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** The reason for the aversion is that many Kirby games heavily apply BossDissonance. Kirby Super Star is usually considered to be harder than most other games in the series, and its expanded remake includes the maddeningly difficult [[ThatOneLevel True Arena]]. ''The Amazing Mirror'' isn't a cakewalk either, and ''Kirby's Pinball Land'' is pretty damn hard. However, ''Kirby's Epic Yarn'' actually ''has'' been suffering from this trope.
*** Mainly because, in ''Epic Yarn'', you don't have health and lives in the usual sense, or even what is standard for Kirby games; instead, taking hits merely causes you to lose some of your in-game currency. This makes bosses almost laughably easy. HundredPercentCompletion, on the other hand...

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** The reason for the aversion is that many Kirby games heavily apply BossDissonance. Kirby Super Star is usually considered to be harder than most other games in the series, and its expanded remake includes the maddeningly difficult [[ThatOneLevel True Arena]]. ''The Amazing Mirror'' isn't a cakewalk either, and ''Kirby's Pinball Land'' is pretty damn hard. However, ''Kirby's Epic Yarn'' actually ''has'' been suffering from this trope.
*** Mainly
trope: mainly because, in ''Epic Yarn'', you don't have health and lives in the usual sense, or even what is standard for Kirby games; instead, taking hits merely causes you to lose some of your in-game currency. This makes bosses almost laughably easy. HundredPercentCompletion, on the other hand...hand...
*** This makes a lot of sense when you consider that the developer for ''Epic Yarn'' also developed ''WarioLand: Shake It!'' (see the WarioLand entry above).
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*** That got recently reversed, you only need to meet the item level requirement to queue up, you have the entire listing of dungeons available immediately.

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** Telltale Games are usually like this. The ability to have a hint system in Sam And Max and Tales Of Monkey Island annoyed people who said it was now too easy...but typically, had it existed before the internet, would probably have been loved by fans.


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[[AC:FightingGames]]
* Many fans of StreetFighter derided Virtua Fighter, and later Tekken, as being too easy because characters had full limb movement and the game didn't require you to learn combos to win. Nevermind that 3D games have a far larger variety of moves and thus less of a need to stick to a strategy, old school players still deride it as 'button mashing'.


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** The second game introduced the ability to save anywhere in the level. This, coupled with the lack of dragon statues, changed the game into somewhat of a standard platformer. It's still quite hard in places but far more childish.

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* ''ChronoTrigger'' is frequently lauded as an excellent classic-style RPG, but old school Final Fantasy fans are sometimes dismayed by its apparently low difficulty level. This often changes once they've seen the later bosses, though.

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* ''ChronoTrigger'' is frequently lauded as an excellent classic-style RPG, but old school Final Fantasy fans are sometimes dismayed by its apparently low difficulty level. This often changes once they've seen the later bosses, though.though, especially in the Nintendo DS remake.


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** Also surprisingly, many people don't have an issue of the game being easy; sometimes people cite it as [[TropesAreTools a good way to introduce people to the genre]].
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* Some longtime fans of ''{{Jeopardy}}'' criticized the show for seemingly getting easier over time, particularly in the early 2000s. While it's very much subjective in this case, the purported "easiness" may just be the result of learning more material by watching the show for an extended period of time.

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* Some longtime fans of ''{{Jeopardy}}'' ''Series/{{Jeopardy}}'' criticized the show for seemingly getting easier over time, particularly in the early 2000s. While it's very much subjective in this case, the purported "easiness" may just be the result of learning more material by watching the show for an extended period of time.
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Added a new example to the Shoot Em Up section.



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* [[ThunderForce Thunderforce]] VI. Oh dear ''GOD'', '''''THUNDERFORCE VI'''''. Where do I even begin with the ''Thunderforce'' fanbases' reaction? Let's see: [[BreatherBoss bosses that can be beaten in under 10 seconds,]] [[GameBreaker player craft too overpowered for their own good to the point that]] [[InstantDeathRadius their weapons kill anything that even enters the screen in the slightest,]] you never lose your weapons and [[AttackDrone CRAWs]] unless you're playing as the Rynex-R, I could go on. In fact, these reasons alone are why there is a playthrough of this game on [[http://www.super-play.co.uk/index.php?superplay=2721 Super-Play]] which involves beating the game on [[HarderThanHard MANIAC DIFFICULTY]] '''''[[BeyondTheImpossible WITHOUT LOSING ANY LIVES AT ALL!!!]]'''''
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** The reason for the aversion is that many Kirby games heavily apply BossDissonance. Kirby Super Star is usually considered to be harder than most other games in the series, and its expanded remake includes the maddeningly difficult [[ThatOneLevel True Arena]]. ''The Amazing Mirror'' isn't a cakewalk, either. However, ''Kirby's Epic Yarn'' actually ''has'' been suffering from this trope.

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** The reason for the aversion is that many Kirby games heavily apply BossDissonance. Kirby Super Star is usually considered to be harder than most other games in the series, and its expanded remake includes the maddeningly difficult [[ThatOneLevel True Arena]]. ''The Amazing Mirror'' isn't a cakewalk, either.cakewalk either, and ''Kirby's Pinball Land'' is pretty damn hard. However, ''Kirby's Epic Yarn'' actually ''has'' been suffering from this trope.
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* ''{{Avadon}}'' is an interesting case in that it's not much easier than most other recent [=western RPGs=], but the default difficulty is significantly easier than [[BaldursGate the game it's been repeatedly compared to]]. The complaint goes something like this--[=RPGs=] that are such obvious '90s throwbacks are hardly ever made nowadays, so it's disappointing to fans of the genre not to get a challenge out of this particular game. (For what it's worth, the highest difficulty level is painfully hard--it's just streamlined, lacking a lot of challenges that the creator considers FakeDifficulty.)
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* Part of the backlash for newer ''{{Tetris}}'' games comes from [[GameBreaker infinite spin]], then there's the purists of older versions of ''Tetris'' that denounce the piece generator in newer versions, saying that surviving a wave of S and Z pieces and going 50 pieces without an I piece is what ''Tetris'' is all about.

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* Part of the backlash for newer ''{{Tetris}}'' ''VideoGame/{{Tetris}}'' games comes from [[GameBreaker infinite spin]], then there's the purists of older versions of ''Tetris'' that denounce the piece generator in newer versions, saying that surviving a wave of S and Z pieces and going 50 pieces without an I piece is what ''Tetris'' is all about.
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** However, some bonus stages like catching melon blocks slowly can be quite difficult.
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* The ''Advance Wars'' series (part of the ''Nintendo Wars'' series) has become much easier across all four games. The first game's campaign was moderate, but the hard campaign was nigh impossible. ''Advance Wars 2'' reduced the difficulty in both game modes, and ''Advance Wars: Dual Strike''...well, the hard campaign was easier than the normal one. Even though ''Advance Wars: Days of Ruin'' increased the difficulty a bit, it is nothing compared to the first game's difficulty.

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* The ''Advance Wars'' series (part of the ''Nintendo Wars'' ''NintendoWars'' series) has become much easier across all four games. The first game's campaign was moderate, but the hard campaign was nigh impossible. ''Advance Wars 2'' reduced the difficulty in both game modes, and ''Advance Wars: Dual Strike''...well, the hard campaign was easier than the normal one. Even though ''Advance Wars: Days of Ruin'' increased the difficulty a bit, it is nothing compared to the first game's difficulty.
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* The ''Advance Wars'' series has become much easier across all four games. The first game's campaign was moderate, but the hard campaign was nigh impossible. ''Advance Wars 2'' reduced the difficulty in both game modes, and ''Advance Wars: Dual Strike''...well, the hard campaign was easier than the normal one. Even though ''Advance Wars: Days of Ruin'' increased the difficulty a bit, it is nothing compared to the first game's difficulty.

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* The ''Advance Wars'' series (part of the ''Nintendo Wars'' series) has become much easier across all four games. The first game's campaign was moderate, but the hard campaign was nigh impossible. ''Advance Wars 2'' reduced the difficulty in both game modes, and ''Advance Wars: Dual Strike''...well, the hard campaign was easier than the normal one. Even though ''Advance Wars: Days of Ruin'' increased the difficulty a bit, it is nothing compared to the first game's difficulty.
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I think advance wars is quite an obvious example here.

