History Main / ItsHardSoItSucks

2nd Apr '16 7:25:23 PM MyFinalEdits
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* Expert 100-Mario Challenge & Gnat Attack in ''VideoGame/SuperMarioMaker'' are generally perceived as this. The former is hated for the FakeDifficulty of many of its levels, and the latter is hated for being [[TimedMission very]] [[ContinuingIsPainful unforgiving]]. Hard Gnat Attack is ''especially'' hated for its difficulty, which mainly results from its [[ZergRush droves]] of Bomb Flies in every level.

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* ''Franchise/SuperMarioBros'':
** ''VideoGame/SuperMarioBrosTheLostLevels'', the original sequel to ''VideoGame/SuperMarioBros1'', was famously not originally exported, with this reaction being part of the reason why. The other is that [[ItsTheSameNowItSucks players dismissed it as a mere]] MissionPackSequel. It was not too warmly received amongst Westerners when it was RemadeForTheExport, seeing it as too close to PlatformHell territory for comfort.
**
Expert 100-Mario Challenge & and Gnat Attack in ''VideoGame/SuperMarioMaker'' are generally perceived as this. The former is hated for the FakeDifficulty of many of its levels, and the latter is hated for being [[TimedMission very]] [[ContinuingIsPainful unforgiving]]. The game's post-release updates added Hard Gnat Attack (which is ''especially'' hated for its difficulty, which mainly results from its [[ZergRush droves]] of Bomb Flies in every level.level) and Super Expert 100-Mario Challenge (reviled for having particularly devious levels).



* ''Super Mario Bros. 2'' (Japan), known as ''VideoGame/SuperMarioBrosTheLostLevels'', was famously not originally exported, with this reaction being part of the reason why. (The other is that [[ItsTheSameNowItSucks players dismissed it as a mere]] MissionPackSequel.) It was not too warmly received amongst Westerners when it was RemadeForTheExport, seeing it as too close to PlatformHell territory for comfort.

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* ''Super Mario Bros. 2'' (Japan), known as ''VideoGame/SuperMarioBrosTheLostLevels'', was famously not originally exported, with this reaction being part of the reason why. (The other is that [[ItsTheSameNowItSucks players dismissed it as a mere]] MissionPackSequel.) It was not too warmly received amongst Westerners when it was RemadeForTheExport, seeing it as too close to PlatformHell territory for comfort.



* The BulletHell subgenre as a whole frequently gets this. Many folks who watch videos of the infamous {{True Final Boss}}es, assume that this is what the game as a whole is, and then refuse to play the game. Even if they don't, the high ''apparent'' difficulty makes it hard for prospective players to be convinced to try the genre. In contrast, a lot of arcade non-danmaku shooters ''look'' easier, but employ other sources of difficulty such as fast bullets, [[ContinuingIsPainful removal of most or all power-ups upon death]], respawn {{checkpoint}}s instead of respawning where you died, and attacks from awkward angles (e.g. from behind); these are frequently not as obvious to the player as a low "empty space to bullets" ratio.
** ''VideoGame/{{Touhou}}'' is a more specific example. Most fans get into the franchise via {{Fanon}}, MemeticMutation, or music remixes, so they'll either attend a ''Touhou'' fan panel at {{Fan Convention}}s, where the host(s) will most likely demonstrate a later stage on Lunatic or an Extra Stage, often intimidating players from getting into the games, or they will look up videos of the games in order to understand the source material, only to express shock upon seeing a BossBattle. The ones that do try the games find them way too difficult even on Easy and will most likely RageQuit. The ''Touhou'' games are actually considered some of the easier BulletHell games, but [[FandomBerserkButton don't EVER tell a struggling player that]].

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* The BulletHell subgenre as a whole frequently gets this. Many folks who watch videos of the infamous {{True Final Boss}}es, assume that this is what the game as a whole is, and then refuse to play the game. Even if they don't, the high ''apparent'' difficulty makes it hard for prospective players to be convinced to try the genre. In contrast, a lot of arcade non-danmaku shooters ''look'' easier, but employ other sources of difficulty such as fast bullets, [[ContinuingIsPainful removal of most or all power-ups upon death]], respawn {{checkpoint}}s instead of respawning where you died, and attacks from awkward angles (e.g. from behind); these are frequently not as obvious to the player as a low "empty space to bullets" ratio.
** ''VideoGame/{{Touhou}}'' is a more specific example.
''VideoGame/{{Touhou}}''. Most fans get into the franchise via {{Fanon}}, MemeticMutation, or music remixes, so they'll either attend a ''Touhou'' fan panel at {{Fan Convention}}s, where the host(s) will most likely demonstrate a later stage on Lunatic or an Extra Stage, often intimidating players from getting into the games, or they will look up videos of the games in order to understand the source material, only to express shock upon seeing a BossBattle. The ones that do try the games find them way too difficult even on Easy and will most likely RageQuit. The ''Touhou'' games are actually considered some of the easier BulletHell games, but [[FandomBerserkButton don't EVER tell a struggling player that]].



