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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.
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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.
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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.
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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...]]
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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]].
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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 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 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.
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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).
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[[folderDriving Game]]

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[[folderDriving [[folder:Driving Game]]
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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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* In ''VideoGame/{{beatmania}} IIDX'', the Easy LifeMeter is this to the standard meter, decreasing the penalty for missed notes. The EX Hard LifeMeter is this to the Hard meter (gauge starts at 100%, you don't need 80% or more to clear the song, but falling to 0% at any point is an instant failure) but with more damage for missing notes.

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* In ''VideoGame/{{beatmania}} IIDX'', the Easy LifeMeter is this to the standard meter, decreasing the penalty for missed notes. The EX Hard LifeMeter is this to the Hard meter (gauge starts at 100%, you don't need 80% or more to clear the song, but falling to 0% at any point is an instant failure) but with more damage for missing notes. Finally, there's the Assist Easy meter, which is a standard meter but with the clear threshold reduced from 80% to 60%.
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[[folder:Rhythm]]
* In ''VideoGame/{{beatmania}} IIDX'', the Easy LifeMeter is this to the standard meter, decreasing the penalty for missed notes. The EX Hard LifeMeter is this to the Hard meter (gauge starts at 100%, you don't need 80% or more to clear the song, but falling to 0% at any point is an instant failure) but with more damage for missing notes.
* ''VideoGame/PopNMusic'' has lifebar difficulties, all of which simply change the penalties for missing notes: the Easy meter reduces it, the Hard meter (HELL in games that have ''ojama'') doubles it, the もっとHELL meter (More HELL) (no longer available from the 22nd game version onwards) ''quadruples'' it, and the Danger meter (DEATH in games that have ''ojama'') sends you straight to 0 on a miss[[note]]This is ''not'' OneHitPointWonder; as long as the player doesn't miss too many notes in a row to be considered idling, they can drop to 0 meter and still clear as long as they climb back up to 80%[[/note]].
[[/folder]]
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* The Reaper of Souls expansion to ''VideoGame/DiabloIII'' takes this and runs with it. Each difficulty level exponentially increases the health and damage of enemies, leading to some [[https://us.battle.net/d3/en/game/guide/gameplay/game-difficulty large numbers]]. Additionally, more monsters are spawned per difficulty level.

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* The Reaper of Souls expansion to ''VideoGame/DiabloIII'' takes this and runs with it. Each difficulty level exponentially increases the health and damage of enemies, leading to some [[https://us.battle.net/d3/en/game/guide/gameplay/game-difficulty large numbers]]. Additionally, more monsters are spawned per difficulty level. [[HardModePerks On the plus side]], the rate at which Legendary items drop from enemies will increase as you go up the difficulty levels.
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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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* Hero Mode in the ''Franchise/TheLegendOfZelda'' is this. In its introduction in ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'', all enemies do double damage, stamina-using actions consume a bit more stamina, and heart drops are eliminated. This is carried over into the UpdatedRereleases of ''[[VideoGame/TheLegendOfZeldaTheWindWaker Wind Waker]]'' and ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', though the latter mirrors the entire world much like its Wii version. ''Twilight Princess HD'' also adds an bonus setting with the Ganondorf Toys/{{amiibo}}, which also doubles damage; this can stack with Hero Mode for quadruple damage. Hero Mode makes its 2D debut in ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]'', where it quadruples enemy damage, though heart drops are still present to compensate.

