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Action-adventure game

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Video game genre
"Action-adventure" redirects here. For other uses, seeAction-adventure (disambiguation).
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Part of a series on
Action games

Anaction-adventure game is avideo game hybrid genre that combines core elements from both theaction game andadventure game genres.

Part of a series on
Adventure games

Definition

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An action adventure game can be defined as a game with a mix of elements from anaction game and anadventure 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 theplayer character's movement, which triggers story events and thus affects the flow of the game.[5] Popular examples of action-adventure games includeThe Legend of Zelda,God of War,[4]Grand Theft Auto, and theTomb Raider series.[6]

Relationship to other genres

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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

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Although action-adventure games are diverse and difficult to classify, there are some distinct subgenres. Many games with gameplay[10] similar to those inThe Legend of Zelda series are calledZelda clones[11] orZelda-like games.[12][13][14] Popular subgenres include:

Grand Theft Auto clone

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AGrand Theft Auto clone belongs to asubgenre ofopen world action-adventure video games in thethird-person perspective. They are characterized by their likeness to theGrand 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

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Metroidvania is a portmanteau ofMetroid andCastlevania; 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

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

Gameplay

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See also:Adventure game § Common objectives and gameplay, andAction game § Defining elements

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 (gatheringitems, exploration of and interaction with one's environment, often including anoverworld connecting areas of importance, and puzzle-solving).[27] While the controls arearcade-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 singleavatar as theprotagonist.[4] This type of game is often quite similar torole-playing video games.[28]

They are distinct fromgraphic 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 fromtext adventures, characterized by many different commands introduced by the user via a complextext parser and no free-moving character. While they share general gameplay dynamics, action-adventures vary widely in the design of their viewpoints, includingbird's eye, side-scrolling, first-person,third-person, over-the-shoulder, or even a 3/4isometric view.

Many action-adventure games simulate a conversation through aconversation tree. When the player encounters anon-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.[citation needed]

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

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Precursors (1979–1983)

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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] withRetro Gamer crediting it as the "first to utilize multiple screens as playing area".[31] Mark J.P. Wolf creditsAdventure (1980) for theAtari 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 anaction game.[8]Muse Software'sCastle Wolfenstein (1981) further expanded the formula by combining maze-like exploration, stealth, combat, and item collection. Drawing inspiration from arcadeshoot 'em ups,war films (such asThe Guns of Navarone), and maze games (such as maze-shooterBerzerk), it laid groundwork for both stealth and action-adventure games.[33][34]shoot 'em ups .[35]

According toWizardry developer Roe R. Adams, early action-adventure games "were basicallyarcade games done in afantasy" setting.[36]Tutankham, debuted byKonami in January 1982,[37] was an action-adventure released forarcades.[38] It combined maze, shoot 'em up,puzzle-solving and adventure elements,[39][30][40] with a 1983 review byComputer 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 similarTime Bandit (1983).[41]Action Quest, released in May 1982, blended puzzle elements of adventure games into ajoystick-controlled, arcade-style action game, which surprised reviewers at the time.[42][43]

Mid and late 1980s: The Hybrid genre Takes Shape

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According to1UP'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 toAdventure,IGN argues thatThe Legend of Zelda (1986) byNintendo "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-styleside-scrolling fantasy gamesCastlevania (1986),Trojan (1986) andWizards & Warriors (1987) as early examples of action-adventure games.[36]

Games likeBrain Breaker (1985),Xanadu (1985),Metroid (1986) andVampire 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 asWizards & Warriors (1987),Castlevania (1986), andTrojan (1986), added fantasy themes and action-platformer mechanics to the formula. Meanwhile, games like005 (1981), andMetal Gear (1987) combined action-adventure exploration with stealth mechanics, laying the foundations for thestealth game subgenre, which would later be popularized in 1998 with the releases ofMetal Gear Solid,Tenchu: Stealth Assassins, andThief: The Dark Project.

The release ofcinematic platformerPrince 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 asAnother World (1991) andFlashback (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) introducedpre-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 byResident Evil (1996) andTomb Raider (1996).

