History Main / ItsEasySoItSucks

29th Jul '16 6:55:20 PM Midna
Is there an issue? Send a Message


* ''VideoGame/SuperPrincessPeach'' got this criticism on feminist grounds, with some commentators arguing that its relative easiness compared to the main Mario games was an insult to women.

to:

* ''VideoGame/SuperPrincessPeach'' got this criticism on feminist grounds, with some commentators arguing that its relative easiness compared to the main Mario games was an insult (indirectly or otherwise) insulting to women.the abilities of female gamers.
23rd Jul '16 4:06:03 AM moongalleon22
Is there an issue? Send a Message

Added DiffLines:

** This game can also still provide an incredibly difficult challenge, as the EXP share is completely optional and can be turned off at any time. While the amount of EXP you earn is still very generous, the game still assumes that you have the EXP Share turned on, making the levels of wild pokemon, enemy trainers and gym leaders all higher than in previous games.
16th Jul '16 4:19:41 PM SaraJaye
Is there an issue? Send a Message


* ''VideoGame/FireEmblemFates'' seems to make a conscious effort to address the criticism leveled at its predecessor by having two different story paths. One is similar to ''Awakening'' in that it has a world map, allowing free LevelGrinding, and mostly requires you to defeat all foes or the boss to clear maps. The other, however, harkens back to the earlier entries of the series with a linear campaign that offers limited experience, and more complex victory conditions like seizing thrones and such. Even still, the announcement that this would be the [[VideoGame/FireEmblemGaiden second]] ''Fire Emblem'' game to completely do away with BreakableWeapons, as well as the introduction of [[EasierThanEasy Phoenix Mode]], which revives units after each ''turn'', not just after each battle, have been met with significant ire.

to:

* ''VideoGame/FireEmblemFates'' seems to make a conscious effort to address the criticism leveled at its predecessor by having two different story paths. One is similar to ''Awakening'' in that it has a world map, allowing free LevelGrinding, and mostly requires you to defeat all foes or the boss to clear maps. The other, however, harkens back to the earlier entries of the series with a linear campaign that offers limited experience, and more complex victory conditions like seizing thrones and such. Even still, the announcement that this would be the [[VideoGame/FireEmblemGaiden second]] ''Fire Emblem'' game to completely do away with BreakableWeapons, as well as the introduction of [[EasierThanEasy Phoenix Mode]], which revives units after each ''turn'', not just after each battle, have been met with significant ire. [[note]]It should be noted, however, that ''Gaiden'' long before ''Fates'' had unbreakable weapons and that did not make the game any easier.[[/note]]
12th Jul '16 6:59:29 AM Morgenthaler
Is there an issue? Send a Message


* The VideoGame/FreddiFish series arcade styled spinoff ''FreddiFish and Luther's Water Worries'' gets a lot of this. Being a children's game, you shouldn't expect much to begin with, but it's very hard to actually lose in it at all, [[PanderingToTheBase even if you're in the game's target audience.]] Unless you stand perfectly still and do nothing, trying at all will grant you a win.

to:

* The VideoGame/FreddiFish series arcade styled spinoff ''FreddiFish ''Freddi Fish and Luther's Water Worries'' gets a lot of this. Being a children's game, you shouldn't expect much to begin with, but it's very hard to actually lose in it at all, [[PanderingToTheBase even if you're in the game's target audience.]] Unless you stand perfectly still and do nothing, trying at all will grant you a win.
12th Jul '16 6:57:17 AM Morgenthaler
Is there an issue? Send a Message


