Action-adventure game: Difference between revisions

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== Definition ==
== Definition ==
An action adventure game can be defined as a game with a mix of elements from an [[action game]] and an [[adventure game]],<ref>{{cite book |last1=Rollins |first1=A. |last2=Morris |first2=D. |title=Game Architecture and Design |publisher=Coriolis Ed |year=2000}}</ref> especially crucial elements like puzzles<ref>{{cite web |last=Luban |first=Pascal |date=2002-12-06 |title=Designing and Integrating Puzzles in Action-Adventure Games |url=https://www.gamedeveloper.com/design/designing-and-integrating-puzzles-in-action-adventure-games |access-date=2022-08-12 |website=Game Developer |language=en}}</ref> inspired by older adventure games.<ref name=":1">{{cite web |year=2014 |title=Chap. 1 — Game Genres |url=https://www.di.ubi.pt/~agomes/tjv/teoricas/01-genres.pdf |publisher=[[University of Beira Interior]] |page=8}}</ref> Action-adventures require many of the same physical skills as action games, but may also offer a storyline, numerous characters, an inventory system, dialogue, and other features of adventure games.<ref name="fundamentals">{{cite book|last=Rollings|first=Andrew|author2=Ernest Adams|title=Fundamentals of Game Design|publisher=Prentice Hall|year=2006|url=http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html|isbn=0-13-168747-6}}</ref> They are typically faster-paced than pure adventure games, because they include both physical and conceptual challenges.<ref name="fundamentals" /> Action-adventure games normally include a combination of complex story elements, which are often displayed for players using audio and video. The story is heavily reliant upon the [[player character|player character's]] movement, which triggers story events and thus affects the flow of the game.<ref name=Puzzle2>{{cite web|url=https://www.gamedeveloper.com/design/designing-and-integrating-puzzles-in-action-adventure-games|title=Designing and Integrating Puzzles in Action-Adventure Games|last=Luban|first=Pascal|page=2|work=Gamasutra|publisher=Think Services Game Group|date=2002-12-06|access-date=2009-02-05}}</ref> Popular examples of action-adventure games include ''[[The Legend of Zelda]]'', ''[[God of War (franchise)|God of War]]'',<ref name="fundamentals" /> ''[[Grand Theft Auto (franchise)|Grand Theft Auto]]'', and ''[[Tomb Raider]]'' series.<ref name="Gal">{{cite book |last1=Gal |first1=Viviane |last2=Le Prado |first2=Cécile |last3=Natkin |first3=Stéphane |last4=Vega |first4=Liliana |title=Writing for Video Games |publisher=Proceedings Laval Ritual (IVRC) |year=2002 |url=http://cedric.cnam.fr/PUBLIS/RC359.pdf |archive-url=https://web.archive.org/web/20030706103927/http://cedric.cnam.fr/PUBLIS/RC359.pdf |archive-date=6 July 2003 |url-status=live }}</ref>
An action adventure game can be defined as a game with a mix of elements from an [[action game]] and an [[adventure game]],<ref>{{cite book |last1=Rollins |first1=A. |last2=Morris |first2=D. |title=Game Architecture and Design |publisher=Coriolis Ed |year=2000}}</ref> especially crucial elements like puzzles<ref>{{cite web |last=Luban |first=Pascal |date=2002-12-06 |title=Designing and Integrating Puzzles in Action-Adventure Games |url=https://www.gamedeveloper.com/design/designing-and-integrating-puzzles-in-action-adventure-games |access-date=2022-08-12 |website=Game Developer |language=en}}</ref> inspired by older adventure games.<ref name=":1">{{cite web |year=2014 |title=Chap. 1 — Game Genres |url=https://www.di.ubi.pt/~agomes/tjv/teoricas/01-genres.pdf |publisher=[[University of Beira Interior]] |page=8}}</ref> Action-adventures require many of the same physical skills as action games, but may also offer a storyline, numerous characters, an inventory system, dialogue, and other features of adventure games.<ref name="fundamentals">{{cite book|last=Rollings|first=Andrew|author2=Ernest Adams|title=Fundamentals of Game Design|publisher=Prentice Hall|year=2006|url=http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html|isbn=0-13-168747-6|archive-date=31 December 2017|access-date=6 February 2009|archive-url=https://web.archive.org/web/20171231072651/http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html|url-status=dead}}</ref> They are typically faster-paced than pure adventure games, because they include both physical and conceptual challenges.<ref name="fundamentals" /> Action-adventure games normally include a combination of complex story elements, which are often displayed for players using audio and video. The story is heavily reliant upon the [[player character|player character's]] movement, which triggers story events and thus affects the flow of the game.<ref name=Puzzle2>{{cite web|url=https://www.gamedeveloper.com/design/designing-and-integrating-puzzles-in-action-adventure-games|title=Designing and Integrating Puzzles in Action-Adventure Games|last=Luban|first=Pascal|page=2|work=Gamasutra|publisher=Think Services Game Group|date=2002-12-06|access-date=2009-02-05}}</ref> Popular examples of action-adventure games include ''[[The Legend of Zelda]]'', ''[[God of War (franchise)|God of War]]'',<ref name="fundamentals" /> ''[[Grand Theft Auto (franchise)|Grand Theft Auto]]'', and the ''[[Tomb Raider]]'' series.<ref name="Gal">{{cite book |last1=Gal |first1=Viviane |last2=Le Prado |first2=Cécile |last3=Natkin |first3=Stéphane |last4=Vega |first4=Liliana |title=Writing for Video Games |publisher=Proceedings Laval Ritual (IVRC) |year=2002 |url=http://cedric.cnam.fr/PUBLIS/RC359.pdf |archive-url=https://web.archive.org/web/20030706103927/http://cedric.cnam.fr/PUBLIS/RC359.pdf |archive-date=6 July 2003 |url-status=live }}</ref>


