History Main / ItsHardSoItSucks

16th Aug '16 10:05:52 AM htuttle
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* The classic ''VideoGame/{{X-COM}}'' originally had a bug that meant the game was permanently stuck on the easiest difficulty. It was and is an awesome game, but the main complaint was that it was too easy. Developers (who hadn't yet discovered the bug) listened to the feedback, and ''Terror From The Deep'' was much harder. As in, insanely hard: the game's easiest setting was as hard as the original's hardest setting. It should be noted that the reason the bug took so long to discover was that the original ''{{X-COM}}'' was already insanely hard.

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* The classic ''VideoGame/{{X-COM}}'' ''VideoGame/XCOMUFODefense'' originally had a bug that meant the game was permanently stuck on the easiest difficulty. It was and is an awesome game, but the main complaint was that it was too easy. Developers (who hadn't yet discovered the bug) listened to the feedback, and ''Terror From The Deep'' ''VideoGame/XComTerrorFromTheDeep'' was much harder. As in, insanely hard: the game's easiest setting was as hard as the original's hardest setting. It should be noted that the reason the bug took so long to discover was that the original ''{{X-COM}}'' ''X-COM'' was already ''already'' insanely hard.
11th Aug '16 3:40:14 AM Morgenthaler
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* Several {{Sierra}} games, particularly the ''VideoGame/KingsQuest'' games, get this sometimes, thanks to [[MoonLogicPuzzle Moon Logic Puzzles]] and the possibility of a GameOver lurking around almost every corner.

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* Several {{Sierra}} Creator/{{Sierra}} games, particularly the ''VideoGame/KingsQuest'' games, get this sometimes, thanks to [[MoonLogicPuzzle Moon Logic Puzzles]] and the possibility of a GameOver lurking around almost every corner.



* ''StreetsOfRage 3'' hit this pretty badly, [[BadExportForYou at least in the US version, as the Japanese version was actually rather easy]]. The US version made the enemies so aggressive and do so much damage that it quickly became unfair. And then there was the EasyModeMockery at the end of Stage 5 in the Easy mode - ''which was the Japanese version's normal mode!'' Most people just RageQuit there and then.

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* ''StreetsOfRage ''VideoGame/StreetsOfRage 3'' hit this pretty badly, [[BadExportForYou at least in the US version, as the Japanese version was actually rather easy]]. The US version made the enemies so aggressive and do so much damage that it quickly became unfair. And then there was the EasyModeMockery at the end of Stage 5 in the Easy mode - ''which was the Japanese version's normal mode!'' Most people just RageQuit there and then.



* IGN's review of ''DoubleDragonNeon'' cited the high difficulty and the fact that you had to start at the beginning of a stage if you lose all your lives. Ironic, considering how hard the original games are (see above), and that we now have the modern convenience of save games...

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* IGN's review of ''DoubleDragonNeon'' ''VideoGame/DoubleDragonNeon'' cited the high difficulty and the fact that you had to start at the beginning of a stage if you lose all your lives. Ironic, considering how hard the original games are (see above), and that we now have the modern convenience of save games...



* ''[[TetrisTGM Tetris: The Grand Master]] 2'' (''[[ExpansionPack PLUS]]''), for those who started with [=TGM3=]. [=TGM3=] introduced a subtle change in the signature TGM rotation system that makes I-pieces easier to handle with, a feature necessitated by [=TGM3=]'s extreme speeds, as well as the introduction of the Hold Piece feature to [=TGM=]. So when a [=TGM3=] player tries to play [=TGM2=], especially at maximum drop speed...

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* ''[[TetrisTGM ''[[VideoGame/TetrisTGM Tetris: The Grand Master]] 2'' (''[[ExpansionPack PLUS]]''), for those who started with [=TGM3=]. [=TGM3=] introduced a subtle change in the signature TGM rotation system that makes I-pieces easier to handle with, a feature necessitated by [=TGM3=]'s extreme speeds, as well as the introduction of the Hold Piece feature to [=TGM=]. So when a [=TGM3=] player tries to play [=TGM2=], especially at maximum drop speed...



