History Main / DifficultySpike

26th Apr '16 10:39:22 PM wolftickets1969
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* ''VideoGame/OriAndTheBlindForest'' takes off the kid gloves once you reach the Ginso Tree EscapeSequence. Expect to die about 50 times before getting the hang of it.
25th Apr '16 3:10:21 PM BreadBull
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* ''VideoGame/FTLFasterThanLight'''s final boss flagship is noticeably harder than the rest of the game (most of the game is already at pretty high difficulty, but the final boss just shoots up another mile in difficulty level).
4th Apr '16 6:13:04 PM RisefromYourGrave
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* ''VideoGame/ForzaMotorsport 3'' was criticized for its unbalanced difficulty settings, with the gap between Medium and Hard being too large. ''FM 4'' balanced this out by lowering the Hard difficulty somewhat and adding [[HarderThanHard Expert]] mode for the truly hardcore.

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* ''VideoGame/ForzaMotorsport 3'' ''[[VideoGame/{{Forza}} Forza Motorsport 3]]'' was criticized for its unbalanced difficulty settings, with the gap between Medium and Hard being too large. ''FM ''Forza Motorsport 4'' balanced this out by lowering the Hard difficulty somewhat and adding [[HarderThanHard Expert]] mode for the truly hardcore.
2nd Apr '16 4:47:53 AM Morgenthaler
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* The seventh Chinese mission, '''Operation: Nuclear Winter''', in ''[[CommandAndConquerGenerals Generals]]'' also deserves its place here: the GLA throws everything but the kitchen sink at you very early on, while you are short of supplies and has barely built your base. [[FakeDifficulty Add to that the fact that]] [[GuideDangIt they have a SCUD launcher platform that will fire and annihilate your forces/base if you have 5000 money or more]], and you get players having one hell of a surprise. After that, the game returns to its normal curve.

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* The seventh Chinese mission, '''Operation: Nuclear Winter''', in ''[[CommandAndConquerGenerals Generals]]'' ''VideoGame/CommandAndConquerGenerals'' also deserves its place here: the GLA throws everything but the kitchen sink at you very early on, while you are short of supplies and has barely built your base. [[FakeDifficulty Add to that the fact that]] [[GuideDangIt they have a SCUD launcher platform that will fire and annihilate your forces/base if you have 5000 money or more]], and you get players having one hell of a surprise. After that, the game returns to its normal curve.
29th Mar '16 11:56:20 PM ZombieAladdin
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* In ''VideoGame/IggysReckinBalls'', World 7, [[ShiftingSandLand Sun Canyon]], feature the first stages in the game that require Flapping and Drop Swings, two complicated techniques that require good timing to use effectively and can set you back by a few seconds each time you execute it incorrectly.
29th Mar '16 5:12:46 PM darkabomination
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* Being a ''[[Franchise/MegaMan]]'' clone with an ImprobablyFemaleCast and {{Moe}} aesthetic, ''VideoGame/RosenkreuzStilette'' seems like it'll be a toned down homage to the classic series. And for a time, this appears to be the case. [[WillfullyWeak Liebea Palesh]] is a piece of cake, Zorne's AI makes it [[ArtificialStupidity easy to avoid her attacks]], [[{{Troll}} Schwer]] has some cheap surprises in her level but is otherwise easy with some practice, and so on. But it's when you get to Grolla's stage that the levels incorporate a ton of GoddamnBats that nip at your health at an alarming rate in a game that's stingey with its health drops, tricky platforming above many a BottomlessPit, and of course, [[ThatOneBoss/RosenkreuzStilette the bosses themselves], which have fiendishly difficult strategies and desperation attacks that you can't just plow through anymore. In hindsight, [[ThatOneLevel Freudia's stage]] foreshadows just how hard the endgame will be, with lasers from [[VideoGame/MegaMan2 Quick Man]]'s stage now taken UpToEleven and her [[WakeUpCallBoss her near-unavoidable lasers and spikes she launches across the screen]]. Speaking of the endgame, Iris' Castle would make Dr. Wiley proud. Disappearing blocks, spikes everywhere, the traditional BossRush including Grolla and Freudia, and an {{Expie}} of the [[TheDreaded Yellow Devil]], [[FromBadToWorse now even harder]] as it can reverse both the [[GravityScrew gravity]] and [[InterfaceScrew controller input]] simultaneously. And then there's [[AnotherSideAnotherStory Rosenkreuzstilette]] [[GlassCannon Grollschwert]]...

