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* ''VideoGame/{{Roblox}}'s Anomalous Activities'' is often criticized for how very easy it is for the mercs to achieve their objective while in practice the anomaly almost has no counter aside from hoping that they can engage in Terror Form and pray that luck manages to get on their side, while the mercs can use teamwork easily to take down the anomaly with surprising ease. Not being helped that there have been multiple updates that give the mercs an easier time, while the anomaly got multiple nerfs without any benefit, and the advanced techniques to them are [[GuideDangIt so well-hidden]] that it's not uncommon to see mercs winning outside of incredibly bad skill, and the maps often tend to favor mercs rather than the anomaly.

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* ''VideoGame/{{Roblox}}'s ''Platform/{{Roblox}}'s Anomalous Activities'' is often criticized for how very easy it is for the mercs to achieve their objective while in practice the anomaly almost has no counter aside from hoping that they can engage in Terror Form and pray that luck manages to get on their side, while the mercs can use teamwork easily to take down the anomaly with surprising ease. Not being helped that there have been multiple updates that give the mercs an easier time, while the anomaly got multiple nerfs without any benefit, and the advanced techniques to them are [[GuideDangIt so well-hidden]] that it's not uncommon to see mercs winning outside of incredibly bad skill, and the maps often tend to favor mercs rather than the anomaly.
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** This only progressed in the eighth generation, with the Exp. Share now being ''mandatory'' with no way to turn it off. ''VideoGame/PokemonSwordAndShield'' are controversial for other reasons, but a leading criticism is how they continue the series' downward trend in difficulty; the region is full of [=NPCs=] who will hand you free potions and fully heal your team on the spot, but besides that, most areas consist of straight pathways with little to no puzzles and there's (barring a DifficultySpike or two) a very low level curve. ''[[{{VideoGame/PokemonDiamondAndPearl}} Brilliant Diamond and Shining Pearl]]'' continue with the baked-in Exp. Share; they also repeat Generation VI's habit of giving you powerful freebies by gifting you the rare Mythical Pokémon Mew and Jirachi after you get the first badge if you have save files of previous Switch titles.

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** This only progressed in the eighth generation, with the Exp. Share now being ''mandatory'' with no way to turn it off. ''VideoGame/PokemonSwordAndShield'' are controversial for other reasons, but a leading criticism is how they continue the series' downward trend in difficulty; the region is full of [=NPCs=] who will hand you free potions and fully heal your team on the spot, but besides that, most areas consist of straight pathways with little to no puzzles and there's (barring a DifficultySpike or two) a very low level curve. ''[[{{VideoGame/PokemonDiamondAndPearl}} ''[[VideoGame/PokemonDiamondAndPearl Brilliant Diamond and Shining Pearl]]'' continue with the baked-in Exp. Share; they Share without adjusting the original ''Diamond and Pearl''[='s=] level curve, making it difficult to avoid becoming overleveled. They also repeat Generation VI's habit of giving you powerful freebies by gifting you the rare Mythical Pokémon Mew and Jirachi after you get the first badge if you have save files of previous Switch titles.
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** The US version of ''VideoGame/DevilMayCry3DantesAwakening'' had to be released twice because the original version was unplayably hard. This is probably the only instance in the series where this trope was not invoked by fans.

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** The US North American version of ''VideoGame/DevilMayCry3DantesAwakening'' had to be released twice because the original version was unplayably hard. This is probably the only instance in the series where this trope was not invoked by fans.



* While ''Hellfire S: The Another Story'', the [[NoExportForYou Japan-exclusive]] PC Engine CD-ROM[[superscript:2]] port of ''VideoGame/Hellfire1989'', gets praise for its arranged soundtrack and more extensive alternate story and cutscenes (and is perhaps [[BestKnownForTheFanservice best known for]] the intro cutscene of the protagonist wearing only a ModestyBedsheet), it gets some criticism from fans of the arcade and Sega Genesis versions for being too easy and unengaging. While there are multiple difficulty levels, even the harder of the two, Normal difficulty, is still a fairly easy experience compared to the Genesis version, whose Hard difficulty level (and especially the US-exclusive [[HarderThanHard Yea Right difficulty]]) provide a level of challenge closer to the arcade original.