1990s: Genre Branching and 3D Milestones

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The early 1990s saw diversification in the genre.The Amazing Spider-Man 2 (1992) was the first action adventure superhero game developed byBits Studios and published byAcclaim Entertainment and released in 1992.[47]Super Metroid (1994) refined theMetroidvania formula, emphasizing ability-based gating, readable environments, and seamless world design. On PC,Little Big Adventure (1994) andFade to Black (1995) experimented with 3D movement and camera systems, albeit with mixed critical results.Resident Evil in particular created thesurvival horror subgenre, inspiring titles such asSilent Hill (1999) andFatal 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. ItsZ-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 ofMetal Gear Solid andThief: The Dark Project.Metal Gear Solid (1998) popularized cinematic stealth systems, whileThief: The Dark Project (1998) defined the first-person immersive-stealth approach that inspired many later games.[49]

2000s: Parkour, Gadgets, and set-pieces

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The decade began withGrand Theft Auto III (2001) which combined the action-adventure template into a modernopen-worldsandbox, 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 ofWestern-themed action-adventure games published byRockstar Games beginning withRed 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 byNaughty 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 modernindie Metroidvania revival on digital storefronts.[54]

2010s: Open Worlds, and Systemic Play

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The 2010s were defined by systemic world design and“prestige” storytelling.Telltale Games developed and published thefirst entry ofThe Walking Dead aepisodicgraphic adventure video game series in 2012.The Last of Us series byNaughty Dog set in apost-apocalyptic United States ravaged bycannibalistic humansinfected by a mutated fungus debuted with itsfirst entry in 2013.Wolfenstein, a previouslyfirst-person shooter franchise shifted towards the action adventure withWolfenstein: The New Order (2014) after acquisition byBethesda 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 1986Legend ofZelda 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 theMarvel's Spider-Man series which began withMarvel's Spider-Man (2018). As of February 2024, this series sold more than 50 million copies, withMarvel'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 theStar Wars setting debuted withStar Wars Jedi: Fallen Order (2019).

2020s: Player-Created Solutions and Global Popularity

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This sectionneeds expansion. You can help byadding to it.(September 2025)

Action-adventure games have gone on to become more popular than the pureadventure games and pureplatform games that inspired them.[60] Sucker Punch'sGhost 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 ofBreath of the Wild with Ultrahand and Fuse, enabling open-ended traversal and combat through player-created contraptions. Developers explicitly stated their desire to supportemergent gameplay through these tools.[62]

