History Main / DifficultySpike

12th Nov '17 6:25:01 PM Lopiny
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** Inkwell Isle III has an even worse greeting crew in the form of two of the hardest bosses in the island, and generally the entire game. Pick your poison: Either you face Rumor Honeybottoms, and suffer through endless homing attacks and an [[RiseToTheChallenge advancing pool of honeyed death]] in a hall full of erratic platforms, or you try your luck with Captain Brineybeard, and get utterly buried under independent threats that can and will gang up on you until you can't pay attention to it all. Once again, the only way forward is through these two, and the only saving grace is the rest of the island isn't quite as infernal ([[HumongousMecha Dr. Kahl's robot aside]]).

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** Inkwell Isle III has an even worse greeting crew in the form of two of the hardest bosses in the island, island and generally the entire game.game, as well as having to fight yet another infamous one right before even entering the island. Pick your poison: Either you face Rumor Honeybottoms, and suffer through endless homing attacks and an [[RiseToTheChallenge advancing pool of honeyed death]] in a hall full of erratic platforms, or you try your luck with Captain Brineybeard, and get utterly buried under independent threats that can and will gang up on you until you can't pay attention to it all. And no matter your pick, you will likely be coming right off Grim Matchstick, who will have burned you to a crisp several times with his erratic projectiles and [[AdvancingBossOfDoom constant platforming through the clouds]]. Once again, the only way forward is through these two, three, and the only saving grace is the rest of the island isn't quite as infernal ([[HumongousMecha Dr. Kahl's robot aside]]).
12th Nov '17 1:19:48 PM CountDorku
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* While ''VideoGame/TwentyXX'' uses ProceduralGeneration to make its levels and so the ''degree'' can be variable, the fifth stage generally sees a rather sharp spike in misery, with Gamma-level enemies, fiddly puzzles requiring lightning reflexes, or, if you're very unlucky, Gamma enemies turning up and going at you while you're trying to handle the fiddly puzzles.
8th Nov '17 4:47:03 PM PresidentStalkeyes
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* ''WallaceAndGromit: In Project Zoo'' is a fairly short game, with only six levels in total; but despite this, it manages to have ''two'' difficulty spikes. The first two levels are a piece of cake, with forgiving platforming and only mildly challenging puzzles towards the end of [[MinecartMadness the Mines]]. But then the game hits you with [[LethalLavaLand the Volcano]], where you are suddenly thrust into a world of [[MalevolentArchitecture claustrophobic level design]], [[FakeDifficulty awkward camera angles]], [[NoOSHACompliance fire all over the place]], [[GoddamnedBats a dramatic increase in the enemy count]], [[ThatOneSidequest side-missions with unforgivingly strict time limits]], and ''bloodcurdlingly difficult'' [[BonusLevelOfHell bonus levels]]. The next level, the Warehouse, [[BreatherLevel is notably easier]], with the only real difficulty being the [[UnexpectedGameplayChange unexpected]] StealthBasedMission at the beginning. The difficulty quickly shoots back up again in time for the [[SlippySlideyIceWorld Ice House]], a huge, sprawling level filled with annoying ice, more puzzles with strict limits, and plenty of opportunities to fall to your doom; and things only get worse in the final level.

