Follow TV Tropes

Following

History Main / ItsEasySoItSucks

Go To

OR

Is there an issue? Send a MessageReason:
None


* Part of the backlash for newer ''VideoGame/{{Tetris}}'' games comes from [[GameBreaker infinite spin]], then there's the purists of older versions of ''Tetris'' (especially the iconic 1989 Game Boy version) that denounce the piece generator in later 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. Other complaints include hard drop making the game go too fast, ghost pieces making low-gravity too easy, and hold pieces upending the premise of the game. The one set of exceptions to this trope is the ''VideoGame/TetrisTheGrandMaster'' series...which is seen as too ''difficult'' instead.

to:

* Part of the backlash for newer ''VideoGame/{{Tetris}}'' games comes from [[GameBreaker infinite spin]], then spin]]. Then there's the purists of older versions of ''Tetris'' (especially the iconic 1989 Game Boy version) that denounce the piece generator in later 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. Other complaints include hard drop making the game go too fast, ghost pieces making low-gravity too easy, and hold pieces upending the premise of the game. The one set of exceptions to this trope is the ''VideoGame/TetrisTheGrandMaster'' series...which is seen as too ''difficult'' instead.
Is there an issue? Send a MessageReason:
None


* WebVideo/TheIrateGamer invokes this trope in ''WebAnimation/TheFrolloShow'' after [[WesternAnimation/TheHunchbackOfNotreDame Frollo]] and [[Anime/PantyAndStockingWithGarterbelt Stocking]] easily kill [[{{WesternAnimation/Aladdin}} Jafar]] in the ''Frollo Beats Up Evil Residents'' saga. [[spoiler: [[BeCarefulWhatYouWishFor The Game Genie grants his wish]]. Jafar is revived into a snake and chomps off the Bores' head in response.]]

to:

* WebVideo/TheIrateGamer invokes this trope in ''WebAnimation/TheFrolloShow'' after [[WesternAnimation/TheHunchbackOfNotreDame [[WesternAnimation/TheHunchbackOfNotreDameDisney Frollo]] and [[Anime/PantyAndStockingWithGarterbelt Stocking]] easily kill [[{{WesternAnimation/Aladdin}} Jafar]] in the ''Frollo Beats Up Evil Residents'' saga. [[spoiler: [[BeCarefulWhatYouWishFor The Game Genie grants his wish]]. Jafar is revived into a snake and chomps off the Bores' head in response.]]
Is there an issue? Send a MessageReason:
None


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

to:

This type of complaint can happen if [[SequelDifficultyDrop the game's predecessor was more difficult]].
difficult]]. The level of reasonableness depends on ''what'' is being complained about; if it's new AntiFrustrationFeatures, better design decisions, or the smoothing out or elimination of clunkiness that has historically been a thing and has been viewed as part of the challenge, it's probably just people being change-averse. On the other hand, if it's people complaining about the game being boring or monotonous due to gameplay or design decisions that make it easy to rip the game wide open, streamline it to the point where there is zero depth (or incentive to experiment), or handhold the player to the point where failure is virtually impossible, they may have a point.
Willbyr MOD

Added: 106

Changed: 351

Is there an issue? Send a MessageReason:
None


[[quoteright:319:[[VideoGame/YouHaveToBurnTheRope https://static.tvtropes.org/pmwiki/pub/images/burn_the_rope.png]]]]
[[caption-width-right:319:[[ExactlyWhatItSaysOnTheTin Burn the rope?]] [[DeconstructionGame That's it?]] [[ComicallyMissingThePoint Man, this game sucks!]]]]

to:

[[quoteright:319:[[VideoGame/YouHaveToBurnTheRope %% Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1638071830075438400
%% Please do not replace or remove without starting a new thread.
%%
[[quoteright:350:[[Webcomic/TheGamercat
https://static.tvtropes.org/pmwiki/pub/images/burn_the_rope.org/pmwiki/pub/images/tgc_easy_4.png]]]]
[[caption-width-right:319:[[ExactlyWhatItSaysOnTheTin Burn the rope?]] [[DeconstructionGame That's it?]] [[ComicallyMissingThePoint Man, this game sucks!]]]]
%%






Is there an issue? Send a MessageReason:
Society Marches On has been renamed; cleaning out misuse and moving examples


* How many times do you hear your parents complaining that you have it "easy"? When one thinks about it, if your life is easier than that of your parents, it is a good sign. It means that SocietyMarchesOn, ScienceMarchesOn, TechnologyMarchesOn and that the fundamental, basic goal of a Civilised world (and the real objective of Human civilisation itself) is being achieved - [[EarnYourHappyEnding to end suffering.]] And to know that this is so after several generations working hard so that it should be - that is a wondrous thing to behold.

to:

* How many times do you hear your parents complaining that you have it "easy"? When one thinks about it, if your life is easier than that of your parents, it is a good sign. It means that SocietyMarchesOn, ScienceMarchesOn, TechnologyMarchesOn and that the fundamental, basic goal of a Civilised world (and the real objective of Human civilisation itself) is being achieved - [[EarnYourHappyEnding to end suffering.]] And to know that this is so after several generations working hard so that it should be - that is a wondrous thing to behold.
Is there an issue? Send a MessageReason:
None