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* While ''Hellfire S: The Another Story'', the [[NoExportForYou Japan-exclusive]] PC Engine CD-ROM[[superscript:2]] port of ''VideoGame/Hellfire1989'', gets praise for its arranged soundtrack and more extensive alternate story and cutscenes (and is perhaps [[BestKnownForTheFanservice best known for]] the intro cutscene of the protagonist wearing only a ModestyBedsheet), it gets some criticism from fans of the arcade and Sega Genesis versions for being too easy and unengaging. While there are multiple difficulty levels, even the harder of the two, Normal difficulty, is still a fairly easy experience compared to the Genesis version, whose Hard difficulty level (and especially the US-exclusive North America-exclusive [[HarderThanHard Yea Right difficulty]]) provide a level of challenge closer to the arcade original.
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** Ironically, this practice makes it amazingly easy to tell exactly how long individual players have been playing. By taking the point of what they felt was the downfall of "challenging" Magic and the goingn back two years to the last Standard format before that set/block's release, you usually get the entrance point. This leads to hilarious conversations between players about how the latest sets are too dumbed down and have too many cash grab rares, without either realising that the "good old days" that they both think they are discussing are actually fifteen years apart.

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** Ironically, this practice makes it amazingly easy to tell exactly how long individual players have been playing. By taking the point of what they felt was the downfall of "challenging" Magic and the goingn then going back two years to the last Standard format before that set/block's release, you usually get the entrance point. This leads to hilarious conversations between players about how the latest sets are too dumbed down and have too many cash grab rares, without either realising that the "good old days" that they both think they are discussing are actually fifteen years apart.



* Ubuntu is looked down upon by most "serious" Linux users due to its design being more geared for general use . Ubuntu's new Unity interface got this from longtime users. There is also the fact that it was designed with touchscreens in mind, which still have not replaced keyboard and mouse controls on traditional desktops and laptops[[note]]And many would argue shouldn't, due to the ergonomic challenges of using a touch screen on an upright display[[/note]]. Ubuntu later switched to a modified version of GNOME 3.

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* Ubuntu is looked down upon by most "serious" Linux users due to its design being more geared for general use .use. Ubuntu's new Unity interface got this from longtime users. There is also the fact that it was designed with touchscreens in mind, which still have not replaced keyboard and mouse controls on traditional desktops and laptops[[note]]And many would argue shouldn't, due to the ergonomic challenges of using a touch screen on an upright display[[/note]]. Ubuntu later switched to a modified version of GNOME 3.
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** Ironically, this practice makes it amazingly easy to tell exactly how long individual players have been playing. By taking the point of what they felt was the downfall of "challenging" Magic and the going back two years to the last Standard format before that set/block's release, you usually get the entrance point. This leads to hilarious conversations between players about how the latest sets are too dumbed down and have too many cash grab rares, without either realising that the "good old days" that they both think they are discussing are actually fifteen years apart.

to:

** Ironically, this practice makes it amazingly easy to tell exactly how long individual players have been playing. By taking the point of what they felt was the downfall of "challenging" Magic and the going goingn back two years to the last Standard format before that set/block's release, you usually get the entrance point. This leads to hilarious conversations between players about how the latest sets are too dumbed down and have too many cash grab rares, without either realising that the "good old days" that they both think they are discussing are actually fifteen years apart.
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** The otherwise highly-praised ''VideoGame/PokemonBlackAndWhite'' were criticized for doing away with Poison's infamous overworld damage. You could also find a lot more places that sell Lemonades, or [=NPCs=] who were medical trainers, so some bemoaned how easy it was to get from town to town without fainting.