* ''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.
** ''Radiant Dawn''' isn't really any harder than the earlier games [[NoExportForYou (especially the Japan-only ones)]], it's just that [[SchizophrenicDifficulty its difficulty spikes are oddly placed]]: most agree the game's ''first'' act out of 4 is the hardest, with things getting much easier in part 3, when you control [[BadassArmy Ike's party]]... and then run into a brick wall when you switch back to Micaiah. This is [[RagtagBunchOfMisfits justified by the story]], but a heck of a way to start for those who didn't play ''Path of Radiance''.
** It also suffers from a lesser version of the same issue ''StreetsOfRage 3'' above as: The Japanese Normal is American and European Easy, while Japanese Hard is ''Normal'' outside Japan and [[HarderThanHard Maniac]] is just "Hard". However, the previous game kept the Japanese Normal and Hard, and added an Easy mode instead of Maniac that was indeed easier, thus creating the illusion ''Radiant Dawn'' got harder. It didn't.
** Additionally, the English version ''was'' actually easier, since it and its prequel both allowed you to promote without items, which the Japanese version didn't have.

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* ''FireEmblem: [[VideoGame/FireEmblemTellius ''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.
** ''Radiant Dawn''' isn't really any harder than the earlier games [[NoExportForYou (especially the Japan-only ones)]], it's just that [[SchizophrenicDifficulty its difficulty spikes are oddly placed]]: most agree the game's ''first'' act out of 4 is the hardest, with things getting much easier in part 3, when you control [[BadassArmy Ike's party]]... and then run into a brick wall when you switch back to Micaiah. This is [[RagtagBunchOfMisfits justified by the story]], but a heck of a way to start for those who didn't play ''Path of Radiance''.
** It also suffers from a lesser version of the same issue ''StreetsOfRage 3'' above as: The Japanese Normal is American and European Easy, while Japanese Hard is ''Normal'' outside Japan and [[HarderThanHard Maniac]] is just "Hard". However, the previous game kept the Japanese Normal and Hard, and added an Easy mode instead of Maniac that was indeed easier, thus creating the illusion ''Radiant Dawn'' got harder. It didn't.
** Additionally, the English version ''was'' actually easier, since it and its prequel both allowed you to promote without items, which the Japanese version didn't have.
etc.
10th Mar '16 7:30:49 PM MyFinalEdits
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** And even though there's dynamically scaling difficulty, it's set up in such a way that the game gets ''easier'' the worse you do at it. The game's difficulty is only as high as the player's ability to play it. [[NintendoHard Unless you're playing on Hard mode.]]
10th Mar '16 12:21:29 PM Steven
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* ''VideoGame/PAYDAYTheHeist'' and ''VideoGame/PAYDAY2'' tend to get criticism for having the difficulty being too brutal, even on the easier difficulty settings. SWAT can and will flank you and inflict a ton of damage if you're not careful and the [[EliteMook special SWAT]] will wreck anyone that tries to take them on alone. Most of the heists also tend to be very long and supplies are limited as well (ammo drops from cops give paltry amount of bullets and health kits can only be used a few times before they are depleted). Overkill studio believes the games are fine where they are and feel the action is the juice, especially on the [[HarderThanHard Overkill 145+/Death Wish]] difficulties and there's a lot of fans that don't mind the high difficulty. Because the two games play similarly to ''VideoGame/Left4Dead'', many players from that game that try to play either ''PAYDAY'' game in the same way as ''Left 4 Dead'' will get absolutely wrecked and that can also bring the whole team down.
4th Mar '16 4:27:02 PM cfalcon
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* 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.
1st Mar '16 2:00:18 PM hydrix
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* You find sometimes the one guy on a programming language forum who complains that programming languages like INTERCAL and Malbolge, which are both programming languages in which the editor deliberately made a language that is as hard and obtuse to use, get attention because they are hard to program in and saying that these are therefore of no interest whatsoever.




[[AC:Other]]
* You find sometimes the one guy on a programming language forum who complains that programming languages like INTERCAL and Malbolge, which are both programming languages in which the editor deliberately made a language that is as hard and obtuse to use, get attention because they are hard to program in and saying that these are therefore of no interest whatsoever.
1st Mar '16 1:58:23 PM hydrix
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* You find sometimes the one guy on a programming language forum who complains that deliberately made intentionally hard programming languages like INTERCAL and Malbolge get attention because they are hard to program in and saying that these are therefore of no interest whatsoever.

