after stumbling into an ambush set up by the [[Big Bad]], and getting hit with a [[Tomato Surprise]],}} the game shifts to a more traditional Oddworld setting as you help the native Grubbs overcome the [[Big Bad]]. This change completely overhauls the game. Stranger's costume changes, the concept of Moolah (and therefore the concept of enemy bounties) is removed (enemies are turned into ammo instead. Don't ask), the soundtrack changes from spaghetti western music to epic orchestrated pieces, the enemies change from gruff outlaws to military Mooks, new gameplay mechanics are added, and the scenery colors shift from browns and reds to blues and greys.
* The ''[[Chzo Mythos]]'' goes from fairly conventional (but good) horror, to [[Recycled in Space|SPACE horror]], to [[Cosmic Horror]].
* Similarily, ''[[EarthBound]]'' starts off as pure humour and affectionate ribbing of the Unite States (it is the [[Trope Namer]] for [[Eagleland]], after all) then goes to sci-fi at the Cave of the Past, then shifts to [[Cosmic Horror]] at the end of said cave.
* In terms of in-game Genre Shift, ''[[Spore]]'' goes from the hunt/gather adventure-game-esque "Cell" and "Creature" stages, to real-time strategy for "Tribal" and "Civilization," to a [[Wide Open Sandbox]] for "Space."
* ''[[Okami]]'' gets a bit of a shift towards the end, from a feudal Japan mythical fantasy to a feudal Japan {{spoiler|Sci-Fi}} fantasy.
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** This has happened a lot with the [[Shin Megami Tensei]] series. The main series tends towards dark, post-apocalyptic stories, the first two games and [[Strange Journey]] having heavy sci-fi elements (you use some kind of technological device to summon your demons,) while [[Shin Megami Tensei Nocturne|Nocturne]] does away with all the sci-fi elements. Meanwhile, the ''[[Persona (video game)|Persona]]'' series ditches the post-apocalyptic elements and introduces high-school life and Jungian psychology into the mix, with the demons becoming aspects of a person's psyche, and the enemy demons doing the same, turning into Shadows starting with [[Persona 2]]. By [[Persona 3]], [[Slice of Life]] and [[Dating Sim]] elements are introduced, while [[Persona 4]] turns into a more [[Lighter and Softer|light-hearted]] [[Scooby Doo]]-style murder mystery with MegaTen trappings. Meanwhile ''again'', the [[Raidou Kuzunoha vs. the Soulless Army|Raidou]] [[Raidou Kuzunoha VS King Abaddon|Kuzunoha]] games are [[Alternate History]] with more action elements and also more light-hearted, while [[Devil Survivor]] acts very much like a [[Deconstruction]] of the [[Mons]] genre in general. And that's only counting a ''few'' of the games in the franchise.
* ''[[Super Mario Galaxy]]'' starts off like most typical ''Mario'' games, where the title plumber had to rescue Princess Peach from Bowser (in this game, Bowser kidnaps Peach and carries her off into space), but about halfway through the game, the plot unexpectly shift to a sad story about the loss of a different princess' family, but then cuts back to Mario still trying to save Peach from Bowser.
* ''[[Paper Mario: The Thousand-Year Door]]'' starts out as a turn-based RPG that seems typical Mario, with the heroic plumber fighting bad guys by jumping, stomping, and hammering, as he tries to rescue Peach (as usual) and find a lost treasure. And then it goes into [[Cosmic Horror]] territory we discover the "treasure" is an ancient demon who seeks to shroud the world into eternal darkness, Peach being the intended sacrifice to fuel said demon's return, a plot turn that brings the story squarely into [[Cosmic Horror]].
* The original ''[[Might and Magic]]'' did this with almost every game. Each game always started out in what appears to be a standard fantasy RPG setting, but then shifts to [[Science Fantasy]], with the heroes and the player discovering [[Ray Gun]]s, robots, and similar things that don't belong, until finally discovering that their world is a [[Lost Colony]] created by [[Sufficiently Advanced Aliens]].
 
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