History Main / SchizophrenicDifficulty

16th Jul '17 1:02:00 PM Piterpicher
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* The levels in the original ''{{Populous}}'' were generated with an algorithm. A side effect was that there were some hard levels quite early in the game, a bunch of easy levels near the end, and the hardest level in the game was around the middle

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* The levels in the original ''{{Populous}}'' ''VideoGame/{{Populous}}'' were generated with an algorithm. A side effect was that there were some hard levels quite early in the game, a bunch of easy levels near the end, and the hardest level in the game was around the middle
10th Jul '17 4:09:30 AM Luminar
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* Randomly generated missions in ''[[VideoGame/{{X}} X3: Terran Conflict]]'' are assigned a "Difficulty" ranking. The difficulty just seems to indicate how likely you'll get raped by a [[BossInMookClothing M8 class bomber]]. At high combat ranks (gained slowly by killing enemies), an "Easy" mission will spawn multiple ''battleships'' in patrol missions -- regardless of what sort of ships you own. Good luck killing those battleships in your piddly little corvette.

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* Randomly generated missions in ''[[VideoGame/{{X}} X3: Terran Conflict]]'' are assigned a "Difficulty" ranking. The difficulty just seems to indicate how likely you'll get raped wrecked by a [[BossInMookClothing M8 class bomber]]. At high combat ranks (gained slowly by killing enemies), an "Easy" mission will spawn multiple ''battleships'' in patrol missions -- regardless of what sort of ships you own. Good luck killing those battleships in your piddly little corvette.
12th Jun '17 7:44:14 AM SuperFeatherYoshi
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Added DiffLines:

* The Imperial campaign of the original ''Red Alert 3'' is an even worse example. Some of the Imperial levels are so easy, they might as well be playable cutscenes (most prominently, both levels with the [[HumongousMecha Shogun Executioner]]), while others are ridiculously difficult ("Barbarians at the Bay", for example, is a timed mission where you are forced to fight both the Allies and the Soviets, who will both throw ''everything'' they have at you).
20th May '17 8:22:04 AM Willbyr
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16th Apr '17 7:16:19 PM nombretomado
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* Several missions in the "Rise of the Empire" campaign of ''[[StarWarsBattlefront Star Wars Battlefront II]]''. In general, the campaign isn't very difficult, but some missions (A Line in the Sand, Knightfall, Tying Up Loose Ends, etc.) are unusually difficult, others are fairly easy, and in short, no two levels have the same diffiulty.

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* Several missions in the "Rise of the Empire" campaign of ''[[StarWarsBattlefront ''[[VideoGame/StarWarsBattlefront Star Wars Battlefront II]]''. In general, the campaign isn't very difficult, but some missions (A Line in the Sand, Knightfall, Tying Up Loose Ends, etc.) are unusually difficult, others are fairly easy, and in short, no two levels have the same diffiulty.
16th Apr '17 12:46:46 PM nombretomado
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* ''SpaceInvaders Infinity Gene'' has a Challenge mode that basically randomly generates levels. This leads to randomness in the difficulty. Also, one of the bosses has an intro that lasts minutes before it can be attacked, and this boss may appear randomly at the end of any Challenge level.

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* ''SpaceInvaders ''VideoGame/SpaceInvaders Infinity Gene'' has a Challenge mode that basically randomly generates levels. This leads to randomness in the difficulty. Also, one of the bosses has an intro that lasts minutes before it can be attacked, and this boss may appear randomly at the end of any Challenge level.



* ''HarvestMoon: Frantic Farming'' has this; mainly either when your opponent was the Witch Princess or a team battle near level 6 or 7. The former was a tough, but fair battle no matter which level you fought her on. The latter achieves it's difficulty spike due to your CPU partner suddenly becoming [[TheLoad near-useless]], leaving you in a virtual handicap match against the CPU team.

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* ''HarvestMoon: ''VideoGame/HarvestMoon: Frantic Farming'' has this; mainly either when your opponent was the Witch Princess or a team battle near level 6 or 7. The former was a tough, but fair battle no matter which level you fought her on. The latter achieves it's difficulty spike due to your CPU partner suddenly becoming [[TheLoad near-useless]], leaving you in a virtual handicap match against the CPU team.
15th Apr '17 9:50:49 AM Gosicrystal
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* ''VideoGame/CannonFodder'' is an example of this once you get past the first DifficultySpike in Mission Eight. After this the average difficulty stays more or less the same until the end of the game, but with occasional [[ThatOneLevel shockingly hard]] phases dropped in at random.