* ''Franchise/{{Pokemon}}'':
** ''VideoGame/PokemonGoldAndSilver'' 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 4 regional Elite Fours in other games (although this was done 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 70s, Red's team almost hits 90s, Ghost Pokémon no longer work against Whitney and the AI in general has been greatly improved from the original games.
** The main 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, and that contrary to their beliefs, not ''everybody'' plays the game the same way they do.
** In ''VideoGame/PokemonBlackAndWhite'' some complained about Poison becoming like Burn; you couldn't take damage anymore while walking on the overworld. Also, Burn halves your attack, so Poison lost its own unique disadvantage. You could find a lot more places that sell Lemonades, or [=NPCs=] who were medical trainers, so people complained about it being too easy to get from town to town without fainting.
** There's also ''VideoGame/PokemonBlack2AndWhite2''. Quite a few of the claims are that no opponents throughout the story on Normal Mode are a challenge, ''especially'' the important battles. Gym Leaders still only have three Pokémon, Ghetsis' Hydreigon goes from being able to [[TotalPartyKill sweep your entire team if you lack an answer to it]] [[CurbStompBattle in six turns]] to being laughably easy if you have a Steel-type in your party, the Elite Four have basically the same teams they had in the original games (and they're not much higher-leveled than the trainers you fight in Victory Road to get to them), and finally, Iris can be seen as a rather AntiClimaxBoss due to falling to type coverage that's relatively simple to obtain. While there are some who claim [[SequelDifficultySpike it does step things up]], these games have overall taken it pretty badly to this one.
** ''VideoGame/PokemonXAndY'': There's the revised, more generous Experience system, where all Pokémon that take part in battle get full EXP; the fact that your mons get EXP when you catch a wild Pokémon (and there are ''plenty'' of them to catch); the first Gym Leader, Viola, has level 10-12 mons that can easily be dealt with (and she's one of the ''harder'' Gym Leaders); and you get the Exp. Share immediately after (which gives EXP to ''all'' your party, much like Gen. I, but with the aforementioned full EXP for everyone). By the time you reach Lumiose City, which is not much after, you get False Swipe as a TM, which is great to catch wild Pokémon (somewhat mitigated because, among mons you could find before that point, Beedrill and Farfetch'd are within the few that can learn it). All of this is compounded by the fact that the game hands you good Pokémon on a regular basis; if you picked up the game soon after the release date you could download a Torchic with its Hidden Ability and Mega Stone (and it has a typing that makes it useful against the first few Gyms), the professor gives you a Gen. I starter when you reach Lumiose City, you can get both Lapras and Lucario for free, and the game forces you to capture the version legendary to beat the game. It's entirely possible to reach the endgame with a decent team without ever having to catch anything. This easiness seems justified by the ''huge'' number of mons, as it makes it easier to catch and train them.
** ''VideoGame/PokemonSwordAndShield'' are controversial for other reasons, but the games have been noted as continuing the series' downward trend in difficulty. The region is full of [=NPCs=] who will hand you free potions and revives or heal your Pokémon 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, exacerbated by the fact that the Exp. Share has been done away with--all Pokémon in your party now receive full experience in battle ''by default'', with no option to turn this feature off.

to:

* ''Franchise/{{Pokemon}}'':
** ''VideoGame/PokemonGoldAndSilver'' had become the target of harsh
''Franchise/{{Pokemon}}'' games have been hit with this criticism from fans for being too easy. Gym Leaders (aside from [[ThatOneBoss Whitney]]) were often simple to defeat and throughout the Elite Four provided almost no challenge compared to the other 4 regional Elite Fours in other series' history, some games (although this was done 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 70s, Red's team almost hits 90s, Ghost Pokémon no longer work against Whitney and the AI in general has been greatly improved from the original games.
more than others.
** The main games in general get this accusation from [[SeriousBusiness more competitive players]] who have every last bit of the system memorized. Most memorized, not accounting for the all-ages target audience and varying playstyles of other players.
** ''VideoGame/PokemonGoldAndSilver'' were criticized for this by
fans seem to forget that the series tries to appeal to ''all'' ages, and that contrary to for their beliefs, low enemy levels and simple Gym Leaders (not counting [[ThatOneBoss Whitney]]). Wild and opponent trainer Pokémon leveled in the 23-25 range even by the eighth Gym badge, and the Champion's highest-leveled Pokémon was level 50. While this served to accommodate the lengthy Kanto [[PostEndGameContent post game]], it resulted in a nasty [[LevelGrinding grind]] especially when preparing to face the TrueFinalBoss (whose team was in the 75-80 range). The remakes ''[=HeartGold=]'' and ''[=SoulSilver=]'' were similarly criticized for not ''everybody'' plays the game the same way fixing this, though they do.
featured welcome improvements in other areas like improved AI and high-level Gym Leader rematches.
** In The otherwise highly-praised ''VideoGame/PokemonBlackAndWhite'' some complained about Poison becoming like Burn; you couldn't take damage anymore while walking on the overworld. Also, Burn halves your attack, so Poison lost its own unique disadvantage. 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 people complained about it being too some bemoaned how easy it was to get from town to town without fainting.
** There's also ''VideoGame/PokemonBlack2AndWhite2''. Quite a few of ''VideoGame/PokemonBlack2AndWhite2'' were lauded for including difficulty levels, but the claims are catch was that no opponents throughout Hard Mode was only natively available in ''Black 2'' (and only in the [[PostEndGameContent post game]], without a friend or a spare game to send it over from). Players noted that, despite the overall SequelDifficultySpike, the main story on Normal experience did suffer in key areas without Hard Mode are a challenge, ''especially'' the important battles. Gym Leaders still only have three Pokémon, (like Ghetsis' Hydreigon goes from being able unable to [[TotalPartyKill sweep your entire team if you lack an answer to it]] [[CurbStompBattle in six turns]] to being laughably easy if you have touch a Steel-type in your party, the Elite Four have basically the same teams they had in the original games (and they're not Steel-type).
** The 3DS era of games, beginning with ''VideoGame/PokemonXAndY'', was quite controversial with fans for easing up on
much higher-leveled than of the trainers you fight in Victory Road to get to them), and finally, Iris can be seen as a rather AntiClimaxBoss due to falling to type coverage that's relatively simple to obtain. While there are some who claim [[SequelDifficultySpike it does step things up]], these games have overall taken it pretty badly to series' difficulty. The biggest example of this one.
** ''VideoGame/PokemonXAndY'': There's
was the revised, more generous new[[note]]technically not "new" because a similar item existed in Generation I, though not nearly as effective[[/note]] inclusion of a team-wide Experience system, where all Share that gave experience even to non-participating Pokémon. Though this could technically be turned off, it seemed to represent a shift in the games' design philosophy that prioritized more casual play (especially since, by default, it was turned on; experiencing greater difficulty was therefore a voluntary action). Players noted other key ways the games were easier -- the dungeons were simpler with fewer puzzles, the Gym Leaders used incredibly simple movesets (often with fewer than four moves), you now gained experience by merely ''catching'' Pokémon that take part in battle get full EXP; the fact that instead of defeating them (which extended to your mons get EXP when you catch a wild Pokémon (and there are ''plenty'' of them to catch); the first Gym Leader, Viola, has level 10-12 mons that can easily be dealt entire party with (and she's one of the ''harder'' Gym Leaders); and you get the Exp. Share immediately after (which gives EXP to ''all'' your party, much like Gen. I, but on), the new affection mechanic conferred free boosts (like randomly shrugging off status effects or surviving would-be finishing moves) that AI trainers never got, and you were regularly given [[GameBreaker very powerful Pokémon]] for free (most notably Korrina's Lucario in ''X and Y'' and Latios/Latias in ''[[{{VideoGame/PokemonRubyAndSapphire}} Omega Ruby and Alpha Sapphire]]'', Mega Stones and all). While ''VideoGame/PokemonUltraSunAndUltraMoon'' featured some genuine challenges with the aforementioned full EXP Totem battles and [[ThatOneBoss Ultra Necrozma]], the 3DS titles are still primarily remembered for everyone). By the time you reach Lumiose City, which is not much after, you get False Swipe as a TM, which is great to catch wild Pokémon (somewhat mitigated because, among mons you could find before that point, Beedrill and Farfetch'd are within the few that can learn it). All of this is compounded by the fact that the their downgrades in game hands you good Pokémon on a regular basis; if you picked up difficulty.
** This only progressed in
the game soon after the release date you could download a Torchic eighth generation, with its Hidden Ability and Mega Stone (and it has a typing that makes it useful against the first few Gyms), the professor gives you a Gen. I starter when you reach Lumiose City, you can get both Lapras and Lucario for free, and the game forces you to capture the version legendary to beat the game. It's entirely possible to reach the endgame Exp. Share now being ''mandatory'' with a decent team without ever having no way to catch anything. This easiness seems justified by the ''huge'' number of mons, as turn it makes it easier to catch and train them.
**
off. ''VideoGame/PokemonSwordAndShield'' are controversial for other reasons, but the games have been noted as continuing a leading criticism is how they continue the series' downward trend in difficulty. The difficulty; the region is full of [=NPCs=] who will hand you free potions and revives or fully heal your Pokémon 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, exacerbated by curve. ''[[{{VideoGame/PokemonDiamondAndPearl}} Brilliant Diamond and Shining Pearl]]'' continue with the fact that the baked-in Exp. Share has been done away with--all Share; they also repeat Generation VI's habit of giving you powerful freebies by gifting you the rare Mythical Pokémon in your party Mew and Jirachi after you get the first badge if you have save files of previous Switch titles.
** The games' online fandom is
now receive full experience [[BrokenBase fractured]] into two camps on the subject; one camp despises the "hand-holding" of the newer games and yearns for the more hands-free approach of the earlier games which prioritized player independence. The other camp appreciates the lack of LevelGrinding typically required without an Exp. Share, and often argues that the games were [[FranchiseOriginalSin always easy]] due to poor AI and an easily-gameable ElementalRockPaperScissors matchup system and that the first camp only [[NostalgiaFilter remembers]] the older games as challenging because they were worse at games in battle ''by default'', with no option to turn this feature off.their childhoods.
Is there an issue? Send a MessageReason:
None


