History Main / HarderThanHard

20th Oct '17 9:01:23 AM wrigglybones
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** In case Nightmare difficulty just wasn't hard enough for you (enemies have much higher health, resurrecting party members restores only the minimum amount of health to survive), the Trespasser DLC added "Trials", optional difficulty features for the single-player game which the player can toggle on or off. These include giving the enemy AI more and harder-hitting abilities, randomly promoting enemies to making all enemies scale to at least the player's level, and making all health potions heal only 1 health. These even come with the explicit warning that they may occasionally break your game. But for many dedicated players, playing on anything less than Nightmare with at least ''some'' Trials suggests a lack of dedication.

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** In case Nightmare difficulty just wasn't hard enough for you (enemies have much higher health, resurrecting party members restores only the minimum amount of health to survive), the Trespasser DLC added "Trials", optional difficulty features for the single-player game which the player can toggle on or off. These include giving the enemy AI more and harder-hitting abilities, randomly promoting enemies to enemies, making all enemies scale to at least the player's level, and making all health potions heal only 1 health. These even come with the explicit warning that they may occasionally break your game. But for many dedicated players, playing on anything less than Nightmare with at least ''some'' Trials suggests a lack of dedication.
20th Oct '17 9:00:16 AM wrigglybones
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** In case Nightmare difficulty just wasn't hard enough for you (enemies have much higher health, resurrecting party members restores only the minimum amount of health to survive), the Trespasser DLC added "Trials", optional difficulty features for the single-player game which the player can toggle on or off. These include giving the enemy AI more and harder-hitting abilities, randomly promoting enemies to making all enemies scale to at least the player's level, and making all health potions heal only 1 health. These even come with the explicit warning that they may occasionally break your game. But for many dedicated players, playing on anything less than Nightmare with at least ''some'' Trials suggests a lack of dedication.
* The Nightmare mode in ''VideoGame/DragonAgeII'' was, infamously, never fully playtested. As the game was developed and released in a hurry, this was never fixed. As a consequence the [[FriendlyTarget Friendly Fire]] feature of Nightmare makes it nigh unplayable, as any playable characters who deal area-of-effect damage are liable to wipe your entire party.
17th Oct '17 4:03:27 PM Pilomotor
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** If, [[HundredPercentCompletion for some reason]], you want permanent access to Bad Moon, you must take the difficulty UpToEleven by using the Black Cat familiar for the entire run. The cat will screw with you in combat to a ridiculous degree--randomly blocking your skills and items, stealing MP, etc.--and just to add insult to injury, at the end of each fight it will randomly swat item drops into a sewer drain. Once again, the game does not tell you there's any reason to subject yourself to this, nor does it tell you where to get the Black Cat (it's in Noob Cave, a place you don't normally have any reason to visit).

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** If, [[HundredPercentCompletion for some reason]], you want permanent access to Bad Moon, you must take the difficulty UpToEleven by using the Black Cat familiar for the entire run. The cat will screw with you in combat to a ridiculous degree--randomly blocking your skills and items, stealing MP, cancelling your self-buffs, etc.--and just to add insult to injury, at the end of each fight it will randomly swat item drops into a sewer drain.drain and distract you so you don't gain as much experience from winning the fight. Once again, the game does not tell you there's any reason to subject yourself to this, nor does it tell you where to get the Black Cat (it's in Noob Cave, a place you don't normally have any reason to visit).
16th Oct '17 10:08:16 AM Steven
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* ''VideoGame/PAYDAYTheHeist'' has Easy, Normal, Hard, and OVERKILL. Playing on easier difficulties would lock you out of certain heists, though a patch was made to allow all heists to be playable on at least Normal. Reaching the level cap of 145 would unlock OVERKILL 145+, which is not only harder than OVERKILL (enemies do more damage, have more health, and your bleedout timer is almost nonexistent after the first incapacitation), but you're not able to play on that difficulty until you reach the max level.
15th Oct '17 8:56:26 AM SeptimusHeap
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* The original ''VideoGame/{{F-Zero}}'' for SNES had an unlockable Master level. In this mode the most noticeable difference is that the normally laughable "filler cars" become serious competitors and can actually get first place. Oh, and certain tracks become [[{{Unwinnable}} literally impossible]] with certain cars (seriously, not even tool assisted cheating will help).

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* The original ''VideoGame/{{F-Zero}}'' ''VideoGame/FZero'' for SNES had an unlockable Master level. In this mode the most noticeable difference is that the normally laughable "filler cars" become serious competitors and can actually get first place. Oh, and certain tracks become [[{{Unwinnable}} literally impossible]] with certain cars (seriously, not even tool assisted cheating will help).
13th Oct '17 7:28:59 AM BulletNick
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* ''VideoGame/CryptOfTheNecrodancer'': Is [[OneHitPointWonder Aria]] too easy to play? Have no trouble avoiding gold as Monk? Your reflexes and rhythm sharp enough to handle Bolt? Can you beat an All Zone Run with every character back-to-back? Then you get the honor of unlocking Coda, who has all the disadvantages of Aria, Monk, and Bolt. To sum it up, you die in one hit, picking up gold kills you, you're stuck using a plain old dagger, and you have to hit every beat ''at double speed''. The character select screen even describes it as "Probably Impossible!". To convey how brutal this challenge is: Out of a playerbase of roughly half a million players, less than '''30''' people have verified legitimate Coda All Zones clears.
** Also worth mentioning that merely ''unlocking'' Coda is in itself an extremely difficult challenge. To do so, you must win an All Characters run. That means beating the game in All Zones with the other nine characters, in a row, without dying or restarting, including the insta-death on gold Monk, the blazingly fast Bolt, and mandatory flawless Aria. The fact that you can play them in any order you want is barely a relief to one of the most grueling, stamina-testing, and mastery-evaluating modes the game includes. First-timers beating this mode can expect to spend around ''two and a half-hours'' of playtime, just to unlock a character that is considered even harder than the challenge required to unlock it.