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* ''VideoGame/CannonFodder'' is an example of this once you get past the first DifficultySpike in Mission Eight. After this the average difficulty stays more or less the same until the end of the game, but with occasional [[ThatOneLevel shockingly hard]] hard phases dropped in at random.



** ''VideoGame/{{Halo 3}}'' starts with two very difficult levels back to back, then segues into several moderately difficult ones, than an easy one, and then the difficulty spikes into the stratosphere with [[ThatOneLevel Cortana]] before the easy final levels.

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** ''VideoGame/{{Halo 3}}'' starts with two very difficult levels back to back, then segues into several moderately difficult ones, than an easy one, and then the difficulty spikes into the stratosphere with [[ThatOneLevel Cortana]] Cortana before the easy final levels.



* ''VideoGame/SuperMarioSunshine'' has 10 [[ThatOneLevel difficult sub-levels]] peppered across the game where Mario loses FLUDD. After playing one or two of them, players will know that the cutscene of Mario losing FLUDD means a tough Shine ahead. A tough ''mandatory'' Shine in all 10 cases.
* ''VideoGame/{{Scaler}}'', a 3D platformer whose main draw was being relatively inexpensive, frequently alternated between being mind-numbingly easy and controller-crushingly hard. There is no [[VideoGameLives lives system]] or penalty for death, and there are frequent unmarked/invisible [[CheckPoint check points]] that will respawn the player close to wherever he or she screws up, making it child's play to advance through the game. On top of that, most of the enemies, including the bosses, are extremely easy to kill. ''Most''. Every so often the game will throw a BossInMookClothing at you, and then there are the [[ScrappyLevel racing levels]] that are [[NintendoHard insanely hard]] to beat and are required to both progress through the game as well as for HundredPercentCompletion.
* ''VideoGame/TheLionKing'' was of average difficulty, which equated to being relatively hard for a Disney game. Apart from certain levels, the most infamous being [[ScrappyLevel the second]]. How many people just stopped playing through the rest of the game just because of the ostrich ride? The gorilla sub-boss caused a lot of angst as well, yet there were full bosses who collapsed after one hit.

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* ''VideoGame/SuperMarioSunshine'' has 10 [[ThatOneLevel difficult sub-levels]] sub-levels peppered across the game where Mario loses FLUDD. After playing one or two of them, players will know that the cutscene of Mario losing FLUDD means a tough Shine ahead. A tough ''mandatory'' Shine in all 10 cases.
* ''VideoGame/{{Scaler}}'', a 3D platformer whose main draw was being relatively inexpensive, frequently alternated between being mind-numbingly easy and controller-crushingly hard. There is no [[VideoGameLives lives system]] or penalty for death, and there are frequent unmarked/invisible [[CheckPoint check points]] that will respawn the player close to wherever he or she screws up, making it child's play to advance through the game. On top of that, most of the enemies, including the bosses, are extremely easy to kill. ''Most''. Every so often the game will throw a BossInMookClothing at you, and then there are the [[ScrappyLevel racing levels]] levels that are [[NintendoHard insanely hard]] to beat and are required to both progress through the game as well as for HundredPercentCompletion.
* ''VideoGame/TheLionKing'' was of average difficulty, which equated to being relatively hard for a Disney game. Apart from certain levels, the most infamous being [[ScrappyLevel the second]].second. How many people just stopped playing through the rest of the game just because of the ostrich ride? The gorilla sub-boss caused a lot of angst as well, yet there were full bosses who collapsed after one hit.



* One of the building blocks of ''VideoGame/SuperMonkeyBall'' is this Trope. Let's talk about Deluxe: A Stereotype afflicting ALL NON-EXTRA MODES except Expert whereas the second-to-last level is ThatOneLevel, and the last level's a BreatherLevel. Expert's case doesn't use the last two stages (Air Hockey and Asterisk), it uses Exam-C and Skeleton (Experts 6 and 7, respectively). Other ThatOneLevel[=s=] are also allowed to appear (e.g. Tracks and Launchers), but both can be remedied. The former involves going to the edge of the 5.0 "text square" and hitting the ledge separating the 1.0 and 2.0 "text squares". The latter involves use of your trusty minimap. No way to remedy [[NintendoHard Stamina Master]]...)