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* ''WallaceAndGromit: In Project Zoo'' is a fairly short game, with only six levels in total; but despite this, it manages to have ''two'' difficulty spikes. The first two levels are a piece of cake, with forgiving platforming and only mildly challenging puzzles towards the end of [[MinecartMadness the Mines]]. But then the game hits you with [[LethalLavaLand the Volcano]], where you are suddenly thrust into a world of [[MalevolentArchitecture claustrophobic level design]], [[FakeDifficulty awkward camera angles]], [[NoOSHACompliance fire all over the place]], [[GoddamnedBats a dramatic increase in the enemy count]], [[ThatOneSidequest side-missions with unforgivingly strict time limits]], and ''bloodcurdlingly difficult'' [[BonusLevelOfHell bonus levels]]. The next level, the Warehouse, [[BreatherLevel is notably easier]], with the only real difficulty being the [[UnexpectedGameplayChange unexpected]] StealthBasedMission at the beginning. The difficulty quickly shoots back up again in time for the [[SlippySlideyIceWorld Ice House]], a huge, sprawling level filled with annoying ice, more puzzles with strict limits, that's one third waiting around for irregular platforms, one third getting knocked off said platforms and plenty of opportunities to fall falling to your doom; doom, and one third getting shredded by buzz-saws; [[FromBadToWorse and things only get worse in the final level.]]
8th Nov '17 4:42:15 PM PresidentStalkeyes
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* ''WallaceAndGromit: In Project Zoo'' is a fairly short game, with only six levels in total. The first two levels are a piece of cake, with forgiving platforming and only mildly challenging puzzles towards the end of [[MinecartMadness the Mines]]. But then the game hits you with [[LethalLavaLand the Volcano]], where you are suddenly thrust into a world of [[MalevolentArchitecture claustrophobic level design]], [[FakeDifficulty awkward camera angles]], [[NoOSHACompliance fire all over the place]], [[GoddamnedBats a dramatic increase in the enemy count]], [[ThatOneSidequest side-missions with unforgivingly strict time limits]], and ''bloodcurdlingly difficult'' [[BonusLevelOfHell bonus levels]]. The next level, the Warehouse, [[BreatherLevel starts out notably easier]] (but not by a whole lot) but the difficulty [[BaitAndSwitch quickly shoots back up again]] during the final third, and remains that way for the rest of the game.

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* ''WallaceAndGromit: In Project Zoo'' is a fairly short game, with only six levels in total.total; but despite this, it manages to have ''two'' difficulty spikes. The first two levels are a piece of cake, with forgiving platforming and only mildly challenging puzzles towards the end of [[MinecartMadness the Mines]]. But then the game hits you with [[LethalLavaLand the Volcano]], where you are suddenly thrust into a world of [[MalevolentArchitecture claustrophobic level design]], [[FakeDifficulty awkward camera angles]], [[NoOSHACompliance fire all over the place]], [[GoddamnedBats a dramatic increase in the enemy count]], [[ThatOneSidequest side-missions with unforgivingly strict time limits]], and ''bloodcurdlingly difficult'' [[BonusLevelOfHell bonus levels]]. The next level, the Warehouse, [[BreatherLevel starts out is notably easier]] (but not by a whole lot) but easier]], with the only real difficulty [[BaitAndSwitch being the [[UnexpectedGameplayChange unexpected]] StealthBasedMission at the beginning. The difficulty quickly shoots back up again]] during again in time for the [[SlippySlideyIceWorld Ice House]], a huge, sprawling level filled with annoying ice, more puzzles with strict limits, and plenty of opportunities to fall to your doom; and things only get worse in the final third, and remains that way for the rest of the game.level.
8th Nov '17 4:30:04 PM PresidentStalkeyes
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* ''WallaceAndGromit: In Project Zoo'' is a fairly short game, with only six levels in total. The first two levels are a piece of cake, with forgiving platforming and only mildly challenging puzzles towards the end of [[MinecartMadness the Mines]]. But then the game hits you with [[LethalLavaLand the Volcano]], where you are suddenly thrust into a world of [[MalevolentArchitecture claustrophobic level design]], [[FakeDifficulty awkward camera angles]], [[NoOSHACompliance fire all over the place]], [[GoddamnedBats a dramatic increase in the enemy count]], [[ThatOneSidequest side-missions with unforgivingly strict time limits]], and ''bloodcurdlingly difficult'' [[BonusLevelOfHell bonus levels]]. The next level, the Warehouse, [[BreatherLevel starts out notably easier]] (but not by a whole lot) but the difficulty [[BaitAndSwitch quickly shoots back up again]] during the final third, and remains that way for the rest of the game.
8th Nov '17 5:59:33 AM TheWarioBros
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** ''VideoGame/SuperMarioOdyssey'' has the Luncheon Kingdom, where platforming actually becomes a major part of the game and deadly pits of lava line every pit. It also has the postgame in general, since beating the final boss adds at least one more challenging bonus level to each kingdom, and breaking the moon rock in a kingdom adds two more even harder ones on top of that. Add the two [[BrutalBonusLevel secret kingdoms]], and you've got a game which jumps in challenge past the final boss.
7th Nov '17 9:05:31 PM Winter
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* ''VideoGame/InfiniteSpace'' has two major difficulty spikes. They remain challenging on NewGamePlus because access to ships, crew members, and key skills are reset after completing the game and must be reacquired by progressing through the storyline.
** Lutsk Sector, the second area of the game, is a large jump from the starting sector. The player is only able to command one ship at a time, and is only able to use barely-armed freighters, while random encounters have two to three pirate vessels that are considered a good match for the local navy. In fact, they're balanced for the two-ship fleet that the player can assemble after a little exploration.
** After a TimeSkip, the party winds up on the lam in the Large Magellanic Cloud, where technology is generally more advanced than in the Small Magellanic Cloud they came from. They're better off fleeing from battles until they gain access to LMC designs.
13th Oct '17 6:21:51 PM MyFinalEdits
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* ''VideoGame/{{Castlevania 64}}'' is an example of this; the game progresses pretty normally, until you have to get the "Magical Nitro" part of the game. In order to progress, you need to carry a bomb from the top of the castle to the bottom without getting hit once or even JUMPING. Yes, you heard that right, you are not allowed to JUMP. Then there's the next level: No Save Points with several jumps made trickier by the constant need to fight the camera.