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 afterwards.

to:

Be aware with adding examples where people mention about how once they found a GameBreaker, learned to exploit a GoodBadBug, {{Good Bad Bug|s}}, caught the hang of it, learned the way the game mechanics worked, then that they found the game trivial afterwards.



** ''VideoGame/MarioKart7'' more so, since not only is the drifting like Mario Kart Wii, but the star rankings have been made much easier to get and things like wheelies, bikes and much of single player mode have been removed as well.

to:

** ''VideoGame/MarioKart7'' more so, since not only is the drifting like Mario Kart Wii, very similar to ''Wii''[='s=], but the star rankings have been made much easier to get and things like wheelies, bikes and much of single player mode have been removed as well.



* ''VideoGame/SuperSmashBrosBrawl'' was accused of being dumbed down for casuals due to the reworked physics and overall game speed being slower compared to the previous game. WordOfGod stated that Brawl was made the way it was to allow new players to jump into the series without being totally clobbered by experienced players.

to:

* ''VideoGame/SuperSmashBrosBrawl'' was accused of being dumbed down for casuals due to the reworked physics and overall game speed being slower compared to [[VideoGame/SuperSmashBrosMelee the previous game. game]]. WordOfGod stated that Brawl ''Brawl'' was made the way it was to allow new players to jump into the series without being totally clobbered by experienced players.



* ''VideoGame/DragonBallFighterZ'' caught some flack for this, primarily due to an auto-combo system that can be used by rapidly hitting the attack button. Auto-Combos aren't new in fighting games, but FighterZ's are unusual in that they are ''actually helpful'', and see use even within tournaments. There's the fact that the moves on every single character have the same button inputs. That said, it's still a widly popular game within the competitive scene, showing that this opinion isn't universal.

to:

* ''VideoGame/DragonBallFighterZ'' caught some flack for this, primarily due to an auto-combo system that can be used by rapidly hitting the attack button. Auto-Combos aren't new in fighting games, but FighterZ's [=FighterZ=]'s are unusual in that they are ''actually helpful'', and see use even within tournaments. There's the fact that the moves on every single character have the same button inputs. That said, it's still a widly wildly popular game within the competitive scene, showing that this opinion isn't universal.



* ''VideoGame/BlazblueCrossTagBattle'' has been accused of this compared to the previous titles, due to it being in permanent Stylish mode (Which allows for autocombos with the press of one button) while removing the Technical mode, the CPU being too easy, the Story mode being short, and in general, being directed to a more casual audience.

to:

* ''VideoGame/BlazblueCrossTagBattle'' ''VideoGame/BlazBlueCrossTagBattle'' has been accused of this compared to the previous titles, due to it being in permanent Stylish mode (Which allows for autocombos with the press of one button) while removing the Technical mode, the CPU being too easy, the Story mode being short, and in general, being directed to a more casual audience.
Is there an issue? Send a MessageReason:
Slight rewrite per this


* After several games which gradually raised the difficulty and complexity, culminating with the NintendoHard ''VideoGame/SimCity 4'', ''VideoGame/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: ''VideoGame/SimCity 4'' was the highest ranked game of the entire series. Now figure out the rest.

to:

* After several games which gradually raised the difficulty and complexity, culminating with the NintendoHard ''VideoGame/SimCity 4'', ''VideoGame/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: ''VideoGame/SimCity 4'' Due mainly to these changes, ''Societies'' was the highest ranked game of the entire series. Now figure out the rest.poorly-received.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

**''Street Fighter'' fans also tend to dislike ''VideoGame/MortalKombat'' titles of Midway era for relying on Violence factor, rather than strategy. And claim, that aside from special moves, ''Mortal Kombat'' characters are exactly the same.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/SuperMonkeyBall 3D'' gets a lot of hate for this. [[SequelDifficultyDrop Considering how hard the originals were.]]

to:

* ''VideoGame/SuperMonkeyBall 3D'' gets a lot of hate for this. [[SequelDifficultyDrop Considering how hard the originals were.]]]] Same with ''VideoGame/SuperMonkeyBall Step and Roll'', despite of the obstacles that block the player's way.
Is there an issue? Send a MessageReason:
None