=== Relationship to other genres ===
=== Relationship to other genres ===
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=== ''Grand Theft Auto'' clone ===
=== ''Grand Theft Auto'' clone ===
A [[Grand Theft Auto clone|''Grand Theft Auto'' clone]] belongs to a [[Video game genres|subgenre]] of [[open world]] action-adventure video games in the [[Third-person (video games)|third-person perspective]]. They are characterized by their likeness to the [[Grand Theft Auto|''Grand Theft Auto'' series]] in either gameplay or overall design.<ref>{{cite web | url = http://www.findmesimilar.com/2013/04/games-like-gta-grand-theft-auto.html | title = 25+ Games Like GTA (Grand Theft Auto) | date = 12 April 2013 | publisher = Find Me Similar }}</ref><ref name="crackdownqa">{{cite web |url=http://www.eurogamer.net/article.php?article_id=74595 |title=Crackdown Community Q&A |author=Bramwell, Tom |publisher=[[Eurogamer]] |date=2007-03-27 |access-date=2008-07-25 |archive-date=30 September 2007 |archive-url=https://web.archive.org/web/20070930014432/http://www.eurogamer.net/article.php?article_id=74595 |url-status=dead }}</ref> In these types of open world games, players may find and use a variety of vehicles and weapons while roaming freely in an open world setting.<ref>Sources that refer to Grand Theft Auto popularizing or inventing a genre include: <br /> i. {{cite web |url=http://www.gamesradar.com/ps2/f/battle-of-the-gta-clones/a-2007032712758324075/g-2005120719070657885742 |title= Battle of the GTA clones |date = 2007-03-27 | author = Reparaz, Mikel | publisher=[[GamesRadar]] |access-date=2008-07-21}}; <br /> ii. {{cite web |url=https://www.gamedeveloper.com/game-platforms/analysts-fps-most-attractive-genre-for-publishers |publisher=[[Gamasutra]] |title=Analysts: FPS 'Most Attractive' Genre for Publishers |author= Cifaldi, Frank |date=2006-02-21 |access-date=2008-08-21}}; <br /> iii. {{cite web |url=http://news.bbc.co.uk/1/hi/technology/3762350.stm |publisher=[[BBC News]] |title=Hunt for Grand Theft Auto pirates |date=2004-10-21 |access-date=2008-08-26}}</ref><ref>Sources that refer to games similar to Grand Theft Auto as action-adventure games include: <br />i. {{cite web |url=http://www.pcw.co.uk/personal-computer-world/software/2154224/godfather |title=Review: The Godfather 3D action game |author=Parkyn, Jonathan |publisher=[[Personal Computer World]] |date=2006-04-18 |access-date=2008-07-25 |archive-date=22 September 2008 |archive-url=https://web.archive.org/web/20080922191244/http://www.pcw.co.uk/personal-computer-world/software/2154224/godfather |url-status=dead }}<br />ii. {{cite web |url=http://wham.canoe.ca/wii/2007/03/30/3871537-torsun.html |author=Steve Tilley |publisher=[[Canadian Online Explorer|CANOE]] |title=Wii 'Godfather' for newbies only |date=2007-04-01 |access-date=2008-07-25 |archive-date=23 June 2007 |archive-url=https://archive.today/20070623032604/http://wham.canoe.ca/wii/2007/03/30/3871537-torsun.html |url-status=usurped }};<br /> iii. {{cite web |url=http://ps2.ign.com/articles/403/403367p1.html |title=E3 2003: True Crime: Streets of L.A. Update |author=Bishop, Sam |date=2003-05-16 |publisher=[[IGN]] |access-date=2008-07-25 |url-status=dead |archive-url=https://web.archive.org/web/20090201141421/http://ps2.ign.com/articles/403/403367p1.html |archive-date=2009-02-01 }}<br /> iv. {{cite web |url=http://xbox360.gamespy.com/xbox-360/saints-row/729563p1.html |title=GameSpy Review – Saints Row |publisher=[[GameSpy]] |author=Will Tuttle |date=2006-08-30 |access-date=2008-07-25 }}; <br /> v. {{cite web |url=http://www.gamepro.com/news.cfm?article_id=158948 |publisher=[[GamePro]] |title=Just Cause 2 announced for Xbox 360, PS3, PC |author=Snow, Blake |date=2008-01-30 |access-date=2008-07-24 |archive-url=https://web.archive.org/web/20080201011432/http://www.gamepro.com/news.cfm?article_id=158948 |archive-date=2008-02-01 |url-status=dead }}</ref><ref>Navarro, Alex (2004-11-11). {{cite web|url=http://www.gamespot.com/pc/action/scrapland/review.html |title=Scrapland Review |access-date=2009-05-23 |url-status=live |archive-url=https://web.archive.org/web/20111010023540/http://www.gamespot.com/pc/action/scrapland/review.html |archive-date=2011-10-10}} Scrapland Review], [[GameSpot]], Retrieved on 2009-6-17</ref>
A [[Grand Theft Auto clone|''Grand Theft Auto'' clone]] belongs to a [[Video game genres|subgenre]] of [[open world]] action-adventure video games in the [[Third-person (video games)|third-person perspective]]. They are characterized by their likeness to the [[Grand Theft Auto|''Grand Theft Auto'' series]] in either gameplay or overall design.<ref>{{cite web | url = http://www.findmesimilar.com/2013/04/games-like-gta-grand-theft-auto.html | title = 25+ Games Like GTA (Grand Theft Auto) | date = 12 April 2013 | publisher = Find Me Similar }}</ref><ref name="crackdownqa">{{cite web |url=http://www.eurogamer.net/article.php?article_id=74595 |title=Crackdown Community Q&A |author=Bramwell, Tom |publisher=[[Eurogamer]] |date=2007-03-27 |access-date=2008-07-25 |archive-date=30 September 2007 |archive-url=https://web.archive.org/web/20070930014432/http://www.eurogamer.net/article.php?article_id=74595 |url-status=dead }}</ref> In these types of open world games, players may find and use a variety of vehicles and weapons while roaming freely in an open world setting.<ref>Sources that refer to Grand Theft Auto popularizing or inventing a genre include: <br /> i. {{cite web |url=http://www.gamesradar.com/ps2/f/battle-of-the-gta-clones/a-2007032712758324075/g-2005120719070657885742 |title=Battle of the GTA clones |date=2007-03-27 |author=Reparaz, Mikel |publisher=[[GamesRadar]] |access-date=2008-07-21 |archive-date=16 June 2011 |archive-url=https://web.archive.org/web/20110616024315/http://www.gamesradar.com/ps2/f/battle-of-the-gta-clones/a-2007032712758324075/g-2005120719070657885742 |url-status=dead }}; <br /> ii. {{cite web |url=https://www.gamedeveloper.com/game-platforms/analysts-fps-most-attractive-genre-for-publishers |publisher=[[Gamasutra]] |title=Analysts: FPS 'Most Attractive' Genre for Publishers |author=Cifaldi, Frank |date=2006-02-21 |access-date=2008-08-21 }}; <br /> iii. {{cite web |url=http://news.bbc.co.uk/1/hi/technology/3762350.stm |publisher=[[BBC News]] |title=Hunt for Grand Theft Auto pirates |date=2004-10-21 |access-date=2008-08-26 }}</ref><ref>Sources that refer to games similar to Grand Theft Auto as action-adventure games include: <br />i. {{cite web |url=http://www.pcw.co.uk/personal-computer-world/software/2154224/godfather |title=Review: The Godfather 3D action game |author=Parkyn, Jonathan |publisher=[[Personal Computer World]] |date=2006-04-18 |access-date=2008-07-25 |archive-date=22 September 2008 |archive-url=https://web.archive.org/web/20080922191244/http://www.pcw.co.uk/personal-computer-world/software/2154224/godfather |url-status=dead }}<br />ii. {{cite web |url=http://wham.canoe.ca/wii/2007/03/30/3871537-torsun.html |author=Steve Tilley |publisher=[[Canadian Online Explorer|CANOE]] |title=Wii 'Godfather' for newbies only |date=2007-04-01 |access-date=2008-07-25 |archive-date=23 June 2007 |archive-url=https://archive.today/20070623032604/http://wham.canoe.ca/wii/2007/03/30/3871537-torsun.html |url-status=usurped }};<br /> iii. {{cite web |url=http://ps2.ign.com/articles/403/403367p1.html |title=E3 2003: True Crime: Streets of L.A. Update |author=Bishop, Sam |date=2003-05-16 |publisher=[[IGN]] |access-date=2008-07-25 |url-status=dead |archive-url=https://web.archive.org/web/20090201141421/http://ps2.ign.com/articles/403/403367p1.html |archive-date=2009-02-01 }}<br /> iv. {{cite web |url=http://xbox360.gamespy.com/xbox-360/saints-row/729563p1.html |title=GameSpy Review – Saints Row |publisher=[[GameSpy]] |author=Will Tuttle |date=2006-08-30 |access-date=2008-07-25 }}; <br /> v. {{cite web |url=http://www.gamepro.com/news.cfm?article_id=158948 |publisher=[[GamePro]] |title=Just Cause 2 announced for Xbox 360, PS3, PC |author=Snow, Blake |date=2008-01-30 |access-date=2008-07-24 |archive-url=https://web.archive.org/web/20080201011432/http://www.gamepro.com/news.cfm?article_id=158948 |archive-date=2008-02-01 |url-status=dead }}</ref><ref>Navarro, Alex (2004-11-11). {{cite web|url=http://www.gamespot.com/pc/action/scrapland/review.html |title=Scrapland Review |access-date=2009-05-23 |url-status=live |archive-url=https://web.archive.org/web/20111010023540/http://www.gamespot.com/pc/action/scrapland/review.html |archive-date=2011-10-10}} Scrapland Review], [[GameSpot]], Retrieved on 2009-6-17</ref>