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* ''Franchise/{{Castlevania}}'':
**
''VideoGame/{{Castlevania 64}}'' is an example of this; the game progresses pretty normally, until you have to get the "Magical Nitro" part of the game. In order to progress, you need to carry a bomb from the top of the castle to the bottom without getting hit once or even JUMPING. Yes, you heard that right, you are not allowed to JUMP. Then there's the next level: No Save Points with several jumps made trickier by the constant need to fight the camera.



** ''VideoGame/Uncharted3DrakesDeception'' took several spikes of difficulty once you reach the ship graveyard. You now have to deal with heavily armored mooks as well as snipers, brutes, and loads of mooks spamming grenades every five seconds all at the same time.

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** * ''VideoGame/Uncharted3DrakesDeception'' took several spikes of difficulty once you reach the ship graveyard. You now have to deal with heavily armored mooks as well as snipers, brutes, and loads of mooks spamming grenades every five seconds all at the same time.



** ''[[Videogame/BatmanArkhamCity Arkham City's]]'' difficulty spikes rather noticeably upon revisiting the Steel Mill, and stays that way for the rest of the main story.

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** ''[[Videogame/BatmanArkhamCity Arkham City's]]'' * The difficulty in ''Videogame/BatmanArkhamCity'' spikes rather noticeably upon revisiting the Steel Mill, and stays that way for the rest of the main story.



** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': Once Link reaches his adulthood, the difficulty of the game is quickly adjusted to the darker situations of the future era of Hyrule, which is reflected in most of the dungeons that follow up. The first of those dungeons, the Forest Temple, introduces several abstract and mind-blowing puzzles like corridor twisting, hunting elusive Poe ghosts, and block puzzles in mazes. Small and Big keys are required for progress, enemies are more plentiful, both the minibosses and the boss are considerably more difficult, and it has the first appearance of two of the game's DemonicSpiders, Stalfos and Wallmasters. If this dungeon seems too overwhelming, it won't be a good news that most of the others are even harder.

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** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': Once Link reaches his adulthood, the difficulty of the game is quickly adjusted to the darker situations rises abruptly as many of the future era of Hyrule, his weapons are no longer usable, which is reflected becomes a problem in most of the dungeons that follow up.up as he's once again underequipped. The first of those dungeons, the Forest Temple, introduces several abstract and mind-blowing puzzles like corridor twisting, hunting elusive Poe ghosts, and block puzzles in mazes. Small and Big keys are required for progress, enemies are more plentiful, both the minibosses and the boss are considerably more difficult, and it has the first appearance of two of the game's DemonicSpiders, Stalfos and Wallmasters. If this dungeon seems too overwhelming, it won't be a good news that most of the others are even harder.



** The arcade game has a much steeper incline in difficulty than the NES version, due to the HardModeFiller levels being replaced with unique boards from the [[PlatformHell infamously hard]] ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros 2 Japan]]'', which contain many narrow platforms, sadistic enemy/obstacle patterns, and long jumps, some of which require bouncing off Koopa Paratroopas at the right height, as in [[ThatOneLevel 6-3]].

