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[[folder:Party Game]]
* ''VideoGame/MarioPartyTheTop100'' is criticized for being very heavily stacked in the player’s favor. The AI is weaker than usual, with Medium being on par with 1-8’s memetically bad Easy (and is, in fact, the lowest difficulty option), with Hard not being much better. Even if by some miracle you do lose, second and third still count as a win. Unless you deliberately try, you’re practically guaranteed to “win” every minigame you play.
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** ''VideoGame/MarioKart8'': In a track-specific example, [[VideoGame/MarioKartSuperCircuit GBA Riverside Park]] managed to be considered underwhelming by fans because of how easy it is. In addition to having no obstacles besides slowly-moving Ptooies, there are multiple wide turns that allow for racers to easily stack up purple mini-turbos with little in their way. And unlike the version from ''VideoGame/MarioKartTour'', which built itself around the game's tight controls and speed cap, the version in ''8'' lacks any sort of skill accommodation, making it one of the most zero-effort tracks in the game.

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** ''VideoGame/MarioKart8'': In a track-specific example, [[VideoGame/MarioKartSuperCircuit GBA Riverside Park]] managed to be considered underwhelming by fans because of how easy it is. In addition Granted, the original was a Mushroom Cup course, so it was never going to having no obstacles besides slowly-moving Ptooies, be truly challenging, but it comes across as lacking compared to the ''VideoGame/MarioKartTour'' version, which built itself around the game's tight controls and speed cap. The ''8 Deluxe'' version does add some Ptooies in an attempt to add ''some'' danger to the track, but they move slowly enough that they're rarely a genuine threat, and there are multiple wide turns that allow for racers to easily stack up purple mini-turbos with little in their way. And unlike the version from ''VideoGame/MarioKartTour'', which built itself around the game's tight controls and speed cap, the version in ''8'' lacks any sort of skill accommodation, making it one of the most zero-effort tracks in the game.way.
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** ''VideoGame/MarioKart8'': In a track-specific example, [[VideoGame/MarioKartSuperCircuit GBA Riverside Park]] managed to be considered underwhelming by fans because of how easy it is. In addition to having no obstacles besides slowly-moving Ptooies, there are multiple wide turns that allow for racers to easily stack up purple mini-turbos with little in their way. And unlike the version from ''Tour'', which built itself around the game's tight controls and speed cap, the version in ''8'' lacks any sort of skill accommodation, making it one of the most zero-effort tracks in the game.

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** ''VideoGame/MarioKart8'': In a track-specific example, [[VideoGame/MarioKartSuperCircuit GBA Riverside Park]] managed to be considered underwhelming by fans because of how easy it is. In addition to having no obstacles besides slowly-moving Ptooies, there are multiple wide turns that allow for racers to easily stack up purple mini-turbos with little in their way. And unlike the version from ''Tour'', ''VideoGame/MarioKartTour'', which built itself around the game's tight controls and speed cap, the version in ''8'' lacks any sort of skill accommodation, making it one of the most zero-effort tracks in the game.
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** ''VideoGame/MarioKart8'': In a track-specific example, [[VideoGame/MarioKartSuperCircuit GBA Riverside Park]] managed to be considered underwhelming by fans because of how easy it is. In addition to having no obstacles besides slowly-moving Ptooies, there are multiple wide turns that allow for racers to easily stack up purple mini-turbos with little in their way. And unlike the version from ''Tour'', which built itself around the game's tight controls and speed cap, the version in ''8'' lacks any sort of skill accommodation, making it one of the most zero-effort tracks in the game.
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-->-- '''George Wood''', ''[[Series/GamingInTheClintonYears Flights of Fantasy]]'' VideoGame/ToyStory [[https://www.youtube.com/watch?v=h4i6QoWONLQ review]][[labelnote:*]]Immediately after [[ItsHardSoItSucks complaining about the game's difficulty]] and showcasing some cheat codes to make the game beatable[[/labelnote]].

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-->-- '''George Wood''', ''[[Series/GamingInTheClintonYears Flights of Fantasy]]'' VideoGame/ToyStory Fantasy]] VideoGame/ToyStory'' [[https://www.youtube.com/watch?v=h4i6QoWONLQ review]][[labelnote:*]]Immediately review]][[note]]Immediately after [[ItsHardSoItSucks complaining about the game's difficulty]] and showcasing some cheat codes to make the game beatable[[/labelnote]].
beatable.[[/note]]
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** The "Kids' Week" games that started in the early 2000s were widely loathed for featuring questions that are too easy even for that demographic (in addition to making the "Teen Tournament" feel redundant). They stopped doing them after 2014, [[OvershadowedByControversy mostly due to the Sony hacks]].

