History Main / DifficultySpike

20th Apr '17 9:43:49 AM FF32
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* ''VideoGame/{{PersonaQ}}'' starts off as you'd expect from a Creator/{{Atlus}} game: tough but fair. Then you get to the Evil Spirit Club, where the dungeon layout and puzzles are more elaborate, the enemies are [[DemonicSpiders horribly brutal]] (using tactics like casting debuffs that make your whole party weak to an element, then spamming full-party hitting spells of that element) and the [[BossInMookClothing F.O.Es]] either ''chase'' you and can join in battles if you let them go on for too long, or [[JumpScare jump you out of nowhere]]. (Previous F.O.Es were either stationary or followed preset patterns) The fact that the dungeon has a horror theme compared to the lighthearted previous dungeons seems an unsubtle LampshadeHanging of this.

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* ''VideoGame/{{PersonaQ}}'' ''VideoGame/PersonaQShadowOfTheLabyrinth'' starts off as you'd expect from a Creator/{{Atlus}} game: tough but fair. Then you get to the Evil Spirit Club, where the dungeon layout and puzzles are more elaborate, the enemies are [[DemonicSpiders horribly brutal]] (using tactics like casting debuffs that make your whole party weak to an element, then spamming full-party hitting spells of that element) and the [[BossInMookClothing F.O.Es]] either ''chase'' you and can join in battles if you let them go on for too long, or [[JumpScare jump you out of nowhere]]. (Previous F.O.Es were either stationary or followed preset patterns) The fact that the dungeon has a horror theme compared to the lighthearted previous dungeons seems an unsubtle LampshadeHanging of this.
15th Apr '17 1:26:41 PM nombretomado
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-->-- '''SomeCallMeJohnny''' describing the DifficultySpike of ''VideoGame/CaveStory''

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-->-- '''SomeCallMeJohnny''' '''WebVideo/SomeCallMeJohnny''' describing the DifficultySpike of ''VideoGame/CaveStory''
15th Apr '17 10:11:02 AM gophergiggles
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* Lisa's level of ''VideoGame/TheSimpsonsHitAndRun'' surprises the player with a nasty hike in difficulty. Time limits are suddenly ''very'' tight (you'll be finishing every mission with less than 10 seconds to spare), vehicles you're expected to follow are now much faster, and it's suddenly a lot easier to trigger a Hit and Run (hitting ''anything'' fills out, at least, a full segment of the meter and there is much heavier traffic and pedestrians). Making matters worse is this stage starts you with the Malibu Stacey Car which is statistically the fastest vehicle available in this level, meaning you can't even hope to do a sidequest or race missions to get a faster car. If not for the [[AntiFrustrationFeatures mission skip feature]][[note]]Failing a mission five times in a row gives you the option to skip it entirely[[/note]], most players wouldn't pass this stage without a ''lot'' of angry yelling and broken controllers.
24th Mar '17 9:32:38 AM NoxSky12599
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** ''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, and both the minibosses and the boss are considerably more difficult. 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 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, and both the minibosses and the boss are considerably more difficult.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.
15th Mar '17 12:13:23 PM Valiona
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* In ''[[VideoGame/HeroesOfMightAndMagic Heroes of Might And Magic III]]'', the last mission of each of the three starting campaigns, which can be completed in any order, is much more difficult than the others, since you go from fighting enemies who can't build their best units and won't attack you until you're ready to much stronger and more aggressive foes. The worst of the three is the last mission of Dungeons and Devil, "Steadwick's Fall," in which you must capture Erathia's capital of Steadwick, which is guarded by an extremely powerful hero with a large army. To make matters worse, you only have three months to win.
28th Feb '17 12:06:03 AM maddthesane
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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.

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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, (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 be 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.
20th Feb '17 4:52:31 PM Bugfragged
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* The entire postgame story of ''VideoGame/CapellasPromise'' requires a lot more grinding between bosses compared to the main story. Even the developer acknowledged this, to the point where they increased the experience of postgame foes just to make it less tedious to complete.
20th Feb '17 4:49:58 PM Bugfragged
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* ''VideoGame/NocturneRebirth'' becomes a lot more difficult once Luna joins the party in order to balance the fact that only she can fill the fourth party slot. The first boss you can fight after recruiting her is a WolfpackBoss against four Ristill clones, which is a huge step up from the already tough bosses that Reviel had to fight with only familiars.
4th Feb '17 11:34:39 AM Nick98
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* ''VideoGame/{{Wipeout}} 2097/XL'' had easy (Vector), medium (Venom), hard (Rapier), and very hard (Phantom) tracks. The difference was the default ''speed class''. But during a championship, all tracks are raced at the fastest available speed class. Let's just say the tracks that are ''actually'' hard are the second (Sagarmatha), third (Valparaiso), and sixth (Odessa Keys) tracks out of eight; the easiest track in the whole game is track number five (Gare D'Europa). Once you get through the first half of the championship, you have the win in the pocket unless you hit the respawn trigger at [[SlippySlideyIceWorld Vostok Island]]'s [[ReentryScare bugged]] drop section, or worse, [[TheVeryDefinitelyFinalDungeon Spilskinanke]]'s broken roads.

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* ''VideoGame/{{Wipeout}} 2097/XL'' had easy (Vector), medium (Venom), hard (Rapier), and very hard (Phantom) tracks. The difference was the default ''speed class''. But during a championship, all tracks are raced at the fastest available speed class. Let's just say the tracks that are ''actually'' hard are the second (Sagarmatha), ([[{{Wutai}} Sagarmatha]]), third (Valparaiso), ([[PalmtreePanic Valparaiso]]), and sixth (Odessa Keys) ([[ThatOneLevel Odessa Keys]]) tracks out of eight; the easiest track in the whole game is track number five (Gare D'Europa). Once you get through the first half of the championship, you have the win in the pocket unless you hit the respawn trigger at [[SlippySlideyIceWorld Vostok Island]]'s [[ReentryScare bugged]] drop section, or worse, [[TheVeryDefinitelyFinalDungeon Spilskinanke]]'s broken roads.
25th Jan '17 4:05:28 AM Ebontope
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* ''VideoGame/FinalFantasyXIV'' features mostly simple bosses in the early dungeons, where tactics usually revolve around avoiding one or two obvious area or cone effects and summoning adds, the latter of which can sometimes be ignored by the DPS entirely. In comes the Chimera, the final boss of Cutter's Cove, who has a grand total of ''seven'' abilities that the party has to content with: A frontal cone fire breath, two sideways cone breaths that can inflict Heavy or Paralysis, an area attack that deals damage and inflicts Paralysis to all players outside of melee range, an area attack that deals damage and inflicts Heavy to all players in melee range, a homing thunder orb that explodes and inflicts Paralysis, and an ice orb that leaves an ice patch that disrupts movement. Almost all these abilities all deal enough damage to kill most classes in one shot, making this fight a massive skill check in comparison to prior dungeon bosses.
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