* The classic ''{{X-COM}}'' originally had a bug that meant the game was permanently stuck on the easiest difficulty. It was and is an awesome game, but the main complaint was that it was too easy. Developers (who hadn't yet discovered the bug) listened to the feedback, and ''Terror From The Deep'' was much harder. As in, insanely hard: the game's easiest setting was as hard as the original's hardest setting. It should be noted that the reason the bug took so long to discover was that the original ''{{X-COM}}'' was already insanely hard.

to:

* The classic ''{{X-COM}}'' ''VideoGame/{{X-COM}}'' originally had a bug that meant the game was permanently stuck on the easiest difficulty. It was and is an awesome game, but the main complaint was that it was too easy. Developers (who hadn't yet discovered the bug) listened to the feedback, and ''Terror From The Deep'' was much harder. As in, insanely hard: the game's easiest setting was as hard as the original's hardest setting. It should be noted that the reason the bug took so long to discover was that the original ''{{X-COM}}'' was already insanely hard.
11th Aug '16 3:38:05 AM Morgenthaler
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* ''VideoGame/AlienIsolation'' got a 5.9/10 from IGN, stating that the Alien's unpredictable AI and it's ability to adapt to your strategies made the game too difficult, especially on hard. Unsurprisingly, this review got a ton of flak. What makes this a bit more jarring is that the reviewer mentioned dying because he made a sprint towards the Save Point, which is not very advisable in normal gameplay.

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* ''VideoGame/AlienIsolation'' got a 5.9/10 from IGN, stating that the Alien's unpredictable AI and it's ability to adapt to your strategies made the game too difficult, especially on hard. Unsurprisingly, this review got a ton of flak. What makes this a bit more jarring is that the reviewer mentioned dying because he made a sprint towards the Save Point, which is not very advisable in normal gameplay.

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11th Aug '16 3:24:28 AM Morgenthaler
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* Fans and critics both cite the absurd increase in chart density in ''VideoGame/GuitarHero III'' (which marked the switch in developers from {{Harmonix}} to [[Creator/{{Activision}} Neversoft]]) as one of the reasons the series JumpedTheShark with that installment. The [[ThatOneLevel final set]] in ''particular'' ([[Music/{{Slayer}} 'Raining Blood']], [[Music/IronMaiden 'The Number of the Beast']], [[Music/{{Metallica}} 'One']] and 'Cliffs of Dover', followed by a [[ScrappyMechanic battle]] against Lou set to 'The Devil Went Down to Georgia') was considered by pretty much everyone to be a ''monumental'' DifficultySpike, and the point where most players would just give up and put the controller down.

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* Fans and critics both cite the absurd increase in chart density in ''VideoGame/GuitarHero III'' (which marked the switch in developers from {{Harmonix}} Creator/{{Harmonix}} to [[Creator/{{Activision}} Neversoft]]) as one of the reasons the series JumpedTheShark with that installment. The [[ThatOneLevel final set]] in ''particular'' ([[Music/{{Slayer}} 'Raining Blood']], [[Music/IronMaiden 'The Number of the Beast']], [[Music/{{Metallica}} 'One']] and 'Cliffs of Dover', followed by a [[ScrappyMechanic battle]] against Lou set to 'The Devil Went Down to Georgia') was considered by pretty much everyone to be a ''monumental'' DifficultySpike, and the point where most players would just give up and put the controller down.
6th Aug '16 11:56:32 PM ArcaneAzmadi
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* Fans and critics both cite the absurd increase in chart density in ''VideoGame/GuitarHero III'' (which marked the switch in developers from {{Harmonix}} to [[Creator/{{Activision}} Neversoft]]) as one of the reasons the series JumpedTheShark with that installment.

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* Fans and critics both cite the absurd increase in chart density in ''VideoGame/GuitarHero III'' (which marked the switch in developers from {{Harmonix}} to [[Creator/{{Activision}} Neversoft]]) as one of the reasons the series JumpedTheShark with that installment. The [[ThatOneLevel final set]] in ''particular'' ([[Music/{{Slayer}} 'Raining Blood']], [[Music/IronMaiden 'The Number of the Beast']], [[Music/{{Metallica}} 'One']] and 'Cliffs of Dover', followed by a [[ScrappyMechanic battle]] against Lou set to 'The Devil Went Down to Georgia') was considered by pretty much everyone to be a ''monumental'' DifficultySpike, and the point where most players would just give up and put the controller down.
19th Jun '16 1:27:36 PM Austin
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* WebOrignal/TheKingOfHate is similar in this respect, not only with hard games, but also with games that don't necessarily fall under the NintendoHard spectrum. Of course, it doesn't help that he doesn't ReadTheFreakingManual.