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** The "Kids' Week" games that started in the early 2000s were widely loathed for featuring questions that are too easy even for that demographic (in addition to making the "Teen Tournament" feel redundant). They stopped doing them after 2014, [[OvershadowedByControversy mostly due to the Sony hacks]].hacks]], as well as a firestorm the previous year after a contestant was penalized for slightly misspelling a response.
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* One person analyzed ratings on Board game geek [[http://fivethirtyeight.com/features/the-worst-board-games-ever-invented/ and posted his results]]. He noted that the "easy" games, War, Tic-Tac-Toe, Snakes and Ladders and others have a lot of ratings and are rated poorly - with them being notable outliers on the graph. These games have easy mechanics, but are purely games of chance.

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* One person analyzed ratings on Board game geek [[http://fivethirtyeight.com/features/the-worst-board-games-ever-invented/ and posted his results]]. He noted that the "easy" games, War, Tic-Tac-Toe, Snakes and Ladders TabletopGame/TicTacToe, ''TabletopGame/SnakesAndLadders'', and others have a lot of ratings and are rated poorly - -- with them being notable outliers on the graph. These games have easy mechanics, mechanics but are purely games of chance.

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FFTA has some difficult bosses.


* A lot of people complained about ''VideoGame/FireEmblemTheBlazingBlade'' being easier than the previous games. ''VideoGame/FireEmblemTheSacredStones'' was even easier than its predecessor. Then came ''VideoGame/FireEmblemRadiantDawn'', which brought back the difficulty in full force.
* ''VideoGame/FireEmblemAwakening'', has the option of "Casual" mode, where the player can save at any time, even mid-battle, and defeated characters regenerate after battle (in previous games, death was permanent).[[note]][[OlderThanTheyThink This was actually introduced in the game before it]], ''[[VideoGame/FireEmblemMysteryOfTheEmblem New Mystery of the Emblem]]'', but that was [[NoExportForYou never localized]].[[/note]] While there hasn't been a particularly large outcry against the casual option, there are still vocal groups who insists you're not experiencing the "real" game if you're not willing to face potential permadeath.
* ''VideoGame/FireEmblemFates'' seems to make a conscious effort to address the criticism leveled at its predecessor by having two different story paths. One is similar to ''Awakening'' in that it has a world map, allowing free LevelGrinding, and mostly requires you to defeat all foes or the boss to clear maps. The other, however, harkens back to the earlier entries of the series with a linear campaign that offers limited experience, and more complex victory conditions like seizing thrones and such. Even still, the announcement that this would be the [[VideoGame/FireEmblemGaiden second]] ''Fire Emblem'' game to completely do away with BreakableWeapons, as well as the introduction of [[EasierThanEasy Phoenix Mode]], which revives units after each ''turn'', not just after each battle, have been met with significant ire. [[note]]It should be noted, however, that ''Gaiden'' long before ''Fates'' had unbreakable weapons and that did not make the game any easier.[[/note]]

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* ''Franchise/FireEmblem''
**
A lot of people complained about ''VideoGame/FireEmblemTheBlazingBlade'' being easier than the previous games. ''VideoGame/FireEmblemTheSacredStones'' was even easier than its predecessor. Then came ''VideoGame/FireEmblemRadiantDawn'', which brought back the difficulty in full force.
* ** ''VideoGame/FireEmblemAwakening'', has the option of "Casual" mode, where the player can save at any time, even mid-battle, and defeated characters regenerate after battle (in previous games, death was permanent).[[note]][[OlderThanTheyThink This was actually introduced in the game before it]], ''[[VideoGame/FireEmblemMysteryOfTheEmblem New Mystery of the Emblem]]'', but that was [[NoExportForYou never localized]].[[/note]] While there hasn't been a particularly large outcry against the casual option, there are still vocal groups who insists you're not experiencing the "real" game if you're not willing to face potential permadeath.
* ** ''VideoGame/FireEmblemFates'' seems to make a conscious effort to address the criticism leveled at its predecessor by having two different story paths. One is similar to ''Awakening'' in that it has a world map, allowing free LevelGrinding, and mostly requires you to defeat all foes or the boss to clear maps. The other, however, harkens back to the earlier entries of the series with a linear campaign that offers limited experience, and more complex victory conditions like seizing thrones and such. Even still, the announcement that this would be the [[VideoGame/FireEmblemGaiden second]] ''Fire Emblem'' game to completely do away with BreakableWeapons, as well as the introduction of [[EasierThanEasy Phoenix Mode]], which revives units after each ''turn'', not just after each battle, have been met with significant ire. [[note]]It should be noted, however, that ''Gaiden'' long before ''Fates'' had unbreakable weapons and that did not make the game any easier. As for ''Fates'', while you are no longer limited in how often you can use your best weapons by durability, most strong weapons have significant drawbacks; for example, Silver weapons debuff the user's attack after combat.[[/note]]



* ''VideoGame/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.