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* One of the building blocks of ''VideoGame/SuperMonkeyBall'' is this Trope. Let's talk about Deluxe: A Stereotype afflicting ALL NON-EXTRA MODES except Expert whereas the second-to-last level is ThatOneLevel, really hard, and the last level's a BreatherLevel. Expert's case doesn't use the last two stages (Air Hockey and Asterisk), it uses Exam-C and Skeleton (Experts 6 and 7, respectively). Other ThatOneLevel[=s=] unforgiving levels are also allowed to appear (e.g. Tracks and Launchers), but both can be remedied. The former involves going to the edge of the 5.0 "text square" and hitting the ledge separating the 1.0 and 2.0 "text squares". The latter involves use of your trusty minimap. No way to remedy [[NintendoHard Stamina Master]]...)



* ''ProfessorLayton'' had an amazingly twisted difficulty curve, which of course varies from person to person, seeing as it's a puzzle game (and people might have done some before). But [[ThatOneLevel some]] [[ScrappyLevel levels]] *coughchocolatecodecough* are consistently frustrating.

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* ''ProfessorLayton'' had an amazingly twisted difficulty curve, which of course varies from person to person, seeing as it's a puzzle game (and people might have done some before). But [[ThatOneLevel some]] [[ScrappyLevel levels]] some levels *coughchocolatecodecough* are consistently frustrating.



* ''VideoGame/UFOAftershock'' borders on this trope and multiple [[DifficultySpike difficulty spikes]]. First mutant mission is a cakewalk, but as soon as on third mission you can encounter very tough shotgun-wielding humanoid mutants (by that time you have only Alien laser weapons, which have pathetic range and damage) and fast sniper-ranged star like mutants, both of them can kill any of your unskilled soldiers with [[OneHitKill single critical hit]]. After you acquire shotguns for yourself it gets a bit easier. Another spike comes when Cultists come into play. On first mission against them you have to catch "real" cultists off guard on close range with your whole squad to bring them down without losses, mid range engagement is just a suicide. Second cultist mission is back to just difficult, because of captured equipment (especially weapon mods). When you get sniper rifles, scopes and trained Snipers, game goes from whatever difficulty it was to easy again. Then the Wargot show up, with their MechaMooks, powerful energy and kinetic weapons, and a love for incendiary explosives; all of which laugh at your armour at that point... on top of very good resistance to all non-armour piercing munitions. Fortunately that's offset by their humanoid nature (allowing snipers to make called shots). Later, the Starghost enemies raise difficulty again because they are either highly resistant (more resistant armour than anything before) nonhumanoid (preventing called shots) robots or actual ghosts (called Psionic projections) immune to your standard issue [[ImprobableAimingSkills fully modded]] AP loaded XM8, [[GameBreaker MSG90]] and [[GunsAkimbo dual]] [[MoreDakka MP5]] forcing at least one of your (now [[CharlesAtlasSuperpower Super]])Soldiers to waste backpack space to carry an [[SniperRifle Ultra]][[StunGuns SonicGun]] or other energy weaponry.

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* ''VideoGame/UFOAftershock'' borders on this trope and multiple [[DifficultySpike difficulty spikes]]. First mutant mission is a cakewalk, but as soon as on third mission you can encounter very tough shotgun-wielding humanoid mutants (by that time you have only Alien laser weapons, which have pathetic range and damage) and fast sniper-ranged star like mutants, both of them can kill any of your unskilled soldiers with [[OneHitKill single critical hit]]. After you acquire shotguns for yourself it gets a bit easier. Another spike comes when Cultists come into play. On first mission against them you have to catch "real" cultists off guard on close range with your whole squad to bring them down without losses, mid range engagement is just a suicide. Second cultist mission is back to just difficult, because of captured equipment (especially weapon mods). When you get sniper rifles, scopes and trained Snipers, game goes from whatever difficulty it was to easy again. Then the Wargot show up, with their MechaMooks, powerful energy and kinetic weapons, and a love for incendiary explosives; all of which laugh at your armour at that point... on top of very good resistance to all non-armour piercing munitions. Fortunately that's offset by their humanoid nature (allowing snipers to make called shots). Later, the Starghost enemies raise difficulty again because they are either highly resistant (more resistant armour than anything before) nonhumanoid (preventing called shots) robots or actual ghosts (called Psionic projections) immune to your standard issue [[ImprobableAimingSkills fully modded]] AP loaded XM8, [[GameBreaker MSG90]] MSG90 and [[GunsAkimbo dual]] [[MoreDakka MP5]] forcing at least one of your (now [[CharlesAtlasSuperpower Super]])Soldiers to waste backpack space to carry an [[SniperRifle Ultra]][[StunGuns SonicGun]] or other energy weaponry.