* [[VideoGame/TheLegendOfHeroesTrailsInTheSky Compared to]] [[VideoGame/TheLegendOfHeroesZeroNoKiseki its predecessors]], ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'' gets a ton of flack for making battles too easy, buffs up physical attacks that they can out damage arts, and barely any memorable boss fights that did give players a hard time. This got worse as the Erebonia arc went on with ''Cold Steel III'' introducing the Brave Order system that greatly broke the game wide open as it allows players to not give any enemy any turns whatsoever, buffed attacks even more, easily break the newly introduced BreakMeter system, and made boss fights a joke overall. ''Cold Steel IV'' somewhat nerfed some aspects but then introduced even more powerful combinations that the nerf was barely visible at all. Part of it is because in previous games, physical attacks were useless unless it's a: a [[LimitBreak S-Craft]] on a critical turn or b: can recover really fast (like Alan Richard) and another part is that the game forces players to use arts that take up so many turns just to cast a magic spell.

to:

* [[VideoGame/TheLegendOfHeroesTrailsInTheSky Compared to]] [[VideoGame/TheLegendOfHeroesZeroNoKiseki [[VideoGame/TheLegendOfHeroesTrailsFromZeroAndTrailsToAzure its predecessors]], ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'' gets a ton of flack for making battles too easy, buffs up physical attacks that they can out damage arts, and barely any memorable boss fights that did give players a hard time. This got worse as the Erebonia arc went on with ''Cold Steel III'' introducing the Brave Order system that greatly broke the game wide open as it allows players to not give any enemy any turns whatsoever, buffed attacks even more, easily break the newly introduced BreakMeter system, and made boss fights a joke overall. ''Cold Steel IV'' somewhat nerfed some aspects but then introduced even more powerful combinations that the nerf was barely visible at all. Part of it is because in previous games, physical attacks were useless unless it's a: a [[LimitBreak S-Craft]] on a critical turn or b: can recover really fast (like Alan Richard) and another part is that the game forces players to use arts that take up so many turns just to cast a magic spell.
Is there an issue? Send a MessageReason:
None


* Fans of the later ''Franchise/SpyroTheDragon'' games (especially ''VideoGame/TheLegendOfSpyro'') are prone to saying this about the original series. 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.

to:

* ''Franchise/SpyroTheDragon'': Fans of the later ''Franchise/SpyroTheDragon'' games (especially ''VideoGame/TheLegendOfSpyro'') are prone to saying this about the original series. 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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The Japanese and North American versions of the GBA remake of ''VideoGame/FinalFantasyIV'' landed into this because of a bug - the game would semi-regularly (as in, somewhere around 20% of the time) give a character a free turn immediately after taking their previous turn. It was kind of like using Quick in the [[VideoGame/FinalFantasyV fifth]] or [[VideoGame/FinalFantasyVI sixth]] game, except for free, didn't require any grinding to take advantage of, and available from the beginning (and keep in mind, Quick is frequently cited as a GameBreaker in those games even with those limitations). The bonus turns made the game's difficulty curve plummet, and it's frequently cited as the worst version of the game because of it. The shame of it too is that the North American translation is usually noted to be among the best that the game ever received.

Added: 1224

Changed: 804

Is there an issue? Send a MessageReason:
None


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.

to:

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. Some changes that make a game easier can remove unnecessarily difficult or frustrating parts, making for a more enjoyable experience overall. 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.



** Ten man raids are turned for people wearing ten man gear. What happens when a group goes in wearing twenty-five man gear? [[ComicallyMissingThePoint Yep, it's too easy.]]

to:

** Ten man Back in ''Wrath'', ten-man raids are turned were geared for people wearing ten man gear. What happens when with ten-man gear, whereas the 25-man versions gave out gear that was noticeably superior. As a result, a raid group goes with gear from a raid's 25-man version would have a relatively easy time with the 10-man version. Naturally, this was no longer the case once 10- and 25-man raids started giving out the same quality gear in wearing twenty-five man gear? [[ComicallyMissingThePoint Yep, it's too easy.]]''Cataclysm''.



* ''VideoGame/{{Persona 3}}'' ''[[UpdatedReRelease Portable]]''. It removes the Tired feature (a feature where your party members would grow tired as you climbed Tartarus during the Dark Hour, and they'd leave the party when they became tired) so you can proceed as far as you can in one night. It adds a Save option at your desk in school, so you can save before hanging out with Social Links during the day and reload if you make a mistake and do not need to restart from the previous night. Money is ''extremely'' easy to get, so you can abuse the healing clock in the Tartarus' ground floor. Approaching the entrance of the Tartarus floor allows you to start from your latest floor and not just the beginning. The Jealousy mechanic was removed if you choose to play as the male character, meaning you can date multiple of the girls at once without worrying of Social Links reversing. And it took over the battle mechanics of ''VideoGame/{{Persona 4}}'', so you also can choose to have direct control of your party members as well. Whether all these changes were good or bad is [[BrokenBase debated]] among fans.

to:

* ''VideoGame/{{Persona 3}}'' ''[[UpdatedReRelease Portable]]''. It removes the Tired feature (a feature where your party members would grow tired as you climbed Tartarus during the Dark Hour, and they'd leave the party when they became tired) so you can proceed as far as you can in one night. It adds a Save option at your desk in school, so you can save before hanging out with Social Links during the day and reload if you make a mistake and do not need to restart from the previous night. Money is ''extremely'' easy to get, so you can abuse the healing clock in the Tartarus' ground floor. Approaching the entrance of the Tartarus floor allows you to start from your latest floor and not just the beginning. The Jealousy mechanic was removed if you choose to play as the male character, meaning you can date multiple of the girls at once without worrying of about Social Links reversing. And it took over the battle mechanics of ''VideoGame/{{Persona 4}}'', so you also can choose to have direct control of your party members as well. Whether all these changes were good or bad is [[BrokenBase debated]] among fans.fans, since while some players(especially those who played the original or FES) think they make the game too easy, others, like those who started with later entries in the series, think this [[AntiFrustrationFeatures removes needlessly frustrating parts of the game]].


Added DiffLines:

* ''VideoGame/{{Undertale}}'' gets this from manyplayers.
** Some people think the game is a bit too easy on the Neutral and Pacifist routes. While the fact that you only have 20 HP on the latter makes things harder, some fights only amount to waiting out the enemy or performing relatively simple sequences of ACT commands, so there's less strategy involved in going on the offensive, and in the final boss on the latter route, [[spoiler:you're automatically revived if you die]]. The Genocide route has two of the hardest bosses in the game, especially the final boss, but as you can see elsewhere on this page, there are reasons why a lot of people don't want to play it.
** Likewise, other than the two [[NintendoHard impossibly difficult]] bosses on the Genocide route most of the enemies can be killed in one hit and most puzzles are already solved or deactivated, leading others to consider the Genocide route as being too easy and, unlike the Pacifist or Neutral routes, without any sort of feel-good reward for the hair-pullingly frustrating parts. To be fair, [[InvokedTrope this is completely intentional]], and important to the game's message - if the Genocide route was any fun, its meaning would be all but lost.

