History Main / ContinuingIsPainful

4th May '17 10:37:09 AM Mineboot45
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* In ''VideoGame/TooHuman'', it first appears that DeathIsASlapOnTheWrist. Although your current equipment is damaged, the penalty is rather trivial as you can always switch them or warp to the HubLevel for repairs. Losing your combo level leaves you less powerful and isn't as easily remedied, but isn't insurmountable, either. Then the realization sinks in that the dying animation with the Valkyrie coming down takes a good 45 seconds and can't be skipped, so if you die a lot, it actually starts to make you not want to play anymore. There is actually an Achievement for dying 100 times, a testament to the fact that you've wasted over an hour repeatedly watching your corpse being carried off.

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* In ''VideoGame/TooHuman'', it first appears that DeathIsASlapOnTheWrist. Although your current equipment is damaged, the penalty is rather trivial as you can always switch them or warp to the HubLevel for repairs. Losing your combo level leaves you less powerful and isn't as easily remedied, but isn't insurmountable, either. Then the realization sinks in that the dying animation with the Valkyrie coming down takes a good 45 seconds and can't be skipped, so if you die a lot, it actually starts to make you not want to play anymore. There is [[MedalOfDishonor There's actually an Achievement achievement]] for dying 100 times, a testament to the fact that you've wasted over an hour repeatedly watching your corpse being carried off.
23rd Apr '17 7:32:48 PM Zowayix
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* ''VideoGame/RuneScape''[='s=] penalties for death used to be brutal for the unprepared. Upon death, you'd lose all but your 3 most valuable items (the item's worth was not determined by its Grand Exchange ("street") price, but by the amount you'd get by selling it to a shop. For example, most high level items sell for a very small amount of coins in the shops, but their street price are often in the millions). This was made even worse by the fact that a stack was not counted as a single item when being kept on death, so if you died with a million coins and nothing else, you'd respawn with 3 coins, dropping the rest at the point of death. Some items were also never kept on death, and if you were "skulled" (recently attacked another player in the wilderness or entered the Abyss), you'd drop ALL of your items on death. To remedy this, gravestones were added. They last for up to 15 minutes unless blessed by a player; once blessed, they last for an hour. In addition, the process for determining which items to drop upon death was changed. Not only is the item's value determined by the street price, the player can choose which items he would like to keep, and some items will never drop on death.

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* ''VideoGame/RuneScape''[='s=] penalties for death used to be brutal for the unprepared. Upon death, you'd lose all but your 3 most valuable items (the item's worth was not determined by its Grand Exchange ("street") price, price ("street price"), but by the amount you'd get by selling it to a shop.an in-game shopkeeper. For example, most high level items sell for a very small amount of coins in the shops, but their street price are often in the millions). This was made even worse by the fact that a stack was not counted as a single item when being kept on death, so if you died with a million coins and nothing else, you'd respawn with 3 coins, dropping the rest at the point of death. Some items were also never kept on death, and if you were "skulled" (recently attacked another player in the wilderness or entered the Abyss), you'd drop ALL of your items on death. To remedy this, gravestones were added. They last for up to 15 minutes unless blessed by a player; once blessed, they last for an hour. In addition, the process for determining which items to drop upon death was changed. Not only is the item's value determined by the street price, but the player can also choose which items he they would like to keep, and some items will never drop on death.



* ''VideoGame/SuperMarioBros3'' resets all the stages you cleared in a world if you lose all your lives and continued, forcing you to do them all over again(although the toad houses and slot machine games are restored as well). However, mini-fortresses cleared (and the doors that clearing them unlocked) and rocks smashed on the map stay cleared, and if you've made it to the airship, it will still be present as well.

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* ''VideoGame/SuperMarioBros3'' resets all the stages you cleared in a world if you lose all your lives and continued, forcing you to do them all over again(although again (although the toad houses and slot machine games are restored as well). However, mini-fortresses cleared (and the doors that clearing them unlocked) and rocks smashed on the map stay cleared, and if you've made it to the airship, it will still be present as well.



*** Also, if you lose a life in the later part of a stage, the invisible checkpoint is usually located immediately after the power-up in the level. In World 8, [[CheckpointStarvation they may not exist]], but power-ups are so infrequent that losing a life will cause just as much trouble.

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*** There ''is'' a continue code (hold A when pressing Start on the title screen) to let you start at the first level of the World instead (8-1 in the above example). You still have to redo up to three already-cleared stages though.
*** Also, if you lose a life in the later part of a stage, the invisible checkpoint is usually located immediately after the power-up in the level. In World 8, [[CheckpointStarvation they may not checkpoints don't exist]], but power-ups are so infrequent that losing a life will likely cause just as much trouble.



* ''VideoGame/EarthBound'' penalized you for continuing after a defeat by sapping all your PP. Not only that, but also whatever quantity of money you have with you in the moment of your death is cut by half. Also, the continue only revives Ness, and you have to carry the ghosts of the rest of the party to the nearby hospital to be revived. [[SubvertedTrope HOWEVER]], for all the penalties the player suffers for continuing, there is a saving grace: The ATM system means that no amount of money needs to be lost.

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* ''VideoGame/EarthBound'' penalized you for continuing after a defeat by sapping all your PP. Not only that, but also whatever quantity of money you have with you in the moment of your death is cut by half. Also, the continue only revives Ness, and you have to carry the ghosts of the rest of the party to the nearby hospital to be revived. [[SubvertedTrope HOWEVER]], However]], for all the penalties the player suffers for continuing, there is a saving grace: The ATM system means that no amount of money needs to be lost.
12th Apr '17 6:27:26 AM Nulono
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** As of 1.8, zombies will pick up items they found lying on the ground, [[IfYouDieICallYourStuff including yours]]. If they die, they re-drop the item. But they could also despawn within seconds, leaving behind nothing. And guess what, zombies spawn in two of the most common places to die.

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** As of 1.8, some zombies will pick up items they found lying on the ground, [[IfYouDieICallYourStuff including yours]]. If they die, they re-drop the item. But they could also despawn within seconds, leaving behind nothing. And guess what, zombies spawn in two of the most common places to die.
24th Mar '17 4:58:26 PM intastiel
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* In ''TabletopGame/GeistTheSinEaters'', a Sin-Eater can be repeatedly rescued from death by the Geist bonded to their soul. However, not only does someone else [[BalancingDeathsBooks die in their place]], they suffer a permanent drop on the SanityMeter, which makes it harder for them to control their powers and can ultimately let the Geist spirit [[GrandTheftMe take over their body for good]].

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* In ''TabletopGame/GeistTheSinEaters'', a Sin-Eater can be repeatedly rescued from death by the Geist bonded to their soul. However, not only does someone else [[BalancingDeathsBooks die in their place]], they suffer a permanent drop on the SanityMeter, which makes it harder for them to control their powers and can ultimately let the Geist spirit [[GrandTheftMe take over their body for good]].
good]]. Unfortunately, the Sin-Eater doesn't get a vote in whether the Geist chooses to resurrect them...
24th Mar '17 4:57:09 PM intastiel
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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).
* In ''TabletopGame/GeistTheSinEaters'', a Sin-Eater can be repeatedly rescued from death by the Geist bonded to their soul. However, not only does someone else [[BalancingDeathsBooks die in their place]], they suffer a permanent drop on the SanityMeter, which makes it harder for them to control their powers and can ultimately let the Geist spirit [[GrandTheftMe take over their body for good]].
22nd Mar '17 6:18:55 PM Mineboot45
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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).

to:

* 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).
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