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* WebOrignal/TheKingOfHate WebOriginal/TheKingOfHate is similar in this respect, not only with hard games, but also with games that don't necessarily fall under the NintendoHard spectrum. Of course, it doesn't help that he doesn't ReadTheFreakingManual.
19th Jun '16 1:26:04 PM Austin
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* TheKingOfHate is similar in this respect, not only with hard games, but also with games that don't necessarily fall under the NintendoHard spectrum. Of course, it doesn't help that he doesn't ReadTheFreakingManual.

to:

* TheKingOfHate WebOrignal/TheKingOfHate is similar in this respect, not only with hard games, but also with games that don't necessarily fall under the NintendoHard spectrum. Of course, it doesn't help that he doesn't ReadTheFreakingManual.
9th Jun '16 12:18:38 AM Midna
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* ''VideoGame/StarFoxZero'' has a [[SomeDexterityRequired very involved control scheme]] (to the point that the first thing that you see in the game, even before the title screen, is the tutorial sequence) that garnered this response from professional reviewers who either didn't have the time to get used to them, or just couldn't be bothered. Of course, as mentioned, this is par for the course with anything done by Creator/PlatinumGames.

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* ''VideoGame/StarFoxZero'' has a [[SomeDexterityRequired very involved control scheme]] (to the point that the first thing that you see in the game, even before the title screen, is the tutorial sequence) that garnered this response from several professional reviewers who either didn't have the time to get used to them, or just couldn't be bothered. Of course, as mentioned, this is par for the course with anything done by Creator/PlatinumGames.
9th Jun '16 12:17:29 AM Midna
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to:

* ''VideoGame/StarFoxZero'' has a [[SomeDexterityRequired very involved control scheme]] (to the point that the first thing that you see in the game, even before the title screen, is the tutorial sequence) that garnered this response from professional reviewers who either didn't have the time to get used to them, or just couldn't be bothered. Of course, as mentioned, this is par for the course with anything done by Creator/PlatinumGames.
4th Jun '16 10:15:03 PM PrincessGwen
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* ''Franchise/FireEmblem'': ''[[VideoGame/FireEmblemTellius Radiant Dawn]]'' got a low review from Gamespot for being too hard and being too similar to the previous games. Although the same review flacks the game for [[ArsonMurderAndJaywalking lacking]] [[MinorInjuryOverreaction Mii]] [[UnpleasableFanbase support]], most do agree that Radiant Dawn is much harder than it needs to be; even the first chapter, typically a "get into the flow of things" segment of Fire Emblem games, is hard to surpass. It doesn't help that all the difficulty settings for the American release are one-notch higher than in Japan, making normal to hard, etc.
* The Conquest path of VideoGame/FireEmblemFates received a noticeably lower score than Birthright or Revelations from, yet again, Gamespot because it's too hard and doesn't let you grind.

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* ''Franchise/FireEmblem'': ''[[VideoGame/FireEmblemTellius Radiant Dawn]]'' got a low review from Gamespot for being too hard and being too similar to the previous games. Although the same review flacks the game for [[ArsonMurderAndJaywalking lacking]] [[MinorInjuryOverreaction Mii]] [[UnpleasableFanbase support]], most do agree that Radiant Dawn is much harder than it needs to be; even the first chapter, typically a "get into the flow of things" segment of Fire Emblem games, is hard to surpass. It doesn't help that all the difficulty settings for the American release are one-notch higher than in Japan, making normal Normal to hard, Hard, etc.
* The Conquest path of VideoGame/FireEmblemFates received a noticeably lower score than Birthright or Revelations Revelation from, yet again, Gamespot because it's too hard and doesn't let you grind.
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