Added: 565

Changed: 89

Is there an issue? Send a MessageReason:
None


* ''VideoGame/DeadSpace'': Despite being considered one of the scariest games ever, Dead Space has been commented by many to be surprisingly easy. The enemies can go down quite easily provided you have a good aim, and you'll eventually be able to read when enemies will show up, not to mention multiple GoodBadBugs that can be used for your help, like using doors to execute enemies; because of this, some people complain that the easiness reduces the horror of the game.

to:

* ''VideoGame/DeadSpace'': Despite being considered one of the scariest games ever, Dead Space has been commented by many to be surprisingly easy. The enemies can go down quite easily provided you have a good aim, and you'll eventually be able to read when enemies will show up, not to mention multiple GoodBadBugs that can be used for your help, like using doors to execute enemies; because of this, some people complain that the easiness reduces the horror of the game.game and, unless you're a first time player, recommend playing on harder difficulties instead.


Added DiffLines:

* A criticism ''VideoGame/ResidentEvil3Remake'' faced was that it wasn't as challenging as the [[VideoGame/ResidentEvil3Nemesis original]]. Puzzles are either non-existent or highly basic, Nemesis is fairly easy to ward off thanks to his slow and somewhat sluggish movements, infinite weaponry do not require doing extensive challenges to obtain, and ammunition is far more plentiful. Especially when you compare the game to its [[VideoGame/ResidentEvil2Remake predecessor]], which was praised for being more difficult than its [[VideoGame/ResidentEvil2 original]].
Is there an issue? Send a MessageReason:
None


* This is one of the most common complains of [[VideoGame/TouhouProject Touhou 13 ~ Ten Desires]] as, [[SequelDifficultyDrop especially when compared to Touhou 12]], it was considered way too easy due to less bullets, simpler scoring system and a system which effectively made players completely invincible without having to use a bomb, as well as the first final boss in the series to not be immune to bombs during her last attack, players also often complain of dying less to bullets and more to enemies bumping into them. Of course, comes Touhou 14, [[SequelDifficultySpike and the fans]] complain it's too hard.

to:

* This is one of the most common complains of [[VideoGame/TouhouProject Touhou 13 ~ Ten Desires]] ''VideoGame/TouhouShinreibyouTenDesires'' as, [[SequelDifficultyDrop especially when compared to Touhou 12]], Undefined Fantastic Object]], it was considered way too easy due to less bullets, simpler scoring system and a system which effectively made players completely invincible without having to use a bomb, as well as the first final boss in the series to not be immune to bombs during her last attack, players also often complain of dying less to bullets and more to enemies bumping into them. Of course, comes Touhou 14, ''VideoGame/TouhouKishinjouDoubleDealingCharacter'', [[SequelDifficultySpike and the fans]] complain it's too hard.
Is there an issue? Send a MessageReason:
None


[[quoteright:320:[[VideoGame/YouHaveToBurnTheRope https://static.tvtropes.org/pmwiki/pub/images/burn_the_rope.png]]]]
[[caption-width-right:320:[[ExactlyWhatItSaysOnTheTin Burn the rope?]] [[DeconstructionGame That's it?]] [[ComicallyMissingThePoint Man, this game sucks!]]]]

to:

[[quoteright:320:[[VideoGame/YouHaveToBurnTheRope [[quoteright:319:[[VideoGame/YouHaveToBurnTheRope https://static.tvtropes.org/pmwiki/pub/images/burn_the_rope.png]]]]
[[caption-width-right:320:[[ExactlyWhatItSaysOnTheTin [[caption-width-right:319:[[ExactlyWhatItSaysOnTheTin Burn the rope?]] [[DeconstructionGame That's it?]] [[ComicallyMissingThePoint Man, this game sucks!]]]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''VideoGame/MegaManII'' is considered the worst ''Mega Man'' handleld game and one of the worst ''Mega Man'' game in general. It's due to ear-bleeding sound instrumentation, Metal Blade, that can obliterate any enemy and the easiest boss fights in the franchise.
Is there an issue? Send a MessageReason:
I hope this suffices


** A common criticism of ''VideoGame/AtelierRyza2LostLegendsAndTheSecretFairy'' is that once you manage to grasp how the various item crafting mechanics work (which should come very quickly if you've played the previous game), all challenge goes out the window. Just making semi-decent equipment should let you breeze your way through the whole game, even on Hard difficulty. If you're playing on PC, some players will even recommend downloading a save file that has the HarderThanHard difficulties unlocked right from the start, which is the only way the game will pose any kind of challenge for an experienced player.

to:

** A common criticism of ''VideoGame/AtelierRyza2LostLegendsAndTheSecretFairy'' is that once you manage to grasp how the various item crafting mechanics work (which should come very quickly if you've played the previous game), almost all challenge goes out the window. Just making semi-decent equipment should let you breeze your way through the whole game, even on Hard difficulty. If you're playing on PC, some players will even recommend downloading a save file that has the HarderThanHard difficulties unlocked right from the start, which is the only way the game will pose any kind of challenge for an experienced player.



** ''VideoGame/PokemonXAndY'': There's the revised, more generous Experience system, where all Pokémon that take part in battle get full EXP; the fact that your mons get EXP when you catch a wild Pokémon (and there are ''plenty'' of them to catch); the first Gym Leader, Viola, has level 10-12 mons that can easily be dealt with (and she's one of the ''harder'' Gym Leaders); and you get the Exp. Share immediately after (which gives EXP to ''all'' your party, much like Gen. I, but with the aforementioned full EXP for everyone). By the time you reach Lumiose City, which is not much after, you get False Swipe as a TM, which is great to catch wild Pokémon (somewhat mitigated by the fact that, among mons you could find before that point, Beedrill and Farfetch'd are the only ones that can learn it). All of this is compounded by the fact that the game hands you good Pokémon on a regular basis; if you picked up the game soon after the release date you could download a Torchic with its Hidden Ability and Mega Stone (and it has a typing that makes it useful against the first few Gyms), the professor gives you a Gen. I starter when you reach Lumiose City, you can get both Lapras and Lucario for free, and the game forces you to capture the version legendary to beat the game. It's entirely possible to reach the endgame with a decent team without ever having to catch anything. This easiness seems justified by the ''huge'' number of mons, as it makes it easier to catch and train them.