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* The ''Advance Wars'' series has become much easier across all four games. The first game's campaign was moderate, but the hard campaign was nigh impossible. ''Advance Wars 2'' reduced the difficulty in both game modes, and ''Advance Wars: Dual Strike''...well, the hard campaign was easier than the normal one. Even though ''Advance Wars: Days of Ruin'' increased the difficulty a bit, it is nothing compared to the first game's difficulty.
** However, the AI has improved too. In the first game, the AI had the intellect and commanding skill of a toddler.
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*** Of course, Nintendo seems to have used this feature as an excuse to make the games that include it much harder in general, so that players who don't want to use the guide will get the greater challenge in games that would otherwise be made easier so that people could finish it. Also, using the guide typically results in EasyModeMockery of some kind- in ''New Super Mario Bros. Wii'', even having been ''offered'' use of the guide results in the [[LostForever loss]] of a BraggingRightsReward of sparkles on the stars that mark your completion level. Also, using it in ''VideoGame/SuperMarioGalaxy2'' will get you a Bronze Star instead of the normal gold one, which ''does'' indeed count towards technical HundredPercentCompletion, albeit perhaps with a lesser sense of victory. Obviously, you don't have to use it. Also some stages don't even have the guide (such as the last one). Not that any of the whiners ''listened''...meanwhile a lot of people were scratching their heads at people whining about it because if you didn't like it, ''you didn't have to use it''. It was as easy as just walking past it or declining the auto mode.

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*** Of course, Nintendo seems to have used this feature as an excuse to make the games that include it much harder in general, so that players who don't want to use the guide will get the greater challenge in games that would otherwise be made easier so that people could finish it. Also, using the guide typically results in EasyModeMockery of some kind- in ''New Super Mario Bros. Wii'', even having been ''offered'' use of the guide results in the [[LostForever loss]] of a BraggingRightsReward of sparkles on the stars that mark your completion level. Also, using it in ''VideoGame/SuperMarioGalaxy2'' will get you a Bronze Star instead of the normal gold one, which ''does'' indeed count counts towards technical HundredPercentCompletion, albeit perhaps with a lesser sense of victory.the total star count but not HundredPercentCompletion. Obviously, you don't have to use it. Also some stages don't even have the guide (such as the last one). Not that any of the whiners ''listened''...meanwhile a lot of people were scratching their heads at people whining about it because if you didn't like it, ''you didn't have to use it''. It was as easy as just walking past it or declining the auto mode.
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*** Of course, Nintendo seems to have used this feature as an excuse to make the games that include it much harder in general, so that players who don't want to use the guide will get the greater challenge in games that would otherwise be made easier so that people could finish it. Also, using the guide typically results in EasyModeMockery of some kind- in ''New Super Mario Bros. Wii'', even having been ''offered'' use of the guide results in the [[LostForever loss]] of a BraggingRightsReward of sparkles on the stars that mark your completion level. Also, using it in ''VideoGame/SuperMarioGalaxy2'' will get you a Bronze Star instead of the normal gold one, which ''does'' indeed count towards technical HundredPercentCompletion, albeit with less of a sense of victory. Obviously, you don't have to use it. Also some stages don't even have the guide (such as the last one). Not that any of the whiners ''listened''...meanwhile a lot of people were scratching their heads at people whining about it because if you didn't like it, ''you didn't have to use it''. It was as easy as just walking past it or declining the auto mode.

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*** Of course, Nintendo seems to have used this feature as an excuse to make the games that include it much harder in general, so that players who don't want to use the guide will get the greater challenge in games that would otherwise be made easier so that people could finish it. Also, using the guide typically results in EasyModeMockery of some kind- in ''New Super Mario Bros. Wii'', even having been ''offered'' use of the guide results in the [[LostForever loss]] of a BraggingRightsReward of sparkles on the stars that mark your completion level. Also, using it in ''VideoGame/SuperMarioGalaxy2'' will get you a Bronze Star instead of the normal gold one, which ''does'' indeed count towards technical HundredPercentCompletion, albeit perhaps with less of a lesser sense of victory. Obviously, you don't have to use it. Also some stages don't even have the guide (such as the last one). Not that any of the whiners ''listened''...meanwhile a lot of people were scratching their heads at people whining about it because if you didn't like it, ''you didn't have to use it''. It was as easy as just walking past it or declining the auto mode.
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*** Of course, Nintendo seems to have used this feature as an excuse to make the games that include it much harder in general, so that players who don't want to use the guide will get the greater challenge in games that would otherwise be made easier so that people could finish it. Also, using the guide typically results in EasyModeMockery of some kind- in ''New Super Mario Bros. Wii'', even having been ''offered'' use of the guide results in the [[LostForever loss]] of a BraggingRightsReward of sparkles on the stars that mark your completion level. Also, using it in ''VideoGame/SuperMarioGalaxy2'' will get you through the stage, but you'll get a Bronze Star instead of the normal gold one, which ''does'' indeed count towards technical HundredPercentCompletion, albeit with less of a sense of victory. Obviously, you don't have to use it. Also some stages don't even have the guide (such as the last one). Not that any of the whiners ''listened''...meanwhile a lot of people were scratching their heads at people whining about it because if you didn't like it, ''you didn't have to use it''. It was as easy as just walking past it or declining the auto mode.

to:

*** Of course, Nintendo seems to have used this feature as an excuse to make the games that include it much harder in general, so that players who don't want to use the guide will get the greater challenge in games that would otherwise be made easier so that people could finish it. Also, using the guide typically results in EasyModeMockery of some kind- in ''New Super Mario Bros. Wii'', even having been ''offered'' use of the guide results in the [[LostForever loss]] of a BraggingRightsReward of sparkles on the stars that mark your completion level. Also, using it in ''VideoGame/SuperMarioGalaxy2'' will get you through the stage, but you'll get a Bronze Star instead of the normal gold one, which ''does'' indeed count towards technical HundredPercentCompletion, albeit with less of a sense of victory. Obviously, you don't have to use it. Also some stages don't even have the guide (such as the last one). Not that any of the whiners ''listened''...meanwhile a lot of people were scratching their heads at people whining about it because if you didn't like it, ''you didn't have to use it''. It was as easy as just walking past it or declining the auto mode.
Is there an issue? Send a MessageReason:
None


*** Of course, Nintendo seems to have used this feature as an excuse to make the games that include it much harder in general, so that players who don't want to use the guide will get the greater challenge in games that would otherwise be made easier so that people could finish it. Also, using the guide typically results in EasyModeMockery of some kind- in ''New Super Mario Bros. Wii'', even having been ''offered'' use of the guide results in the [[LostForever loss]] of a BraggingRightsReward of sparkles on the stars that mark your completion level, and using it in ''VideoGame/SuperMarioGalaxy2'' will get you through the stage, but you'll get a Bronze Star instead of the normal gold one, which ''does'' indeed count towards technical HundredPercentCompletion. Obviously, you don't have to use it. Also some stages don't even have the guide (such as the last one). Not that any of the whiners ''listened''...meanwhile a lot of people were scratching their heads at people whining about it because if you didn't like it, ''you didn't have to use it''. It was as easy as just walking past it or declining the auto mode.

to:

*** Of course, Nintendo seems to have used this feature as an excuse to make the games that include it much harder in general, so that players who don't want to use the guide will get the greater challenge in games that would otherwise be made easier so that people could finish it. Also, using the guide typically results in EasyModeMockery of some kind- in ''New Super Mario Bros. Wii'', even having been ''offered'' use of the guide results in the [[LostForever loss]] of a BraggingRightsReward of sparkles on the stars that mark your completion level, and level. Also, using it in ''VideoGame/SuperMarioGalaxy2'' will get you through the stage, but you'll get a Bronze Star instead of the normal gold one, which ''does'' indeed count towards technical HundredPercentCompletion.HundredPercentCompletion, albeit with less of a sense of victory. Obviously, you don't have to use it. Also some stages don't even have the guide (such as the last one). Not that any of the whiners ''listened''...meanwhile a lot of people were scratching their heads at people whining about it because if you didn't like it, ''you didn't have to use it''. It was as easy as just walking past it or declining the auto mode.
Is there an issue? Send a MessageReason:
None


*** Of course, Nintendo seems to have used this feature as an excuse to make the games that include it much harder in general, so that players who don't want to use the guide will get the greater challenge in games that would otherwise be made easier so that people could finish it. Also, using the guide typically results in EasyModeMockery of some kind- in ''New Super Mario Bros. Wii'', even having been ''offered'' use of the guide results in the [[LostForever loss]] of a BraggingRightsReward of sparkles on the stars that mark your completion level, and using it in ''VideoGame/SuperMarioGalaxy2'' will get you through the stage, but you'll get a Bronze Star instead of the normal gold one, which DOES indeed count towards HundredPercentCompletion despite the popular misconception. You don't ''have'' to use it, too. Also some stages don't even have the guide (such as the last one). Not that any of the whiners ''listened''...meanwhile a lot of people were scratching their heads at people whining about it because if you didn't like it, ''you didn't have to use it''. It was as easy as just walking past it or declining the auto mode.

