History Main / DifficultySpike

17th Jul '17 3:43:56 PM Fallingwater
Is there an issue? Send a Message


* ''VideoGame/RedFaction'' gets a ''lot'' harder around the one-third mark and just keeps getting worse from there. Why? Because the enemies (and you) get better weapons, but you never get more HP, and even refills become harder to find.

to:

* ''VideoGame/RedFaction'' gets a ''lot'' harder around the one-third mark and just keeps getting worse from there. Why? Because the enemies (and you) get better weapons, but you never get more HP, and even refills become harder to find. And then you get to the last level and it becomes just ridiculous - the enemies now have weapons that shoot through walls, and while you have the same gun the whole thing becomes a race to spot the bad guys through the walls before they can spot you. And you're ''still'' occasionally instakilled by someone who's just past your detection range.
17th Jul '17 3:36:31 PM Fallingwater
Is there an issue? Send a Message

Added DiffLines:

* In ''RainbowIslands'' the difficulty goes up significantly after the first introductory world, but up until world 6 it is more or less manageable. And then you start Robot Island, and you're faced with about twice as many enemies as what you've been fighting up until that point. They're also much faster and almost all of them home in on you instead of following a predefined movement pattern. Now, in this day and age you're almost certainly emulating the game, but that level is a harsh reminder that ''Rainbow Islands'' was originally an arcade cabinet: cue the horror at the thought of how many quarters must have been spent way back in the eighties to get past the ''murderously'' difficult levels to come.
16th Jul '17 12:50:16 PM Grobi
Is there an issue? Send a Message


* ''MonsterHunter'' at least has the courtesy to clearly mark its difficult spike, though the transition from Low Rank quests to High Rank still comes as a shock. Low Rank started you off at base camp with some loaner supplies, and said supplies were often enough to carry the player through the quest without items of their own. High Rank starts you anywhere on the map at random - possibly right under the monster's nose, once you do scramble back to base supplies can arrive up to 20 minutes late and will not be enough to carry you, and even a monster you've seen before now hits much harder and had lots more health. Thanks to the way Monster Hunter works, grinding previous quests won't help either; you ''must'' clear several high-rank quests to scrape together a set of equipment balanced for the new challenge. The gulf between High and G-Rank is almost as bad, but nowhere near as much of a shock as the sudden lack of Low Rank's handholding.

to:

* ''MonsterHunter'' ''VideoGame/MonsterHunter'' at least has the courtesy to clearly mark its difficult spike, though the transition from Low Rank quests to High Rank still comes as a shock. Low Rank started starts you off at base camp with some loaner supplies, and said supplies were are often enough to carry the player through the quest without items of their own. High Rank starts you anywhere on the map at random - -- possibly right under the monster's nose, nose -- and once you do scramble back to base supplies can arrive up to 20 minutes late and will not be enough to carry you, and even a monster you've seen before now hits much harder and had has lots more health. Thanks to the way Monster Hunter ''Monster Hunter'' works, grinding previous quests won't help either; you ''must'' clear several high-rank quests to scrape together a set of equipment balanced for the new challenge. The gulf between High and G-Rank is almost as bad, but nowhere near as much of a shock as the sudden lack of Low Rank's handholding.
5th Jul '17 6:08:19 PM nombretomado
Is there an issue? Send a Message


** Also from Bemani, the difficulty progression in ''pop'n music'' stays relatively constant up until you reach Level 28, which is where the notecharts start throwing more advanced techniques (scales and jackhammers in particular) at you. Spikes also occur at Levels 32, 35, 38, and each level thereafter. Then, as with ''BeatmaniaIIDX'', there are a ton of songs that will devolve into total [[OhCrap notejam]] in the last ten seconds or so. Playing with the Extra Stage lifebar cuts out the 80% requirement, but [[GuideDangIt you need to get specific combined level scores to access it]]-and from the 16th mix onward, the criteria were raised enough to make it nigh-impossible without using [[SelfImposedChallenge ojamas]].

to:

** Also from Bemani, the The difficulty progression in ''pop'n music'' stays relatively constant up until you reach Level 28, which is where the notecharts start throwing more advanced techniques (scales and jackhammers in particular) at you. Spikes also occur at Levels 32, 35, 38, and each level thereafter. Then, as with ''BeatmaniaIIDX'', ''VideoGame/BeatmaniaIIDX'', there are a ton of songs that will devolve into total [[OhCrap notejam]] in the last ten seconds or so. Playing with the Extra Stage lifebar cuts out the 80% requirement, but [[GuideDangIt you need to get specific combined level scores to access it]]-and from the 16th mix onward, the criteria were raised enough to make it nigh-impossible without using [[SelfImposedChallenge ojamas]].
20th Apr '17 9:43:49 AM FF32
Is there an issue? Send a Message


* ''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.

to:

* ''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
Is there an issue? Send a Message


-->-- '''SomeCallMeJohnny''' describing the DifficultySpike of ''VideoGame/CaveStory''

to:

-->-- '''SomeCallMeJohnny''' '''WebVideo/SomeCallMeJohnny''' describing the DifficultySpike of ''VideoGame/CaveStory''
15th Apr '17 10:11:02 AM gophergiggles
Is there an issue? Send a Message

Added DiffLines:

* 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
Is there an issue? Send a Message


** ''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.

to:

** ''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
Is there an issue? Send a Message

Added DiffLines:

* 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
Is there an issue? Send a Message


* 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.

to:

* 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.
This list shows the last 10 events of 568. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.DifficultySpike