References

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  2. ^Luban, Pascal (6 December 2002)."Designing and Integrating Puzzles in Action-Adventure Games".Game Developer. Retrieved12 August 2022.
  3. ^"Chap. 1 — Game Genres"(PDF).University of Beira Interior. 2014. p. 8.
  4. ^abcdefRollings, Andrew; Ernest Adams (2006).Fundamentals of Game Design. Prentice Hall.ISBN 0-13-168747-6. Archived fromthe original on 31 December 2017. Retrieved6 February 2009.
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  7. ^abRollings, Andrew; Ernest Adams (2003).Andrew Rollings and Ernest Adams on Game Design. New Riders. p. 446.ISBN 1-59273-001-9.
  8. ^abcdAya (2 August 2005)."A Brief – But Comprehensive – History of the Action/Adventure Genre". Archived fromthe original on 29 January 2009. Retrieved4 February 2009.
  9. ^ab"The Next Generation 1996 Lexicon A to Z".Next Generation. No. 15.Imagine Media. March 1996. pp. 28–42.Action-adventure – A game which is nearly all action (see action game), but that also includes a good deal of strategy and more advanced problem solving.
  10. ^abTravis Fahs (27 August 2010)."IGN Presents the History of Zelda – Retro Feature at IGN".IGN. Retrieved12 May 2021.
  11. ^Fontes, Renan (29 December 2019)."5 Zelda Clones Better Than The Real Thing (& 5 That Are So Much Worse)".TheGamer. Retrieved7 January 2023.
  12. ^Robson, Daniel (12 March 2020)."Genshin Impact: Hands-on With the Zelda Clone That's not Really a Zelda Clone".IGN. Retrieved7 January 2023.
  13. ^Commerce, Stack (9 September 2020)."This Online Course Teaches You How to Create a Game Like The Legend of Zelda".IGN. Retrieved7 January 2023.
  14. ^"16 Games Zelda Fans Should Try".GameSpot. Retrieved7 January 2023.
  15. ^"25+ Games Like GTA (Grand Theft Auto)". Find Me Similar. 12 April 2013.
  16. ^Bramwell, Tom (27 March 2007)."Crackdown Community Q&A".Eurogamer. Archived fromthe original on 30 September 2007. Retrieved25 July 2008.
  17. ^Sources that refer to Grand Theft Auto popularizing or inventing a genre include:
    i.Reparaz, Mikel (27 March 2007)."Battle of the GTA clones".GamesRadar. Archived fromthe original on 16 June 2011. Retrieved21 July 2008.;
    ii.Cifaldi, Frank (21 February 2006)."Analysts: FPS 'Most Attractive' Genre for Publishers".Gamasutra. Retrieved21 August 2008.;
    iii."Hunt for Grand Theft Auto pirates".BBC News. 21 October 2004. Retrieved26 August 2008.
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    i.Parkyn, Jonathan (18 April 2006)."Review: The Godfather 3D action game".Personal Computer World. Archived fromthe original on 22 September 2008. Retrieved25 July 2008.
    ii.Steve Tilley (1 April 2007)."Wii 'Godfather' for newbies only".CANOE. Archived from the original on 23 June 2007. Retrieved25 July 2008.;
    iii.Bishop, Sam (16 May 2003)."E3 2003: True Crime: Streets of L.A. Update".IGN. Archived fromthe original on 1 February 2009. Retrieved25 July 2008.
    iv.Will Tuttle (30 August 2006)."GameSpy Review – Saints Row".GameSpy. Retrieved25 July 2008.;
    v.Snow, Blake (30 January 2008)."Just Cause 2 announced for Xbox 360, PS3, PC".GamePro. Archived fromthe original on 1 February 2008. Retrieved24 July 2008.
  19. ^Navarro, Alex (2004-11-11)."Scrapland Review".Archived from the original on 10 October 2011. Retrieved23 May 2009. Scrapland Review],GameSpot, Retrieved on 2009-6-17
  20. ^Romano, Sal (26 February 2019)."Touhou Luna Nights leaves Steam Early Access, version 1.0 now available".Gematsu.Archived from the original on 10 October 2021. Retrieved10 October 2021.
  21. ^Nutt, Christian (13 February 2015)."The undying allure of the Metroidvania".Gamasutra.Archived from the original on 12 May 2015. Retrieved13 February 2015.
  22. ^"Survival Horror vs. Action Horror". gamerevolution.com. 9 January 2017. Archived fromthe original on 21 April 2022. Retrieved10 September 2013.
  23. ^"The Evil Within preview – 'real survival horror'". metro.co.uk. 25 June 2013. Retrieved10 September 2013.
  24. ^"Horror Show – Survival Horror vs. Action Horror". zero1gaming.com. Archived fromthe original on 21 July 2014. Retrieved10 September 2013.
  25. ^"6 Upcoming Horror Games That Look Absolutely Terrifying". blooody-disgusting.org. 21 April 2013. Retrieved10 September 2013.
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  27. ^abLuban, Pascal (6 December 2002)."Designing and Integrating Puzzles in Action-Adventure Games".Gamasutra. Think Services Game Group. p. 1.Archived from the original on 21 December 2008. Retrieved5 February 2009.
  28. ^Bob Johnstone."Video Games Industry Infographics".ESRB Infographics. ESRB. Archived fromthe original on 6 October 2014. Retrieved1 August 2014.
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  30. ^abWeiss, Brett.Classic Home Video Games, 1972–1984: A Complete Reference Guide.McFarland & Co. pp. 119, 126.
  31. ^LMozejko, Michal (16 April 2009)."Superman".Retro Gamer. Retrieved19 October 2017.
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  33. ^DeMaria, Rusel; Wilson, Johnny L. (2003).High Score!: The Illustrated History of Electronic Games (2nd ed.). McGraw-Hill Professional. p. 224.ISBN 0-07-223172-6.
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  37. ^"Overseas Readers Column – Konami And Stern Pact On "Tutankham" Video"(PDF).Game Machine (in Japanese). No. 194.Amusement Press, Inc. 15 August 1982. p. 26.Archived(PDF) from the original on 31 January 2020.
  38. ^"Minority Report: Tutankham".Retro Gamer. No. 127. January 2014. p. 51. Archived fromthe original on 9 January 2022. Retrieved10 May 2021.
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  40. ^Kunkel, Bill;Katz, Arnie (December 1983)."Arcade Alley: Super Gifts for Gamers"(PDF).Video. Vol. 7, no. 9. Reese Communications. pp. 28–9.ISSN 0147-8907.Archived(PDF) from the original on 23 November 2019.
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  50. ^shmuplations (30 August 2022)."Metal Gear Solid – 1997 Developer Interview - shmuplations.com". Retrieved11 September 2025.
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  54. ^"Making Shadow Complex: Donald Mustard Speaks".www.gamedeveloper.com. Retrieved11 September 2025.
  55. ^"5 design lessons learned from Breath of the Wild".www.gamedeveloper.com. Retrieved11 September 2025.
  56. ^"Change and Constant: Breaking Conventions with 'The Legend of Zelda: Breath of the Wild'".www.gdcvault.com. Retrieved11 September 2025.
  57. ^"Barlog: God of War's 'single shot' camera trick was a tough sell for devs".www.gamedeveloper.com. Retrieved11 September 2025.
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  59. ^Juba, Joe."Hideo Kojima Answers Our Questions About Death Stranding".Game Informer. Retrieved11 September 2025.
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