History Main / AntiFrustrationFeatures

28th May '16 9:39:45 AM nombretomado
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* ''VideoGame/{{Carmageddon}}'' games let you Recover at the push of a button (and a small deduction of credits), which puts you back on your wheels at the last place you were "safe". This allows you to instantly recover from a missed jump, being stuck on your roof, or from falling off a ledge - it even kicks in automatically if you drop off the map. Especially useful in the N64 and PlayStation versions, which have notoriously horrible controls, levels built out of narrow paths and time limits that generally do not let you screw around.

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* ''VideoGame/{{Carmageddon}}'' games let you Recover at the push of a button (and a small deduction of credits), which puts you back on your wheels at the last place you were "safe". This allows you to instantly recover from a missed jump, being stuck on your roof, or from falling off a ledge - it even kicks in automatically if you drop off the map. Especially useful in the N64 and PlayStation [=PlayStation=] versions, which have notoriously horrible controls, levels built out of narrow paths and time limits that generally do not let you screw around.
23rd May '16 11:10:05 AM Kadorhal
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* ''VideoGame/BioshockInfinite'' and its ''Burial at Sea'' [=DLC=] always play a short violin {{Stinger}} when you've cleared an area of enemies. Given the sheer size and scope of some of the areas the fighting takes place in, this is very helpful. Also, ''VideoGame/BioShockInfinite'' doesn't count falling off of its floating city setting as a death; you're simply instantly teleported to someplace close to where you fell.

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* ''VideoGame/BioshockInfinite'' and its ''Burial at Sea'' [=DLC=] always play a short violin {{Stinger}} when you've cleared an area of enemies. Given the sheer size and scope of some of the areas the fighting takes place in, this is very helpful. Also, ''VideoGame/BioShockInfinite'' ''Infinite'' doesn't count falling off of its floating city setting as a death; you're simply instantly teleported to someplace close to where you fell.



* ''VideoGame/{{Half-Life 2}}'':

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* ''VideoGame/{{Half-Life 2}}'':''VideoGame/HalfLife2'':



** A more minor example is the supplies dropped by crates. They're dependent on the player's current status, so someone low on ammo might get a few more rounds, while someone with low health could find a medkit. It's done subtly enough that it's not really noticeable in-game--you just know that you managed to find that crate at ''just'' the right time!

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** A more minor example is the supplies dropped by crates. They're dependent on the player's current status, so someone low on ammo might get a few more rounds, while someone with low health could find a medkit. It's done subtly enough that it's not really noticeable in-game--you in-game -- you just know that you managed to find that crate at ''just'' the right time!



** ''VideoGame/{{Halo 2}}'' does this for [[HarderThanHard Legendary mode]] if you get caught into death loops at any point (i.e., if you die too fast after reloading your auto save point many times). Normally, such cases require reloading the entire level from the start, but Bungie throws a merciful bone to players who're stuck at any tricky section by reloading the game from ''two'' checkpoints ago.

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** ''VideoGame/{{Halo 2}}'' does this for [[HarderThanHard Legendary mode]] if you get caught into death loops at any point (i.e., if you die too fast after reloading your auto save point many times).times, particularly because of a plasma grenade getting stuck to you just before a checkpoint). Normally, such cases require reloading the entire level from the start, but Bungie throws a merciful bone to players who're stuck at any tricky section by reloading the game from ''two'' checkpoints ago.



* ''[[VideoGame/DarkForcesSaga Jedi Knight II: Jedi Outcast]]'' and ''Jedi Knight: Jedi Academy'' make any enemies who are carrying key cards somewhat immune to certain Force powers (i.e. Push and Pull will still knock them over, but they won't actually change position) to prevent players from [[VideoGameCrueltyPotential accidentally throwing that key card down the nearest bottomless shaft]] and promptly locking themselves out from an item crate or the path out of the level.

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* ''[[VideoGame/DarkForcesSaga Jedi Knight II: Jedi Outcast]]'' ''VideoGame/JediKnightIIJediOutcast'' and ''Jedi Knight: Jedi Academy'' ''VideoGame/JediKnightJediAcademy'' make any enemies who are carrying key cards somewhat immune to certain Force powers (i.e. Push and Pull will still knock them over, but they won't actually change position) to prevent players from [[VideoGameCrueltyPotential accidentally throwing that key card down the nearest bottomless shaft]] and promptly locking themselves out from an item crate or the path out of the level.