=== Metroidvania ===
=== Metroidvania ===
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=== Survival horror ===
=== Survival horror ===
'''[[Survival horror]]''' games emphasize "inventory management" and making sure the player has enough ammunition and recovery items to "[[Survival game|survive]]" the [[horror fiction|horror]] setting. This is a thematic genre with diverse gameplay, so not all survival horror games share all the features.<ref>{{cite web|title=Survival Horror vs. Action Horror|url=http://www.gamerevolution.com/manifesto/survival-horror-vs-action-horror-10399|publisher=gamerevolution.com|access-date=10 September 2013}}</ref><ref>{{cite web|title=The Evil Within preview – 'real survival horror'|date=25 June 2013|url=http://metro.co.uk/2013/06/25/the-evil-within-preview-real-survival-horror-3855378/|publisher=metro.co.uk|access-date=10 September 2013}}</ref><ref>{{cite web|title=Horror Show – Survival Horror vs. Action Horror|url=http://www.zero1gaming.com/2013/05/01/survival-horror-vs-action-horror/|publisher=zero1gaming.com|access-date=10 September 2013|archive-date=21 July 2014|archive-url=https://web.archive.org/web/20140721110927/http://www.zero1gaming.com/2013/05/01/survival-horror-vs-action-horror/|url-status=dead}}</ref><ref>{{cite web|title=6 Upcoming Horror Games That Look Absolutely Terrifying|date=21 April 2013|url=http://bloody-disgusting.com/news/3229453/6-upcoming-horror-games-that-look-absolutely-terrifying/|publisher=blooody-disgusting.org|access-date=10 September 2013}}</ref> The ''[[Resident Evil]]'' franchise popularized this subgenre.
'''[[Survival horror]]''' games emphasize "inventory management" and making sure the player has enough ammunition and recovery items to "[[Survival game|survive]]" the [[horror fiction|horror]] setting. This is a thematic genre with diverse gameplay, so not all survival horror games share all the features.<ref>{{cite web|title=Survival Horror vs. Action Horror|url=http://www.gamerevolution.com/manifesto/survival-horror-vs-action-horror-10399|publisher=gamerevolution.com|access-date=10 September 2013|archive-url=https://web.archive.org/web/20220421183237/https://www.gamerevolution.com/features/340791-survival-horror-vs-action-horror|archive-date=21 April 2022|language=en|date=9 January 2017|url-status=dead}}</ref><ref>{{cite web|title=The Evil Within preview – 'real survival horror'|date=25 June 2013|url=http://metro.co.uk/2013/06/25/the-evil-within-preview-real-survival-horror-3855378/|publisher=metro.co.uk|access-date=10 September 2013}}</ref><ref>{{cite web|title=Horror Show – Survival Horror vs. Action Horror|url=http://www.zero1gaming.com/2013/05/01/survival-horror-vs-action-horror/|publisher=zero1gaming.com|access-date=10 September 2013|archive-date=21 July 2014|archive-url=https://web.archive.org/web/20140721110927/http://www.zero1gaming.com/2013/05/01/survival-horror-vs-action-horror/|url-status=dead}}</ref><ref>{{cite web|title=6 Upcoming Horror Games That Look Absolutely Terrifying|date=21 April 2013|url=http://bloody-disgusting.com/news/3229453/6-upcoming-horror-games-that-look-absolutely-terrifying/|publisher=blooody-disgusting.org|access-date=10 September 2013}}</ref> The ''[[Resident Evil]]'' franchise popularized this subgenre.


== Gameplay ==
== Gameplay ==
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== History ==
== History ==
=== 1979–1988 ===
Brett Weiss cites [[Atari]]'s ''[[Superman (1979 video game)|Superman]]'' (1979) as an action-adventure game,<ref name="weiss">{{cite book | first = Brett | last = Weiss | title = Classic Home Video Games, 1972–1984: A Complete Reference Guide | pages = 119, 126 | publisher = [[McFarland & Co.]] | url = https://books.google.com/books}}</ref> with ''Retro Gamer'' crediting it as the "first to utilize multiple screens as playing area".<ref name="retgamer">{{cite web|url=https://www.retrogamer.net/retro_games70/superman-2/|title=Superman|last=LMozejko|first=Michal|work=[[Retro Gamer]]|date=April 16, 2009|access-date=October 19, 2017}}</ref> Mark J.P. Wolf credits ''[[Adventure (Atari 2600)|Adventure]]'' (1980) for the [[Atari VCS]] as the earliest-known action-adventure game.<ref>{{cite book|title=Video Game Theory Reader|editor1-last=Wolf|editor1-first=Mark J. P.|editor2-last=Perron|editor2-first=Bernard|year=2003|publisher=Routledge|isbn=0-415-96578-0|page=x|chapter=Foreword|url=https://books.google.com/books?id=PurLg5KfPioC}}</ref> The game involves exploring a 2D environment, finding and using items which each have prescribed abilities, and fighting dragons in real-time like in an [[action game]].<ref name=justadventure /> [[Muse Software]]'s ''[[Castle Wolfenstein]]'' (1981) was another early action-adventure game, merging exploration, combat, stealth,<ref>{{cite book|title=High Score!: The Illustrated History of Electronic Games|first1=Rusel|last1=DeMaria|first2=Johnny L.|last2=Wilson|year=2003|publisher=McGraw-Hill Professional|isbn=0-07-223172-6|page=224|edition=2nd|url=https://books.google.com/books?id=HJNvZLvpCEQC}}</ref> and [[maze game]] elements,<ref name="Maynard">{{cite book |last1=Maynard |first1=Ashley E. |last2=Subrahmanyam |first2=Kaveri |last3=Greenfield |first3=Patricia M. |chapter=Technology and the Development of Intelligence: From the Loom to the Computer |editor1-last=Sternberg |editor1-first=Robert J. |editor2-last=Preiss |editor2-first=David D. |title=Intelligence and Technology: The Impact of Tools on the Nature and Development of Human Abilities |date=13 May 2005 |publisher=[[Routledge]] |isbn=978-1-136-77805-6 |pages=29–54 (38) |chapter-url=https://books.google.com/books?id=VZgVId2jGXIC&pg=PA38}}</ref> drawing inspiration from arcade [[shoot 'em ups]] and maze games (such as maze-shooter ''[[Berzerk (video game)|Berzerk]]'') and [[war films]] (such as ''[[The Guns of Navarone (film)|The Guns of Navarone]]'').<ref>{{cite magazine |last1=Boardman |first1=Krist |last2=Bernstein |first2=Harvey |url=https://archive.org/stream/Electronic_Games_Volume_01_Number_04_1982-06_Reese_Communications_US |title=Inside Gaming |magazine=[[Computer Gaming World]] |publisher=[[Ziff Davis]] |date=June 1982 |volume=1 |issue=4 |pages=22–3}}</ref>