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** The otherwise highly-praised ''VideoGame/PokemonBlackAndWhite'' were criticized for doing away with Poison's infamous overworld damage. You could also find a lot more places that sell Lemonades, or [=NPCs=] who were medical trainers, so some bemoaned how easy it was to get from town to town without fainting. ''Black and White'' also have no Gym Leaders with more than three Pokémon and reduce the EliteFour from having five Pokémon each to four, both of which continued through ''X and Y''.
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* ''VideoGame/JettRocket'' received some flack for this--despite being just about the only 3D {{Platformer}} on UsefulNotes/WiiWare, reviewers wanted something NintendoHard.

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* ''VideoGame/JettRocket'' received some flack for this--despite being just about the only 3D {{Platformer}} on UsefulNotes/WiiWare, Platform/WiiWare, reviewers wanted something NintendoHard.



* Modern ''VideoGame/SuperRobotWars'' games, especially the ones for UsefulNotes/NintendoDS (W, K, L) are criticized because they are easy. This is mainly because your units are godly powerful when you've fully upgraded their weapon power and the uses of support attacks make the battles even easier. Even final bosses can be killed in a single turn with little effort.

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* Modern ''VideoGame/SuperRobotWars'' games, especially the ones for UsefulNotes/NintendoDS Platform/NintendoDS (W, K, L) are criticized because they are easy. This is mainly because your units are godly powerful when you've fully upgraded their weapon power and the uses of support attacks make the battles even easier. Even final bosses can be killed in a single turn with little effort.



* UsefulNotes/{{Unix}}[=/=]Linux/DOS users tend to look down on [=GUIs=] for this reason. From a performance and power issue, this does make sense, as [=GUIs=] eat up a lot of resources in a computer, and [=GUIs=] tend to make things so abstract that getting under the hood can be a pain in the ass. However, for people just trying to do basic computer work, [=GUIs=] are a Godsend, and kept them from languishing in the realms of laboratories, businesses, and hobbyists.

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* UsefulNotes/{{Unix}}[=/=]Linux/DOS Platform/{{Unix}}[=/=]Linux/DOS users tend to look down on [=GUIs=] for this reason. From a performance and power issue, this does make sense, as [=GUIs=] eat up a lot of resources in a computer, and [=GUIs=] tend to make things so abstract that getting under the hood can be a pain in the ass. However, for people just trying to do basic computer work, [=GUIs=] are a Godsend, and kept them from languishing in the realms of laboratories, businesses, and hobbyists.
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* ''VideoGame/SuperMarioRPG'' is a fairly straightforward RPG that isn't difficult overall save for the one or two bosses that are [[ThatOneBoss surprisingly hard]]. Between how powerful Mario's party can get, the big assortment of items that can keep the party healthy, and the small chance of getting a freebie of any item you use (that also includes powerful and rare items like the invincibility granting Red Essences for example), hardcore RPG players tend to view the game as insultingly easy. The Nintendo Switch remake skews the difficulty even further towards the easy side due to the quality of life updates[[labelnote:Examples]] Items stack instead of taking up individual slots, the timing of timed hits are visually shown by a "!" until you get the hang of it, many single target enemy spells can be blocked with a timed button press, party members can be swapped during battle, game overs don't happen until the entire party is defeated, and perfect timing on physical attacks can cause small splash damage to the entire enemy party.[[/labelnote]] and the ability to switch the difficulty to an easy mode.

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* ''VideoGame/SuperMarioRPG'' is a fairly straightforward RPG that isn't difficult overall save for the one or two bosses that are [[ThatOneBoss surprisingly hard]]. Between how powerful Mario's party can get, the big assortment of items that can keep the party healthy, and the small chance of getting a freebie of any item you use (that also includes powerful and rare items like the invincibility granting Red Essences for example), hardcore RPG players tend to view the game as insultingly easy. The Nintendo Switch remake skews the difficulty even further towards the easy side due to the quality of life updates[[labelnote:Examples]] Items stack instead of taking up individual slots, the timing of timed hits are visually shown by a "!" until you get the hang of it, many single target enemy spells can be blocked with a timed button press, party members can be swapped during battle, game overs don't happen until the entire party is defeated, the new [[LimitBreak Triple Move]] mechanic can shred enemies to pieces, fully heal and revive the entire party, or grant one time damage immunity, and perfect timing on physical attacks can cause small splash damage to the entire enemy party.[[/labelnote]] and the ability to switch the difficulty to an easy mode.
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* ''VideoGame/SuperPaperMario'' caught a lot of flack for this. The previous games weren’t exactly ''hard'' but weren’t afraid of throwing curveballs at the player, and they provided multiple SelfImposedChallenges that could increase the difficulty. In ''Super'' you practically have to try to die and there’s no real way of raising the difficulty beyond only playing as Mario and avoiding the myriad [[GameBreaker game breakers]].