to:

** ''VideoGame/PokemonXAndY'': There's the revised, more generous Experience system, where all Pokémon that take part in battle get full EXP; the fact that your mons get EXP when you catch a wild Pokémon (and there are ''plenty'' of them to catch); the first Gym Leader, Viola, has level 10-12 mons that can easily be dealt with (and she's one of the ''harder'' Gym Leaders); and you get the Exp. Share immediately after (which gives EXP to ''all'' your party, much like Gen. I, but with the aforementioned full EXP for everyone). By the time you reach Lumiose City, which is not much after, you get False Swipe as a TM, which is great to catch wild Pokémon (somewhat mitigated by the fact that, because, among mons you could find before that point, Beedrill and Farfetch'd are within the only ones few that can learn it). All of this is compounded by the fact that the game hands you good Pokémon on a regular basis; if you picked up the game soon after the release date you could download a Torchic with its Hidden Ability and Mega Stone (and it has a typing that makes it useful against the first few Gyms), the professor gives you a Gen. I starter when you reach Lumiose City, you can get both Lapras and Lucario for free, and the game forces you to capture the version legendary to beat the game. It's entirely possible to reach the endgame with a decent team without ever having to catch anything. This easiness seems justified by the ''huge'' number of mons, as it makes it easier to catch and train them.



* [[VideoGame/TheLegendOfHeroesTrailsInTheSky Compared to]] [[VideoGame/TheLegendOfHeroesZeroNoKiseki its predecessors]], ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'' gets a ton of flack for making battles too easy, buffs up physical attacks that they can out damage arts, and barely any memorable boss fights that did give players a hard time. This got worse as the Erebonia arc went on with ''Cold Steel III'' introducing the Brave Order system that broke the game wide open as it allows players to not give any enemy any turns whatsoever, buffed attacks even more, easily break the newly introduced BreakMeter system, and made boss fights a joke overall. ''Cold Steel IV'' somewhat nerfed some aspects but then introduced even more powerful combinations that the nerf was barely visible at all. Part of it is because in previous games, physical attacks were useless unless it's a: a [[LimitBreak S-Craft]] on a critical turn or b: can recover really fast (like Alan Richard) and another part is that the game forces players to use arts that take up so many turns just to cast a magic spell.

to:

* [[VideoGame/TheLegendOfHeroesTrailsInTheSky Compared to]] [[VideoGame/TheLegendOfHeroesZeroNoKiseki its predecessors]], ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'' gets a ton of flack for making battles too easy, buffs up physical attacks that they can out damage arts, and barely any memorable boss fights that did give players a hard time. This got worse as the Erebonia arc went on with ''Cold Steel III'' introducing the Brave Order system that greatly broke the game wide open as it allows players to not give any enemy any turns whatsoever, buffed attacks even more, easily break the newly introduced BreakMeter system, and made boss fights a joke overall. ''Cold Steel IV'' somewhat nerfed some aspects but then introduced even more powerful combinations that the nerf was barely visible at all. Part of it is because in previous games, physical attacks were useless unless it's a: a [[LimitBreak S-Craft]] on a critical turn or b: can recover really fast (like Alan Richard) and another part is that the game forces players to use arts that take up so many turns just to cast a magic spell.



* Cellists felt this way in regards to Music/PachelbelsCanon, as the cello part consists of [[PachelbelsCanonProgression the same eight notes]] repeated ''ad nauseum''.

to:

* Cellists Many cellists felt this way in regards to Music/PachelbelsCanon, as the cello part consists of [[PachelbelsCanonProgression the same eight notes]] repeated ''ad nauseum''.
Is there an issue? Send a MessageReason:


** A common criticism of ''VideoGame/AtelierRyza2LostLegendsAndTheSecretFairy'' is that once you manage to grasp how the various item crafting mechanics work (which should come very quickly if you've played the previous game), pretty much all challenge goes out the window. Just making semi-decent equipment should let you breeze your way through the whole game, even on Hard difficulty. If you're playing on PC, some players will even recommend downloading a save file that has the HarderThanHard difficulties unlocked right from the start, which is the only way the game will pose any kind of challenge for an experienced player.

to:

** A common criticism of ''VideoGame/AtelierRyza2LostLegendsAndTheSecretFairy'' is that once you manage to grasp how the various item crafting mechanics work (which should come very quickly if you've played the previous game), pretty much all challenge goes out the window. Just making semi-decent equipment should let you breeze your way through the whole game, even on Hard difficulty. If you're playing on PC, some players will even recommend downloading a save file that has the HarderThanHard difficulties unlocked right from the start, which is the only way the game will pose any kind of challenge for an experienced player.



** ''VideoGame/PokemonXAndY'': There's the revised, more generous Experience system, where all Pokémon that take part in battle get full EXP; the fact that your mons get EXP when you catch a wild Pokémon (and there are ''plenty'' of them to catch); the first Gym Leader, Viola, has level 10-12 mons that can easily be dealt with (and she's one of the ''harder'' Gym Leaders); and you get the Exp. Share immediately after (which gives EXP to ''all'' your party, much like Gen. I, but with the aforementioned full EXP for everyone). By the time you reach Lumiose City, which is not much after, you get False Swipe as a TM, which is great to catch wild Pokémon (somewhat mitigated by the fact that, among mons you could find before that point, Beedrill and Farfetch'd are pretty much the only ones that can learn it). All of this is compounded by the fact that the game hands you good Pokémon on a regular basis; if you picked up the game soon after the release date you could download a Torchic with its Hidden Ability and Mega Stone (and it has a typing that makes it useful against the first few Gyms), the professor gives you a Gen. I starter when you reach Lumiose City, you can get both Lapras and Lucario for free, and the game forces you to capture the version legendary to beat the game. It's entirely possible to reach the endgame with a decent team without ever having to catch anything. This easiness seems justified by the ''huge'' number of mons, as it makes it easier to catch and train them.

to:

** ''VideoGame/PokemonXAndY'': There's the revised, more generous Experience system, where all Pokémon that take part in battle get full EXP; the fact that your mons get EXP when you catch a wild Pokémon (and there are ''plenty'' of them to catch); the first Gym Leader, Viola, has level 10-12 mons that can easily be dealt with (and she's one of the ''harder'' Gym Leaders); and you get the Exp. Share immediately after (which gives EXP to ''all'' your party, much like Gen. I, but with the aforementioned full EXP for everyone). By the time you reach Lumiose City, which is not much after, you get False Swipe as a TM, which is great to catch wild Pokémon (somewhat mitigated by the fact that, among mons you could find before that point, Beedrill and Farfetch'd are pretty much the only ones that can learn it). All of this is compounded by the fact that the game hands you good Pokémon on a regular basis; if you picked up the game soon after the release date you could download a Torchic with its Hidden Ability and Mega Stone (and it has a typing that makes it useful against the first few Gyms), the professor gives you a Gen. I starter when you reach Lumiose City, you can get both Lapras and Lucario for free, and the game forces you to capture the version legendary to beat the game. It's entirely possible to reach the endgame with a decent team without ever having to catch anything. This easiness seems justified by the ''huge'' number of mons, as it makes it easier to catch and train them.