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* ''VideoGame/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.specific areas.

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Indentation, again


** ''Street Fighter'' fans also tend to dislike ''Franchise/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.

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** * ''Street Fighter'' fans also tend to dislike ''Franchise/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.



* ''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 wildly popular game within the competitive scene, showing that this opinion isn't universal.

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* ''VideoGame/DragonBallFighterZ'' ''VideoGame/DragonBallFighterZ'':
** The game
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 wildly popular game within the competitive scene, showing that this opinion isn't universal.
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-->-- '''George Wood''', ''[[Series/GamingInTheClintonYears Flights of Fantasy]]'' [[https://www.youtube.com/watch?v=h4i6QoWONLQ Toy Story review]][[labelnote:*]]Immediately after [[ItsHardSoItSucks complaining about the game's difficulty]] and showcasing some cheat codes to make the game beatable[[/labelnote]].

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-->-- '''George Wood''', ''[[Series/GamingInTheClintonYears Flights of Fantasy]]'' VideoGame/ToyStory [[https://www.youtube.com/watch?v=h4i6QoWONLQ Toy Story review]][[labelnote:*]]Immediately after [[ItsHardSoItSucks complaining about the game's difficulty]] and showcasing some cheat codes to make the game beatable[[/labelnote]].
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** ''[=DanceDanceRevolution=]'' (2013) introduces a major change to the combo system: Goods now increment combo instead of breaking it. Combined with the previous change, many players were unhappy as it devalued Full Combos. While many players can regularly get Full Combos or Perfect Full Combos, very few can get them on every song, so most players have some "blue FCs" now.

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** ''[=DanceDanceRevolution=]'' (2013) introduces a major change to the combo system: Goods now increment combo instead of breaking it. Combined with the previous change, many players were unhappy as it devalued Full Combos. While many players can regularly get Full Combos or Perfect Full Combos, very few can get them on every song, so most players have some "blue FCs" [=FCs=]" now.
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** The remakes of ''VideoGame/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, which is considered FakeDifficulty nowadays. 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 [[VancianMagic "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). The ability to save anywhere was mostly excused for the portable versions, since [[NecessaryWeasel players might need to quit and set the game down on short notice]].

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** The remakes of ''VideoGame/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, which is considered FakeDifficulty nowadays. 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 [[VancianMagic "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). The ability to save anywhere was mostly excused for the portable versions, since [[NecessaryWeasel [[AcceptableBreaksFromReality players might need to quit and set the game down on short notice]].
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* ''VideoGame/MonsterHunter Generations'' got some flak for the lack of [[HarderThanHard G-Rank quests]], the addition of Hunter Arts and Hunter Styles (''especially'' [[HighTierScrappy Adept Style]] for its ability to effortlessly dodge attacks), and various adjustments to damage and monster health in the hunter's favor.

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* ''VideoGame/MonsterHunter Generations'' ''VideoGame/MonsterHunterGenerations'' got some flak for the lack of [[HarderThanHard G-Rank quests]], the addition of Hunter Arts and Hunter Styles (''especially'' [[HighTierScrappy Adept Style]] for its ability to effortlessly dodge attacks), and various adjustments to damage and monster health in the hunter's favor.favor. The topic about difficulty in the ''VideoGame/MonsterHunter'' series further escalated due to ''VideoGame/MonsterHunterWorld'' and especially ''VideoGame/MonsterHunterRise'' being deemed even easier by longtime fans.
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* ''VideoGame/MonsterHunter Generations'' got some flak for the lack of [[HarderThanHard G-Rank quests]], the addition of Hunter Arts and Hunter Styles (''especially'' [[TierInducedScrappy Adept Style]] for its ability to effortlessly dodge attacks), and various adjustments to damage and monster health in the hunter's favor.