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* ''VideoGame/SuperPaperMario'' caught a lot of flack for this. The previous games weren’t exactly ''hard'' but weren’t afraid of throwing curveballs at the player, and they provided multiple SelfImposedChallenges forms of a SelfImposedChallenge that could increase the difficulty. In ''Super'' you practically have to try to die and there’s no real way of raising the difficulty beyond only playing as Mario and avoiding the myriad [[GameBreaker game breakers]].breakers]].
* ''VideoGame/SuperMarioRPG'' is a fairly straightforward RPG that isn't difficult overall save for the one or two bosses that are [[ThatOneBoss surprisingly hard]]. Between how powerful Mario's party can get, the big assortment of items that can keep the party healthy, and the small chance of getting a freebie of any item you use (that also includes powerful and rare items like the invincibility granting Red Essences for example), hardcore RPG players tend to view the game as insultingly easy. The Nintendo Switch remake skews the difficulty even further towards the easy side due to the quality of life updates[[labelnote:Examples]] Items stack instead of taking up individual slots, the timing of timed hits are visually shown by a "!" until you get the hang of it, many single target enemy spells can be blocked with a timed button press, party members can be swapped during battle, game overs don't happen until the entire party is defeated, and perfect timing on physical attacks can cause small splash damage to the entire enemy party.[[/labelnote]] and the ability to switch the difficulty to an easy mode.
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* ''VideoGame/{{Roblox}}'s Anomalous Activities'' is often criticized for how very easy it is for the mercs to achieve their objective while in practice the anomaly almost has no counter aside from hoping that they can engage in Terror Form and pray that luck manages to get on their side, while the mercs can use teamwork easily to take down the anomaly with surpising ease. Not being helped that there have been multiple updates that give the mercs an easier time, while the anomaly got multiple nerfs without any benefit, and the advanced techniques to them are [[GuideDangIt so well-hidden]] that it's not uncommon to see mercs winning outside of incredibly bad skill, and the maps often tend to favor mercs rather than the anomaly.

to:

* ''VideoGame/{{Roblox}}'s Anomalous Activities'' is often criticized for how very easy it is for the mercs to achieve their objective while in practice the anomaly almost has no counter aside from hoping that they can engage in Terror Form and pray that luck manages to get on their side, while the mercs can use teamwork easily to take down the anomaly with surpising surprising ease. Not being helped that there have been multiple updates that give the mercs an easier time, while the anomaly got multiple nerfs without any benefit, and the advanced techniques to them are [[GuideDangIt so well-hidden]] that it's not uncommon to see mercs winning outside of incredibly bad skill, and the maps often tend to favor mercs rather than the anomaly.
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This entry reads as overly broad shoehorning of a game-based trope to art in general.


[[folder:General]]
* One of the main reasons why tropes like TrueArtIsIncomprehensible or LeFilmArtistique exist is because some intellectuals consider that if some kind of art is easy to understand, then there's no more analysis to be done and it should be discredited for appealing to bigger audiences. This is, however, very debatable as many works of art are praised for being both simple and yet deep.
[[/folder]]
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True Art Is Incomprehensible is now an in-universe trope as per TRS.