According to ''[[Wizardry (video game series)|Wizardry]]'' developer Roe R. Adams, early action-adventure games "were basically [[arcade games]] done in a [[fantasy]]" setting.<ref name="CGW76">{{citation|first=Roe R.|last=Adams|magazine=[[Computer Gaming World]]|date=November 1990|issue=76|pages=83–84 [83]|title=Westward Ho! (Toward Japan, That Is): An Overview of the Evolution of CRPGs on Dedicated Game Machines|quote=Action adventures were basically arcade games done in a fantasy setting such as ''Castlevania'', ''Trojan'', and ''Wizards & Warriors''.}}</ref> ''[[Tutankham]]'', debuted by [[Konami]] in January 1982,<ref name="GM194">{{cite magazine|title=Overseas Readers Column – Konami And Stern Pact On "Tutankham" Video|magazine=[[:ja:ゲームマシン|Game Machine]]|issue=194|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|date=15 August 1982|page=26|lang=ja|url=https://onitama.tv/gamemachine/pdf/19820815p.pdf|archive-url=https://web.archive.org/web/20200131232141/https://onitama.tv/gamemachine/pdf/19820815p.pdf|archive-date=31 January 2020|url-status=live}}</ref> was an action-adventure released for [[Arcade game|arcades]].<ref name="Retro">{{cite magazine |title=Minority Report: Tutankham |magazine=[[Retro Gamer]] |issue=127 |date=January 2014 |page=51 |url=https://issuu.com/michelfranca/docs/retro_gamer____127}}</ref> It combined maze, shoot 'em up, [[Puzzle video game|puzzle-solving]] and adventure elements,<ref name="CVG"/><ref name="weiss"/><ref name="Video">{{cite magazine |last1=Kunkel |first1=Bill |author-link1=Bill Kunkel (journalist)|last2=Katz |first2=Arnie |author-link2=Arnie Katz|date=December 1983 |title=Arcade Alley: Super Gifts for Gamers |magazine=[[Video (magazine)|Video]] |publisher=Reese Communications |volume=7 |issue=9 |pages=28–9 |issn=0147-8907|url=http://www.ataricompendium.com/archives/articles/arcade_alley/arcade_alley_dec83.pdf|archive-url=https://web.archive.org/web/20191123023104/http://www.ataricompendium.com/archives/articles/arcade_alley/arcade_alley_dec83.pdf|archive-date=23 November 2019|url-status=live}}</ref> with a 1983 review by ''[[Computer and Video Games]]'' magazine calling it "the first game that effectively combined the elements of an adventure game with frenetic shoot 'em up gameplay."<ref name="CVG">{{cite magazine|magazine=[[Computer and Video Games]]|title=Fine Time in Tombs of Tut! Tutankham|page=31|issue=26 (December 1983)|date=16 November 1983|url=https://archive.org/details/computer-video-games-magazine-026/page/n30/mode/1up}}</ref> It inspired the similar ''[[Time Bandit]]'' (1983).<ref name="legend">{{cite web |title=Harry Lafnear Interview |url=https://www.atarilegend.com/interviews/interviews_detail.php?selected_interview_id=4 |website=Atari Legend |date=September 5, 2003}}</ref> ''[[Action Quest]]'', released in May 1982, blended puzzle elements of adventure games into a [[joystick]]-controlled, arcade-style action game, which surprised reviewers at the time.<ref name="anderson">{{cite magazine |last1=Anderson |first1=John J. |title=Atari Arcade |magazine=Computer Gaming World |date=May 1982 |volume=2 |issue=3 |page=18 |url=https://archive.org/details/Computer_Gaming_World_Issue_2.3/Computer_Gaming_World_Issue_2.3/page/n19/mode/2up}}</ref><ref name=ca>{{cite book |title=The Creative Atari |date=1983 |publisher=Creative Computing Press |pages=177–178 |isbn=9780916688349 |url=https://archive.org/details/ataribooks-the-creative-atari/page/n177/mode/2up}}</ref>
=== Precursors (1979–1983) ===
Several games prior to 1984 are considered precursors to the action-adventure genre. ''[[Superman (1979 video game)|Superman]]'' ([[Atari]], 1979) is cited by Brett Weiss as an early action-adventure game,<ref name="weiss">{{cite book | first = Brett | last = Weiss | title = Classic Home Video Games, 1972–1984: A Complete Reference Guide | pages = 119, 126 | publisher = [[McFarland & Co.]] | url = https://books.google.com/books}}</ref> with ''Retro Gamer'' crediting it as the "first to utilize multiple screens as playing area".<ref name="retgamer">{{cite web|url=https://www.retrogamer.net/retro_games70/superman-2/|title=Superman|last=LMozejko|first=Michal|work=[[Retro Gamer]]|date=April 16, 2009|access-date=October 19, 2017}}</ref> Mark J.P. Wolf credits ''[[Adventure (Atari 2600)|Adventure]]'' (1980) for the [[Atari VCS]] as the earliest-known action-adventure game.<ref>{{cite book|title=Video Game Theory Reader|editor1-last=Wolf|editor1-first=Mark J. P.|editor2-last=Perron|editor2-first=Bernard|year=2003|publisher=Routledge|isbn=0-415-96578-0|page=x|chapter=Foreword|url=https://books.google.com/books?id=PurLg5KfPioC}}</ref> The game involves exploring a 2D environment, finding and using items which each have prescribed abilities, and fighting dragons in real-time like in an [[action game]].<ref name="justadventure" /> [[Muse Software]]'s ''[[Castle Wolfenstein]]'' (1981)  further expanded the formula by combining maze-like exploration, stealth, combat, and item collection. Drawing inspiration from arcade [[Shoot 'em up|shoot 'em ups]], [[war films]] (such as ''[[The Guns of Navarone (film)|The Guns of Navarone]]''), and maze games (such as maze-shooter ''[[Berzerk (video game)|Berzerk]]''), it laid groundwork for both stealth and action-adventure games.<ref>{{cite book|title=High Score!: The Illustrated History of Electronic Games|first1=Rusel|last1=DeMaria|first2=Johnny L.|last2=Wilson|year=2003|publisher=McGraw-Hill Professional|isbn=0-07-223172-6|page=224|edition=2nd|url=https://books.google.com/books?id=HJNvZLvpCEQC}}</ref><ref name="Maynard">{{cite book |last1=Maynard |first1=Ashley E. |last2=Subrahmanyam |first2=Kaveri |last3=Greenfield |first3=Patricia M. |chapter=Technology and the Development of Intelligence: From the Loom to the Computer |editor1-last=Sternberg |editor1-first=Robert J. |editor2-last=Preiss |editor2-first=David D. |title=Intelligence and Technology: The Impact of Tools on the Nature and Development of Human Abilities |date=13 May 2005 |publisher=[[Routledge]] |isbn=978-1-136-77805-6 |pages=29–54 (38) |chapter-url=https://books.google.com/books?id=VZgVId2jGXIC&pg=PA38}}</ref> [[shoot 'em ups]] .<ref>{{cite magazine |last1=Boardman |first1=Krist |last2=Bernstein |first2=Harvey |url=https://archive.org/stream/Electronic_Games_Volume_01_Number_04_1982-06_Reese_Communications_US |title=Inside Gaming |magazine=[[Computer Gaming World]] |publisher=[[Ziff Davis]] |date=June 1982 |volume=1 |issue=4 |pages=22–3}}</ref>


While noting some similarities to ''Adventure'', [[IGN]] argues that ''[[The Legend of Zelda (1986 video game)|The Legend of Zelda]]'' (1986) by [[Nintendo]] "helped to establish a new subgenre of action-adventure", becoming a success due to how it combined elements from different genres to create a compelling hybrid, including exploration, adventure-style inventory [[Puzzle game|puzzles]], an action component, a [[monetary system]], and simplified RPG-style [[Experience point#Level-based progression|level building]] without the [[experience point]]s.<ref name=":0">{{cite web|author= Travis Fahs |url=http://retro.ign.com/articles/939/939361p1.html |title=IGN Presents the History of Zelda&nbsp;– Retro Feature at IGN |website=[[IGN]] |date=2010-08-27 |access-date=12 May 2021}}</ref> ''[[The Legend of Zelda]]'' series was the most prolific action-adventure game franchise through to the 2000s.<ref>{{cite web|title=Most-prolific action-adventure video game series|url=http://www.guinnessworldrecords.com/world-records/6000/most-prolific-action-adventure-video-game-series|work=[[Guinness World Records]]|access-date=17 April 2012|date=1 Jan 2007}}</ref> Roe R. Adams also cited the arcade-style [[side-scrolling]] fantasy games ''[[Castlevania]]'' (1986), ''[[Trojan (video game)|Trojan]]'' (1986) and ''[[Wizards & Warriors]]'' (1987) as early examples of action-adventure games.<ref name="CGW76"/>
According to ''[[Wizardry (video game series)|Wizardry]]'' developer Roe R. Adams, early action-adventure games "were basically [[arcade games]] done in a [[fantasy]]" setting.<ref name="CGW76">{{citation |last=Adams |first=Roe R. |title=Westward Ho! (Toward Japan, That Is): An Overview of the Evolution of CRPGs on Dedicated Game Machines |date=November 1990 |magazine=[[Computer Gaming World]] |issue=76 |pages=83–84 [83] |quote=Action adventures were basically arcade games done in a fantasy setting such as ''Castlevania'', ''Trojan'', and ''Wizards & Warriors''.}}</ref> ''[[Tutankham]]'', debuted by [[Konami]] in January 1982,<ref name="GM194">{{cite magazine |date=15 August 1982 |title=Overseas Readers Column – Konami And Stern Pact On "Tutankham" Video |url=https://onitama.tv/gamemachine/pdf/19820815p.pdf |url-status=live |archive-url=https://web.archive.org/web/20200131232141/https://onitama.tv/gamemachine/pdf/19820815p.pdf |archive-date=31 January 2020 |magazine=[[:ja:ゲームマシン|Game Machine]] |publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]] |page=26 |issue=194 |lang=ja}}</ref> was an action-adventure released for [[Arcade game|arcades]].<ref name="Retro">{{cite magazine |date=January 2014 |title=Minority Report: Tutankham |url=https://issuu.com/michelfranca/docs/retro_gamer____127 |url-status=dead |archive-url=https://web.archive.org/web/20220109113744/https://issuu.com/michelfranca/docs/retro_gamer____127 |archive-date=9 January 2022 |access-date=10 May 2021 |magazine=[[Retro Gamer]] |page=51 |issue=127}}</ref> It combined maze, shoot 'em up, [[Puzzle video game|puzzle-solving]] and adventure elements,<ref name="CVG">{{cite magazine |date=16 November 1983 |title=Fine Time in Tombs of Tut! Tutankham |url=https://archive.org/details/computer-video-games-magazine-026/page/n30/mode/1up |magazine=[[Computer and Video Games]] |page=31 |issue=26 (December 1983)}}</ref><ref name="weiss" /><ref name="Video">{{cite magazine |last1=Kunkel |first1=Bill |author-link1=Bill Kunkel (journalist) |last2=Katz |first2=Arnie |author-link2=Arnie Katz |date=December 1983 |title=Arcade Alley: Super Gifts for Gamers |url=http://www.ataricompendium.com/archives/articles/arcade_alley/arcade_alley_dec83.pdf |url-status=live |archive-url=https://web.archive.org/web/20191123023104/http://www.ataricompendium.com/archives/articles/arcade_alley/arcade_alley_dec83.pdf |archive-date=23 November 2019 |magazine=[[Video (magazine)|Video]] |publisher=Reese Communications |pages=28–9 |volume=7 |issue=9 |issn=0147-8907}}</ref> with a 1983 review by ''[[Computer and Video Games]]'' magazine calling it "the first game that effectively combined the elements of an adventure game with frenetic shoot 'em up gameplay."<ref name="CVG" /> It inspired the similar ''[[Time Bandit]]'' (1983).<ref name="legend">{{cite web |date=September 5, 2003 |title=Harry Lafnear Interview |url=https://www.atarilegend.com/interviews/interviews_detail.php?selected_interview_id=4 |website=Atari Legend}}</ref> ''[[Action Quest]]'', released in May 1982, blended puzzle elements of adventure games into a [[joystick]]-controlled, arcade-style action game, which surprised reviewers at the time.<ref name="anderson">{{cite magazine |last1=Anderson |first1=John J. |date=May 1982 |title=Atari Arcade |url=https://archive.org/details/Computer_Gaming_World_Issue_2.3/Computer_Gaming_World_Issue_2.3/page/n19/mode/2up |magazine=Computer Gaming World |page=18 |volume=2 |issue=3}}</ref><ref name="ca">{{cite book |url=https://archive.org/details/ataribooks-the-creative-atari/page/n177/mode/2up |title=The Creative Atari |date=1983 |publisher=Creative Computing Press |isbn=9780916688349 |pages=177–178}}</ref>