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* Hero Mode in the ''Franchise/TheLegendOfZelda'' is this. In its introduction in ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'', all enemies do double damage, stamina-using actions consume a bit more stamina, and heart drops are eliminated. This is carried over into the UpdatedRereleases {{Updated Rerelease}}s of ''[[VideoGame/TheLegendOfZeldaTheWindWaker Wind Waker]]'' and ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', though the latter mirrors the entire world much like its Wii version. ''Twilight Princess HD'' also adds an bonus setting with the Ganondorf Toys/{{amiibo}}, which also doubles damage; this can stack with Hero Mode for quadruple damage. Hero Mode makes its 2D debut in ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]'', where it quadruples enemy damage, though heart drops are still present to compensate.
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* Hero Mode in the ''Franchise/TheLegendOfZelda'' is this. In its introduction in ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'', all enemies do double damage, stamina-using actions consume a bit more stamina, and heart drops are eliminated. This is carried over into the UpdatedRereleases of ''[[VideoGame/TheLegendOfZeldaTheWindWaker Wind Waker]]'' and ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', though the latter mirrors the entire world much like its Wii version. ''Twilight Princess HD'' also adds an bonus setting with the Ganondorf Toys/{{amiibo}}, which also doubles damage; this can stack with Hero Mode for quadruple damage. Hero Mode makes its 2D debut in ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]'', where it quadruples enemy damage, though heart drops are still present to compensate.
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* In the initial release of ''VideoGame/MegaMan2'' [[DifficultyByRegion outside of Japan]], on "Normal" difficulty[[note]]the only difficulty in the Japanese version was equivalent to "Hard"[[/note]], all enemies took twice as much damage from all attacks except Time Stopper on Quick Man (which dealt the same as normal), with no other differences. Some of the most well-known OneHitKO attacks (like [[BeatThemAtTheirOwnGame Metal Blade on Metal Man]]) were actually meant to be ''two''-hit [=KOs=].
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* Things that are examples: On hard, enemies do more 50% more damage and take 50% less and drop less ammo, but fight you the same way as they did before.
* Things that are NOT examples: On hard, new types of enemies appear, you have longer levels, and bosses have a new attack or two.

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* Things that are examples: On hard, enemies do deal more 50% more damage and damage, take 50% less less, and drop less ammo, spawn 30% more often, but fight you the same way as they did before.
* Things that are NOT examples: On hard, new types of enemies appear, will become smarter, you have longer levels, and bosses have a new attack or two.
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* The Reaper of Souls expansion to ''VideoGame/DiabloIII'' takes this and runs with it. Each difficulty level exponentially increases the health and damage of enemies, leading to some [[https://us.battle.net/d3/en/game/guide/gameplay/game-difficulty large numbers]]. Additionally, more monsters are spawned per difficulty level.
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* In ''VideoGame/SystemShock2'''s higher difficulties, your stats and skills cost more cyber modules to upgrade, but the placement and number of modules remain the same. The HP and MP bonuses you receive from upgrading also dive sharply with increasing difficulty, making a particular special upgrade that gives you a mere 5 HP much more important at higher difficulties. Enemy drop percentages also fall, so on the highest difficulty, fighting is usually a frightful waste of resources. And yes, buying ammo costs more too.

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* In ''VideoGame/SystemShock2'''s higher difficulties, your stats and skills cost more cyber modules to upgrade, but the placement and number of modules remain the same. The HP and MP MP, or [[PsychicPowers PSI]], bonuses you receive from upgrading also dive sharply with increasing difficulty, making a particular special upgrade that gives you a mere 5 HP much more important at higher difficulties. Enemy drop percentages also fall, so on the highest difficulty, fighting is usually a frightful waste of resources. And yes, buying ammo costs more too.
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* ''Franchise/{{Tales|Series}}'' games will usually multiply enemy health and stats by 1.5 and 2.0 on Hard and Mania difficulties.

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* ''Franchise/{{Tales|Series}}'' ''VideoGame/{{Tales|Series}}'' games will usually multiply enemy health and stats by 1.5 and 2.0 on Hard and Mania difficulties.
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* ''VideoGame/TheElderScrollsIVOblivion'' has a difficulty slider. Set at easiest, all your attacks do 6 times their normal damage and enemies do 1/6th their normal amount. Set at its hardest, those numbers are reversed. Nothing else is changed.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' has the same slider with the same effects.

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* ''VideoGame/TheElderScrollsIVOblivion'' has ''Franchise/TheElderScrolls'':
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' have
a difficulty slider. Set at easiest, all your attacks do 6 times their normal damage and enemies do 1/6th their normal amount. Set at its hardest, those numbers are reversed. Nothing else is changed.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' has the same slider with the same effects.
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*** ''Legendary'' has you deal 1/3 damage and take 3x damage. This setting is only available in certain versions.