* [[VideoGame/TheLegendOfHeroesTrailsInTheSky Compared to]] [[VideoGame/TheLegendOfHeroesZeroNoKiseki its predecessors]], ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'' gets a ton of flack for making battles too easy, buffs up physical attacks that they can out damage arts, and barely any memorable boss fights that did give players a hard time. This got worse as the Erebonia arc went on with ''Cold Steel III'' introducing the Brave Order system that pretty much broke the game wide open as it allows players to not give any enemy any turns whatsoever, buffed attacks even more, easily break the newly introduced BreakMeter system, and made boss fights a joke overall. ''Cold Steel IV'' somewhat nerfed some aspects but then introduced even more powerful combinations that the nerf was barely visible at all. Part of it is because in previous games, physical attacks were useless unless it's a: a [[LimitBreak S-Craft]] on a critical turn or b: can recover really fast (like Alan Richard) and another part is that the game forces players to use arts that take up so many turns just to cast a magic spell.

to:

* [[VideoGame/TheLegendOfHeroesTrailsInTheSky Compared to]] [[VideoGame/TheLegendOfHeroesZeroNoKiseki its predecessors]], ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'' gets a ton of flack for making battles too easy, buffs up physical attacks that they can out damage arts, and barely any memorable boss fights that did give players a hard time. This got worse as the Erebonia arc went on with ''Cold Steel III'' introducing the Brave Order system that pretty much broke the game wide open as it allows players to not give any enemy any turns whatsoever, buffed attacks even more, easily break the newly introduced BreakMeter system, and made boss fights a joke overall. ''Cold Steel IV'' somewhat nerfed some aspects but then introduced even more powerful combinations that the nerf was barely visible at all. Part of it is because in previous games, physical attacks were useless unless it's a: a [[LimitBreak S-Craft]] on a critical turn or b: can recover really fast (like Alan Richard) and another part is that the game forces players to use arts that take up so many turns just to cast a magic spell.



* Pretty much every musician may feel this way towards a piece if their part is significantly simpler than those of other instruments. A prime example of this is cellists in regards to Music/PachelbelsCanon, as the cello part consists of [[PachelbelsCanonProgression the same eight notes]] repeated ''ad nauseum''.

to:

* Pretty much every musician may feel Cellists felt this way towards a piece if their part is significantly simpler than those of other instruments. A prime example of this is cellists in regards to Music/PachelbelsCanon, as the cello part consists of [[PachelbelsCanonProgression the same eight notes]] repeated ''ad nauseum''.

Added: 806

Removed: 146

Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Atelier}}'':
** One of several complaints against ''VideoGame/ManaKhemia2FallOfAlchemy'' is how easy the game is compared to its predecessor, even in Hard Mode.
** A common criticism of ''VideoGame/AtelierRyza2LostLegendsAndTheSecretFairy'' is that once you manage to grasp how the various item crafting mechanics work (which should come very quickly if you've played the previous game), pretty much all challenge goes out the window. Just making semi-decent equipment should let you breeze your way through the whole game, even on Hard difficulty. If you're playing on PC, some players will even recommend downloading a save file that has the HarderThanHard difficulties unlocked right from the start, which is the only way the game will pose any kind of challenge for an experienced player.



* One of several complaints against ''VideoGame/ManaKhemia2FallOfAlchemy'' is how easy the game is compared to its predecessor, even in Hard Mode.
Is there an issue? Send a MessageReason:
None


** A question that is worth $250,000 or more that is [[NonIndicativeDifficulty way too easy for its level]] almost always elicits this reaction. To name a few:
*** Dan Blonsky's $1 Mil: "The Earth is approximately how many miles away from the sun"? (The answer is [[spoiler:93 million miles.)]] Compare that to his $500,000 question, which asked what celebrity was featured on the cover of the very first ''People'' magazine.

to:

** A question that is worth $250,000 or more (or one of the last 3 questions in general) that is [[NonIndicativeDifficulty way too easy for its level]] almost always elicits this reaction. To name a few:
*** Dan Blonsky's $1 Mil: "The Earth is approximately how many miles away from the sun"? (The answer is [[spoiler:93 million miles.)]] Compare that to his $500,000 question, which asked what celebrity was featured on the cover of the very first ''People'' magazine.



*** Mark Kerr's £500,000 question: "In Shakespeare's ''Romeo and Juliet,'' which of these characters doesn't die"? ''Anyone'' from the UK should know what the answer is as soon as the choices appear, especially since D (Romeo) was a joke answer, which isn't supposed to happen at this level. [[spoiler:He walked away with 250k pounds.]]

to:

*** Mark Kerr's £500,000 question: "In Shakespeare's ''Romeo and Juliet,'' which of these characters doesn't die"? ''Anyone'' from the UK should know what the answer is as soon as the choices appear, especially since D (Romeo) there was a a joke answer, which isn't supposed to happen at this level. [[spoiler:He walked away with 250k pounds.]]
]]
*** Ingram Wilcox's 250k pound question isn't easy at all...but it's been reused no less than ''three times,'' resulting in this trope.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** A question that is worth $250,000 or more that is [[NonIndicativeDifficulty way too easy for its level]] almost always elicits this reaction. To name a few:
*** Dan Blonsky's $1 Mil: "The Earth is approximately how many miles away from the sun"? (The answer is [[spoiler:93 million miles.)]] Compare that to his $500,000 question, which asked what celebrity was featured on the cover of the very first ''People'' magazine.
*** Dawid Michaelewski's final question: "How many candles are lit on the eighth day of the Jewish Festival of Light"? (AKA, Hanukkah.) Obviously, the answer is eight...And to make it even worse, [[WhatAnIdiot he got it wrong!]]
*** Mark Kerr's £500,000 question: "In Shakespeare's ''Romeo and Juliet,'' which of these characters doesn't die"? ''Anyone'' from the UK should know what the answer is as soon as the choices appear, especially since D (Romeo) was a joke answer, which isn't supposed to happen at this level. [[spoiler:He walked away with 250k pounds.]]
Is there an issue? Send a MessageReason:
None