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* You find sometimes the one guy on a programming language forum who complains that deliberately made intentionally hard programming languages like INTERCAL and Malbolge Malbolge, which are both programming languages in which the editor deliberately made a language that is as hard and obtuse to use, get attention because they are hard to program in and saying that these are therefore of no interest whatsoever.
1st Mar '16 1:53:34 PM hydrix
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Added DiffLines:

[[AC:Other]]
* You find sometimes the one guy on a programming language forum who complains that deliberately made intentionally hard programming languages like INTERCAL and Malbolge get attention because they are hard to program in and saying that these are therefore of no interest whatsoever.
16th Feb '16 9:56:28 AM Beed28
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* ''VideoGame/MegaManZero'' sometimes gets this from some people.
** To the point where the DS UpdatedRerelease of the entire series includes an "Easy Scenario". The game's English-language version promotes this on the box as being "so anyone can jump right in!" In practice, the Easy Scenario simply starts the game with most non-plot powerups (maximum life, all Cyber Elves, etc.) without actually changing the difficulty. You can ([[NintendoHard and probably will]]) still die even on Easy Scenario.
* Many PlatformHell games such as ''VideoGame/KaizoMarioWorld'' and ''VideoGame/IWannaBeTheGuy''. They tend to be more interesting [[LetsPlay watched]] than played.
** Many platform hells tend to be viewed as sucky mainly because of their FakeDifficulty. TrialAndErrorGameplay is pretty common in these types of games, especially in IWBTG and ROM hacks of Super Mario World trying to be like Kaizo.

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* ''VideoGame/MegaManZero'' sometimes gets this from some people.
**
people. To the point where the DS UpdatedRerelease of the entire series includes an "Easy Scenario". The game's English-language version promotes this on the box as being "so anyone can jump right in!" In practice, the Easy Scenario simply starts the game with most non-plot powerups (maximum life, all Cyber Elves, etc.) without actually changing the difficulty. You can ([[NintendoHard and probably will]]) still die even on Easy Scenario.
* Many PlatformHell games such as ''VideoGame/KaizoMarioWorld'' and ''VideoGame/IWannaBeTheGuy''. They tend to be more interesting [[LetsPlay watched]] than played.
**
played. Many platform hells tend to be viewed as sucky mainly because of their FakeDifficulty. TrialAndErrorGameplay is pretty common in these types of games, especially in IWBTG and ROM hacks of Super Mario World ''VideoGame/SuperMarioWorld'' trying to be like Kaizo.



* Despite its slick and original AAA design, the fact that Creator/{{Rare}} decided its [[NintendoHard inhuman difficulty]] was perfectly fine for such a [[SurpriseDifficulty wide-marketed]] commercial product has prevented anyone from considering VideoGame/{{Battletoads}} a classic.
* Although it has a devout following of fans, the original ''VideoGame/{{Rayman}}'' could have become a classic alongside Franchise/SuperMarioBros and Franchise/SonicTheHedgehog had it not become so mind-numbingly and abruptly difficult once you hit Band Land. The GameBoyAdvance port even went out of its way to advertise that it was much easier.
* ''VideoGame/MetalSlug 3''. You [[ContestedSequel eit]][[LoveItOrHateIt her]] love it because it's [[SequelEscalation one of the most epic games in the series]], or you hate it because your first few full runs took 40-60 continues each.
** And the western Xbox port gave you limited continues (which ''kick you back to the start of the stage''), meaning that if you weren't at a set skill level and couldn't really improve, you'd permanently miss out on a certain portion of the game.

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* Despite its slick and original AAA design, the fact that Creator/{{Rare}} decided its [[NintendoHard inhuman difficulty]] was perfectly fine for such a [[SurpriseDifficulty wide-marketed]] commercial product has prevented anyone from considering VideoGame/{{Battletoads}} ''VideoGame/{{Battletoads}}'' a classic.
* Although it has a devout following of fans, the original ''VideoGame/{{Rayman}}'' could have become a classic alongside Franchise/SuperMarioBros ''Franchise/SuperMarioBros'' and Franchise/SonicTheHedgehog ''Franchise/SonicTheHedgehog'' had it not become so mind-numbingly and abruptly difficult once you hit Band Land. The GameBoyAdvance port even went out of its way to advertise that it was much easier.
* ''VideoGame/MetalSlug 3''. You [[ContestedSequel eit]][[LoveItOrHateIt her]] either]] love it because it's [[SequelEscalation one of the most epic games in the series]], or you hate it because your first few full runs took 40-60 continues each.
**
each. And the western Xbox port gave suffers from PortingDisaster by giving you limited continues (which which ''kick you back to the start of the stage''), stage'', meaning that if you weren't at a set skill level and couldn't really improve, you'd permanently miss out on a certain portion of the game.
16th Feb '16 7:39:56 AM YasminPerry
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[[AC:Mini Game Game]]
* ''VideoGame/RugratsRoyalRansom'' falls into this trope on Reptar Tough mode. The game is incredibly, insanely, ''mind-numbingly'' hard in that difficulty mode, to the point where you wonder if the programmers forgot that, regardless of differing levels of difficulty, they were making a game for children. It's not at all fun to play on that difficulty level; the only reason to play it in that mode is to prove you can beat it.
29th Jan '16 10:03:33 AM Pinokio
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* ''VideoGame/The7thSaga'': Considered the hardest game on the SNES, yet there are tons of items to buff with in combat, traditional RPG roles work fine with both party members, and your ally leaving or betraying you... takes a little foresight.
* ''VideoGame/ArcanumOfSteamworksAndMagickObscura'' has been called a "bad game" due to some difficult enemies at the beginning and some imbalanced game mechanics that are not always fair to your character build, such as a character focusing heavily on non-combat skills, though you can always reroll a character and select better starting inventory, save and reload often, play it safe, etc.
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