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* ''VideoGame/MonsterHunter Generations'' got some flak for the lack of [[HarderThanHard G-Rank quests]], the addition of Hunter Arts and Hunter Styles (''especially'' [[TierInducedScrappy [[HighTierScrappy Adept Style]] for its ability to effortlessly dodge attacks), and various adjustments to damage and monster health in the hunter's favor.
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* ''VideoGame/{{Roblox}}'s Anomalous Activities'' is often criticized for how very easy it is for the mercs to achieve their objective while in practice the anomaly almost has no counter aside from hoping that they can engage in nightmare mode and pray that luck manages to get on their side, while the mercs can use teamwork easily to take down the anomaly with surpising ease. Not being helped that there have been multiple updates that give the mercs an easier time, while the anomaly got multiple nerfs without any benefit, and the advanced techniques to them are [[GuideDangIt so well-hidden]] that it's not uncommon to see mercs winning outside of incredibly bad skill, and the maps often tend to favor mercs rather than the anomaly.

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

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* ''VideoGame/{{BioShock|1}}'' 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.)

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* ''VideoGame/{{Roblox}}'s Anomalous Activities'' is often criticized for how very easy it is for the mercs to achieve their objective while in practice the anomaly almost has no counter aside from hoping that they can engage in nightmare mode and pray that luck manages to get on their side, while the mercs can use teamwork easily to take down the anomaly with surpising ease. Not being helped that there have been multiple updates that give the mercs an easier time, while the anomaly got multiple nerfs without any benefit, and the advanced techniques to them are [[GuideDangIt so well-hidden]] that it's not uncommon to see mercs winning outside of incredibly bad skill, and the maps often tend to favor mercs rather than the anomaly.
* ''VideoGame/{{BioShock|1}}'' gets criticised criticized 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.)
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Now a disambiguation. Can't tell if replacements applicable.


** Gamespot [[EightPointEight famously deducted points]] from ''VideoGame/MetroidPrime3Corruption'' because the controls were too good and thus the game was "too easy".

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** Gamespot [[EightPointEight famously infamously deducted points]] points from ''VideoGame/MetroidPrime3Corruption'' because the controls were too good and thus the game was "too easy".
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* One of the most common critcisms of ''VideoGame/XenobladeChronicles3'' is the fact that it's extremely easy to overlevel yourself by the midgame. If you do all of the sidequests as they become available, by the game's halfway point you can easily be ten levels above anything the story can throw at you. It's compounded by the Bonus Exp mechanic, which allows you to level yourself up even ''further'' even though the only time you'll ever need it is [[EarlyGameHell at the very beginning of the game]], meaning players will boost themselves by a few levels to help with early bosses, only to find themselves even further ahead of everything by the end of the game, making what should be the most difficult story battles considerably less challenging. Compounding it even ''further'' are the Chain Attack mechanics, which can easily be [[GameBreaker utilized to whale on enemies for extended periods without them having any chance to fight back]]. There is a Hard Mode, which does make things more challenging, but it still doesn't fix the level scaling. Many players consider the NewGamePlus mode to be far better balanced, mainly because it comes with an option to [[SelfImposedChallenge de-level yourself to match the enemy levels.]]
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* Wanna know what's having it worse than all of the above? Enter ''[[MobilePhoneGame Mobile]]'' MOBA games like ''VideoGame/MobileLegendsBangBang'' and to some extent ''VideoGame/ArenaOfValor'' and ''VideoGame/HonorOfKings''! The purpose of these games are to make a more compact experience you can carry everywhere, so the core elements of these games are decidedly even less complex than even ''League of Legends''. Control with analog stick, buy from everywhere in the map, pick-up recovery item behind every first towers, etc (and people say ''League'' is already simplified from ''Dota''). On top of [[AmericansHateTingle how mobile format is generally reviled in Western English-speaking countries]], this is usually what mobile MOBA fans had to face against the PC MOBA players. It's either this or [[TheyChangedItNowItSucks the sudden shift of change due to changing formats due to the desired platform.]]
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* In ''Series/StargateSG1'', "Avatar", the base scientists have built a virtual-reality training simulation. Unfortunately, they have no field experience, and when Teal'c gives the program a test run, he completely curb-stomps it and complains that it's far too easy. So he volunteers to plug in and let it learn from his experiences to make a more challenging scenario; he gets his wish [[GoneHorriblyRight and then some]].
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** The first game's goals are much easier than later games, but it is harder to score more points due to the lack of mechanics available. In later games, it is easier to score more points but the goals are harder. Unsurprisingly, the highest rated game in the series is ''Tony Hawks 2'', which is easily the hardest.

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** The first game's goals are much easier than later games, but it is harder to score more points due to the lack of mechanics available. In later games, it is easier to score more points but the goals are harder. Unsurprisingly, the highest rated game in the series is ''Tony Hawks ''Pro Skater 2'', which is easily the hardest.
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It don’t provide the page image no more.