** ''Left 4 Dead 2'' has two finales that require the survivors to fill something with gasoline. Normally, you have to collect all the cans in the map, but if you are playing in single player mode, you need fewer cans to escape instead of having to collect all the cans. This is to compensate for the limitations of the survivor AI where they can't pick up or use gas cans at all.

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** ''Left 4 Dead 2'' has two finales that require the survivors to fill something with gasoline. Normally, you have to collect all the cans in the map, but if you are playing in single player mode, you need fewer cans to escape instead of having to collect all the cans. This is to compensate for the limitations of the survivor AI where they can't pick up or use gas cans at all. The gas cans are also otherwise entirely identical in function to the regular gas cans and can be set alight by gunfire - since the game only spawns as many cans as is necessary to complete the finale, destroyed cans will simply respawn where they were initially grabbed from.



** Anti-armor, anti-air, etc. weapons caches near where these enemy types appear. (Also an example of SuspiciousVideoGameGenerosity.)

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** Anti-armor, anti-air, etc. weapons caches near where these enemy types appear. (Also appear (also an example of SuspiciousVideoGameGenerosity.)SuspiciousVideoGameGenerosity).
15th May '16 8:49:35 PM KingLyger
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* In ''VideoGame/Doom2016'', killing enemies when you're low on health will cause them to drop health containers. Performing a [[FinishingMove Glory Kill]] when you're at low health will make enemies drop even more. Also, enemies will occasionally drop free ammo on death if one of your ammo types is empty.
15th May '16 5:20:04 PM NKfloofiepoof
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* ''VideoGame/YoshisWoollyWorld'' has "Mellow Mode", which gives Yoshi wings so he can constantly float in mid-air by holding the jump button (rather than his usual, temporary flutter), provides more hearts from health sources, starts over the boss battles at the beginning rather than the last checkpoint, and if you die a certain number of times, you're given an egg which makes you invulnerable. There are also optional badges you can equip before start a level which can show hidden items, bounce you out of bottomless pits, and make you invulnerable to lava and fire, all usable in regular and mellow mode.
15th May '16 9:25:25 AM LucaEarlgrey
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* BulletHell games by Creator/{{CAVE}} will intentionally slow down if there are a lot of bullets on the screen, to allow the player to more easily navigate patterns. As a result, it can come off as a shock when a game ''doesn't'' feature it; the North American Xbox 360 release of ''VideoGame/{{Deathsmiles}}'' initially had watered-down slowdown compared to its Japanese-release counterpart until a patch put the original slowdown back in.

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* BulletHell games by Creator/{{CAVE}} will intentionally slow down if there are a lot of bullets on the screen, to allow the player to more easily navigate patterns.patterns; this carries over to their ports, even on platforms that can take way more punishment than the original arcade hardware, such as the UsefulNotes/{{Xbox 360}}. As a result, it can come off as a shock when a game ''doesn't'' feature it; the North American Xbox 360 release of ''VideoGame/{{Deathsmiles}}'' initially had watered-down slowdown compared to its Japanese-release counterpart until a patch put the original slowdown back in.
4th May '16 9:52:38 AM MissMokushiroku
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See also AcceptableBreaksFromReality for when it is the rules of reality that are changed, and PlayerNudge for when the game helps you out only in times where [[GuideDangIt the solution isn't obvious]]. Can sometimes lead to [[ItsEasySoItSucks some slight backlash]], and take the form of SuspiciousVideoGameGenerosity. Not to be confused with MercyMode. Direct opposite of ClassicVideoGameScrewYous. MercyInvincibility is the subtrope where the player is immune to damage for a few seconds after getting injured.

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See also AcceptableBreaksFromReality for when it is the rules of reality that are changed, and PlayerNudge for when the game helps you out only in times where [[GuideDangIt the solution isn't obvious]]. Can sometimes lead to [[ItsEasySoItSucks some slight backlash]], and take the form of SuspiciousVideoGameGenerosity. Not to be confused with MercyMode. Direct opposite of ClassicVideoGameScrewYous. MercyInvincibility is the subtrope where the player is immune to damage for a few seconds after getting injured.
injured. Related to AntiRageQuitting, where the developers try to keep players from being frustrated at ''other players'' as opposed to the game itself.
29th Apr '16 8:18:42 AM Nicoaln
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** While this mechanic is [[SeinfeldIsUnfunny rather common amongst MMORPGs today]] (and [[OlderThanTheyThink likely not even the first one to do it]]), the fact that you didn't lose experience upon death was a ''massive'' headache-reliever of the day. The worst you had to worry about as a punishment for death was your gear eventually breaking and having to spend money to repair it. Additionally, a death by a player's hand didn't cause damage to your equipment, nor did it cause you to lose your items you worked very hard to obtain.