ItsShortSoItSucks is a SisterTrope, with several points overlapping with this. The opposite is ItsHardSoItSucks. Also see TheyChangedItNowItSucks. TrueArtIsIncomprehensible is mildly related, in the sense that something can't be considered quality art if most people can easily understand it. When people try to force the way they play the game (which generally has to do with difficulty) onto other people, you have a {{Scrub}} or a [[StopHavingFunGuys "Stop Having Fun" Guy]]. When you have both It's Easy, so It Sucks and ItsHardSoItSucks, you wind up with an UnpleasableFanbase.

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ItsShortSoItSucks is a SisterTrope, with several points overlapping with this. The opposite is ItsHardSoItSucks. Also see TheyChangedItNowItSucks. TrueArtIsIncomprehensible is mildly related, in the sense that something can't be considered quality art if most people can easily understand it. When people try to force the way they play the game (which generally has to do with difficulty) onto other people, you have a {{Scrub}} or a [[StopHavingFunGuys "Stop Having Fun" Guy]]. When you have both It's Easy, so It Sucks and ItsHardSoItSucks, you wind up with an UnpleasableFanbase.
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* ''VideoGame/{{Atelier}}'':

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* ''VideoGame/{{Atelier}}'':''VideoGame/AtelierSeries'':
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* ''VideoGame/MarsupilamiHoobadventure'': A common complaint about the game is its nigh-''{{VideoGame/Kirby}}''-level easiness. Fruits are so common that [[MeaninglessLives lives become meaningless]], even with the LawOfOneHundred in place, and there are health jars located after most hazards. That said, like with ''Kirby'', the main difficulty of the game comes from going for OneHundredPercentCompletion, rather than getting to the end of the game.
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* While the [[NoExportForYou Japan-exclusive]] PC Engine CD-ROM[[superscript:2]] port of ''VideoGame/Hellfire1989'' gets praise for its arranged soundtrack and more extensive alternate story and cutscenes (and is perhaps [[BestKnownForTheFanservice best known for]] the intro cutscene of the protagonist wearing only a ModestyBedsheet), it gets some criticism from fans of the arcade and Sega Genesis versions for being too easy and unengaging. While there are multiple difficulty levels, even the harder of the two, Normal difficulty, is still a fairly easy experience compared to the Genesis version, whose Hard difficulty level (and especially the US-exclusive [[HarderThanHard Yea Right difficulty]]) provide a level of challenge closer to the arcade original.

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* While ''Hellfire S: The Another Story'', the [[NoExportForYou Japan-exclusive]] PC Engine CD-ROM[[superscript:2]] port of ''VideoGame/Hellfire1989'' ''VideoGame/Hellfire1989'', gets praise for its arranged soundtrack and more extensive alternate story and cutscenes (and is perhaps [[BestKnownForTheFanservice best known for]] the intro cutscene of the protagonist wearing only a ModestyBedsheet), it gets some criticism from fans of the arcade and Sega Genesis versions for being too easy and unengaging. While there are multiple difficulty levels, even the harder of the two, Normal difficulty, is still a fairly easy experience compared to the Genesis version, whose Hard difficulty level (and especially the US-exclusive [[HarderThanHard Yea Right difficulty]]) provide a level of challenge closer to the arcade original.
Is there an issue? Send a MessageReason:
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* While the [[NoExportForYou Japan-exclusive]] PC Engine CD-ROM[[superscript:2]] port of ''VideoGame/Hellfire1989'' gets praise for its arranged soundtrack and more extensive alternate story and cutscenes (and is perhaps [[BestKnownForTheFanservice best known for]] the intro cutscene of the protagonist wearing only a ModestyBedsheet), it gets some criticism from fans of the arcade and Sega Genesis versions for being too easy and unengaging. While there are multiple difficulty levels, even the harder of the two, Normal difficulty, is still a fairly easy experience compared to the Genesis version.

to:

* While the [[NoExportForYou Japan-exclusive]] PC Engine CD-ROM[[superscript:2]] port of ''VideoGame/Hellfire1989'' gets praise for its arranged soundtrack and more extensive alternate story and cutscenes (and is perhaps [[BestKnownForTheFanservice best known for]] the intro cutscene of the protagonist wearing only a ModestyBedsheet), it gets some criticism from fans of the arcade and Sega Genesis versions for being too easy and unengaging. While there are multiple difficulty levels, even the harder of the two, Normal difficulty, is still a fairly easy experience compared to the Genesis version.version, whose Hard difficulty level (and especially the US-exclusive [[HarderThanHard Yea Right difficulty]]) provide a level of challenge closer to the arcade original.
Is there an issue? Send a MessageReason:
None


