History Main / ContinuingIsPainful

16th Feb '17 6:53:19 PM Coolnut
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** ''VideoGame/FireEmblemHeroes'' is very painful in a different way. Defeated characters don't die permanently, but lose ALL experience and skill points gained from that particular map. And losing a map still costs stamina, which is ''very'' limited in the late game.
5th Feb '17 8:42:56 AM Truffle
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* ''VideoGame/DeadIsland'' delivers a cash penalty to players each time they die, and any weapon damage sustained will still be there when you respawn, regardless of it's condition upon reaching the checkpoint. This was especially bad prior to the game's patch, where an EscortMission was near Unwinnable because of a particularly difficult ambush that left many players with no cash to repair their broken weapons.
23rd Dec '16 8:33:26 PM ADrago
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* Oh, ''VideoGame/{{Henry Hatsworth|InThePuzzlingAdventure}}''. As if it wasn't enough that you only get checkpoints when the game loads a new map (and these maps can be LONG, people), the game resets your Super Metre to 50%, a decent (but not remarkable) amount and gives you a new [[VideoGame/PanelDePon Puzzle Realm]] board on the bottom. So, all those items (including hearts and even 1-ups) you collected on the top screen [[DoubleUnlock but forgot to activate on the bottom screen]]? They're LostForever! Did you enter a new map with a full Super Metre ready to unleash [[SuperMode Tea Time]] on all the pathetic [[{{Mook}} mooks]] you could get your hands on? Too bad, sucker! [[NintendoHard This kind of dickishness]] is indicative of how the rest of the game treats you too.

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* Oh, ''VideoGame/{{Henry Hatsworth|InThePuzzlingAdventure}}''. As if it wasn't enough that you only get checkpoints when the game loads a new map (and these maps can be LONG, people), the game resets your Super Metre to 50%, a decent (but not remarkable) amount and gives you a new [[VideoGame/PanelDePon Puzzle Realm]] board on the bottom. So, all those items (including hearts and even 1-ups) you collected on the top screen [[DoubleUnlock but forgot to activate on the bottom screen]]? They're LostForever! gone! Did you enter a new map with a full Super Metre ready to unleash [[SuperMode Tea Time]] on all the pathetic [[{{Mook}} mooks]] you could get your hands on? Too bad, sucker! [[NintendoHard This kind of dickishness]] is indicative of how the rest of the game treats you too.



** It's a rare occurence, but a case of this trope can occur in ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' if you get killed by a Like-Like. Normally, if a Like-Like eats your shield or tunic, you can just kill it to get them back. If the damage from the Like-Like kills you, though, those items are LostForever. Shields are easy to buy back, but the Goron and Zora tunics are stupidly expensive. In fact, there's ''no way you can afford a replacement Zora tunic without the Giant's wallet upgrade.'' Lose the one King Zora gives you and don't have the upgrade? Have fun completing the [[ThatOneLevel Water Temple]] '''[[OhCrap without the Zora tunic!]]'''

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** It's a rare occurence, but a case of this trope can occur in ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' if you get killed by a Like-Like. Normally, if a Like-Like eats your shield or tunic, you can just kill it to get them back. If the damage from the Like-Like kills you, though, those items are LostForever.gone. Shields are easy to buy back, but the Goron and Zora tunics are stupidly expensive. In fact, there's ''no way you can afford a replacement Zora tunic without the Giant's wallet upgrade.'' Lose the one King Zora gives you and don't have the upgrade? Have fun completing the [[ThatOneLevel Water Temple]] '''[[OhCrap without the Zora tunic!]]'''



* ''[[VideoGame/GanbareGoemon The Legend of the Mystical Ninja]]'' has places in most towns where you can write a logbook that acts as a save point. You can die and restore from the save point with no problem, but the issue with that is that, upon entering a new town, you first have to ''find'' said building (when EverythingIsTryingToKillYou, even in towns,) and you'll likely be drained from the boss fight that came beforehand. If you die before reaching the save point, you can either restart the previous stage (or previous ''two'' stages, since one or two towns don't have logbooks at all,) or restart from when you first entered the town...which costs you ''everything'', including the {{Heart Container}}s you could only find in previous stages that are now LostForever.

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* ''[[VideoGame/GanbareGoemon The Legend of the Mystical Ninja]]'' has places in most towns where you can write a logbook that acts as a save point. You can die and restore from the save point with no problem, but the issue with that is that, upon entering a new town, you first have to ''find'' said building (when EverythingIsTryingToKillYou, even in towns,) and you'll likely be drained from the boss fight that came beforehand. If you die before reaching the save point, you can either restart the previous stage (or previous ''two'' stages, since one or two towns don't have logbooks at all,) or restart from when you first entered the town...which costs you ''everything'', including the {{Heart Container}}s you could only find in previous stages that are now LostForever.{{Permanently Missable|Content}}.



* In ''VideoGame/{{Bomberman}}'' games, dying is really bad during the single player as you will lose every ability-based powerup such as the 'Bomb Kick', 'Power Glove, and 'Line Bomb' skills. Thankfully you keep all the stat boosting powerups you had at the very least, so you still have a chance. [[GameOver Lose your last life]], though... and ''every last one of your powerups are LostForever''.

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* In ''VideoGame/{{Bomberman}}'' games, dying is really bad during the single player as you will lose every ability-based powerup such as the 'Bomb Kick', 'Power Glove, and 'Line Bomb' skills. Thankfully you keep all the stat boosting powerups you had at the very least, so you still have a chance. [[GameOver Lose your last life]], though... and ''every last one of your powerups are LostForever''.gone''.
7th Dec '16 2:48:09 PM CurledUpWithDakka
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* In TabletopGame/Paranoia, you start with a "six pack" of clones, which activate in sequence [[KillEmAll as the previous ones die]]. You can buy another set of clones, but they'll have defects, such as being color-blind (fatal in that setting).