Games like ''Brain Breaker'' (1985), ''[[Xanadu (video game)|Xanadu]]'' (1985), ''[[Metroid (video game)|Metroid]]'' (1986) and ''[[Vampire Killer]]'' (1986) combined a side-scrolling [[platformer]] format with adventure exploration, creating the [[Metroidvania]] platform-adventure subgenre. Similarly, games like ''[[005]]'' (1981), ''Castle Wolfenstein'' and ''[[Metal Gear (video game)|Metal Gear]]'' (1987) combined action-adventure exploration with stealth mechanics, laying the foundations for the [[stealth game]] subgenre, which would later be popularized in 1998 with the releases of ''[[Metal Gear Solid (1998 video game)|Metal Gear Solid]]'', ''[[Tenchu: Stealth Assassins]]'', and ''[[Thief: The Dark Project]]''.
=== Mid and late 1980s: The hybrid genre takes shape ===
According to ''1UP''<nowiki/>'s Jeremy Parish, action-adventure games emerged in the mid-1980s as developers sought to combine arcade-style gameplay with exploration and puzzle-solving elements drawn from text adventures and RPGs. While noting some similarities to ''Adventure'', [[IGN]] argues that ''[[The Legend of Zelda (1986 video game)|The Legend of Zelda]]'' (1986) by [[Nintendo]] "helped to establish a new subgenre of action-adventure".<ref name=":0">{{cite web|author= Travis Fahs |url=http://retro.ign.com/articles/939/939361p1.html |title=IGN Presents the History of Zelda&nbsp;– Retro Feature at IGN |website=[[IGN]] |date=2010-08-27 |access-date=12 May 2021}}</ref>  The series featured real-time combat (a swingable sword rather than collision-based attacks), open-ended exploration, item-gated progression, and a persistent world via battery-backed saves. ''[[The Legend of Zelda]]'' series was the most prolific action-adventure game franchise through to the 2000s.<ref>{{cite web|title=Most-prolific action-adventure video game series|url=http://www.guinnessworldrecords.com/world-records/6000/most-prolific-action-adventure-video-game-series|work=[[Guinness World Records]]|access-date=17 April 2012|date=1 Jan 2007}}</ref> Roe R. Adams also cited the arcade-style [[side-scrolling]] fantasy games ''[[Castlevania]]'' (1986), ''[[Trojan (video game)|Trojan]]'' (1986) and ''[[Wizards & Warriors]]'' (1987) as early examples of action-adventure games.<ref name="CGW76" />


=== 1989–present ===
Games like ''Brain Breaker'' (1985), ''[[Xanadu (video game)|Xanadu]]'' (1985), ''[[Metroid (video game)|Metroid]]'' (1986) and ''[[Vampire Killer]]'' (1986) further established the side-scrolling "[[Platformer|platform]]-adventure" format. These games allowed players to explore large, interconnected spaces, collecting upgrades to access previously unreachable areas. Over time, this would evolve into the "[[Metroidvania]]" subgenre. Other mid-’80s games, such as ''[[Wizards & Warriors]]'' (1987), ''[[Castlevania]]'' (1986), and ''[[Trojan (video game)|Trojan]]'' (1986), added fantasy themes and action-platformer mechanics to the formula. Meanwhile, games like ''[[005]]'' (1981), and ''[[Metal Gear (video game)|Metal Gear]]'' (1987) combined action-adventure exploration with stealth mechanics, laying the foundations for the [[stealth game]] subgenre, which would later be popularized in 1998 with the releases of ''[[Metal Gear Solid (1998 video game)|Metal Gear Solid]]'', ''[[Tenchu: Stealth Assassins]]'', and ''[[Thief: The Dark Project]]''.
The [[cinematic platformer]] ''[[Prince of Persia (1989 video game)|Prince of Persia]]'' (1989) featured action-adventure elements, inspiring games such as ''[[Another World (video game)|Another World]]'' (1991) and ''[[Flashback (1992 video game)|Flashback]]'' (1992). ''[[Alone in the Dark (video game)|Alone in the Dark]]'' (1992) used [[3D computer graphics|3D graphics]], which would later be popularized by ''[[Resident Evil (1996 video game)|Resident Evil]]'' (1996) and ''[[Tomb Raider (1996 video game)|Tomb Raider]]'' (1996). ''[[Resident Evil]]'' in particular created the [[survival horror]] subgenre, inspiring titles such as ''[[Silent Hill (video game)|Silent Hill]]'' (1999) and ''[[Fatal Frame (video game)|Fatal Frame]]'' (2001).<ref name=justadventure />


Action-adventure games have gone on to become more popular than the pure [[adventure game]]s and pure [[platform game]]s that inspired them.<ref>{{cite web |last=Adams |first=Ernest |date=2009-07-09 |title=The Designer's Notebook: Sorting Out the Genre Muddle |url=https://www.gamedeveloper.com/design/the-designer-s-notebook-sorting-out-the-genre-muddle |access-date=2022-08-12 |website=Game Developer |language=en}}</ref> Recent examples include the ''[[Uncharted]]'' franchise, ''[[The Legend of Zelda: Breath of the Wild]]'' and ''[[Ark: Survival Evolved]]''.
The release of [[cinematic platformer]] ''[[Prince of Persia (1989 video game)|Prince of Persia]]'' (1989) by Jordan Mechner marked a major evolution in the genre's visual and mechanical identity. The game introduced rotoscoped animation, realistic movement, and a cinematic presentation. Its blend of puzzle-platforming and deadly traps would go on to inspire numerous "cinematic platformers."<ref>{{Cite web |title=The Story Behind The Making Of Prince Of Persia |url=https://www.gamedeveloper.com/design/the-story-behind-the-making-of-prince-of-persia |access-date=2025-09-11 |website=www.gamedeveloper.com |language=en}}</ref> It inspired games such as ''[[Another World (video game)|Another World]]'' (1991) and ''[[Flashback (1992 video game)|Flashback]]'' (1992). [[Another World (video game)|''Another World'' / ''Out of This World'']] (1991) pushed visual storytelling and minimal UI even further, inspiring later cinematic adventures and platformers.<ref>{{Cite web |last=Maher |first=Jimmy |title=» Another World The Digital Antiquarian |url=https://www.filfre.net/2018/06/another-world/ |access-date=2025-09-11 |language=en-US}}</ref> ''[[Alone in the Dark (video game)|Alone in the Dark]]'' (1992)  introduced [[Cutscene|pre-rendered 3D]] environments with polygonal characters and fixed camera angles. Often cited as a proto-survival horror, it nonetheless stands within the action-adventure tradition for its combination of real-time combat, puzzle-solving, and exploration which would later be popularized by ''[[Resident Evil (1996 video game)|Resident Evil]]'' (1996) and ''[[Tomb Raider (1996 video game)|Tomb Raider]]'' (1996).
 