* While the [[NoExportForYou Japan-exclusive]] PC Engine CD-ROM[[superscript:2]] port of ''VideoGame/Hellfire1989'' gets praise for its arranged soundtrack and more extensive alternate story and cutscenes, it gets some criticism from fans of the arcade and Sega Genesis versions for being too easy and unengaging. While there are multiple difficulty levels, even the harder of the two, Normal difficulty, is still a fairly easy experience compared to the Genesis version.

to:

* While the [[NoExportForYou Japan-exclusive]] PC Engine CD-ROM[[superscript:2]] port of ''VideoGame/Hellfire1989'' gets praise for its arranged soundtrack and more extensive alternate story and cutscenes, cutscenes (and is perhaps [[BestKnownForTheFanservice best known for]] the intro cutscene of the protagonist wearing only a ModestyBedsheet), it gets some criticism from fans of the arcade and Sega Genesis versions for being too easy and unengaging. While there are multiple difficulty levels, even the harder of the two, Normal difficulty, is still a fairly easy experience compared to the Genesis version.
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None

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* While the [[NoExportForYou Japan-exclusive]] PC Engine CD-ROM[[superscript:2]] port of ''VideoGame/Hellfire1989'' gets praise for its arranged soundtrack and more extensive alternate story and cutscenes, it gets some criticism from fans of the arcade and Sega Genesis versions for being too easy and unengaging. While there are multiple difficulty levels, even the harder of the two, Normal difficulty, is still a fairly easy experience compared to the Genesis version.
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* Many fans of ''VideoGame/FinalFantasyXVI'' were disappointed that the game's hard mode was locked behind new game +, since many fans who were looking for a challenge found the demo and the base game itself to be too easy.

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* Many fans of ''VideoGame/FinalFantasyXVI'' were disappointed that the game's hard mode was locked behind new game +, game+, since many fans who were looking for a challenge found the demo and the base game itself to be too easy.

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* Many fans of ''VideoGame/FinalFantasyXVI'' were disappointed that the game's hard mode was locked behind new game +, since many fans who were looking for a challenge found the demo and the base game itself to be too easy.
** Inaccessible difficulty options aside, the game was also criticized for having little strategy during boss fights, since all bosses have a stagger meter and elemental affinities are non-existent, for example, Bomb enemies from previous ''Final Fantasy'' entries who were immune to or even absorbed fire-elemental attacks are now completely vulnerable to fire.
* The VideoGame/FreddiFish series arcade styled spinoff ''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.



* The VideoGame/FreddiFish series arcade styled spinoff ''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.
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** The classic titles also get hit with this from time to time, thanks to the abundance of [[GameMod custom map packs]][[note]][[FanNickname megawads]][[/note]] that have raised the skill ceiling further and further over the course of three decades and counting. Not only have the map-making fans learned how to use ''Doom'''s bestiary to much deadlier extents than Creator/idSoftware ever did, computing power has increased over time and made maps with thousands of enemies possible to create and run without much difficulty. The first and second titles are now seen as pathetically easy, with only ''The Plutonia Experiment'' -- a wad that was considered NintendoHard back in its day -- holding up as the ''baseline'' difficulty for modern standards.

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** The classic titles also get hit with this from time to time, thanks to the abundance of [[GameMod custom map packs]][[note]][[FanNickname megawads]][[/note]] that have raised the skill ceiling further and further over the course of three decades and counting. Not only have the map-making fans learned how to use ''Doom'''s bestiary to much deadlier extents than Creator/idSoftware Creator/IdSoftware ever did, computing power has increased over time and made maps with thousands of enemies possible to create and run without much difficulty. The first and second titles are now seen as pathetically easy, with only ''The Plutonia Experiment'' -- a wad that was considered NintendoHard back in its day -- holding up as the ''baseline'' difficulty for modern standards.