to:

*** Of course, Nintendo seems to have used this feature as an excuse to make the games that include it much harder in general, so that players who don't want to use the guide will get the greater challenge in games that would otherwise be made easier so that people could finish it. Also, using the guide typically results in EasyModeMockery of some kind- in ''New Super Mario Bros. Wii'', even having been ''offered'' use of the guide results in the [[LostForever loss]] of a BraggingRightsReward of sparkles on the stars that mark your completion level, and using it in ''VideoGame/SuperMarioGalaxy2'' will get you through the stage, but you'll get a Bronze Star instead of the normal gold one, which DOES ''does'' indeed count towards HundredPercentCompletion despite the popular misconception. You technical HundredPercentCompletion. Obviously, you don't ''have'' have to use it, too.it. Also some stages don't even have the guide (such as the last one). Not that any of the whiners ''listened''...meanwhile a lot of people were scratching their heads at people whining about it because if you didn't like it, ''you didn't have to use it''. It was as easy as just walking past it or declining the auto mode.
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None


*** Of course, Nintendo seems to have used this feature as an excuse to make the games that include it much harder in general, so that players who don't want to use the guide will get the greater challenge in games that would otherwise be made easier so that people could finish it. Also, using the guide typically results in EasyModeMockery of some kind- in ''New Super Mario Bros. Wii'', even having been ''offered'' use of the guide results in the [[LostForever loss]] of a BraggingRightsReward of sparkles on the stars that mark your completion level, and using it in ''VideoGame/SuperMarioGalaxy2'' will get you through the stage, but you'll get a Bronze Star instead of the normal gold one, which won't get you any closer to HundredPercentCompletion. You don't ''have'' to use it, too. Also some stages don't even have the guide (such as the last one). Not that any of the whiners ''listened''...meanwhile a lot of people were scratching their heads at people whining about it because if you didn't like it, ''you didn't have to use it''. It was as easy as just walking past it or declining the auto mode.

to:

*** Of course, Nintendo seems to have used this feature as an excuse to make the games that include it much harder in general, so that players who don't want to use the guide will get the greater challenge in games that would otherwise be made easier so that people could finish it. Also, using the guide typically results in EasyModeMockery of some kind- in ''New Super Mario Bros. Wii'', even having been ''offered'' use of the guide results in the [[LostForever loss]] of a BraggingRightsReward of sparkles on the stars that mark your completion level, and using it in ''VideoGame/SuperMarioGalaxy2'' will get you through the stage, but you'll get a Bronze Star instead of the normal gold one, which won't get you any closer to HundredPercentCompletion.DOES indeed count towards HundredPercentCompletion despite the popular misconception. You don't ''have'' to use it, too. Also some stages don't even have the guide (such as the last one). Not that any of the whiners ''listened''...meanwhile a lot of people were scratching their heads at people whining about it because if you didn't like it, ''you didn't have to use it''. It was as easy as just walking past it or declining the auto mode.
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This also becomes incredibly annoying about developers if people complained about the previous game was too hard, or if it was hard [[FakeDifficulty but for all the wrong reasons]]. It really makes for the perpetual UnpleasableFanbase.
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* ''MarioKart Wii'' is also accused of being dumbed down. Not just because [[GameBreaker snaking]] is useless now, but the fact that in order to gain mini turbos, you have to drift on corners and maintain it, which is easier than wiggling the analog stick left to right and get many turbos in a row while drifting.

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* ''MarioKart ''VideoGame/MarioKart Wii'' is also accused of being dumbed down. Not just because [[GameBreaker snaking]] is useless now, but the fact that in order to gain mini turbos, you have to drift on corners and maintain it, which is easier than wiggling the analog stick left to right and get many turbos in a row while drifting.

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*** It's not as obscure an interest as you think. {{EtrianOdyssey}} features manual map drawing as a feature specifically to cater to those people.

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*** It's not as obscure an interest as you think. {{EtrianOdyssey}} features manual map drawing as a feature specifically to cater to those people. people.
**** Whats Etrian Odyssey?
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* ''WarioLand'' and ''WarioWare'' games often fall into this gap as well as ItsShortSoItSucks, due to being generally short games that reward 100% completion more than a main mode. In the case of ''WarioWare'', this is likely because the gameplay is deliberately kept simple as part of the series premise, and due to the fact the first run through only requires you to play through the first micro game set difficulty level to move on to another. For ''WarioLand'', it's probably because of the health set up being extremely generous towards the player (aka about ten heart points to complete invincibility). Which completely ignores that both series have some quite difficult bonus challenges and secrets.

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* ''WarioLand'' ''VideoGame/WarioLand'' and ''WarioWare'' ''VideoGame/{{WarioWare}}'' games often fall into this gap as well as ItsShortSoItSucks, due to being generally short games that reward 100% completion more than a main mode. In the case of ''WarioWare'', ''VideoGame/{{WarioWare}}'', this is likely because the gameplay is deliberately kept simple as part of the series premise, and due to the fact the first run through only requires you to play through the first micro game set difficulty level to move on to another. For ''WarioLand'', ''VideoGame/WarioLand'', it's probably because of the health set up being extremely generous towards the player (aka about ten heart points to complete invincibility). Which completely ignores that both series have some quite difficult bonus challenges and secrets.
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** Then just buy it to have all the bonus features on one disc. You can unplug the Nunchuk and still use a Gamecube controller or Classic Controller with it.
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** The ''MarioAndLuigi'' games compensate for this by having the attacks being considerably more damaging than most ordinary attacks in [=RPGs=]; you can't afford to get hit on a regular basis. Unfortunately, at the beginning of the second stage of the final battle in ''Superstar Saga'', [[spoiler:both Mario and Luigi start with one HP each, and Cackletta might do her very hard to avoid "arm swinging" attack first, then follow up with ''six more attacks'']], and near the end of ''Partners in Time'' [[spoiler:you can only defeat the Shroob-powered Bowser by dodging his attacks]] so dodging is even more crucial in those instances.

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** The ''MarioAndLuigi'' ''[[VideoGame/MarioAndLuigi Mario & Luigi]]'' games compensate for this by having the attacks being considerably more damaging than most ordinary attacks in [=RPGs=]; you can't afford to get hit on a regular basis. Unfortunately, at the beginning of the second stage of the final battle in ''Superstar Saga'', [[spoiler:both Mario and Luigi start with one HP each, and Cackletta might do her very hard to avoid "arm swinging" attack first, then follow up with ''six more attacks'']], and near the end of ''Partners in Time'' [[spoiler:you can only defeat the Shroob-powered Bowser by dodging his attacks]] so dodging is even more crucial in those instances.
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** [[http://gonintendo.com/viewstory.php?id=105540 Miyamoto himself has stated]] that he regrets making ''NewSuperMarioBros'' (DS) too easy.

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** [[http://gonintendo.com/viewstory.php?id=105540 Miyamoto himself has stated]] that he regrets making ''NewSuperMarioBros'' ''VideoGame/NewSuperMarioBros'' (DS) too easy.
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* [[YourMileageMayVary One could argue]] that this is the mindset of pretty much every ROM hacker that makes a NintendoHard or [[PlatformHell even harder than that]] ''SuperMarioWorld'' Romhack. ....Which amounts to approximately 90 percent of the romhacks available. Keep in mind that ''SMW'', while easier than the original ''SuperMarioBrothers'', by no means held your hand throughout the game.

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* [[YourMileageMayVary One could argue]] that this is the mindset of pretty much every ROM hacker that makes a NintendoHard or [[PlatformHell even harder than that]] ''SuperMarioWorld'' ''VideoGame/SuperMarioWorld'' Romhack. ....Which amounts to approximately 90 percent of the romhacks available. Keep in mind that ''SMW'', while easier than the original ''SuperMarioBrothers'', by no means held your hand throughout the game.
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* 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.

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[[redirect:{{ptitle3gvof391cwuy}}]]

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[[redirect:{{ptitle3gvof391cwuy}}]][[quoteright:350:[[YouHaveToBurnTheRope http://static.tvtropes.org/pmwiki/pub/images/burntherope.jpg]]]]
[[caption-width-right:350:Burn the rope? That's it? Man, this game sucks!]]