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** The arcade game has a much steeper incline in difficulty than the NES version, due to the HardModeFiller levels being replaced with unique boards from the [[PlatformHell infamously hard]] ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros 2 Japan]]'', ''VideoGame/SuperMarioBrosTheLostLevels'', which contain many narrow platforms, sadistic enemy/obstacle patterns, and long jumps, some of which require bouncing off Koopa Paratroopas at the right height, as in [[ThatOneLevel 6-3]].
13th Oct '17 1:56:21 PM Lopiny
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* ''Videogame/{{Cuphead}}'' greets you with one every time you move on to a new island.
** Inkwell Isle II has you meeting a trio far beyond anything you faced in the first one: Djimmi the Great is the easiest, and that's only because you're given all the tools from the start; he's still got several tricks up his sleeve that'll kill you several times. The other two are worse: Baroness von Bon Bon is one of the hardest bosses in the entire island with her endless minions and homing attacks, and Beppi the Clown is a massive annoyance fond of catching you in spots where the only way out is taking damage and generally screwing with the terrain. The only way forward is through one of these, so this is usually the spot where the player deaths ''really'' start to rack up.
** Inkwell Isle III has an even worse greeting crew in the form of two of the hardest bosses in the island, and generally the entire game. Pick your poison: Either you face Rumor Honeybottoms, and suffer through endless homing attacks and an [[RiseToTheChallenge advancing pool of honeyed death]] in a hall full of erratic platforms, or you try your luck with Captain Brineybeard, and get utterly buried under independent threats that can and will gang up on you until you can't pay attention to it all. Once again, the only way forward is through these two, and the only saving grace is the rest of the island isn't quite as infernal ([[HumongousMecha Dr. Kahl's robot aside]]).
11th Oct '17 4:31:47 PM MyFinalEdits
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* ''VideoGame/DarkestDungeon'' is unforgiving in general but the titular Darkest Dungeon itself assaults you with a hellish spike in difficulty, especially in the second mission with a total of 3 very difficult mini-bosses in the Templar Warlords and Impalers. On top of this, if you retreat from the dungeon you ''must'' surrender one of your heroes to hold off the monsters so the rest of your party can escape.
** Prior to the Dungeon, the difficulty climbs sharply between the level 3 dungeons and the level 5 ones, especially after the Radiant Update. The new enemies introduced for Champion runs in the Radiant Update tend to have the HP and defences of a Large enemy crammed into a single position in the lineup, and have fancy new forms of cruelty: Bone Bearers constantly resurrect fallen enemies unless you destroy the corpses, Hateful Viragos prevent can prevent you from healing, Swine Skivers can deal horrifying amounts of regular damage with blight on top to the rear ranks, and Squiffy Ghasts can inflict absurd quantities of stress. To make matters worse, you can't even build up XP by doing partial runs, because Resolve XP is only awarded on completion of a dungeon objective!

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* ''VideoGame/DarkestDungeon'' is unforgiving in general but the titular Darkest Dungeon itself assaults you with a hellish spike in difficulty, especially in the second mission with a total of 3 very difficult mini-bosses in the Templar Warlords and Impalers. On top of this, if you retreat from the dungeon you ''must'' surrender one of your heroes to hold off the monsters so the rest of your party can escape.
''VideoGame/DarkestDungeon'':
** Prior to the Dungeon, the The difficulty climbs sharply between the level 3 dungeons and the level 5 ones, especially after the Radiant Update. The new enemies introduced for Champion runs in the Radiant Update tend to have the HP and defences of a Large enemy crammed into a single position in the lineup, and have fancy new forms of cruelty: Bone Bearers constantly resurrect fallen enemies unless you destroy the corpses, Hateful Viragos prevent can prevent you from healing, Swine Skivers can deal horrifying amounts of regular damage with blight on top to the rear ranks, and Squiffy Ghasts can inflict absurd quantities of stress. To make matters worse, you can't even build up XP by doing partial runs, because Resolve XP is only awarded on completion of a dungeon objective!objective!
** The titular Darkest Dungeon itself assaults you with a hellish spike in difficulty, especially in the second mission with a total of 3 very difficult mini-bosses in the Templar Warlords and Impalers. On top of this, if you retreat from the dungeon you ''must'' surrender one of your heroes to hold off the monsters so the rest of your party can escape.
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