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*** ''Legendary'' ''[[HarderThanHard Legendary]]'' has you deal 1/3 damage and take 3x damage. This setting is only available in certain versions.

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* Happens in Challenge mode of every ''Franchise/RatchetAndClank'' game after the first one. Enemies take more hits to kill, and can damage you much quicker. But conversely, challenges pay out more money, and there's a bolt multiplier to make getting money off dead enemies easier to amass. However, you'll need the money to buy new versions of your old weapons that can be upgraded with more damage and bigger ammo capacity, not to mention some BFG's and better armours (unless you really grinded for money in the first playthrough and brought them then). It generally means the game is harder in the opening stages when you need even your most powerful rockets to take out the opening enemies, even though there attacks are rubbish enough to not hit you, but gets easier as you get more and more of the big weapons.

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* Happens in Challenge mode of every The ''Franchise/RatchetAndClank'' game after the first one. Enemies take more hits to kill, and can damage you much quicker. But conversely, challenges pay out more money, and there's a bolt multiplier to make getting money off dead games which have difficulty options feature this, where enemies easier to amass. However, you'll need will simply deal more damage and have more health, and your weapons earn less XP per kill. Starting with ''[[VideoGame/RatchetAndClankIntoTheNexus Into the money Nexus]]'', enemies will also run faster, attack faster, and their gun shots will travel more quickly.
** Also occurs from the second game onward in [[NewGamePlus Challenge Mode]], where enemies have even more damage and lots more health, to the point where you can empty entire weapons to no effect and then [[CurbStompBattle get killed in one hit]]. To keep up you have
to buy new Mega versions of your old weapons that can be upgraded with more damage and bigger ammo capacity, not to mention some BFG's and better armours (unless you really grinded for money in buy the first playthrough and brought them then). It generally means best armour in the game is harder in (both of which are super-expensive, however the opening stages when you need even your most powerful rockets to take out the opening enemies, even though there attacks are rubbish enough to not hit you, but gets easier as you get more and more of the big weapons.Bolt Multiplier makes up for it).
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* In ''VideoGame/DarkSouls'', ''NewGamePlus'' enemies have more HP and hit harder. This is averted in ''VideoGame/DarkSoulsII'', which adds new enemies and encounters in NG+, but not in ''VideoGame/DarkSoulsIII''.
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[[folder:Sports]]
* In ''VideoGame/ArcStyleBaseball3D'', turning up the difficulty from Normal to Hard sums up as turning up the speed of the opposing pitcher's pitches. At the very least, that's the main obvious difference.
[[/folder]]
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* ''VideoGame/XCom'' enemies get higher stats on higher difficulty levels. Higher firing accuracy, time units, and Reaction add up to more ambushes. The lowest difficulty also halves armour, but all other difficulties use the same armour stat.
** ...At least in theory. ''UFO Defense'' has a bug where even if you pick Superhuman (the highest difficulty level), as soon as you save your game or load a save, you're suddenly playing on Beginner (the lowest). Both devs and fans went completely unaware of the bug for a long time, so when the devs received complaints that Superhuman difficulty was too easy, they essentially reversed the issue by scaling ''Terror From The Deep''[='=]s Beginning difficulty to the original's Superhuman. Incidentally, this allows one who is aware of the difficulty-reset bug to essentially play a [[HarderThanHard double-Superhuman]] mode in ''TFTD'', which is exactly as terrifying as it sounds. They finally got it right in ''Apocalypse'' and ''Interceptor'', but ''Interceptor'''s difficulty only affects three things: how long it takes to kill the alien craft (their armor and shields are boosted, essentially), how susceptible your pilots are to mind-control (they get penalized at higher difficulty levels), and how quickly the aliens expand (at higher difficulty levels, you'll encounter alien bases all over the place, whereas at lower levels, you'll be able to keep the map clean of bases with little difficulty).