=== 1990s: Genre branching and 3D milestones ===
The early 1990s saw diversification in the genre. ''[[The Amazing Spider-Man 2 (1992 video game)|The Amazing Spider-Man 2]]'' (1992) was the first action adventure superhero game developed by [[Bits Studios]] and published by [[Acclaim Entertainment]] and released in 1992.<ref name=":02">{{Cite web |title=The Amazing Spider-Man 2 [1992] |url=https://www.ign.com/games/the-amazing-spider-man-2 |url-status=dead |archive-url=https://web.archive.org/web/20220618213253/https://www.ign.com/games/the-amazing-spider-man-2 |archive-date=2022-06-18 |access-date=2022-06-18 |website=IGN |language=en}}</ref> [[Super Metroid]] (1994)  refined the [[Metroidvania]] formula, emphasizing ability-based gating, readable environments, and seamless world design. On PC, ''[[Little Big Adventure]]'' (1994) and ''[[Fade to Black (video game)|Fade to Black]]'' (1995) experimented with 3D movement and camera systems, albeit with mixed critical results. ''[[Resident Evil]]'' in particular created the [[survival horror]] subgenre, inspiring titles such as ''[[Silent Hill (video game)|Silent Hill]]'' (1999) and ''[[Fatal Frame (video game)|Fatal Frame]]'' (2001).<ref name="justadventure" /> The late ’90s brought 3D camera, lock-on, and context-sensitive actions into focus. ''[[The Legend of Zelda: Ocarina of Time]]'' (1998) set a new standard for 3D action-adventure games. Its ''Z-targeting'' system solved the issue of 3D combat clarity, while context-sensitive interactions and an expansive world made it a template for third-person adventure games.<ref>{{Cite web |title=Iwata Asks - The Legend of Zelda: Ocarina of Time 3D Original Development Staff - Part 1 - Page 3 |url=https://iwataasks.nintendo.com/interviews/3ds/zelda-ocarina-of-time/1/2/ |access-date=2025-09-11 |website=iwataasks.nintendo.com |language=en}}</ref> 1998 also saw the release of ''Metal Gear Solid'' and ''Thief: The Dark Project''. [[Metal Gear Solid (1998 video game)|''Metal Gear Solid'' (1998)]] popularized cinematic stealth systems, while ''[[Thief: The Dark Project]]'' (1998) defined the first-person immersive-stealth approach that inspired many later games.<ref>{{Cite web |date=2023-04-20 |title=Shaping God of War (2018)'s climactic boss encounter with Baldur |url=https://blog.playstation.com/2023/04/20/shaping-god-of-war-2018s-climactic-boss-encounter-with-baldur/ |access-date=2025-09-11 |website=PlayStation.Blog |language=en-US}}</ref>
 
=== 2000s: Parkour, gadgets, and set-pieces ===
The decade began with ''[[Grand Theft Auto III]]'' (2001) which combined the action-adventure template into a modern [[Open world|open-world]] [[Sandbox game|sandbox]], allowing non-linear mission structures and systemic interaction in an urban environment<ref>{{Cite web |last=shmuplations |date=2022-08-30 |title=Metal Gear Solid – 1997 Developer Interview - shmuplations.com |url=https://shmuplations.com/metalgearsolid1997/ |access-date=2025-09-11 |language=en-US}}</ref> ''[[Prince of Persia: The Sands of Time]]'' (2003) reintroduced the series with parkour traversal and the rewind mechanic shaping later movement-centric action-adventures.<ref>{{Cite web |last=historyofhowweplay |date=2018-11-30 |title=Thief: The Dark Project – 20th Anniversary Oral History |url=https://thehistoryofhowweplay.wordpress.com/2018/11/30/thief-the-dark-project-20th-anniversary-oral-history/ |access-date=2025-09-11 |website=The History of How We Play |language=en}}</ref> ''[[Red Dead]]'' is a series of [[Western (genre)|Western]]-themed action-adventure games published by [[Rockstar Games]] beginning with ''[[Red Dead Revolver]]'' (2004). ''[[Assassin's Creed (video game)|Assassin's Creed]]'' (2007) blended social stealth, open-world exploration, and freerunning born from a Prince of Persia offshoot seeding a long-running stealth-action formula. ''[[Uncharted]]'' created by [[Naughty Dog]], pushed the “cinematic” action-adventure (snappy traversal, set-pieces, character-driven storytelling).<ref>{{Cite web |title=Uncharted 2: Among Thieves Interview, Part Four |url=https://www.pcworld.com/article/519877/uncharted_2_interview_p4.html |access-date=2025-09-11 |website=PCWorld |language=en}}</ref><ref>{{Cite web |title=Naughty Dog dissects Uncharted 2 |url=https://www.gamespot.com/articles/naughty-dog-dissects-uncharted-2/1100-6253470/ |access-date=2025-09-11 |website=GameSpot |language=en-US}}</ref> ''[[Batman: Arkham Asylum]]'' (2009) took a 3D, gadget-gated “Metroidvania-like” structure: returning to a hub island with new abilities opening shortcuts, an approach many third-person action-adventures later adopted. In the same year, ''[[Shadow Complex]]'' (2009) ignited a modern ''indie'' Metroidvania revival on digital storefronts.<ref>{{Cite web |title=Making Shadow Complex: Donald Mustard Speaks |url=https://www.gamedeveloper.com/design/making-i-shadow-complex-i-donald-mustard-speaks |access-date=2025-09-11 |website=www.gamedeveloper.com |language=en}}</ref>
 