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* RegeneratingHealth is usually looked down upon as making modern [=FPSs=] too easy in comparison to the traditional health system in older ones. Sure, the concept was to help to remove nigh-{{Unwinnable}} situations in which your character is dangerously low on health and there are plenty of enemies in sight, but not enough (or even ''any'') health packs available. The observed problem is that many games regenerate your health to FULL, so no matter how bad the situation is or how bad you mess up, hiding in cover meant no consequences short of lost ammo. Compromises tend to be more favorably met like an energy shield system (where only some of your "hp" regenerates, not all), or having health regenerate much slower.
* In ''VideoGame/Doom3'', the monsters are slow, deal surprisingly little damage (no common mook save for the [[EliteMooks Hell Knight]] deals more than 20 damage per hit, when an [[TheGoomba Imp]] could deal up to 24), attack in too small groups to make up for the non-lethality, and medkits and armor are scattered ''everywhere'', to the point where they often end up ignored. A remedy for this would be to ramp up the difficulty, but Veteran (Hard) still falls short, and the HarderThanHard Nightmare mode revolves around the FakeDifficulty of your health dropping constantly, instead of actually making the demons a credible threat. Skilled players have to resort to values-altering {{Game Mod}}s to make the game legitimately challenging.

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* RegeneratingHealth is usually looked down upon as making modern [=FPSs=] too easy in comparison to the traditional health system in older ones. Sure, the concept was to help to remove nigh-{{Unwinnable}} situations in which your character is dangerously low on health and there are plenty of enemies in sight, but not enough (or even ''any'') health packs available. The observed problem is that many games regenerate your health to FULL, so no matter how bad the situation is or how bad you mess up, hiding in cover meant no consequences short of lost ammo. Compromises tend to be more favorably met like an energy shield system (where where [[RegeneratingShieldStaticHealth only some of your "hp" HP regenerates, not all), or all]], having health regenerate much slower.
slower, or only regenerating up to a still-low level.
* ''VideoGame/{{Doom}}''
**
In ''VideoGame/Doom3'', the monsters are slow, deal surprisingly little damage (no common mook save for the [[EliteMooks Hell Knight]] deals more than 20 damage per hit, when an [[TheGoomba Imp]] could deal up to 24), attack in too small groups to make up for the non-lethality, and medkits and armor are scattered ''everywhere'', to the point where they often end up ignored. A remedy for this would be to ramp up the difficulty, but Veteran (Hard) still falls short, and the HarderThanHard Nightmare mode revolves around the FakeDifficulty of your health dropping constantly, instead of actually making the demons a credible threat. Skilled players have to resort to values-altering {{Game Mod}}s to make the game legitimately challenging.challenging.
** The classic titles also get hit with this from time to time, thanks to the abundance of [[GameMod custom map packs]][[note]][[FanNickname megawads]][[/note]] that have raised the skill ceiling further and further over the course of three decades and counting. Not only have the map-making fans learned how to use ''Doom'''s bestiary to much deadlier extents than Creator/idSoftware ever did, computing power has increased over time and made maps with thousands of enemies possible to create and run without much difficulty. The first and second titles are now seen as pathetically easy, with only ''The Plutonia Experiment'' -- a wad that was considered NintendoHard back in its day -- holding up as the ''baseline'' difficulty for modern standards.
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* In ''VideoGame/Doom3'', the monsters are slow, deal surprisingly little damage (no common mook save for the [[EliteMooks Hell Knight]] deals more than 20 damage per hit), attack in too small groups to make up for the non-lethality, and medkits and armor are scattered ''everywhere'', to the point where they often end up ignored. A remedy for this would be to ramp up the difficulty, but Veteran (Hard) still falls short and the HarderThanHard Nightmare mode revolves around the FakeDifficulty of your health dropping constantly, instead of actually making the demons a credible threat. Skilled players have to resort to values-altering {{Game Mod}}s to make the game legitimately challenging.