* ''VideoGame/DevilSurvivor'' has this a little bit as well. Day 1 has a tutorial, followed by a nasty WakeUpCallBoss ten levels higher than you right after the tutorial, and [[EarlyBirdBoss you can't fuse demons]] until you beat him... and once you do beat him, your fusion makes short work of the demons for the rest of the day. Day 2 is only a little harder, till the end mission, which is an EscortMission, and therefore automatically a big pain. Day 3 is pretty easy, except for the boss at the end who is ThatOneBoss. Day 4 is a little harder, Day 5 is a mix of {{Scrappy Level}}s and {{Breather Level}}s, Day 6 is mostly pretty easy, and unless you choose Yuzu's route, Day 7 is an exercise in forced grinding.

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* ''VideoGame/DevilSurvivor'' has this a little bit as well. Day 1 has a tutorial, followed by a nasty WakeUpCallBoss ten levels higher than you right after the tutorial, and [[EarlyBirdBoss you can't fuse demons]] until you beat him... and once you do beat him, your fusion makes short work of the demons for the rest of the day. Day 2 is only a little harder, till the end mission, which is an EscortMission, and therefore automatically a big pain. Day 3 is pretty easy, except for the boss at the end who is ThatOneBoss. Day 4 is a little harder, Day 5 is a mix of {{Scrappy Level}}s and {{Breather Level}}s, Day 6 is mostly pretty easy, and unless you choose Yuzu's route, Day 7 is an exercise in forced grinding.



* While otherwise a very good game, ''VideoGame/FinalFantasyTactics'' suffered from this. The first few battles are easy (though the second battle can be hard if you opt for the more difficult win condition), the 4th battle is extremely hard, the 5th battle is easy, the 6th and 7th battles are somewhat challenging, the 8th battle is easy, the end chapter battle is hard if you don't figure out a specific strategy, then the first half of chapter 2 is easy, mixed with a few randomly hard battles. Chapter 3 throws out battles of varying difficulties though easier than the hardest battles in chapter 2, then suddenly has a sequence of 4 battles, 2 easy, 2 of some of the most obnoxious {{Scrappy Level}}s in any videogame ever (a 1 on 1 fight against ThatOneBoss and an Escort Misson, with the weakest, stupidest, most suicidal escort EVER). Chapter 4 starts likes Chapter 3 but a bit easier, then gives you a GameBreaker character who kills the remaining difficulty of the game.

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* While otherwise a very good game, ''VideoGame/FinalFantasyTactics'' suffered from this. The first few battles are easy (though the second battle can be hard if you opt for the more difficult win condition), the 4th battle is extremely hard, the 5th battle is easy, the 6th and 7th battles are somewhat challenging, the 8th battle is easy, the end chapter battle is hard if you don't figure out a specific strategy, then the first half of chapter 2 is easy, mixed with a few randomly hard battles. Chapter 3 throws out battles of varying difficulties though easier than the hardest battles in chapter 2, then suddenly has a sequence of 4 battles, 2 easy, 2 of some of the most obnoxious {{Scrappy Level}}s levels in any videogame ever (a 1 on 1 fight against ThatOneBoss and an Escort Misson, with the weakest, stupidest, most suicidal escort EVER). Chapter 4 starts likes Chapter 3 but a bit easier, then gives you a GameBreaker really good character who kills the remaining difficulty of the game.



** ''VideoGame/FinalFantasyTacticsAdvance'' has an abnormally difficult early game, due to a combination of mediocre starting units and a lack of chances for LevelGrinding. Once the RandomEncounters start showing up on the map, though, there is absolutely nothing stopping you from scooping up every last GameBreaker available, until the final boss's ridiculously powerful magic is the only thing that can actually stop you.

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** ''VideoGame/FinalFantasyTacticsAdvance'' has an abnormally difficult early game, due to a combination of mediocre starting units and a lack of chances for LevelGrinding. Once the RandomEncounters start showing up on the map, though, there is absolutely nothing stopping you from scooping up every last GameBreaker the best stuff available, until the final boss's ridiculously powerful magic is the only thing that can actually stop you.