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* ''VideoGame/XCom'' ''[[{{VideoGame/XCOM}} X-COM]]'' enemies get higher stats on higher difficulty levels. Higher firing accuracy, time units, and Reaction add up to more ambushes. The lowest difficulty also halves armour, but all other difficulties use the same armour stat.
** ...At least in theory. ''UFO Defense'' ''[[VideoGame/XCOMUFODefense UFO Defense]]'' has a bug where even if you pick Superhuman (the highest difficulty level), as soon as you save your game or load a save, you're suddenly playing on Beginner (the lowest). Both devs and fans went completely unaware of the bug for a long time, so when the devs received complaints that Superhuman difficulty was too easy, they essentially reversed the issue by scaling ''Terror ''[[VideoGame/XCOMTerrorFromTheDeep Terror From The Deep''[='=]s Deep]]''[='=]s Beginning difficulty to the original's Superhuman. Incidentally, this allows one who is aware of the difficulty-reset bug to essentially play a [[HarderThanHard double-Superhuman]] mode in ''TFTD'', which is exactly as terrifying as it sounds. They finally got it right in ''Apocalypse'' ''[[VideoGame/XCOMApocalypse Apocalypse]]'' and ''Interceptor'', but ''Interceptor'''s difficulty only affects three things: how long it takes to kill the alien craft (their armor and shields are boosted, essentially), how susceptible your pilots are to mind-control (they get penalized at higher difficulty levels), and how quickly the aliens expand (at higher difficulty levels, you'll encounter alien bases all over the place, whereas at lower levels, you'll be able to keep the map clean of bases with little difficulty).
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* ''DarkSun'' video games had a difficulty slider, which only affected enemies' HP, about 10% per step. The sound effects that accompanied moving the slider deserve mentioning: "Make way for the queen's garbage!" for "easy", a human shriek for "balanced", "Die!" for "hard" and a rampager's roar for "hideous".

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* ''DarkSun'' ''TabletopGame/DarkSun'' video games had a difficulty slider, which only affected enemies' HP, about 10% per step. The sound effects that accompanied moving the slider deserve mentioning: "Make way for the queen's garbage!" for "easy", a human shriek for "balanced", "Die!" for "hard" and a rampager's roar for "hideous".
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The differences for Gym Leaders on Challenge mode are definately significant beyond just levels. The rest of the game fits this trope.


* Easy Mode and Challenge Mode in ''VideoGame/PokemonBlack2AndWhite2'' merely change the opposing Pokemon's levels in most cases. There are a few isolated instances of non-numerical changes (usually Gym Leaders) but they're notoriously rare.

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* Easy Mode and Challenge Mode in ''VideoGame/PokemonBlack2AndWhite2'' fall into this for regular trainers, merely change the opposing Pokemon's levels in most cases. There are a few isolated instances of non-numerical changes (usually Gym Leaders) but they're notoriously rare.Leaders and the Elite Four avert this: each gets one Pokemon added to their team, re-done movesets and, in the case of the Elite Four, better held items.
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* ''[[VideoGame/{{Boktai}} Lunar Knights]]'' has this as well with its difficulty settings. Enemy levels (which determine stats and damage tolerances) will increase on higher difficulty levels (Normal < Hard < [[HarderThanHard Nightmare]]) by a percentage rather than a number. It doesn't seem like much at first, but everything inside the gates of New Culiacan onward is ''[[{{Cap}} level 99]]''! Beforehand, [[MagikarpPower Aaron]] states that he's going to protect Lucian during your trip through the city streets. If you chose to neglect the gunslinger and don't have anything resembling guarding skill, grinding is your only solution, as the damage from a Lv99 Hot Dog in EF weather is murder (And that's as weak as Flame attacks get, and you run into one in the first block to boot!).

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* ''[[VideoGame/{{Boktai}} Lunar Knights]]'' has this as well with its difficulty settings. Enemy levels (which determine stats and damage tolerances) will increase on higher difficulty levels (Normal < Hard < [[HarderThanHard Nightmare]]) by a percentage rather than a number. It doesn't seem like much at first, but everything inside the gates of New Culiacan onward is ''[[{{Cap}} level 99]]''! Beforehand, [[MagikarpPower Aaron]] states that he's going to protect Lucian during your trip through the city streets. If you chose to neglect the gunslinger and don't have anything resembling guarding skill, grinding is your only solution, as the damage from a Lv99 [=Lv99=] Hot Dog in EF weather is murder (And that's as weak as Flame attacks get, and you run into one in the first block to boot!).

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