* [[VideoGame/TheLegendOfHeroesTrailsInTheSky Compared to]] [[VideoGame/ZeroNoKiseki its predecessors]], ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'' gets a ton of flack for making battles too easy, buffs up physical attacks that they can out damage arts, and barely any memorable boss fights that did give players a hard time. This got worse as the Erebonia arc went on with ''Cold Steel III'' introducing the Brave Order system that pretty much broke the game wide open as it allows players to not give any enemy any turns whatsoever, buffed attacks even more, easily break the newly introduced BreakMeter system, and made boss fights a joke overall. ''Cold Steel IV'' somewhat nerfed some aspects but then introduced even more powerful combinations that the nerf was barely visible at all. Part of it is because in previous games, physical attacks were useless unless it's a: a [[LimitBreak S-Craft]] on a critical turn or b: can recover really fast (like Alan Richard) and another part is that the game forces players to use arts that take up so many turns just to cast a magic spell.

to:

* [[VideoGame/TheLegendOfHeroesTrailsInTheSky Compared to]] [[VideoGame/ZeroNoKiseki [[VideoGame/TheLegendOfHeroesZeroNoKiseki its predecessors]], ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'' gets a ton of flack for making battles too easy, buffs up physical attacks that they can out damage arts, and barely any memorable boss fights that did give players a hard time. This got worse as the Erebonia arc went on with ''Cold Steel III'' introducing the Brave Order system that pretty much broke the game wide open as it allows players to not give any enemy any turns whatsoever, buffed attacks even more, easily break the newly introduced BreakMeter system, and made boss fights a joke overall. ''Cold Steel IV'' somewhat nerfed some aspects but then introduced even more powerful combinations that the nerf was barely visible at all. Part of it is because in previous games, physical attacks were useless unless it's a: a [[LimitBreak S-Craft]] on a critical turn or b: can recover really fast (like Alan Richard) and another part is that the game forces players to use arts that take up so many turns just to cast a magic spell.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/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'') toned down the difficulty (at least of certain elements, like the save system) for the remake, citing the need to make the game more accessible for more mainstream customers (considering it was originally released for [=WiiWare=], this was a valid concern), [[http://la-mulana.com/en/blog/about_difficulty.html well aware that this trope would be a potential reaction from some players.]]

to:

* ''VideoGame/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'') toned down the difficulty (at least of certain elements, like the save system) for the remake, citing the need to make the game more accessible for more mainstream customers (considering it was originally released for [=WiiWare=], this was a valid concern), [[http://la-mulana.com/en/blog/about_difficulty.html well aware that this trope would be a potential reaction from some players.]]]] In exchange, they buffed the damage enemies can deal to you, as well as making Guardians more difficult to defeat.
Is there an issue? Send a MessageReason:
None


* A number of ''VideoGame/OriAndTheWillOfTheWisps'' players who originally found the SandWorm EscapeSequence to be [[ItsHardSoItSucks the most frustrating event in the game]] complained of the opposite after Moon Studios released a patch to {{nerf}} its difficulty. Many have also criticized the overall Normal difficulty setting as being too easy compared to that of the first game.

to:

* A number of ''VideoGame/OriAndTheWillOfTheWisps'' players who originally found the SandWorm EscapeSequence to be [[ItsHardSoItSucks the most frustrating event in the game]] complained of the opposite after Moon Studios released a patch to {{nerf}} its difficulty. Many have also criticized the overall Normal difficulty setting as being too easy compared to that of [[VideoGame/OriAndTheBlindForest the first game.game]].
Is there an issue? Send a MessageReason:
None


* ''VideoGame/LeagueOfLegends'' is often considered by ''VideoGame/HeroesOfNewerth'' and ''Dota'' 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=]'' experienced very limited growth in it's playerbase after the open beta and was forced to adapt the same free-to-play model as ''[=LoL=]'' a year after it launched. The hostility of the [[StopHavingFunGuys community]] towards new players was likely one of the key reasons for this(though having a price tag for over a year compared to ''[=LoL=]'' being free-to-play the whole time didn't help matters).

to:

* ''VideoGame/LeagueOfLegends'' is often considered by ''VideoGame/HeroesOfNewerth'' and ''Dota'' 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=]'' experienced very limited growth in it's playerbase after the open beta and was forced to adapt the same free-to-play model as ''[=LoL=]'' a year after it launched. The hostility of the [[StopHavingFunGuys community]] towards new players was likely one of the key reasons for this(though this (though having a price tag for over a year compared to ''[=LoL=]'' being free-to-play the whole time didn't help matters).matters). ''[=HoN=]'' also went on to become notorious for its extreme RocketTagGameplay as time went on, which deflated much of the "skill" argument due to the overabundance of massive burst, long-duration crowd control, and "win button" self-buffs and gameplay that had started to become more and more of a contest of who had faster reflexes.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

This can certainly be a valid reaction, however; when you can breeze through a game without breaking a sweat once, even the parts that should be difficult, it is easy for a game to become a monotonous and boring experience. Excessive handholding, the oversimplification or elimination of more complex mechanics, and easily accessible "win buttons" or {{Game Breaker}}s with no downside to using them can also sink a game, among other related issues. When an attempt to make a game more accessible instead removes depth or any sense of challenge from parts that were clearly intended to be difficult, this reaction is understandable.
Is there an issue? Send a MessageReason:
Two schools of thought in plastic modelling

Added DiffLines:

* The model railway hobby and the plastic kit modelling hobby overlap in many ways, but kits and accessories aimed at each camp show differing priorities. The modeller is often fired by the challenge inherent in making the model and accepts complexity. The railway modeller tends to be looking for kits with the minimum need for assembly, and ideally, pre-assembled pre-painted pieces that can be slotted into a layout with little additional work. Therefore modellers can be dismissive of railway modelling because of the simplicity or pre-built nature of its set pieces.
Is there an issue? Send a MessageReason:
None


** Tabletop games as a rule are divided between players who enjoy them for their strategy aspects [[StopHavingFunGuys (and think everyone else should as well)]] and [[{{Scrub}} players who view strategy as a barrier to "roleplaying."]] The former group is likely to despise almost anything the latter enjoys for this reason.

to:

** Tabletop games as a rule are divided between players who enjoy them for their strategy aspects [[StopHavingFunGuys (and think everyone else should as well)]] and [[{{Scrub}} [[{{ItsHardSoItSucks}} players who view strategy as a barrier to "roleplaying."]] The former group is likely to despise almost anything the latter enjoys for this reason.

Top