=== 2010s: Open worlds, and systemic play ===
{{Expand section|date=September 2025}}
The 2010s were defined by systemic world design and [[AAA (video game industry)|“prestige” storytelling]]. [[Telltale Games]] developed and published the [[The Walking Dead (video game)|first entry]] of ''[[The Walking Dead (video game series)|The Walking Dead]]'' a [[Episodic video game|episodic]] [[Adventure game#Graphic adventure|graphic adventure]] video game series in 2012. ''[[The Last of Us]]'' series by [[Naughty Dog]] set in a [[post-apocalyptic]] United States ravaged by [[Human cannibalism|cannibalistic]] humans [[Fungal infection|infected]] by a mutated fungus debuted with its [[The Last of Us (video game)|first entry]] in 2013. ''[[Wolfenstein]],'' a previously [[first-person shooter]] franchise shifted towards the action adventure with ''[[Wolfenstein: The New Order]]'' (2014) after acquisition by [[Bethesda Softworks]]. ''[[The Legend of Zelda: Breath of the Wild]]'' (2017) reimagined the franchise around physics-based interactions, survival elements, and emergent play. Nintendo's developers explicitly cited the original 1986 ''Legend of'' ''Zelda'' as inspiration, now applied through modern systemic tools.<ref>{{Cite web |title=5 design lessons learned from Breath of the Wild |url=https://www.gamedeveloper.com/design/5-design-lessons-learned-from-i-the-legend-of-zelda-breath-of-the-wild-i- |access-date=2025-09-11 |website=www.gamedeveloper.com |language=en}}</ref><ref>{{Cite web |title=Change and Constant: Breaking Conventions with 'The Legend of Zelda: Breath of the Wild' |url=https://www.gdcvault.com/play/1024562/Change-and-Constant-Breaking-Conventions |access-date=2025-09-11 |website=www.gdcvault.com}}</ref> [[God of War (2018 video game)|''God of War'']] (2018) rebooted the franchise with an intimate, single-shot camera, semi-open world structure, and weighty, tactical combat. Critics and developers alike pointed to its seamless narrative integration as a genre milestone.<ref>{{Cite web |title=Barlog: God of War's 'single shot' camera trick was a tough sell for devs |url=https://www.gamedeveloper.com/production/barlog-i-god-of-war-i-s-single-shot-camera-trick-was-a-tough-sell-for-devs |access-date=2025-09-11 |website=www.gamedeveloper.com |language=en}}</ref> Sony entertainment brought Spider-man games in house with the ''[[Marvel's Spider-Man]]'' series which began with ''[[Marvel's Spider-Man (video game)|Marvel's Spider-Man]]'' (2018). As of February 2024, this series sold more than 50 million copies, with ''[[Marvel's Spider-Man 2]]'' having sold 10 million units.<ref>{{Cite web |title=Marvel's Spider-Man 2 tops 10 million sales in under four months |url=https://www.gamedeveloper.com/business/marvel-s-spider-man-2-tops-10-million-sales-in-under-four-months |access-date=2025-04-08 |website=www.gamedeveloper.com |language=en}}</ref> ''[[Death Stranding]]'' (2019) experimented with asynchronous co-op through a “social strand” system, where players indirectly aided each other by leaving behind infrastructure, items, and messages.<ref>{{Cite magazine |last=Juba |first=Joe |title=Hideo Kojima Answers Our Questions About Death Stranding |url=https://gameinformer.com/interview/2019/09/16/hideo-kojima-answers-our-questions-about-death-stranding |access-date=2025-09-11 |magazine=Game Informer |language=en}}</ref> ''Star Wars Jedi'' series of action adventure games based on the ''[[Star Wars]]'' setting debuted with ''[[Star Wars Jedi: Fallen Order]]'' (2019).
 
=== 2020s: Player-created solutions and global popularity ===
{{Expand section|date=September 2025}}
Action-adventure games have gone on to become more popular than the pure [[adventure game]]s and pure [[platform game]]s that inspired them.<ref>{{cite web |last=Adams |first=Ernest |date=2009-07-09 |title=The Designer's Notebook: Sorting Out the Genre Muddle |url=https://www.gamedeveloper.com/design/the-designer-s-notebook-sorting-out-the-genre-muddle |access-date=2022-08-12 |website=Game Developer |language=en}}</ref> Sucker Punch's ''[[Ghost of Tsushima]]'' (2020) combined stealth-action, a Kurosawa-inspired aesthetic, and smart navigation tools (like the Guiding Wind) to refine open-world action-adventure design.<ref>{{Cite web |last=Webster |first=Andrew |date=2020-05-21 |title=Ghost of Tsushima is a grounded open-world game that aims to honor classic samurai films |url=https://www.theverge.com/2020/5/21/21265580/ghost-of-tsushima-ps4-sucker-punch-nate-fox-interview |access-date=2025-09-11 |website=The Verge |language=en-US}}</ref> ''[[The Legend of Zelda: Tears of the Kingdom]]'' (2023) extended the systemic design of ''Breath of the Wild'' with Ultrahand and Fuse, enabling open-ended traversal and combat through player-created contraptions. Developers explicitly stated their desire to support [[emergent gameplay]] through these tools.<ref>{{Cite web |title=How Nintendo did the impossible with Tears of the Kingdom's physics system |url=https://www.gamedeveloper.com/programming/how-nintendo-did-the-impossible-with-tears-of-the-kingdom-s-physics-system |access-date=2025-09-11 |website=www.gamedeveloper.com |language=en}}</ref>


== References ==
== References ==

Latest revision as of 02:57, 31 December 2025

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An action-adventure game is a video game hybrid genre that combines core elements from both the action game and adventure game genres.

Template:VG Adventure

Definition

An action adventure game can be defined as a game with a mix of elements from an action game and an adventure game,[1] especially crucial elements like puzzles[2] inspired by older adventure games.[3] Action-adventures require many of the same physical skills as action games, but may also offer a storyline, numerous characters, an inventory system, dialogue, and other features of adventure games.[4] They are typically faster-paced than pure adventure games, because they include both physical and conceptual challenges.[4] Action-adventure games normally include a combination of complex story elements, which are often displayed for players using audio and video. The story is heavily reliant upon the player character's movement, which triggers story events and thus affects the flow of the game.[5] Popular examples of action-adventure games include The Legend of Zelda, God of War,[4] Grand Theft Auto, and the Tomb Raider series.[6]

Relationship to other genres

There is a good deal of controversy over what actually constitutes an action-adventure game.[7] One definition of the term "action-adventure" may be '"An action/adventure game is a game that has enough action in it not to be called an adventure game, but not enough action to be called an action game."[8] In some cases an action game with puzzles will be classified as an action-adventure game, but if these puzzles are quite simple they might be classified as an action game.[4][9] Others see action games as a pure genre, while an action-adventure is an action game that includes situational problem-solving.[8][9] Adventure gamers may also be purists, rejecting any game that makes use of physical challenges or time pressure.[4] Regardless, the action-adventure label is prominent in articles over the internet and media. The term "action-adventure" is usually substituted for a particular subgenre due to its wide scope.

Subgenres

Script error: No such module "Unsubst". Although action-adventure games are diverse and difficult to classify, there are some distinct subgenres. Many games with gameplay[10] similar to those in The Legend of Zelda series are called Zelda clones[11] or Zelda-like games.[12][13][14] Popular subgenres include:

Grand Theft Auto clone

A Grand Theft Auto clone belongs to a subgenre of open world action-adventure video games in the third-person perspective. They are characterized by their likeness to the Grand Theft Auto series in either gameplay or overall design.[15][16] In these types of open world games, players may find and use a variety of vehicles and weapons while roaming freely in an open world setting.[17][18][19]

Metroidvania

Metroidvania is a portmanteau of Metroid and Castlevania; such games are sometimes referred to as "search action",[20] and are generally based on two-dimensional platformers. They emphasize both exploration and puzzle-solving with traditional platform gameplay.[21]

Survival horror

Survival horror games emphasize "inventory management" and making sure the player has enough ammunition and recovery items to "survive" the horror setting. This is a thematic genre with diverse gameplay, so not all survival horror games share all the features.[22][23][24][25] The Resident Evil franchise popularized this subgenre.

Gameplay

Script error: No such module "Labelled list hatnote". Action-adventure games are faster-paced than pure adventure games, and include physical as well as conceptual challenges[7] where the story is enacted rather than narrated.[26] While motion-based, often reflexive, actions are required,[5] the gameplay still follows a number of adventure game genre tropes (gathering items, exploration of and interaction with one's environment, often including an overworld connecting areas of importance, and puzzle-solving).[27] While the controls are arcade-style (character movement, few action commands) there is an ultimate goal beyond a high score.[27] In most action-adventure games, the player controls a single avatar as the protagonist.[4] This type of game is often quite similar to role-playing video games.[28]

They are distinct from graphic adventures, which sometimes have free-moving central characters, but also a wider variety of commands and fewer or no action game elements and are distinct too from text adventures, characterized by many different commands introduced by the user via a complex text parser and no free-moving character. While they share general gameplay dynamics, action-adventures vary widely in the design of their viewpoints, including bird's eye, side-scrolling, first-person, third-person, over-the-shoulder, or even a 3/4 isometric view.

Many action-adventure games simulate a conversation through a conversation tree. When the player encounters a non-player character, they are allowed to select a choice of what to say. The NPC gives a scripted response to the player, and the game offers the player several new ways to respond.Script error: No such module "Unsubst".