Sometimes a gamer plays a new game only to find the level of challenge is less than what [[MostGamersAreMale he]] expected - sometimes considerably so. To some gamers, this shall not stand! VideoGames are about overcoming ''challenge''! Without challenge, a game is little more than a pointless exercise.

Of course, there is nothing inherently ''wrong'' with an "easy" game. Some people prefer them that way. Further, depending on the individual, the genre and the game playing setting, the reasons for gaming vary greatly from "overcoming challenge for a sense of accomplishment" to "distracting one from the mundane minutia of life" and everything in between. This trope is the reaction fans have when a game, particularly one from a franchise known for challenging games, presents itself as less challenging than its predecessors or than what one would normally expect from games of a similar genre.

This is ''not'' a page to complain about easy games. Only add examples where the sentiment has been expressed by reviewers or a sizable number of fans when comparing a game to previous installments in a franchise or similar games of that genre.

Be aware with adding examples where people mention about how once they found a GameBreaker, learned to exploit a GoodBadBug, caught the hang of it, learned the way the game mechanics worked, then that they found the game trivial afterwords. Many of those examples can be attributed to merely being GenreSavvy.

It's also rather weird when people complain about features in a game that make it easier and said features are actually completely ''optional''. You'll notice several examples are about features in-game that you ''don't have to use''.

This type of complaint can happen if [[SequelDifficultyDrop the game's predecessor was more difficult]].

[=~It's Short, So It Sucks~=] is a SisterTrope, with several points overlapping with this. The opposite is ItsHardSoItSucks. Also see TheyChangedItNowItSucks. 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}} a or StopHavingFunGuy. When you have both ItsEasySoItSucks and ItsHardSoItSucks, you wind up with an UnpleasableFanbase.

[[IThoughtItMeant No, this has nothing to do with sexual promiscuity or oral sex.]]
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!!Examples:

[[AC:ActionAdventure]]
* ''{{Castlevania}}: [[CastlevaniaSymphonyOfTheNight Symphony of the Night]]'' angered many fans of the series' incredible challenge factor. The {{Metroidvania}} installments of the series tend towards easier difficulty in general.
** Indeed, there are so many possible {{Game Breaker}}s found through normal means that by the end of the game, the only challenge most players will face is purely [[SelfImposedChallenge Self Imposed]]. Despite this, though, ''Symphony of the Night'' is still widely considered the best game in the entire series.
** That was reversed in the last Metroidvania, ''[[CastlevaniaOrderOfEcclesia Order of Ecclesia]]'', where the considerably shorter dungeons are populated by ''very'' angry and powerful enemies; careless players will never be able to reach the now scarcer checkpoints. Even Igarashi's detractors agreed that the game, while not perfect, is much more challenging and closer to the older ''Castlevanias'' than any of the games since ''Symphony Of The Night'' or ''[[CastlevaniaCircleOfTheMoon Circle of the Moon]]''.
** Playing the trope straight, [[CastlevaniaHarmonyOfDissonance Harmony of Dissonance]] gets flack for being the easiest game in the series, among other things.
* Many ''TheLegendOfZelda'' fans complain how the games have steadily gotten easier over the course of the series. Especially after going into 3D. The series added more and more interesting puzzles but included easier combat, fewer traps, and less dangerous {{Boss Battle}}s as part of the deal.
** ''The Legend of Zelda: ALinkToThePast'' started the trend by actually showing you where the dungeons are instead of leaving you to go find them yourself. Also, one of the more difficult challenges in doing a 000 game is that you cannot Save and Quit (this requirement was removed in the GBA port), but even without that requirement it takes a whole lot more skill to do that in the two NES games. Once the 3D installments rolled around it got even easier to do a 000 game.
* ''LaMulana'' is a TakeThat against newer generations of games; the manual calls anyone used to playing newer games a wuss.
** Ironically, NIGORO (the developers of ''La-Mulana'') is toning down the difficulty (at least of certain elements, like the save system) for the [=WiiWare=] remake, citing the need to make the game more accessible for most [=WiiWare=] customers. [[http://la-mulana.com/en/blog/about_difficulty.html They're also aware that this trope is going to be a potential reaction from some players.]]
** The BrutalBonusLevel on the other hand is apparently going to be [[http://la-mulana.com/en/blog/question_from_many_country.html harder]].
* This was a complaint leveled at ''{{Okami}}'' a lot, and it ''was'' an easy game: The items were cheap and powerful, and a plentiful AutoRevive was built into your abilities. It was still critically acclaimed and sold decently. Indeed, this wouldn't have been a big deal, but considering that it was made by [[ViewtifulJoe Clover Studios]]...
** Speaking of Clover Studios, this is what a lot of fans said about ''Viewtiful Joe 2.'' And the DS one. And the Gamecube MascotFighter...
** Which is ironic considering that Clover Studios was also behind ''GodHand'', a game criticized for [[ItsHardSoItSucks being too hard]].

[[AC:ActionGame]]
* ''DevilMayCry 2'' was criticized for a lot of design choices, the too-easy fights being just one of many. [[AndTheFandomRejoiced And then came]] [[SequelDifficultySpike the sequel.]]
** ''DevilMayCry 4'' is being criticised by long-time fans of the series due its significantly lower difficulty compared to the third game.
* ''{{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.

[[AC:AdventureGame]]
* This was a major complaint levelled at ''LeisureSuitLarry 5: Passionate Patti Does A Little Undercover Work'': The designer's intention was to make the game play more like an interactive cartoon rather than a complicated adventure game, and make sure as many people as possible finish the game, therefore removing old Sierra adventure game standards such as [[TheManyDeathsOfYou death]] or {{Unwinnable}} situations. Despite ''Larry 5'' being, for these reasons alone, significantly better than the games that preceded it, adventure game fans cried foul as their beloved genre was being dumbed down for the masses.
* Hardcore Sierra Enthusiasts and LucasArts adventure gamers whined and whined about how games after Zak [=McKraken=] were programmed so that it would be impossible to lose (Unless you were absolutely trying) or make the game {{unwinnable}}, therefore "Dumbing it down for the masses". Nevermind that people ''to this day'' whine about how Sierra Adventure games ruined them by having the realistic scenarios of characters using the wrong item and dying.
* 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. But wait a sec...You didn't ''have'' to use the In-game hint feature, did you? Then what was the problem?!?
** 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.
* The new Telltale game BackToTheFuture has been called this by many gamers. The puzzles are very simplistic and the games short, however, the dialogue and story were written by Bob Gale, the writer of the films, and the voice talent is top-notch. This results in a BrokenBase between fans of the film and hardcore gamers who want a challenge.

[[AC:DrivingGame]]
* ''MarioKart Wii'' is also accused of being dumbed down. Not just because [[GameBreaker snaking]] is useless now, but the fact that in order to gain mini turbos, you have to drift on corners and maintain it, which is easier than wiggling the analog stick left to right and get many turbos in a row while drifting.
* The ''WanganMidnight Maximum Tune'' series had its Story Mode toned down in difficulty for its third installment. The more hardcore players complained that getting undefeated status in Story Mode is too easy now.
* ForzaMotorsport 3 gets this because of its unlimited rewind feature, which is optional, not available in multiplayer, and a detriment for your leaderboard standings.

[[AC:FirstPersonShooter]]
* ''{{Bioshock}}'' gets criticised a lot for the Vita-Chambers. Whenever you die, you respawn nearby without penalty, so even a tough enemy like a Big Daddy can be worn down over several "lives", removing almost all challenge and a lot of scariness from the game. A patch added the option to disable the chambers, making it much harder. (Granted, you could have always chosen to simply reload the game and wipe your progress instead of letting the Vita-Chambers revive you. Same end result.)
** While ''SystemShock2'', which ''Bioshock'' is the SpiritualSuccessor of, had resurrection chambers, the difference was that there was only one on each level and you had to find and activate it first. And it costs you- no nanites; you stay dead!
* When ''{{Halo 3}}'' isn't being bashed for gameplay modifications or whatever, it's being bashed because it's too easy. The developers have freely admitted that Easy difficulty is purposely developed so that "my grandma can complete the game if she wants". However, try it on [[HarderThanHard Legendary]].
** While still being a challenge, Legendary in ''Halo 3'' in itself is still toned down compared to Legendary in ''Halo 2''. There are only, at best, a handful of Sniper Jackals in the entire game of ''Halo 3'' (likely because they were DemonicSpiders in ''Halo 2''), and while the Brutes are significantly improved from 2 to 3, the Brutes are not even close to being a replacement for how fierce and challenging the Elites could be.
*** More importantly, the Sniper Jackals who are still in the game don't seem to be armed with "I can kill you in one shot if you are ''driving a vehicle''" Beam Rifles anymore. Halo3ODST feels like the same end result at times, since you are not a [=SPARTAN=] super-soldier, and you have less overall health.
*** Of course, this could be a bit of FridgeBrilliance in the fact that Brutes are tactical idiots. The Fleet of Retribution destroyed the Covenant fleet above the ark when outnumbered ''three ships to one''.
**** You can get by without as much tactics if you have numbers and strength, and you as the player usually face a lot more than three Brutes at once anyway.
* RegeneratingHealth is usually looked down upon as making modern [=FPSs=] too easy in comparison to the traditional health system in older ones. Never mind the fact that it helped to remove nigh-{{Unwinnable}} situations in which your character was dangerously low on health and there were plenty of enemies in sight, but not enough (or even ''any'') health packs in sight.