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* In ''VideoGame/Doom3'', the monsters are slow, deal surprisingly little damage (no common mook save for the [[EliteMooks Hell Knight]] deals more than 20 damage per hit), hit, when an [[TheGoomba Imp]] could deal up to 24), attack in too small groups to make up for the non-lethality, and medkits and armor are scattered ''everywhere'', to the point where they often end up ignored. A remedy for this would be to ramp up the difficulty, but Veteran (Hard) still falls short short, and the HarderThanHard Nightmare mode revolves around the FakeDifficulty of your health dropping constantly, instead of actually making the demons a credible threat. Skilled players have to resort to values-altering {{Game Mod}}s to make the game legitimately challenging.
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* ''VideoGame/SuperPaperMario'' caught a lot of flack for this. The previous games weren’t exactly ''hard'' but weren’t afraid of throwing curveballs at the player, and they provided multiple SelfImposedChallenges that could increase the difficulty. In ''Super'' you practically have to try to die and there’s no real way of raising the difficulty beyond only playing as Mario and avoiding the myriad [[GameBreaker game breakers]].
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* ''VideoGame/InuyashaTheSecretOfTheCursedMask'' received significant flak for how simple and easy the game was. There's no MP system so special attacks can be spammed with impunity (they do lower a character's place in the next round's turn order, but in normal combat it was rare for a fight to last more than one round anyway and against bosses it wasn't a significant drawback), all the bosses had simple attack patterns that rarely hit more than one character at a time, you used all of the main characters at a time rather than having an ArbitraryHeadcountLimit like most RPGs so the enemies were almost always outnumbered, resulting in a game where it was virtually impossible to lose even if you were actively trying.

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* ''VideoGame/InuyashaTheSecretOfTheCursedMask'' received significant flak for how simple and easy the game was. There's no MP system so special attacks can be spammed with impunity (they do lower a character's place in the next round's turn order, but in normal combat it was rare for a fight to last more than one round anyway and against bosses it wasn't a significant drawback), all the bosses had simple attack patterns that rarely hit more than one character at a time, you used all of the main characters at a time rather than having an ArbitraryHeadcountLimit like most RPGs [=RPGs=] so the enemies were almost always outnumbered, resulting in a game where it was virtually impossible to lose even if you were actively trying.
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* ''VideoGame/{{Undertale}}'' gets this from manyplayers.

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* ''VideoGame/{{Undertale}}'' gets this from manyplayers.many players.
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* While generally being viewed as a massive improvements over the previous game, many of the criticism of ''VideoGame/OctopathTravelerII'' is that the game is made too easy with not enough challenges because of the introduction of new mechanics like [[LimitBreak Latent Power]], EX Skills and some new abilities, and it's easy to get powerful equipments and/or summons early on to make the entire game easier.

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Defunct trope


* The very reason why Viola players are AcceptableProfessionalTargets is because their instrument is considered easier to play on than playing on a Violin.

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* The very reason why Viola players are AcceptableProfessionalTargets mocked is because their instrument is considered easier to play on than playing on a Violin.
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* ''VideoGame/RatchetAndClankAll4One'' received criticism that its gameplay was very simplistic and easy compared to previous titles in the franchise, due to being a cooperative party game rather than a single player. The levels were short and completely linear with no serious incentive to backtrack, there were no gadgets to use aside from the vacuum that was built to pick up and launch the other players, and the boss fights were simple.


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* ''VideoGame/InuyashaTheSecretOfTheCursedMask'' received significant flak for how simple and easy the game was. There's no MP system so special attacks can be spammed with impunity (they do lower a character's place in the next round's turn order, but in normal combat it was rare for a fight to last more than one round anyway and against bosses it wasn't a significant drawback), all the bosses had simple attack patterns that rarely hit more than one character at a time, you used all of the main characters at a time rather than having an ArbitraryHeadcountLimit like most RPGs so the enemies were almost always outnumbered, resulting in a game where it was virtually impossible to lose even if you were actively trying.

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