* ''{{Gungrave}}'' and ''Nightshade'' got this, as their challenge was mainly based around getting a high score or equivalent, and they were fairly easy if you wanted to just charge through to the end. Oddly, the more traditionally difficult ''Gungrave: Overdose'' and ''Shinobi'' instead get complaints about being ''too hard''. In Nightshade's case, it managed to feel more like a traditional Shinobi game due to easy levels, but relatively hard bosses. Of course, ditching the health-draining sword mechanic of [=PS2=] Shinobi made fans of ''that'' game find Nightshade to be too easy, so it's really a case of BrokenBase.
* The FreddiFish series arcade styled spinoff ''FreddiFish and Luther's Water Worries'' gets a lot of this. Being a children's game, you shouldn't expect much to begin with, but it's very hard to actually lose in it at all, [[PanderingToTheBase even if you're in the game's target audience.]] Unless you stand perfectly still and do nothing, trying at all will grant you a win.

to:

* ''{{Gungrave}}'' ''VideoGame/{{Gungrave}}'' and ''Nightshade'' got this, as their challenge was mainly based around getting a high score or equivalent, and they were fairly easy if you wanted to just charge through to the end. Oddly, the more traditionally difficult ''Gungrave: Overdose'' and ''Shinobi'' instead get complaints about being ''too hard''. In Nightshade's case, it managed to feel more like a traditional Shinobi game due to easy levels, but relatively hard bosses. Of course, ditching the health-draining sword mechanic of [=PS2=] Shinobi made fans of ''that'' game find Nightshade to be too easy, so it's really a case of BrokenBase.
* The FreddiFish VideoGame/FreddiFish series arcade styled spinoff ''FreddiFish and Luther's Water Worries'' gets a lot of this. Being a children's game, you shouldn't expect much to begin with, but it's very hard to actually lose in it at all, [[PanderingToTheBase even if you're in the game's target audience.]] Unless you stand perfectly still and do nothing, trying at all will grant you a win.



* And even when another Sierra adventure game called ''TorinsPassage'' came around and featured an in-game hint feature at the cost of points, people whined about how that hint feature was too easy. The minmaxing, powergaming types are compelled to use every tool at their disposal to their advantage for maximum gaming efficiency: GameBreaker weapons, physics glitches, you name it. Those people ''did'' have to use the in-game hint feature, simply because it was available to be used, but they don't have to like it.

to:

* And even when another Sierra adventure game called ''TorinsPassage'' ''VideoGame/TorinsPassage'' came around and featured an in-game hint feature at the cost of points, people whined about how that hint feature was too easy. The minmaxing, powergaming types are compelled to use every tool at their disposal to their advantage for maximum gaming efficiency: GameBreaker weapons, physics glitches, you name it. Those people ''did'' have to use the in-game hint feature, simply because it was available to be used, but they don't have to like it.
30th Jun '16 3:29:11 PM bowserbros
Is there an issue? Send a Message


* ''VideoGame/KirbysEpicYarn'' received a lot of complaints from reviewers about how easy it was, with many of them citing the fact that you can't die--there are no bottomless pits or health. However, the developers have stated that for experienced gamers, they designed the gameplay to be "shame-based": The focus is not on completing each stage, but on completing each stage ''with a high bead count,'' and ''any'' misstep you make will cause Kirby to start bleeding beads like it's nobody's business. To beat the game (especially [[EasyLevelsHardBosses the bosses]]) with all gold medals ([[BrokeTheRatingScale with the bosses' secret patches being one level above gold]]) is a ''much'' taller order than simply finishing the levels.
* ''VideoGame/KirbyTripleDeluxe'' was criticized by reviewers for its easiness. [[CriticalDissonance The fans still love it]], though.

to:

* ''Franchise/{{Kirby}}'' games generally tend to [[AvertedTrope avert]] this - they were actually ''designed'' to be very easy (as the first game was developed at a time when Nintendo had a [[NintendoHard trope-naming reputation]] for publishing difficult titles) yet nobody seems to have any problem. This becomes quite weird when you hear this trope being invoked elsewhere, since ''how many other games allow you to fly over most of the stage without even having to find a power-up?'' There have, however, been a few exceptions:
**
''VideoGame/KirbysEpicYarn'' received a lot of complaints from reviewers about how easy it was, with many of them citing the fact that you can't die--there are no bottomless pits or health. However, the developers have stated that for experienced gamers, they designed the gameplay to be "shame-based": The focus is not on completing each stage, but on completing each stage ''with a high bead count,'' and ''any'' misstep you make will cause Kirby to start bleeding beads like it's nobody's business. To beat the game (especially [[EasyLevelsHardBosses the bosses]]) with all gold medals ([[BrokeTheRatingScale with the bosses' secret patches being one level above gold]]) is a ''much'' taller order than simply finishing the levels.
* ** ''VideoGame/KirbyTripleDeluxe'' was criticized by reviewers for its easiness. [[CriticalDissonance The fans still love it]], though.though, and tend to look down on the reviews very harshly for their apparent [[AnimationAgeGhetto stance]] on the nature of the game.
15th Jun '16 8:22:56 AM erforce
Is there an issue? Send a Message


* In ''VideoGame/DonkeyKongCountry'', visits to Cranky's Cabin are accompanied by Cranky ranting about how newer games have been dumbed down for new players.

to:

* In ''VideoGame/DonkeyKongCountry'', ''VideoGame/DonkeyKongCountry1'', visits to Cranky's Cabin are accompanied by Cranky ranting about how newer games have been dumbed down for new players.
4th Jun '16 12:41:00 PM Kiyza
Is there an issue? Send a Message


** The Japanese version of ''VideoGame/MetalGearSolid frequently had this criticism lobbied at it. To counter this, the American version was given adjustable difficulty... with the Japanese version being the ''Easy'' difficulty.

to:

** The Japanese version of ''VideoGame/MetalGearSolid ''VideoGame/MetalGearSolid'' frequently had this criticism lobbied at it. To counter this, the American version was given adjustable difficulty... with the Japanese version being the ''Easy'' difficulty.
4th Jun '16 9:53:23 AM nombretomado
Is there an issue? Send a Message


* ''{{Gungrave}}'' and ''Nightshade'' got this, as their challenge was mainly based around getting a high score or equivalent, and they were fairly easy if you wanted to just charge through to the end. Oddly, the more traditionally difficult ''Gungrave: Overdose'' and ''Shinobi'' instead get complaints about being ''too hard''. In Nightshade's case, it managed to feel more like a traditional Shinobi game due to easy levels, but relatively hard bosses. Of course, ditching the health-draining sword mechanic of PS2 Shinobi made fans of ''that'' game find Nightshade to be too easy, so it's really a case of BrokenBase.

to:

* ''{{Gungrave}}'' and ''Nightshade'' got this, as their challenge was mainly based around getting a high score or equivalent, and they were fairly easy if you wanted to just charge through to the end. Oddly, the more traditionally difficult ''Gungrave: Overdose'' and ''Shinobi'' instead get complaints about being ''too hard''. In Nightshade's case, it managed to feel more like a traditional Shinobi game due to easy levels, but relatively hard bosses. Of course, ditching the health-draining sword mechanic of PS2 [=PS2=] Shinobi made fans of ''that'' game find Nightshade to be too easy, so it's really a case of BrokenBase.
11th May '16 9:20:57 PM Steven
Is there an issue? Send a Message



to:

* ''VideoGame/FinalFantasyXIV'' is hit with this on all fronts from the hardcore players. Compared to the original game, the reboot ''A Realm Reborn'' is significantly easy and the game was redesigned with casual and new players in mind since defeat carries a small penalty and retrying certain quests or trials gives you an extra boost so that you can have a better shot at winning. Because the game was made with ease of difficulty, a lot of hardcore players (especially those who grew up on ''VideoGame/FinalFantasyXI'') feel that the game is only catering to the lowest common denominator and that the game will suffer a quick death if it doesn't challenge its players to push their limits. The same players will also complain about old content getting nerfed, even after they're no longer relevant or would be a roadblock for new/returning players that want to catch up to their friends.
This list shows the last 10 events of 356. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.ItsEasySoItSucks