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* In TabletopGame/Paranoia, TabletopGame/{{Paranoia}}, you start with a "six pack" of clones, which activate in sequence [[KillEmAll as the previous ones die]]. You can buy another set of clones, but they'll have defects, such as being color-blind (fatal in that setting).
5th Dec '16 2:51:46 AM ShinobiWolf
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** Unless the number of times you continued is a multiple of 10, in which case it looks like you beat the game in one go.
5th Dec '16 2:42:53 AM ShinobiWolf
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*** Some items remove ALL death penalty from your party. The red and white candy canes remove all death penalty from a single character, and the Powerstone of Courage removes all death penalty from all party members, and gives a 20% morale boost (which is pretty much the exact opposite of death penalty, raising your stats instead). Needless to say, Powerstones are viewed as something of an ace in the hole when your team runs into trouble and gets wiped repeatedly. Carrying several of these is almost required for some of the harder dungeons in the game.

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*** Some items remove ALL death penalty from your party. The red and white candy canes remove all death penalty from a single character, and the Powerstone of Courage removes all death penalty from all party members, and gives a 20% morale boost (which is pretty much the exact opposite of death penalty, raising your stats instead). Needless to say, Powerstones are viewed as something of an ace in the hole when basically allow you to avert this trope entirely, should your team runs run into major trouble and gets get wiped repeatedly. Carrying several of these is almost required for some of the harder dungeons in the game. repeatedly.
5th Dec '16 2:41:41 AM ShinobiWolf
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**** Some items remove ALL death penalty from your party. The red and white candy canes remove all death penalty from a single character, and the Powerstone of Courage removes all death penalty from all party members, and gives a 20% morale boost (which is pretty much the exact opposite of death penalty, raising your stats instead). Needless to say, Powerstones are viewed as something of an ace in the hole when your team runs into trouble and gets wiped repeatedly. Carrying several of these is almost required for some of the harder dungeons in the game.
28th Oct '16 11:17:46 PM KatanaCat
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** In ''VideoGame/SonicHeroes'', nearly every level in the game is a 10-15 minute marathon (one of the Chaotix missions approaches 20) -- sure none of the jumps are individually particularly hard, but you have a good chance of messing up one somewhere along the line. Good luck A-ranking the Hard mode, where each level is 10-15 minutes of raw PlatformHell where you can die if your Light Dash causes you to Blue Tornado instead. It gets infuriating trying to complete such long levels without dying (AND making sure you're doing well enough to get the A Rank you're trying to preserve).
*** However, Sonic Heroes has the clearest example of this trope in the series-- As you progress through levels, hitting checkpoints and killing enemies, your teammates will gain levels, up to level 3. When you've got a full team at level 3, destroying enemies is a joke and platforming can be done quickly and smoothly. But if you die, you are sent back to your last checkpoint with all three of your team members at level 0. If you couldn't do it at level 3, be prepared to try again with the clunky, slow and weak abilities of a level 0 team.

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** In ''VideoGame/SonicHeroes'', nearly every level in the game is a 10-15 minute marathon (one of the (the Chaotix missions mission for Mystic Mansion approaches 20) ''[[MarathonLevel half an hour]]'') -- sure sure, none of the jumps are individually particularly hard, but you have a good chance of messing up one somewhere along the line. Good luck A-ranking the Hard mode, where each level is 10-15 minutes of raw PlatformHell where you can die if your Light Dash causes you to Blue Tornado instead. It gets infuriating trying to complete such long levels without dying (AND making sure you're doing well enough to get the A Rank you're trying to preserve).
*** However, Sonic Heroes has the clearest example of this trope in the series-- As series -- as you progress through levels, hitting checkpoints and killing enemies, your teammates will gain levels, up to level 3. When you've got a full team at level 3, destroying enemies is a joke and platforming can be done quickly and smoothly. But if you die, you are sent back to your last checkpoint with all three of your team members at level 0. If you couldn't do it at level 3, be prepared to try again with the clunky, slow and weak abilities of a level 0 team.
18th Oct '16 8:21:17 PM wolftickets1969
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** In ''VideoGame/{{Raiden V}}'', you get to keep your powerups after death, but continuing resets your score, which determines which story path you take and which of the MultipleEndings you receive.
17th Sep '16 2:23:58 PM Kimera128
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* The ''Shards of Alara'' expansion in TabletoGame/MagicTheGathering has [[http://magiccards.info/autocard.php?card=Lich%27s%20Mirror Lich's Mirror]], which effectively gives you a fresh start if you were to lose the current game. However nice a new hand and 20 life may seem, though, [[AwesomeButImpractical you've removed all of your resources from the battlefield]]. Unless you planned ahead and eliminated your opponent's resources beforehand, expect them to [[AttackAttackAttack swing you]] in a couple of turns.

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* The ''Shards of Alara'' expansion in TabletoGame/MagicTheGathering TabletopGame/MagicTheGathering has [[http://magiccards.info/autocard.php?card=Lich%27s%20Mirror Lich's Mirror]], which effectively gives you a fresh start if you were to lose the current game. However nice a new hand and 20 life may seem, though, [[AwesomeButImpractical you've removed all of your resources from the battlefield]]. Unless you planned ahead and eliminated your opponent's resources beforehand, expect them to [[AttackAttackAttack swing you]] in a couple of turns.




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* In TabletopGame/Paranoia, you start with a "six pack" of clones, which activate in sequence [[KillEmAll as the previous ones die]]. You can buy another set of clones, but they'll have defects, such as being color-blind (fatal in that setting).
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