[[AC:General]]
* Many old school gamers in general generalize all modern games to be easy, with modern elements such as checkpoints, saves, (near) unlimited lives, and most importantly, a lack of FakeDifficulty. (The latter often being a result of the NostalgiaFilter and the UnpleasableFanbase.)
* According to [[{{Moviebob}} TheGameOverthinker]], {{Nintendo}} had just recently patented [[http://gameoverthinker.blogspot.com/2009/02/episode-nineteen-third-way.html a new technology]] that would give hints to players who are apparently stuck in a game and allow gamers to bypass difficult sections altogether, playing them as semi-cutscenes instead. Cue the whining.
** This ultimately came to a climax with the new "Super Guide" being added into ''New Super Mario Bros. Wii'', which can, after you die eight times in one level, take over for you and show you how to finish a level. It is theoretically possible to beat the game simply by dying and continuing enough to activate it (although doing so is definitely more tedious than just playing the game yourself). Needless to say, there's been a lot of backlash from this one...never mind that
*** Of course, Nintendo seems to have used this feature as an excuse to make the games that include it much harder in general, so that players who don't want to use the guide will get the greater challenge in games that would otherwise be made easier so that people could finish it. Also, using the guide typically results in EasyModeMockery of some kind- in ''New Super Mario Bros. Wii'', even having been ''offered'' use of the guide results in the [[LostForever loss]] of a BraggingRightsReward of sparkles on the stars that mark your completion level, and using it in ''VideoGame/SuperMarioGalaxy2'' will get you through the stage, but you'll get a Bronze Star instead of the normal gold one, which won't get you any closer to HundredPercentCompletion. You don't ''have'' to use it, too. Also some stages don't even have the guide (such as the last one). Not that any of the whiners ''listened''...meanwhile a lot of people were scratching their heads at people whining about it because if you didn't like it, ''you didn't have to use it''. It was as easy as just walking past it or declining the auto mode.
* [[YourMileageMayVary One could argue]] that this is the mindset of pretty much every ROM hacker that makes a NintendoHard or [[PlatformHell even harder than that]] ''SuperMarioWorld'' Romhack. ....Which amounts to approximately 90 percent of the romhacks available. Keep in mind that ''SMW'', while easier than the original ''SuperMarioBrothers'', by no means held your hand throughout the game.
** Whenever a mod doesn't ramp the difficulty up to PlatformHell levels, it doesn't matter ''how'' thorough the ROM-Hack was or ''how'' revamped it is; if it's not PlatformHell, it sucks.

[[AC:{{MMORPG}}s]]
* In the {{MMORPG}} genre, a vocal minority loathe ''WorldOfWarcraft'' because, compared to other [=MMORPGs=] of the time, it was too easy to grind to max level, the penalties for dying [[DeathIsASlapOnTheWrist were a pittance]], it was too easy to gain gear (via PVP), etc. And then the ''Wrath of the Lich King'' expansion introduced entirely new levels of complaining to the existing UnpleasableFanbase:
%comment% Guys, cut out all the Justifying Edits. Please. Just list the facts.
** Starting raids were too easy. Epics were too easy to get. ([[MemeticMutation "Purples are the new blues!"]]) Stats were simplified too much. Never mind that Blizzard ''wants'' more players to get into raids, citing as examples the 2% or less of the player base that ever entered Naxxramas at level 60, or Sunwell Plateau at level 70. Never mind that all raids since 3.1 have featured "hard modes" that award better gear and [[CosmeticAward Achievements]].
** In many cases raid bosses will be released harder than intended, either because of {{Game Breaking Bug}}s or insufficient real world testing. In these cases, the raiders who do manage to kill the boss prior to its inevitable nerf will cry foul.
*** The developers responded to complaints that raiding was "too easy" by adding Algalon "the Raid Destroyer" the Observer, who took over a month for players to first kill, and is generally considered one of the hardest bosses (for deliberate reasons, not because of a bug or because the boss was temporarily overpowered because the next one wasn't ready yet) ever introduced in the game. (It should be noted, also, that you need to beat the hard mode of the "final" boss of the dungeon Algalon appears in in order to reach Algalon - and the toggle resets weekly - and that that hard mode is ''also'' considered one of the legitimately hardest fights in the game.)
** There have also been complaints, of all things, about Blizzard's attempts to simplify the stat system, under the premise that players shouldn't have to consult a strategy guide, develop spreadsheets, or run third-party simulation programs to figure out of a piece of gear is an upgrade for them or not. (As well as removing stats that were redundant and making Intellect work ''the same way as Strength and Agility'' did for DPS classes.)
** Even the user interface isn't exempt from this trope, as there's a vocal minority who complain that Blizzard "hates mods" despite: directly supporting and advocating their use, deliberately keeping the core UI simple to encourage people to develop addons, and incorporating the best user-developed addon features into their own UI. Oh, and making sure that any addons that ''do'' provide an unfair or unacceptable advantage will no longer work.
*** Examples of the latter include Decursive; which made it so that you only had to press one button over and over again to remove a debuff. (It automatically targeted a raid member for you) Or some of the Rogue Mods in Classic that actually set up a combo and ''executed it for you'', which was practically a borderline bot as it was.
** As a rare aversion to this trope, the addition of the Dungeon Finder feature in patch 3.3 was met with near universal praise, despite a few grumbles that it made traveling to dungeons unnecessary.
*** Jossed in Cataclysm - you can't queue for a dungeon until you find the entrance.
** Ten man raids are turned for people wearing ten man gear. What happens when a group goes in wearing twenty-five man gear? Yep, it's too easy.
*** On the other hand, when a 25 man group can skip the 5-mans entirely and go straight through the raid with green quest gear, it begins to raise a few questions.
** There does appear to be general agreement that the massive amount of area of effect damage, which often turned fights into everyone just picking a target at random and unloading, was overdone. By all accounts the Cataclysm expansion is intended to reduce the omnipresence of aoe attacks and perhaps reintroduce crowd control effects, which were incredibly prevalent up until ''Lich King'', and were then almost completely abandoned.
* The death penalties for ''{{City Of Heroes}}'' are considered to be even easier than WoW's, except that their players liked it that way. Lately there have been complaints that the game is getting ''too'' easy as the already weak penalties have been reduced to near irrelevance; however, with the introduction of the mission editor in issue 14, players who like a challenge will be able to play (and create) missions as difficult as they like, to the point of creating new enemy groups which make Malta and Knives of Artemis look like wimps.
** And now with issue 16 players have more options for setting the difficulty. Ranging from normal spawn number to spawns ussualy set for 8 people and same level enemies to over four levels higher.
* There's a vocal part of the ''[[GaiaOnline zOMG!]]'' fanbase that insists any nerfing of any quest or enemy is ruining the game by making it easy. This includes the parts of the game that were honestly too difficult for the CL it was meant for. And the game is ''still in beta''.
** The update in the first half of December 2009. Enemies (including bosses) were universally weakened, and many buff rings had their duration increased and/or recharge time drastically shortened as well as given an area of effect that reached all players visible on the screen ''without using any Rage Ranks''. The tutorial has also been stripped out, which gives veteran players the impression that newcomers aren't bothering to learn basic mechanics of the game such as swapping rings or ''leveling up''. Oh, and [[ArsonMurderAndJaywalking gold rewards have been increased]], but it's still a pittance compared to what other methods on the site can earn.
* ''FinalFantasyXI'' sometimes has its veteran players complain that recent expansions have made the game too easy. Of course, the recent expansions have only brought the game somewhat into line with modern MMO standards for ease of play and soloability, and the game is still an epic time sink for grinding and camping Notorious Monsters, among other things. And these kinds of things are what people consider difficulty in an MMOG....
** An upcoming (as of June 2010) update is set to remove the [[FakeDifficulty level caps]] from the ''Chains of Promathia'' expansion, widely regarded as the hardest series of missions in the game mostly because it's impossible to find help for them since most players cleared the missions five years ago and never looked back. Once the announcement of the cap removal was made, [[InternetBacklash queue throngs of whining elitists who will literally not be affected by the change in the slightest because it "takes away from the game's difficulty"]].
* This happened quite a bit with ''GuildWars''...Even ''Factions'' received this complaint when it was new! Nevermind the amounts of [[ThatOneLevel missions declared as "Newbie Traps"]] that happen ''very early in the game'' compared to even Prophecies's [[ThatOneLevel annoying levels.]]
** And a lot of things in the game catch hell for precisely this reason. Heroes, PVE Skills, inscriptions for weapons (never mind that the previous system ''sucked ass''), specific weapons becoming more common, etc etc...
* ''LeagueOfLegends'' is often considered by ''HeroesOfNewerth'' fans to be a "noob game" due to its lower skill cap and newbie-friendly features at the expense of player skill and the competitive scene. True to this trope, ''[=LoL=]'' went on to become one of the most successful online games in the West while ''[=HoN=]'' went down like a lead balloon once the lengthy public beta concluded. The chief reason as cited by some reviewers? The game and its [[StopHavingFunGuys community]] are too [[LaserGuidedKarma newbie-hostile]].