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* ''VideoGame/CryptOfTheNecrodancer'': Is [[OneHitPointWonder Aria]] too easy to play? Have no trouble avoiding gold as Monk? Your reflexes and rhythm sharp enough to handle Bolt? Can you beat an All Zone Run with every character back-to-back? Then you get the honor of unlocking Coda, who has all the disadvantages of Aria, Monk, and Bolt. To sum it up, you die in one hit, picking up gold kills you, you're stuck using a plain old dagger, and you have to hit every beat ''at double speed''. The character select screen even describes it as "Probably Impossible!". To convey how brutal this challenge is: Out of a playerbase of roughly over half a million players, less than '''30''' people have verified legitimate Coda All Zones clears.
** Also worth mentioning that merely ''unlocking'' Coda is in itself an extremely difficult challenge. To do so, you must win an All Characters run. That means beating the game in All Zones with the other nine characters, in a row, without dying or restarting, including the insta-death on gold Monk, the blazingly fast Bolt, and mandatory flawless Aria. The fact that you can play them in any order you want is barely a relief to one of the most grueling, stamina-testing, and mastery-evaluating modes the game includes. First-timers beating this mode can expect to spend around ''two and a half-hours'' half hours'' of playtime, just to unlock a character that is considered even harder than the challenge required to unlock it.
13th Oct '17 7:23:45 AM BulletNick
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* ''VideoGame/CryptOfTheNecrodancer'': Is [[OneHitPointWonder Aria]] too easy to play? Have no trouble avoiding gold as Monk? Your reflexes and rhythm sharp enough to handle Bolt? Can you beat an All Zone Run with every character back-to-back? Then you get the honor of unlocking Coda, who has all the disadvantages of Aria, Monk, and Bolt. To sum it up, you die in one hit, picking up gold kills you, you're stuck using a plain old dagger, and you have to hit every beat ''at double speed''. To convey how brutal this challenge is: Out of a playerbase of roughly half a million players, less than '''30''' people have verified legitimate Coda All Zones clears.

to:

* ''VideoGame/CryptOfTheNecrodancer'': Is [[OneHitPointWonder Aria]] too easy to play? Have no trouble avoiding gold as Monk? Your reflexes and rhythm sharp enough to handle Bolt? Can you beat an All Zone Run with every character back-to-back? Then you get the honor of unlocking Coda, who has all the disadvantages of Aria, Monk, and Bolt. To sum it up, you die in one hit, picking up gold kills you, you're stuck using a plain old dagger, and you have to hit every beat ''at double speed''. The character select screen even describes it as "Probably Impossible!". To convey how brutal this challenge is: Out of a playerbase of roughly half a million players, less than '''30''' people have verified legitimate Coda All Zones clears.clears.
** Also worth mentioning that merely ''unlocking'' Coda is in itself an extremely difficult challenge. To do so, you must win an All Characters run. That means beating the game in All Zones with the other nine characters, in a row, without dying or restarting, including the insta-death on gold Monk, the blazingly fast Bolt, and mandatory flawless Aria. The fact that you can play them in any order you want is barely a relief to one of the most grueling, stamina-testing, and mastery-evaluating modes the game includes. First-timers beating this mode can expect to spend around ''two and a half-hours'' of playtime, just to unlock a character that is considered even harder than the challenge required to unlock it.
8th Oct '17 6:28:14 PM nombretomado
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* The {{Infocom}} InteractiveFiction game ''VideoGame/{{Suspended}}'' had an "Impossible" difficulty level that [[ExactlyWhatItSaysOnTheTin really was]] - a few turns into the game the sun goes nova, destroying your entire planet.

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* The {{Infocom}} Creator/{{Infocom}} InteractiveFiction game ''VideoGame/{{Suspended}}'' had an "Impossible" difficulty level that [[ExactlyWhatItSaysOnTheTin really was]] - a few turns into the game the sun goes nova, destroying your entire planet.
1st Oct '17 12:40:01 PM Jamie1000
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** ''VideoGame/ResidentEvil7Biohazard'' has Madhouse. Ethan takes more damage from enemies; health regeneration is either slowed down considerably or outright disabled; enemies are stronger, faster, much more durable, notice you almost instantly, appear in greater numbers, and their spawn points have changed; autosaves are almost completely turned off and manual saving requires finding cassette tapes to use, just like the ink ribbons and typewriters from the earlier games; item locations have changed, there are even less items to find in the field, and more coin cages to unlock, meaning that Madhouse increases the number of antique coins you can find.
21st Sep '17 1:43:54 PM GreatKeith
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** In the Japan-only GameCube sequel, beating Hard difficulty gives you the code for ''Super Hard'' difficulty, which is colored red like the preceding example. Clearing THAT will give you the code for ''Very Hard'', which is colored black and will put your skills to the ultimate test.
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