* ''VideoGame/YouHaveToBurnTheRope'': Despite providing the page image, the game's reception actually notably averts this. The game is a DeconstructionGame with an InvincibleHero and a ZeroEffortBoss parodying these kinds of overly easy games, but it's quite popular.

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* ''VideoGame/YouHaveToBurnTheRope'': Despite providing the page image, the The game's reception actually notably averts this. The game is a DeconstructionGame with an InvincibleHero and a ZeroEffortBoss parodying these kinds of overly easy games, but it's quite popular.
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** ''VideoGame/DmCDevilMayCry'' was accused of this as well, especially in regards to how the revamped style meter makes it painfully easy to go from D to SSS with just a few of the right moves. The boss fights in general have been criticized for being much less difficult than those of past games as well.

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** ''VideoGame/DmCDevilMayCry'' was accused of this as well, this, especially in regards to how the revamped style meter makes it painfully easy to go from D to SSS with just a few of the right moves. The boss fights in general have been criticized for being much less difficult than those of past games as well.
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** ''VideoGame/DevilMayCry5'' didn't have it as bad as the last two numbered games, but Dante experts coming from ''4'' lamented about the loss of the extremely high-level execution and glitch abusing Dante had in the last game.
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* ''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). ''[=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.

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* ''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). ''[=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. The "[=LoL=] is for casuals" insult became increasingly outdated as, while it has a somewhat easier learning curve, the game became increasingly complex and convoluted as the years went by.
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** Though certainly not an easy game by any means, ''VideoGame/ResidentEvilVillage'' was criticized for being comparatively less challengign than its [[VideoGame/ResidentEvil7Biohazard predecessor]]. These criticisms were attributed to the increase in ammo supplies, the return of the ability to upgrade weapons, most of the bosses being relatively slow with obvious weak points, and not requiring players to perform overly challenging tasks to obtain infinite ammo. In fact, infinite ammo and all other unlockables in the game can even be simply [[BribingYourWayToVictory bought via a $5 DLC]], practically eliminating the need to either grind for points or complete the necessary challenges.

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** Though certainly not an easy game by any means, ''VideoGame/ResidentEvilVillage'' was criticized for being comparatively less challengign challenging than its [[VideoGame/ResidentEvil7Biohazard predecessor]]. These criticisms were attributed to the increase in ammo supplies, the return of the ability to upgrade weapons, most of the bosses being relatively slow with obvious weak points, and not requiring players to perform overly challenging tasks to obtain infinite ammo. In fact, infinite ammo and all other unlockables in the game can even be simply [[BribingYourWayToVictory bought via a $5 DLC]], practically eliminating the need to either grind for points or complete the necessary challenges.

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* ''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 and, unless you're a first time player, recommend playing on harder difficulties instead.
* When ''VideoGame/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.

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* ''VideoGame/DeadSpace'': Despite being considered one of the scariest games ever, Dead Space ''VideoGame/DeadSpace'' 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 and, unless you're a first time player, recommend playing on harder difficulties instead.
* ''Franchise/ResidentEvil'':
**
When ''VideoGame/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.things.
** 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]].
** Though certainly not an easy game by any means, ''VideoGame/ResidentEvilVillage'' was criticized for being comparatively less challengign than its [[VideoGame/ResidentEvil7Biohazard predecessor]]. These criticisms were attributed to the increase in ammo supplies, the return of the ability to upgrade weapons, most of the bosses being relatively slow with obvious weak points, and not requiring players to perform overly challenging tasks to obtain infinite ammo. In fact, infinite ammo and all other unlockables in the game can even be simply [[BribingYourWayToVictory bought via a $5 DLC]], practically eliminating the need to either grind for points or complete the necessary challenges.



* 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]].
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** ''VideoGame/DevilMayCry4'' is being criticised by long-time fans of the series due its significantly lower difficulty compared to the third game.

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** ''VideoGame/DevilMayCry4'' is being was criticised by long-time fans of the series due its significantly lower difficulty compared to the third game.
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Flame Bait


*** 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!]]

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*** 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!]] wrong!



-->'''Frollo:''' '''''[[WhatAnIdiot YOU IDIOT!!!]]'''''

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-->'''Frollo:''' '''''[[WhatAnIdiot YOU IDIOT!!!]]''''''''''YOU IDIOT!!!'''''
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** ''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.

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** ''Street Fighter'' fans also tend to dislike ''VideoGame/MortalKombat'' ''Franchise/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.

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