[[AC:PlatformGame]]
* The ''Game/MegaMan'' franchise to an extent. Despite its still-present challenge, people don't like the new abilities that give a better chance of beating bosses. The ''X'' series gets more flak because of the dash jump and other such abilities.
** To this day, ''Game/MegaMan 3'' still takes a ''huge'' amount of flak for introducing the slide move. This is odd, since ''Game/MegaMan 3'' is still considerably harder than the previous entry, and Mega Man 4 is downright ridiculous in places.
** Subversively ''Game/MegaMan 9'' is a throwback to the NintendoHard era. It's short, but very difficult.
** The ''[[MegaManZero Zero]]'' series calls players' bluff. The stages are fairly easy, but the ranking system is aggressively demanding. You have to get at least an A rank to receive [[MegaManning EX Techs]]. ''Zero 4'' toned this down, refreshing for a lot of the ''Zero'' fanbase. (However, try the {{Self Imposed Challenge}}s in the ''[[MegaManZX ZX]]'' subseries.)
* For a more recent example, ''VideoGame/SuperMarioGalaxy'' is often bashed for being too easy, people saying how getting 60 stars to fight Bowser in the finale is cakewalk compared to how Super Mario 64 did it. They tend to ignore that the the extra stars (like the green star challenges or the purple coin ones) were [[NintendoHard borderline hair pulling]].
** ''VideoGame/SuperMarioGalaxy2'' seems to have taken the "easy so it sucks" complaints to heart and made the majority of the game more challenging.
** The ''MarioAndLuigi'' games compensate for this by having the attacks being considerably more damaging than most ordinary attacks in [=RPGs=]; you can't afford to get hit on a regular basis. Unfortunately, at the beginning of the second stage of the final battle in ''Superstar Saga'', [[spoiler:both Mario and Luigi start with one HP each, and Cackletta might do her very hard to avoid "arm swinging" attack first, then follow up with ''six more attacks'']], and near the end of ''Partners in Time'' [[spoiler:you can only defeat the Shroob-powered Bowser by dodging his attacks]] so dodging is even more crucial in those instances.
** [[http://gonintendo.com/viewstory.php?id=105540 Miyamoto himself has stated]] that he regrets making ''NewSuperMarioBros'' (DS) too easy.
* ''[[VideoGame/YoshisStory Yoshi's Story]]'' traded in large, imaginative, dangerous levels for short, boring, easy ones. The FinalBoss even has invincibility powerups in the same room as him.
* The ''[[SuperMarioBros Super Mario]] [[VideoGameRemake Advance]]'' series is often accused of this, what with things such as your number of lives being saved. To ''Super Mario Advance 4''[='=]s credit, it had an e-Reader card that replaces the enemies with harder versions, but that [[NoExportForYou never made it out of Japan]].
* A lot of people hated ''{{Metroid}} Fusion'' for giving you the location of your next destination and closing off alternate routes, claiming that it destroyed the series's emphasis on [[{{Metroidvania}} exploration]]. Gamespot [[EightPointEight famously deducted points]] from ''Metroid Prime 3'' because the controls were too good and thus the game was "too easy".
** The ''Fusion'' example is made even more ironic in that the game was anything but easy. [[strike: Some]] Most of the bosses (such as [[ThatOneBoss Nightmare]]) were incredibly frustrating. There are some sections of the game where you have to run from the [=SA-X=] which is not a cakewalk in some cases.
** People complained about ''Super Metroid'' back in the day, saying the inclusion of an automap feature was a travesty against everything ''{{Metroid}}'' was about.
*** It's not as obscure an interest as you think. {{EtrianOdyssey}} features manual map drawing as a feature specifically to cater to those people.
* Old fans in particular often blame Crystal Dynamics' ''TombRaider'' games of being too easy and straight-forward in comparison to the often expansive and difficult Core Design games.
** ''TombRaider: The Last Revelation'' was designed to be a good jumping-on point for new players, but long-time players who had gotten used to the [[NintendoHard brutally difficult]] TRIII could be left wondering, "Is this game ''ever'' going to get hard?"
* The latest ''PrinceOfPersia'' game has also been criticized for being very easy, as the companion saves you from any death while platforming or fighting, though you're brought back at the beginning of whatever platforming, or after the enemy regains a good chunk of health. For all intents and purposes, this means that the game establishes checkpoints at every safe platform, rather than forcing you to go back to some arbitrary checkpoint and waste time redoing five minutes or so of platforming just to get back to where you were before.
** Another complaint about the new ''Prince of Persia'' has to do with the changes to the series platform running, climbing, and jumping. It feels much more hand-held than before, and things like direction and distance and timing feel less important. As long as the buttons are pressed in the correct order, it is difficult to screw up a maneuver. [[http://www.youtube.com/watch?v=Npb34fHDIwc As this review comments]], it has been reduced to a quick-time-event.
* ''WarioLand'' and ''WarioWare'' games often fall into this gap as well as ItsShortSoItSucks, due to being generally short games that reward 100% completion more than a main mode. In the case of ''WarioWare'', this is likely because the gameplay is deliberately kept simple as part of the series premise, and due to the fact the first run through only requires you to play through the first micro game set difficulty level to move on to another. For ''WarioLand'', it's probably because of the health set up being extremely generous towards the player (aka about ten heart points to complete invincibility). Which completely ignores that both series have some quite difficult bonus challenges and secrets.
* ''NintendoPower's'' only complaint about ''{{Klonoa}}'' was that it was a bit easier... because Klonoa had one more heart than in the original version. They gave it a 9.0 anyway.
* In ''DonkeyKongCountry'', visits to Cranky's Cabin are accompanied by Cranky ranting about how newer games have been dumbed down for new players.
** Which is somewhat ironic because the series is NintendoHard. Especially the second one.
* For some reason, this is usually averted with ''{{Kirby}}'' games, even though [[JustForPun they're easy, and he sucks.]]
** The reason for the aversion is that many Kirby games heavily apply BossDissonance. Kirby Super Star is usually considered to be harder than most other games in the series, and its expanded remake includes the maddeningly difficult [[ThatOneLevel True Arena]]. ''The Amazing Mirror'' isn't a cakewalk, either. However, ''Kirby's Epic Yarn'' actually ''has'' been suffering from this trope.
*** Mainly because, in ''Epic Yarn'', you don't have health and lives in the usual sense, or even what is standard for Kirby games; instead, taking hits merely causes you to lose some of your in-game currency. This makes bosses almost laughably easy. HundredPercentCompletion, on the other hand...
* This was the main complaint against the first ''JakAndDaxter'' game. ''[[NintendoHard Jak II]]'' fixed that.
* Fans of the newer ''SpyroTheDragon'' games (especially ''The Legend of Spyro'') are prone to saying this about the original series.
* ''JettRocket'' received some flack for this--despite being just about the only 3D {{Platformer}} on WiiWare, reviewers wanted something NintendoHard. On the other hand, some ''praised'' it for its easiness, calling it a "lazy afternoon game." It's a YourMilageMayVary game.
* ''{{Game/Jumper}}'' fans usually criticize lack of {{difficulty spike}} in ''Jumper Three'' [[ItsShortSoItSucks and it's lack of length]].
* ''SonicColors'' half-averts this. Averted in that the UnpleasableFanbase actually generally thinks the game is a step forward, played straight in that one of the main criticisms leveled against the game IS that the game, especially bosses, are too easy.
* ''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. It's possible to go either way on this--on the one hand, it could function as a gateway game for the many girls who still don't play "hardcore" platformers, but on the other hand, it's not like boys had any problem enjoying difficult Mario games.