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* Back in ''VideoGame/GuildWars'', dying simply resulted in you having your stats reduced for awhile. This started off with only 15%, and could eventually stack to 60%. This would be reset upon entering a non-combat zone, or could actually be worked off over time by killing enemies. While it did in fact happen if you were resurrected in a PvP setting, this penalty did not carry over to other PvP matches.
27th Apr '16 3:49:44 PM MegaMarioMan
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* In ''VideoGame/JustCause3'', there are 2 Trophies/Achievements that require the player to liberate a base in a particular way ("...Without Bullets!" requires you to destroy all of the Chaos Objects without using weapons, grenades, or bombs; just your Grappling Hook, while "This was Supposed to be a Western" requires you to break all the Chaos Objects without getting out of your vehicle). So are you screwed if you've liberated all of the bases? Nope, because upon beating the game, you gain access to the [[http://justcause.wikia.com/wiki/Re-Oppression Re-Oppression]] feature, which allows you to reset almost any location in the game to the default state, meaning that all of the enemies, Chaos Objects, and other such things come back, allowing you to try again as much as necessary.
27th Apr '16 3:28:39 PM MegaMarioMan
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** ''[[VideoGame/RatchetAndClankFutureACrackInTime A Crack In Time]]'' features puzzles that make you use several versions of Clank to stand on multiple switches to open the door to the next section. If you fail enough times, the game will give you the option to skip the puzzle, but you won't get any bolts.
** Two skill points in ''VideoGame/RatchetAndClankGoingCommando'' require playing levels under [[SelfImposedChallenge strict conditions]]. ''Old Skool'' requires defeating the enemies in the Testing Facility using only weapons from the first game[[note]][[OvershadowedByAwesome Compared to the new weapons]] the returning weapons are much weaker[[/note]] while ''Wrench Ninja II'' requires completing the trek to the Megacorp Games on Joba using only the wrench. Luckily the challenges are much easier than you'd think - by finishing the levels normally then returning to the planet at a later time the number of enemies in these locations are heavily reduced.

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** ''[[VideoGame/RatchetAndClankFutureACrackInTime A Crack In Time]]'' features puzzles that make you use several versions of Clank to stand on multiple switches to open the door to the next section. If you fail enough times, the game will give you the option to skip the puzzle, but you won't get any bolts.
** Two skill points in ''VideoGame/RatchetAndClankGoingCommando'' require playing levels under [[SelfImposedChallenge strict conditions]]. ''Old Skool'' "Old Skool" requires defeating the enemies in the Testing Facility using only weapons from the first game[[note]][[OvershadowedByAwesome Compared to the new weapons]] weapons]], the returning weapons are much weaker[[/note]] while ''Wrench "Wrench Ninja II'' II" requires completing the trek to the Megacorp Games on Joba using only the wrench. Luckily the challenges are much easier than you'd think - by finishing the levels normally then returning to the planet at a later time the number of enemies in these locations are heavily reduced.reduced.
** ''[[VideoGame/RatchetAndClankFutureACrackInTime A Crack In Time]]'' features puzzles that make you use several recordings of Clank to stand on multiple switches to open the door to the next section. If you fail enough times, the game will give you the option to skip the puzzle, but you won't get any bolts.
** In ''[[VideoGame/RatchetAndClankIntoTheNexus Into the Nexus]]'' and ''VideoGame/RatchetAndClank2016'', if you have a low jetpack fuel level (blinking red, beeping), staying on the ground for a few seconds will cause you to generate a little bit of fuel so you can get to a refueling station and get a full tank.
25th Apr '16 3:59:05 PM Lirodon
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** Answering incorrectly in Mettaton's quiz damages you, but it can't actually kill you. Alphys also shows you the answers to all his questions through hand gestures.

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** Answering incorrectly in Mettaton's quiz damages you, but it can't actually kill you. Alphys also shows you the answers to all some of his questions through hand gestures. In fact, [[spoiler: almost all of the Mettaton encounters are rigged so that the player never actually "loses", because Alphys manages to intervene with HollywoodHacking at the last second to save you. However, it's later revealed that all of these encounters were just a set-up, and Alphys's involvement was just to gain the player's trust.]]
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