Blue Knight
Water Spirit
Towns Folk
Thing is, for a sequel to be truly innovative ( a big deal on gaming, people who complain over changes generally are blinded by nostalgia) it should optimally surpass the last one not in a linear (game streamlining, better visuals) way, but on an exponential way (new mechanics, big, ambitious changes and use of hardware)
I'll give examples using the Mario series, which got called stagnant here by @Fyzzu, the argument that only new levels and powerups are introduced, is quite sadly, inaccurate.
A sequel should:
a) make an entirely new concept (Super Mario 64 is an example of this)
or b) refine the concept of the prequel and add more content (Super Mario Bros. The Lost Levels and Super Mario Galaxy 2 are examples of this)
or c) expand upon a concept by adding more ideas, or merging concepts (Super Mario Bros 2/USA is an example of this [The game was envisioned as a Mario game first, before being changed to Doki Doki Panic, unlike common knowledge says] by adding vertical scrolling over, multiple chatacters, multiple mini stages inside the stages, etc. Super Mario 3D Land and World are other examples of this, the former merged concepts from 3D and 2D plataforming entries, and the latter further expanded upon it by fixing it's flaws on top of adding the long lost concept made in SMB2/USA, multiple characters, and adding proper multiplayer, something first seen on Galaxy, which 3D World also added unto)
Out of these, b) should only be done very few times, normally, doing it more than twice generates stagnation, as seen on the New Super Mario Bros subseries (yes, I'm criticizing a Mario game, I'm not in fanboy mode atm) after the Wii entry. And this is mostly what the CoD series has done for not two, not three, but TWELVE games so far. The series has changed, yes. But has it done truly big changes to itself in every entry?
I'll give examples using the Mario series, which got called stagnant here by @Fyzzu, the argument that only new levels and powerups are introduced, is quite sadly, inaccurate.
A sequel should:
a) make an entirely new concept (Super Mario 64 is an example of this)
or b) refine the concept of the prequel and add more content (Super Mario Bros. The Lost Levels and Super Mario Galaxy 2 are examples of this)
or c) expand upon a concept by adding more ideas, or merging concepts (Super Mario Bros 2/USA is an example of this [The game was envisioned as a Mario game first, before being changed to Doki Doki Panic, unlike common knowledge says] by adding vertical scrolling over, multiple chatacters, multiple mini stages inside the stages, etc. Super Mario 3D Land and World are other examples of this, the former merged concepts from 3D and 2D plataforming entries, and the latter further expanded upon it by fixing it's flaws on top of adding the long lost concept made in SMB2/USA, multiple characters, and adding proper multiplayer, something first seen on Galaxy, which 3D World also added unto)
Out of these, b) should only be done very few times, normally, doing it more than twice generates stagnation, as seen on the New Super Mario Bros subseries (yes, I'm criticizing a Mario game, I'm not in fanboy mode atm) after the Wii entry. And this is mostly what the CoD series has done for not two, not three, but TWELVE games so far. The series has changed, yes. But has it done truly big changes to itself in every entry?