[[AC:PuzzleGame]]
* Part of the backlash for newer ''{{Tetris}}'' games comes from [[GameBreaker infinite spin]], then there's the purists of older versions of ''Tetris'' that denounce the piece generator in newer versions, saying that surviving a wave of S and Z pieces and going 50 pieces without an I piece is what ''Tetris'' is all about.
** ''Tetris: The Grand Master 3'' implements floor kicks, which allow an I block on a flat surface to rotate upright, allowing it to more easily slip into holes one block wide. This feature was not in ''[=TGM3=]''[='=]s predecessors, which has led some players to believe that this ruins the challenge of the ''TGM'' series.
* There were complaints about the introduction of 'Super Hints' in ProfessorLaytonAndTheUnwoundFuture. In the previous two games there were three hints that you could unlock via hint coins. Super Hints more or less solve the puzzle for you and cost an extra two coins.
** The complaint is a tad silly given that, at least, it uses a game mechanic and expends a finite supply of coins -- thoroughly stumped players of the previous games had no other recourse and would have inevitably referred to an online walkthrough.

[[AC:RhythmGame]]
* When ''GuitarHero: World Tour'''s track list was announced, fans complained that there was no song on par with "[[ThatOneBoss Through The Fire and The Flames]]". Fan backlash and {{flame war}}s are expected as those fans realize that "Satch Boogie" is not on that level, and that's the only really hard song in the game.
* ''TheBeatles: RockBand'' earned its fair share of this before it was even out; players who cut their teeth on ''GuitarHero III'''s "Through the Fire and Flames" decried ''[-TB:RB-]'' as "just a bunch of tier 1 songs." One muses that perhaps those fans are missing the point of having a Beatles game...
* ''{{DJMAX}} Portable 2'' reuses a few songs from the original ''DJMAX Portable'' such as "Blythe" and "NB Ranger", and gives them new, usually-easier charts. Fans complained about the new charts.
** Some players don't like the new Fever system in ''DJMAX Portable Clazziquai Edition'' and ''Black Square'', because they lack the distracting tinting of the playfield when you get a x3 Fever or more going, the x5 Fever mode in both games doesn't cause your speed multiplier to increase, and the x7 Fever mode only causes it to do so when you hit x7. Some even go as far as to wish that the x7 Fever feature had ''two'' increases in speed multiplier. It Doesn't Have FakeDifficulty, So It Sucks.

[[AC:RolePlayingGame]]
* ''ArTonelico'' was panned by fans on both sides of the pond for being way, way too easy. It still proved popular enough to spawn a sequel, which upped the difficulty slightly, but not so much as to alienate those who ''liked'' the fact that it was easy.
* Though the ''BaldursGate'' and ''NeverwinterNights'' series weren't ever really seen as presenting killer difficulty compared to other companies' [[RolePlayingGame [=RPGs=]]], recent Bioware franchises like ''KnightsOfTheOldRepublic'', ''JadeEmpire'' and ''MassEffect'' have vastly "streamlined" combat and shorter, much more linear ([[CopyAndPasteEnvironments and repetitive]]) campaigns that older fans complain are a cash-in on the genre and give less bang for the buck.
** This even happened to ''DragonAge''...never mind that ''it has difficulty settings''; and several bosses are ''still'' difficult on Easy Mode.
*** Then DragonAge2 is criticised for being easier than the first one.
* ''FinalFantasyMysticQuest'' was specifically designed for newcomers to the roleplaying-game genre. Cue hardcore ''FinalFantasy'' fans lynching it for being too easy and [[ItsShortSoItSucks short]].
** In the same vein, ''FinalFantasyCrystalChronicles'' was bashed for, among other things, ease of play, which contrasted directly the much-hyped difficulty of use. It's not a hard game by any stretch of the imagination, but it's not supposed to be.
* ''KingdomHearts 2'' got this type of criticism because of its simple reaction commands and the addition of Drive forms, and the almost total removal of any platforming or puzzles whatsoever.
** Which was probably why SquareEnix decided to program ''BirthBySleep'' as it was. One troper's response to the whining about the difficulty of the Mysterious Figure optional boss:
--> "Guys? PLEASE don't complain about how 'easy' KingdomHearts games are...because then we get bosses like Vanitas Sentiment and the Mysterious Figure."
* ''GrandiaII''. Like, beating the game for the first time without losing a single winnable battle (there were some [[HopelessBossFight uniwnnable ones, Millenia and Melfice]])?
* HypeBacklash aside, a common complaint against ''VideoGame/FableI'' was that it was extremely easy. This was largely due to you being able to carry an infinite number of health potions (which instantly restore your health to full), and health potions being really cheap to buy, resulting in it being virtually impossible for anything (even the major bosses) to kill you as long as you just kept mashing that "drink potion" key.
** This was extended even further with ''VideoGame/FableII''. It is completely impossible to die. Losing all of your health merely results in scarring. And of course, you can carry an infinite number of health potions and resurrection phials (still very cheap).
* The remakes of ''FinalFantasyI'' had purists complaining about hits being redirected to live enemies if they targeted enemies that had just died; in the original, they would have automatically missed.
** Later remakes were stuck in "easy mode" (the PSX version had to option for "old-school" difficulty or easy mode). In addition to making level ups easier to achieve (level 2 takes 12 XP instead of 40, for example), it replaced the "x spells per level" mechanic with a straight MP mechanic. This ended up seriously unbalancing the game towards the player, who could now cast NUKE (Flare) many, many times per dungeon, as opposed to two or three times. However, the developers DID realize how devastatingly powerful this is: all enemies have increased magic resistance, and bosses are almost entirely immune to attack magic (except Lich with Dia. Go. Fucking. Nuts).
* ''KingdomHearts: Chain of Memories'' has been criticized for being somewhat easy, as on many boss fights against enemies with decks (for example, the Organization members), the player can repeatedly dodge the boss's sleights (which remove one card from the deck) to drain the boss' card reserves. Eventually, the boss will be unable to make more than a few attacks without reloading, will hardly ever use any of the sleights, and most likely will have used up its Enemy Cards, so it will be relatively easy pickings.
** Not to mention the fact that your deck was never shuffled. Why is this noteworthy? Because you can stack it so that you only have to mash the buttons to pull out sleight after sleight, during some of which you are invincible, then once your deck is badly depleted via sleight depletion, reload it with an Elixir (which reloads used cards as well). Ouch.
** Although amusingly, ''Chain of Memories'' actually had complaints for being too ''hard'' at the same time. (No, not ''just'' the Playstation 2 version; which upped the Difficulty, despite rewarding the player by exploiting the heck out of sleights even ''more'') During late 2004 (When the game was relased in North America), several boards were complaining about [[GoddamnedBats Neoshadows, bandits, fat bandits, and defenders]], [[ThatOneBoss any of the Vexen fights, the fourth fight with Repliku, the first fight with Marluxia, the final fight with Repliku and final boss on Reverse Rebirth]].
* ''{{Pokemon}} Gold and Silver'' had become the target of harsh criticism from fans for being too easy. Gym Leaders (aside from [[ThatOneBoss Whitney]]) were often simple to defeat and the Elite Four provided almost no challenge compared to the other 3 regional Elite Fours in other games (although this was done was so Kanto would have reasonably leveled Pokémon).
** The remakes HeartGold and SoulSilver copped flack for not really bumping up the initial difficulty all that much, and because Whitney's Pokémon dropped one level. Never mind that everything after the Elite Four got a boost, many of the gym leaders received a level boost as well, rematch battles against Gym Leaders and Elite Four reach into the 70's, Red's team almost hits 90's, Ghost Pokémon no longer work against Whitney and the AI in general has been greatly improved from the original games.
** The main {{Pokemon}} games in general get this accusation from [[SeriousBusiness more competitive players]] who have every last bit of the system memorized. Most fans seem to forget that the series tries to appeal to ''all'' ages.
* One of several complaints against ''ManaKhemia2FallOfAlchemy'' is how easy the game is compared to its predecessor, even in Hard Mode.
* GaidenGame ''SuikodenTierkreis'' is often bashed by a portion of ''Suikoden'' fans for being much easier than the main games. And that's just one of the reasons why they refuse to support this game...
* ''[[LunarSilverStarStoryComplete Lunar: Silver Star Harmony]]'' has gotten shit for being easy than previous versions of Lunar.
** The limit-breaks have been criticized. Never mind that one, they're actually optional, two, unless you unleash them all at once, only trivialize trash mob fights (With the exception of Mia's Mist Barrier. A ChallengeGamer doing a low level run's wet dream), and, notably, the fact that Luna was actually ''useful'' when you had her with you. (She wasn't that useful in the Playstation&Saturn versions, and was absent in the Sega CD)
* ''ChronoTrigger'' is frequently lauded as an excellent classic-style RPG, but old school Final Fantasy fans are sometimes dismayed by its apparently low difficulty level. This often changes once they've seen the later bosses, though.
** The later bosses in ChronoTrigger are easier than most FinalFantasy games. The difference is that your level is much more controlled in ChronoTrigger, so you can't just over level to steam roll bosses as easily.
* TheElderScrolls Oblivion has players complaining about a lot of things, but one of them is that the (optional) travel system makes the game too easy, since you can evade random encounters after you first found a location.