** The end of [[VideoGame/FireEmblemTellius Radiant Dawn]] is only as hard as you want it, which is what makes it so jarring. You've spent the game raising up ''[[LoadsAndLoadsOfCharacters almost 70 different characters]]'', and you're only allowed...what, ''18'' or so? What's more, you're given a crapton of GameBreaker units that could solo the ENTIRE Endgame ''by themselves'', plus two units that can, in exchange for extreme efficiency sacrifice and LOTS of LevelGrinding and patience, make the 3rd part of the Endgame, considered by many to be pretty much the hardest chapter of the endgame, into an ABSOLUTE joke. Oh, if you trained and used [[SquishyWizard Micaiah]], you'll find she can attack the FinalBoss without retaliation, but you probably [[GuideDangIt won't know this]] because you'll be afraid your [[WeCannotGoOnWithoutYou "Lord" character will die]] from the Boss's ridiculous magic, even if Micaiah is a mage. The same goes if you did ThatOneSidequest to unlock [[spoiler:Lehran]], who comes with the most powerful staff in the game ([[GameBreaker which heals every single one of your units in the field]]), but only joins for the LAST level, but can use ALL staves, Light and Dark Magic, can double attack the final boss (something which is very hard to achieve), and ALSO won't face retaliation.

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** The end of [[VideoGame/FireEmblemTellius Radiant Dawn]] is only as hard as you want it, which is what makes it so jarring. You've spent the game raising up ''[[LoadsAndLoadsOfCharacters almost 70 different characters]]'', and you're only allowed...what, ''18'' or so? What's more, you're given a crapton of GameBreaker extremely good units that could solo the ENTIRE Endgame ''by themselves'', plus two units that can, in exchange for extreme efficiency sacrifice and LOTS of LevelGrinding and patience, make the 3rd part of the Endgame, considered by many to be pretty much the hardest chapter of the endgame, into an ABSOLUTE joke. Oh, if you trained and used [[SquishyWizard Micaiah]], you'll find she can attack the FinalBoss without retaliation, but you probably [[GuideDangIt won't know this]] because you'll be afraid your [[WeCannotGoOnWithoutYou "Lord" character will die]] from the Boss's ridiculous magic, even if Micaiah is a mage. The same goes if you did ThatOneSidequest to unlock [[spoiler:Lehran]], who comes with the most powerful staff in the game ([[GameBreaker which (which heals every single one of your units in the field]]), field), but only joins for the LAST level, but can use ALL staves, Light and Dark Magic, can double attack the final boss (something which is very hard to achieve), and ALSO won't face retaliation.



** [[VideoGame/FireEmblemElibe The Binding Blade]] is quite famous for its erratic difficulty. the first 8 chapters, especially [[ThatOneLevel Chapter 7]] are immensely difficult to the point they have to give you a replacement [[CrutchCharacter crutch character]] due to your first one waning in usefulness. After that is the Western Isle arc that gives you pathetically inaccurate enemies and by the end of it you'll receive a bard/dancer to your team, the best dark magic user Ray, and Milady, who some debate as the best unit in the game at your disposal. if you think its all down hill from here than prepare for some devastating whiplash as the first real chapter of the Etruia arc, chapter 14 is [[ThatOneLevel one of the hardest and most cruel levels in the series]]. [[NonIndicativeName Arcadia]], the ironically named chapter is a Desert [[FogOfWar fog of war]] level with a [[GuideDangit 25 turn time limit where you have to keep Sophia (one of the worst units in the game statistically) alive in order to get one of the legendary weapons needed to get the true ending to the game]] and is flooded with Wyvern Lords and Manaketes. after this torturous ordeal the difficulty mellows out, nothing difficult to the point of hair pulling, but still a challenge that requires skill and planning. After Roy obtains the [[InfinityPlusOneSword Binding Blade]] the game becomes a cake walk after that, regardless if you even use the sword. By this point the enemies will either be mooks you've leveled up enough to handle no problem, or Manaketes at a point in the game where your gonna use the legendary weapons 24/7 and thus ORKO'ing them. Even the final boss can be one shot by Roy or [[CuteMonsterGirl Fae]].

