History Main / NumericalHard

17th May '18 4:06:50 AM BigKlingy
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* Difficulty modes in the ''VideoGame/KisekiSeries'' usually apply a flat multiplier to all enemy stats. Since these are games where a tiny change in Strength and Defence can be the difference between a massive hit and ScratchDamage, the higher difficulties can be ''very'' NintendoHard, and Nightmare Mode is specifically stated to be designed for NewGamePlus runs. Doesn't stop people playing fresh new games on Nightmare as a SelfImposedChallenge.
17th May '18 4:02:14 AM BigKlingy
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* The difficulty levels in ''VideoGame/Persona5'' mostly just raise/lower the money and experience received from battle, as well as the damage you take. [[EasierThanEasy Safety]] triples experience and ''quintuples'' money, while also preventing you from changing the difficulty for the rest of the playthrough. The free DLC [[HarderThanHard Merciless]] mode also triples CriticalHit and weakness damage for both you and the enemy, making elemental weaknesses a lot more punishable.
23rd Sep '17 12:29:22 AM LucaEarlgrey
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* ''Videogame/{{Gradius}} V'' seems like it's going to avert this trope with subsequent loops, where the Stage 1 boss has two cores instead of one like on the first loop. As it turns out, the rest of this game simply plays this trope straight with [[BulletHell more bullets]] and enemy "revenge bullets" that fire upon their deaths.
22nd Sep '17 9:43:01 AM CerotechOmega
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* ''VideoGame/MetroidSamusReturns'' merely doubles the damage enemies inflict in Hard mode, and more than that on Fusion mode, but their AI remains the same. [[NintendoHard Not like the game is particularly easy on Normal...]]
13th Sep '17 1:44:28 PM LucaEarlgrey
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* In ''VideoGame/ShinMegamiTenseiIV'' and ''VideoGame/ShinMegamiTenseiIVApocalypse'', you do less damage and have less accuracy as the difficulty increases, while the opposite applies to the enemies. Additionally, the members-only shop in Ginza will charge you more the higher your difficulty level is. Averted in ''Apocalypse''[='=]s eponymous HarderThanHard difficulty, which also forces on the WeCannotGoOnWithoutYou mechanic (which is optional in lower difficulties, where the default defeat condition is "all party members perish, not just the protagonist") and disables changing the difficulty in the middle of the current playthrough.

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* In ''VideoGame/ShinMegamiTenseiIV'' and ''VideoGame/ShinMegamiTenseiIVApocalypse'', you do less damage and have less accuracy as the difficulty increases, while the opposite applies to the enemies. Additionally, the members-only shop in Ginza will charge you more the higher your difficulty level is. Averted in ''Apocalypse''[='=]s eponymous HarderThanHard difficulty, which also forces on the WeCannotGoOnWithoutYou mechanic (which is optional in lower difficulties, where the default defeat condition is "all party members perish, not just the protagonist") and [[PermanentlyMissableContent disables changing the difficulty in for the middle rest of the current playthrough.playthrough]].
13th Sep '17 1:43:23 PM LucaEarlgrey
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* In ''VideoGame/ShinMegamiTenseiIV'' and ''VideoGame/ShinMegamiTenseiIVApocalypse'', you do less damage and have less accuracy as the difficulty increases, while the opposite applies to the enemies. Additionally, the members-only shop in Ginza will charge you more the higher your difficulty level is. Averted in ''Apocalypse''[='=]s eponymous HarderThanHard difficulty, which also forces on the WeCannotGoOnWithoutYou mechanic (which is optional in lower difficulties, where the defeat condition is "all party members perish, not just the protagonist") and disables changing the difficulty in the middle of the current playthrough.

to:

* In ''VideoGame/ShinMegamiTenseiIV'' and ''VideoGame/ShinMegamiTenseiIVApocalypse'', you do less damage and have less accuracy as the difficulty increases, while the opposite applies to the enemies. Additionally, the members-only shop in Ginza will charge you more the higher your difficulty level is. Averted in ''Apocalypse''[='=]s eponymous HarderThanHard difficulty, which also forces on the WeCannotGoOnWithoutYou mechanic (which is optional in lower difficulties, where the default defeat condition is "all party members perish, not just the protagonist") and disables changing the difficulty in the middle of the current playthrough.
13th Sep '17 1:42:59 PM LucaEarlgrey
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* In ''VideoGame/ShinMegamiTenseiIV'' and ''VideoGame/ShinMegamiTenseiIVApocalypse'', you do less damage and have less accuracy as the difficulty increases, while the opposite applies to the enemies. Additionally, the members-only shop in Ginza will charge you more the higher your difficulty level is. Averted in ''Apocalypse''[='=]s eponymous HarderThanHard difficulty, which also forces on the WeCannotGoOnWithoutYou mechanic (which is optional in lower difficulties, where the defeat condition is "all party members perish, not just the protagonist") and disables changing the difficulty in the middle of the current playthrough.


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* In ''VideoGame/ShinMegamiTenseiIV'' and ''VideoGame/ShinMegamiTenseiIVApocalypse'', you do less damage and have less accuracy as the difficulty increases, while the opposite applies to the enemies. Additionally, the members-only shop in Ginza will charge you more the higher your difficulty level is. Averted in ''Apocalypse''[='=]s eponymous HarderThanHard difficulty, which also forces on the WeCannotGoOnWithoutYou mechanic (which is optional in lower difficulties, where the defeat condition is "all party members perish, not just the protagonist") and disables changing the difficulty in the middle of the current playthrough.
10th Sep '17 10:23:30 PM LucaEarlgrey
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* Changing the difficulty level of ''VideoGame/BattleGaregga'' changes a few values pertaining to [[DynamicDifficulty rank]], most notably the maximum rank possible and the rate at which rank increases per frame (defined by the game as 1/60th of a second).
10th Sep '17 10:17:15 PM LucaEarlgrey
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[[folderDriving Game]]

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[[folderDriving [[folder:Driving Game]]
10th Sep '17 10:17:09 PM LucaEarlgrey
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[[folderDriving Game]]
* ''VideoGame/SanFranciscoRush''[='=]s difficulty settings change the starting amount of [[TimedMission time]] you have, and if checkpoint time extensions are enabled, how much time you gain from reaching a checkpoint.
[[/folder]]
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http://tvtropes.org/pmwiki/article_history.php?article=Main.NumericalHard