[[AC:ShootEmUp]]
* Subverted with ''{{Gradius}} Gaiden''; despite being one of the easiest games in the series, many ''Gradius'' fans still regard it as the best ''Gradius'' game around.
* Averted with ''Mushihime-sama Futari''[='=]s Xbox 360 port, which has "Novice" versions of the Original, Maniac, and [[HarderThanHard Ultra]] difficulties. Even seasoned BulletHell players actually like them.
* ''Gunstar Super Heroes'' got criticized for this by fans of the original ''GunstarHeroes'', since the original gun mix system was swapped for having three types of ammo from the start and the option of using a huge cannon whenever. Oh, and some bosses were seriously toned down, one barely even attacking anymore.

[[AC:SimulationGame]]
* After several games which gradually raised the difficulty and complexity, culminating with the NintendoHard ''SimCity 4'', ''SimCity Societies'' toned down the difficulty, removed the zoning system, and instead replaced it with a social influence system that would determine whether your city will be made of slums or [[CrystalSpiresAndTogas crystal spires]]. Here's a hint: ''SimCity 4'' was the highest ranked game of the entire series. Now figure out the rest.

[[AC:SportsGame]]
* The ''BackyardSports'' series, to IGN at least. The scores just get lower and lower because the games get easier and easier (and cheesier).

[[AC:StealthBasedGame]]
* One third of the complaints about ''MetalGearSolid: The Twin Snakes'' were that the addition of the tranquilizer gun and first-person aiming made the game too easy. The other two-thirds were about the voice acting and cutscene changes.
** ''MetalGearSolid4'' similarly received flack for including a silenced pistol from the get-go. In previous games, the tranq gun was stealthy but only temporarily incapacitated the enemy, while the standard handgun was lethal but loud. Combining the two removes much of the challenge, as you can just shoot enemies with wilful abandon.
* Many longtime fans of the ''RainbowSix'' series complain about the series' shift from hardcore "one-shot kill" tactical shooters to standard FirstPersonShooter action games, starting with ''Rainbow Six: Lockdown'' and solidified in ''Rainbow Six: Vegas''.

[[AC:SurvivalHorror]]
* When ''ResidentEvil4'' was ported to the Wii, aiming became much easier due to motion controls. While much of the fanbase was pleased with easier controls, purists went on ranting about how the game was ruined because it was too easy to shoot things.

[[AC:TurnBasedStrategy]]
* A lot of people complained about ''FireEmblem: Blazing Sword'' being easier than the previous games. ''The Sacred Stones'' was even easier than its predecessor. Then came ''Radiant Dawn'', which brought back the difficulty in full force.
** Ironically, ''[[FireEmblemRadiantDawn Radiant Dawn]]'' caught a lot of flack from other parties for being much harder than the previous games. This attitude is explained by ''Blazing Sword'' being the first western exposure to the series.
** ''Sacred Stones'' made up for it with its BrutalBonusLevel Lagdou Ruins though, whose last few floors were full of caster monsters who all hit obscenely hard or could twoshot someone from halfway across the map. Heaven help you if you attempted it on Hard difficulty.
* ''FinalFantasyTacticsAdvance''. A widespread criticism from fans of the Playstation ''FF Tactics'' was that the game felt so toned down by comparison. In the original Tactics, no matter what map you were on, if a unit died, there was the risk of their spirit turning into a crystal/chest and being lost forever. In Tactics Advance, that was only possible on one or two specifics areas. The Playstation Tactics had quite a share of ball-buster encounters. Tactics Advance? Not so much.
** It also didn't help that the game had [[GameBreaker so many ways to make the game easy without trying to make it easy]].

[[AC:VisualNovel]]
* ''Apollo Justice: AceAttorney'' gets complaints for its dumbed-down difficulty, with some players being able to beat the entire game while only being penalized once or twice. Then there's the new prosecutor, Klavier Gavin, who gets shit because he isn't hard enough on Apollo. He's Not A JerkAss, So He Sucks.

!!Non-video game examples:

[[AC:CollectibleCardGame]]
* ''MagicTheGathering'' started a practice of printing italicized rules text on cards when space permitted, making it slightly easier to actually play the game without having a rulebook handy. Of course, hardcores who already know all the rules hate it. Wizards of the Coast even poked fun at its fanbase in a joke set: [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=73943 Duh]]
** More recently, the removal of Manaburn means that the odds of dying to one's own manaramp deck have been all but nullified. Naturally, this takes a good chunk of the fun out of playing said decks.
** 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.
** Of course, it also doesn't help opinions when a lead designer goes on record with, [[http://www.wizards.com/magic/magazine/article.aspx?x=mtgcom/daily/mr255 "The real question isn't "Are we dumbing down the game too fast?" It's "Are we dumbing down the game fast enough?" "]]
*** Then again, we mustn't forget that he ''previously'' established in that interview that the game was actually ''getting more complicated with every new release'', making it not just a straight case of dumbing down, but more of a balancing act between it and overcomplicating.

[[AC:TabletopGames]]
* Some people have this attitude even in Table Top Roleplaying games. If a Game Master refuses to have Player Characters die, then they (and the players) are wusses.
* This is one of the main complaints about the Space Marines and their variants in Warhammer 40,000. The 5th Edition Space Marine Codex and its variants are all full of viable units that can be easily mixed and matched to create powerful lists. Because of this, many people (especially those who play armies one or two editions behind) see people who play Space Marines as being less talented at playing the game than others.

[[AC:RealLife]]
* Different type example: LARP (mainly, fantasy). Many old-school larpers whine a lot about modern games to be "tamed", because organizers don't take the risk to allow some props or actions. While it's not a real problem (it is easy to find a small, hardcore group that plays with hard weapons and allows full contact), the difference between old players and new players is big.

[[AC:GameShow]]
* Some longtime fans of ''{{Jeopardy}}'' criticized the show for seemingly getting easier over time, particularly in the early 2000s. While it's very much subjective in this case, the purported "easiness" may just be the result of learning more material by watching the show for an extended period of time.
* Similar criticism is held against sister show ''WheelOfFortune'', which has gradually introduced more and more specific categories over time (for instance, something that would've previously been just a Thing might now be Around the House, Living Thing, Food & Drink, etc.). What's more, the daily Prize Puzzles are often themed to vacations or beaches in some way.
* Fans criticized the American version of ''WhoWantsToBeAMillionaire'' during its original ABC run when the game was easy enough that a Millionaire was crowned in a matter of ''months'', or even ''weeks'' or ''days''. The show upped the difficulty of questions when the show moved to syndication (although this was the result of a lower budget) [[UnpleasableFanbase yet the fans still complained]] [[ItsHardSoItSucks about the difficulty which results in droughts of million-dollar wins that can last for]] ''[[ItsHardSoItSucks years]]'' and fans are screaming that difficulty should be lowered. All we can say is BeCarefulWhatYouWishFor.

[[AC:Computers]]
* Some programmers look down on Visual Basic because it's easier to create working programs in compared to the likes of C, C++, and Java.
* 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 is getting this from longtime users.
* {{Unix}}/Linux/DOS users tend to look down on [=GUIs=] for this reason.
----
There's just no pleasing people, is there?
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