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** [[VideoGame/FireEmblemElibe The Binding Blade]] is quite famous for its erratic difficulty. the first 8 chapters, especially [[ThatOneLevel Chapter 7]] 7 are immensely difficult to the point they have to give you a replacement [[CrutchCharacter crutch character]] due to your first one waning in usefulness. After that is the Western Isle arc that gives you pathetically inaccurate enemies and by the end of it you'll receive a bard/dancer to your team, the best dark magic user Ray, and Milady, who some debate as the best unit in the game at your disposal. if you think its all down hill from here than prepare for some devastating whiplash as the first real chapter of the Etruia arc, chapter 14 is [[ThatOneLevel one of the hardest and most cruel levels in the series]].series. [[NonIndicativeName Arcadia]], the ironically named chapter is a Desert [[FogOfWar fog of war]] level with a [[GuideDangit 25 turn time limit where you have to keep Sophia (one of the worst units in the game statistically) alive in order to get one of the legendary weapons needed to get the true ending to the game]] and is flooded with Wyvern Lords and Manaketes. after this torturous ordeal the difficulty mellows out, nothing difficult to the point of hair pulling, but still a challenge that requires skill and planning. After Roy obtains the [[InfinityPlusOneSword Binding Blade]] the game becomes a cake walk after that, regardless if you even use the sword. By this point the enemies will either be mooks you've leveled up enough to handle no problem, or Manaketes at a point in the game where your gonna use the legendary weapons 24/7 and thus ORKO'ing them. Even the final boss can be one shot by Roy or [[CuteMonsterGirl Fae]].
15th Apr '17 9:31:18 AM Gosicrystal
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* The first ''VideoGame/PokemonMysteryDungeon'' games begin quite easy, then you face the three legendary birds when you aren't even Lv. 20, and Articuno is ThatOneBoss. Afterwards, it becomes absurdly easy until you finish the story. Then you meet a DifficultySpike in the next three dungeons (first one with much tougher enemies, the second goes heavy on traps and the third has Pokémon that seem random, but have all kinds of GameBreaker properties). Then the difficulty plummets down for a while until you get to the ultimate dungeons. Note that this is all assuming your starters aren't [[ElementalRockPaperScissors Grass types]].

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* The first ''VideoGame/PokemonMysteryDungeon'' games begin quite easy, then you face the three legendary birds when you aren't even Lv. 20, and Articuno is ThatOneBoss.20. Afterwards, it becomes absurdly easy until you finish the story. Then you meet a DifficultySpike in the next three dungeons (first one with much tougher enemies, the second goes heavy on traps and the third has Pokémon that seem random, but have all kinds of GameBreaker properties).random). Then the difficulty plummets down for a while until you get to the ultimate dungeons. Note that this is all assuming your starters aren't [[ElementalRockPaperScissors Grass types]].
8th Apr '17 9:45:50 PM nombretomado
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* This as a common criticism of ''Music/TheBeatles: RockBand'', whose Story Mode tracklist is organized by release date instead of difficulty, meaning the difficulty varies wildly between songs: For example, some of the game's easiest guitar songs (''Hello Goodbye'' and ''Getting Better'') are just one or two tiers away from some of the hardest (''Revolution'', ''Birthday'' and ''Back In The USSR''), while ''I Saw Her Standing There'', quite possibly the hardest bass song in the game, is in the first chapter in the story mode. At least the game tells you the song difficulty before you play and you can change between Easy, Normal, Hard, and Expert.

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* This as a common criticism of ''Music/TheBeatles: RockBand'', VideoGame/RockBand'', whose Story Mode tracklist is organized by release date instead of difficulty, meaning the difficulty varies wildly between songs: For example, some of the game's easiest guitar songs (''Hello Goodbye'' and ''Getting Better'') are just one or two tiers away from some of the hardest (''Revolution'', ''Birthday'' and ''Back In The USSR''), while ''I Saw Her Standing There'', quite possibly the hardest bass song in the game, is in the first chapter in the story mode. At least the game tells you the song difficulty before you play and you can change between Easy, Normal, Hard, and Expert.
27th Mar '17 7:49:47 PM wolftickets1969
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* ''VideoGame/BionicCommando Rearmed'''s [[BonusRoom Challenge Rooms]] are all over the place in terms of difficulty; some are a cakewalk to get an Eagle ranking on, while others are extremely difficult to just pass.

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* ''VideoGame/BionicCommando Rearmed'''s [[BonusRoom [[BonusStage Challenge Rooms]] are all over the place in terms of difficulty; some are a cakewalk to get an Eagle ranking on, while others are extremely difficult to just pass.
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