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* Being a ''[[Franchise/MegaMan]]'' ''Franchise/MegaMan'' clone with an ImprobablyFemaleCast and {{Moe}} aesthetic, ''VideoGame/RosenkreuzStilette'' seems like it'll be a toned down homage to the classic series. And for a time, this appears to be the case. [[WillfullyWeak Liebea Palesh]] is a piece of cake, Zorne's AI makes it [[ArtificialStupidity easy to avoid her attacks]], [[{{Troll}} Schwer]] has some cheap surprises in her level but is otherwise easy with some practice, and so on. But it's when you get to Grolla's stage that the levels incorporate a ton of GoddamnBats that nip at your health at an alarming rate in a game that's stingey with its health drops, tricky platforming above many a BottomlessPit, and of course, [[ThatOneBoss/RosenkreuzStilette the bosses themselves], which have fiendishly difficult strategies and desperation attacks that you can't just plow through anymore. In hindsight, [[ThatOneLevel Freudia's stage]] foreshadows just how hard the endgame will be, with lasers from [[VideoGame/MegaMan2 Quick Man]]'s stage now taken UpToEleven and her [[WakeUpCallBoss her near-unavoidable lasers and spikes she launches across the screen]]. Speaking of the endgame, Iris' Castle would make Dr. Wiley proud. Disappearing blocks, spikes everywhere, the traditional BossRush including Grolla and Freudia, and an {{Expie}} of the [[TheDreaded Yellow Devil]], [[FromBadToWorse now even harder]] as it can reverse both the [[GravityScrew gravity]] and [[InterfaceScrew controller input]] simultaneously. And then there's [[AnotherSideAnotherStory Rosenkreuzstilette]] [[GlassCannon Grollschwert]]...
29th Mar '16 3:50:23 PM darkabomination
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* While the first three levels of ''VideoGame/FreedomPlanet'' are fairly average, the fourth through sixth is where things start getting challenging with longer levels, new mooks in every stage, and the bosses requiring the player's grasp on the game's combat and timing. But it's in the eighth Battle Glacier, where things start getting crazy. What with all the StuffBlowingUp onscreen from all the bullets and bombs everywhere, a level design with so many pathways it can b easy to get lost, with tons of [[DemonicSpiders alien troopers]] with their strong lasers that chase you across the level if you don't stop to damage them eight times to take them out, [[ThatOneBoss two jarringly difficult bosses]], and a long second act with a tricky coridor of switch puzzles, it'll have you raging at how tough the game has suddenly become. Then there's [[TheVeryDefinitelyFinalDungeon Final]] [[MarathonLevel Dreadnought]], which takes the already challenging combat and bosses UpToEleven and stays that way for the home stretch of the game.
* Being a ''[[Franchise/MegaMan]]'' clone with an ImprobablyFemaleCast and {{Moe}} aesthetic, ''VideoGame/RosenkreuzStilette'' seems like it'll be a toned down homage to the classic series. And for a time, this appears to be the case. [[WillfullyWeak Liebea Palesh]] is a piece of cake, Zorne's AI makes it [[ArtificialStupidity easy to avoid her attacks]], [[{{Troll}} Schwer]] has some cheap surprises in her level but is otherwise easy with some practice, and so on. But it's when you get to Grolla's stage that the levels incorporate a ton of GoddamnBats that nip at your health at an alarming rate in a game that's stingey with its health drops, tricky platforming above many a BottomlessPit, and of course, [[ThatOneBoss/RosenkreuzStilette the bosses themselves], which have fiendishly difficult strategies and desperation attacks that you can't just plow through anymore. In hindsight, [[ThatOneLevel Freudia's stage]] foreshadows just how hard the endgame will be, with lasers from [[VideoGame/MegaMan2 Quick Man]]'s stage now taken UpToEleven and her [[WakeUpCallBoss her near-unavoidable lasers and spikes she launches across the screen]]. Speaking of the endgame, Iris' Castle would make Dr. Wiley proud. Disappearing blocks, spikes everywhere, the traditional BossRush including Grolla and Freudia, and an {{Expie}} of the [[TheDreaded Yellow Devil]], [[FromBadToWorse now even harder]] as it can reverse both the [[GravityScrew gravity]] and [[InterfaceScrew controller input]] simultaneously. And then there's [[AnotherSideAnotherStory Rosenkreuzstilette]] [[GlassCannon Grollschwert]]...
2nd Mar '16 8:52:40 PM Sterok
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* ''VideoGame/StellaGlow'' has a spike towards the end of Chapter 10 where the game begins to throw bosses that are immune to ailments, and thus cannot be stopped with crippling ailments like Stop or Paralysis. Prior to this, one could get by through keeping roughly in-line with the recommended levels and by abusing Rusty Key or Ice World, but the sheer strength of the end bosses might force one to stop to level grind.
19th Feb '16 3:38:09 AM mariofan1000
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* While ''VideoGame/FinalFantasyIII'' is difficult throughout, the back-to-back dungeons [[TheVeryDefinitelyFinalDungeon Crystal Tower/Dark World]] turns it from "difficult but manageable" to "9th circle of hell". The Crystal Tower is filled with difficult enemies and a difficult boss, then after a long, unskippable cutscene you get thrown into the Dark World. From there, the player needs to beat 4 extremely difficult bosses with OneHitKO attacks (unless they want to get destroyed by the FinalBoss immediately) in a dungeon also filled with [[BossInMookClothing Bosses in Mook Clothing.]] While none of this out of control for the game, the kicker is that there [[CheckpointStarvation are no save points.]] You have to go through the 2 hour long gauntlet ''every time.''
11th Feb '16 7:57:04 AM Escher
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** The Genocide/No Mercy route also has a difficulty spike. Even bosses are a pushover in the first half of the game, but then you get to [[spoiler:Undyne the Undying, who requires some serious reaction time to beat]].

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** The Genocide/No Mercy route also has a major difficulty spike. Even bosses The random encounters are a pushover in always easy, and you essentially skip the boss battles for the first half of the game, but game -- and then you get to reach [[spoiler:Undyne the Undying, Undying]], who abruptly requires some serious reaction time to beat]].beat, even more so than all the bosses in the normal/pacifist routes.
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