Due to the action-adventure subgenre's broad and inclusive nature, it causes some players to have difficulty finishing a particular game. Companies have devised ways to give the player help, such as offering clues or allowing the player to skip puzzles to compensate for this lack of ability.[29]

History

Precursors (1979–1983)

Several games prior to 1984 are considered precursors to the action-adventure genre. Superman (Atari, 1979) is cited by Brett Weiss as an early action-adventure game,[30] with Retro Gamer crediting it as the "first to utilize multiple screens as playing area".[31] Mark J.P. Wolf credits Adventure (1980) for the Atari VCS as the earliest-known action-adventure game.[32] The game involves exploring a 2D environment, finding and using items which each have prescribed abilities, and fighting dragons in real-time like in an action game.[8] Muse Software's Castle Wolfenstein (1981) further expanded the formula by combining maze-like exploration, stealth, combat, and item collection. Drawing inspiration from arcade shoot 'em ups, war films (such as The Guns of Navarone), and maze games (such as maze-shooter Berzerk), it laid groundwork for both stealth and action-adventure games.[33][34] shoot 'em ups .[35]

According to Wizardry developer Roe R. Adams, early action-adventure games "were basically arcade games done in a fantasy" setting.[36] Tutankham, debuted by Konami in January 1982,[37] was an action-adventure released for arcades.[38] It combined maze, shoot 'em up, puzzle-solving and adventure elements,[39][30][40] with a 1983 review by Computer and Video Games magazine calling it "the first game that effectively combined the elements of an adventure game with frenetic shoot 'em up gameplay."[39] It inspired the similar Time Bandit (1983).[41] Action Quest, released in May 1982, blended puzzle elements of adventure games into a joystick-controlled, arcade-style action game, which surprised reviewers at the time.[42][43]

Mid and late 1980s: The hybrid genre takes shape

According to 1UP's Jeremy Parish, action-adventure games emerged in the mid-1980s as developers sought to combine arcade-style gameplay with exploration and puzzle-solving elements drawn from text adventures and RPGs. While noting some similarities to Adventure, IGN argues that The Legend of Zelda (1986) by Nintendo "helped to establish a new subgenre of action-adventure".[10] The series featured real-time combat (a swingable sword rather than collision-based attacks), open-ended exploration, item-gated progression, and a persistent world via battery-backed saves. The Legend of Zelda series was the most prolific action-adventure game franchise through to the 2000s.[44] Roe R. Adams also cited the arcade-style side-scrolling fantasy games Castlevania (1986), Trojan (1986) and Wizards & Warriors (1987) as early examples of action-adventure games.[36]

Games like Brain Breaker (1985), Xanadu (1985), Metroid (1986) and Vampire Killer (1986) further established the side-scrolling "platform-adventure" format. These games allowed players to explore large, interconnected spaces, collecting upgrades to access previously unreachable areas. Over time, this would evolve into the "Metroidvania" subgenre. Other mid-’80s games, such as Wizards & Warriors (1987), Castlevania (1986), and Trojan (1986), added fantasy themes and action-platformer mechanics to the formula. Meanwhile, games like 005 (1981), and Metal Gear (1987) combined action-adventure exploration with stealth mechanics, laying the foundations for the stealth game subgenre, which would later be popularized in 1998 with the releases of Metal Gear Solid, Tenchu: Stealth Assassins, and Thief: The Dark Project.

The release of cinematic platformer Prince of Persia (1989) by Jordan Mechner marked a major evolution in the genre's visual and mechanical identity. The game introduced rotoscoped animation, realistic movement, and a cinematic presentation. Its blend of puzzle-platforming and deadly traps would go on to inspire numerous "cinematic platformers."[45] It inspired games such as Another World (1991) and Flashback (1992). Another World / Out of This World (1991) pushed visual storytelling and minimal UI even further, inspiring later cinematic adventures and platformers.[46] Alone in the Dark (1992) introduced pre-rendered 3D environments with polygonal characters and fixed camera angles. Often cited as a proto-survival horror, it nonetheless stands within the action-adventure tradition for its combination of real-time combat, puzzle-solving, and exploration which would later be popularized by Resident Evil (1996) and Tomb Raider (1996).

1990s: Genre branching and 3D milestones

The early 1990s saw diversification in the genre. The Amazing Spider-Man 2 (1992) was the first action adventure superhero game developed by Bits Studios and published by Acclaim Entertainment and released in 1992.[47] Super Metroid (1994) refined the Metroidvania formula, emphasizing ability-based gating, readable environments, and seamless world design. On PC, Little Big Adventure (1994) and Fade to Black (1995) experimented with 3D movement and camera systems, albeit with mixed critical results. Resident Evil in particular created the survival horror subgenre, inspiring titles such as Silent Hill (1999) and Fatal Frame (2001).[8] The late ’90s brought 3D camera, lock-on, and context-sensitive actions into focus. The Legend of Zelda: Ocarina of Time (1998) set a new standard for 3D action-adventure games. Its Z-targeting system solved the issue of 3D combat clarity, while context-sensitive interactions and an expansive world made it a template for third-person adventure games.[48] 1998 also saw the release of Metal Gear Solid and Thief: The Dark Project. Metal Gear Solid (1998) popularized cinematic stealth systems, while Thief: The Dark Project (1998) defined the first-person immersive-stealth approach that inspired many later games.[49]

2000s: Parkour, gadgets, and set-pieces

The decade began with Grand Theft Auto III (2001) which combined the action-adventure template into a modern open-world sandbox, allowing non-linear mission structures and systemic interaction in an urban environment[50] Prince of Persia: The Sands of Time (2003) reintroduced the series with parkour traversal and the rewind mechanic shaping later movement-centric action-adventures.[51] Red Dead is a series of Western-themed action-adventure games published by Rockstar Games beginning with Red Dead Revolver (2004). Assassin's Creed (2007) blended social stealth, open-world exploration, and freerunning born from a Prince of Persia offshoot seeding a long-running stealth-action formula. Uncharted created by Naughty Dog, pushed the “cinematic” action-adventure (snappy traversal, set-pieces, character-driven storytelling).[52][53] Batman: Arkham Asylum (2009) took a 3D, gadget-gated “Metroidvania-like” structure: returning to a hub island with new abilities opening shortcuts, an approach many third-person action-adventures later adopted. In the same year, Shadow Complex (2009) ignited a modern indie Metroidvania revival on digital storefronts.[54]

2010s: Open worlds, and systemic play

Script error: No such module "Unsubst". The 2010s were defined by systemic world design and “prestige” storytelling. Telltale Games developed and published the first entry of The Walking Dead a episodic graphic adventure video game series in 2012. The Last of Us series by Naughty Dog set in a post-apocalyptic United States ravaged by cannibalistic humans infected by a mutated fungus debuted with its first entry in 2013. Wolfenstein, a previously first-person shooter franchise shifted towards the action adventure with Wolfenstein: The New Order (2014) after acquisition by Bethesda Softworks. The Legend of Zelda: Breath of the Wild (2017) reimagined the franchise around physics-based interactions, survival elements, and emergent play. Nintendo's developers explicitly cited the original 1986 Legend of Zelda as inspiration, now applied through modern systemic tools.[55][56] God of War (2018) rebooted the franchise with an intimate, single-shot camera, semi-open world structure, and weighty, tactical combat. Critics and developers alike pointed to its seamless narrative integration as a genre milestone.[57] Sony entertainment brought Spider-man games in house with the Marvel's Spider-Man series which began with Marvel's Spider-Man (2018). As of February 2024, this series sold more than 50 million copies, with Marvel's Spider-Man 2 having sold 10 million units.[58] Death Stranding (2019) experimented with asynchronous co-op through a “social strand” system, where players indirectly aided each other by leaving behind infrastructure, items, and messages.[59] Star Wars Jedi series of action adventure games based on the Star Wars setting debuted with Star Wars Jedi: Fallen Order (2019).

2020s: Player-created solutions and global popularity

Script error: No such module "Unsubst". Action-adventure games have gone on to become more popular than the pure adventure games and pure platform games that inspired them.[60] Sucker Punch's Ghost of Tsushima (2020) combined stealth-action, a Kurosawa-inspired aesthetic, and smart navigation tools (like the Guiding Wind) to refine open-world action-adventure design.[61] The Legend of Zelda: Tears of the Kingdom (2023) extended the systemic design of Breath of the Wild with Ultrahand and Fuse, enabling open-ended traversal and combat through player-created contraptions. Developers explicitly stated their desire to support emergent gameplay through these tools.[62]

References

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External links

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