History Main / SequelDifficultySpike

23rd Nov '16 2:14:57 PM Vir
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* ''ViewtifulJoe 2'' is substantially harder than the first game. There's more mooks, bosses have more health bars, and some have unblockable attacks. They did, however, add more savepoints, considerably easier puzzles, and you could ButtonMash to kill just about every enemy.

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* ''ViewtifulJoe ''VideoGame/ViewtifulJoe 2'' is substantially harder than the first game. There's more mooks, bosses have more health bars, and some have unblockable attacks. They did, however, add more savepoints, considerably easier puzzles, and you could ButtonMash to kill just about every enemy.



* Although an UpdatedRerelease and not a sequel, ''Pokemon Puzzle Challenge'' gives an odd example. Easy, Normal and Hard are easier than they were in Tetris Attack, but the game adds [[HarderThanHard Intense]], which is even harder than the original's Very Hard -- the AI can fill half the screen in one shot.

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* Although an UpdatedRerelease and not a sequel, ''Pokemon ''Pokémon Puzzle Challenge'' gives an odd example. Easy, Normal and Hard are easier than they were in Tetris Attack, but the game adds [[HarderThanHard Intense]], which is even harder than the original's Very Hard -- the AI can fill half the screen in one shot.



* The puzzles in the ''ProfessorLayton'' series tend to get more challenging in each game. Of course, they couldn't just rehash the same puzzles over again.

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* The puzzles in the ''ProfessorLayton'' ''VideoGame/ProfessorLayton'' series tend to get more challenging in each game. Of course, they couldn't just rehash the same puzzles over again.



* ''Tetris Attack'', a ''YoshisIsland''-themed DolledUpInstallment of ''VideoGame/PanelDePon'', has harder AI on the higher DifficultyLevels. ''Panel de Pon''[='s=] ''Nintendo Puzzle Collection'' sequel and ''its'' dolled-up installment, ''{{Pokemon}} Puzzle League'', are even harder than both.

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* ''Tetris Attack'', a ''YoshisIsland''-themed ''VideoGame/YoshisIsland''-themed DolledUpInstallment of ''VideoGame/PanelDePon'', has harder AI on the higher DifficultyLevels. ''Panel de Pon''[='s=] ''Nintendo Puzzle Collection'' sequel and ''its'' dolled-up installment, ''{{Pokemon}} ''Franchise/{{Pokemon}} Puzzle League'', are even harder than both.



** While ''VideoGame/PokemonXAndY'' was a SequelDifficultyDrop, ''VideoGame/PokemonSunAndMoon'' bring the difficulty right back up. While the EXP Share system from ''X And Y'' was retained (The Pokemon battling gets full EXP while the rest of the party gets half, as opposed to only two Pokemon getting the EXP), it also brings back ''Black and White'''s aforementioned EXP system where [[AntiGrinding you get less EXP for beating lower level Pokemon while you gain more EXP for beating higher level Pokemon]]. This, coupled with some [[ThatOneBoss nasty boss fights]] in the form of the Totem Pokemon makes for one of the more challenging games in the series.

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** While ''VideoGame/PokemonXAndY'' was a SequelDifficultyDrop, ''VideoGame/PokemonSunAndMoon'' bring the difficulty right back up. While the EXP Share system from ''X And Y'' was retained (The Pokemon Pokémon battling gets full EXP while the rest of the party gets half, as opposed to only two Pokemon Pokémon getting the EXP), it also brings back ''Black and White'''s aforementioned EXP system where [[AntiGrinding you get less EXP for beating lower level Pokemon Pokémon while you gain more EXP for beating higher level Pokemon]]. Pokémon]]. This, coupled with some [[ThatOneBoss nasty boss fights]] in the form of the Totem Pokemon Pokémon makes for one of the more challenging games in the series.
21st Nov '16 7:48:09 AM Nap1100
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** While ''VideoGame/PokemonXAndY'' was a SequelDifficultyDrop, ''VideoGame/PokemonSunAndMoon'' bring the difficulty right back up. While the EXP Share system from 'X And Y'' was retained (The Pokemon battling gets full EXP while the rest of the party gets half, as opposed to only two Pokemon getting the EXP), it also brings back ''Black and white'''s aforementioned EXP system where [[AntiGrinding you get less EXP for beating lower level Pokemon while you gain more EXP for beating higher level Pokemon]]. This, coupled with some [[ThatOneBoss nasty boss fights]] in the form of the Totem Pokemon makes for one of the more challenging games in the series.

to:

** While ''VideoGame/PokemonXAndY'' was a SequelDifficultyDrop, ''VideoGame/PokemonSunAndMoon'' bring the difficulty right back up. While the EXP Share system from 'X ''X And Y'' was retained (The Pokemon battling gets full EXP while the rest of the party gets half, as opposed to only two Pokemon getting the EXP), it also brings back ''Black and white'''s White'''s aforementioned EXP system where [[AntiGrinding you get less EXP for beating lower level Pokemon while you gain more EXP for beating higher level Pokemon]]. This, coupled with some [[ThatOneBoss nasty boss fights]] in the form of the Totem Pokemon makes for one of the more challenging games in the series.
21st Nov '16 7:47:00 AM Nap1100
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** While ''VideoGame/PokemonXAndY'' was a SequelDifficultyDrop, ''VideoGame/PokemonSunAndMoon'' bring the difficulty right back up. While the EXP Share system from 'X And Y'' was retained (The Pokemon battling gets full EXP while the rest of the party gets half, as opposed to only two Pokemon getting the EXP), it also brings back ''Black and white'''s aforementioned EXP system where [[AntiGrinding you get less EXP for beating lower level Pokemon while you gain more EXP for beating higher level Pokemon]]. This, coupled with some [[ThatOneBoss masty boss fights]] in the form of the Totem Pokemon makes for one of the more challenging games in the series.

to:

** While ''VideoGame/PokemonXAndY'' was a SequelDifficultyDrop, ''VideoGame/PokemonSunAndMoon'' bring the difficulty right back up. While the EXP Share system from 'X And Y'' was retained (The Pokemon battling gets full EXP while the rest of the party gets half, as opposed to only two Pokemon getting the EXP), it also brings back ''Black and white'''s aforementioned EXP system where [[AntiGrinding you get less EXP for beating lower level Pokemon while you gain more EXP for beating higher level Pokemon]]. This, coupled with some [[ThatOneBoss masty nasty boss fights]] in the form of the Totem Pokemon makes for one of the more challenging games in the series.
21st Nov '16 7:46:09 AM Nap1100
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Added DiffLines:

** While ''VideoGame/PokemonXAndY'' was a SequelDifficultyDrop, ''VideoGame/PokemonSunAndMoon'' bring the difficulty right back up. While the EXP Share system from 'X And Y'' was retained (The Pokemon battling gets full EXP while the rest of the party gets half, as opposed to only two Pokemon getting the EXP), it also brings back ''Black and white'''s aforementioned EXP system where [[AntiGrinding you get less EXP for beating lower level Pokemon while you gain more EXP for beating higher level Pokemon]]. This, coupled with some [[ThatOneBoss masty boss fights]] in the form of the Totem Pokemon makes for one of the more challenging games in the series.
6th Nov '16 10:31:02 AM thatother1dude
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** ''VideoGame/{{Fallout 4}}'' adds even more challenges of its own, making it harder than ''3'' and ''New Vegas''. To start, VATS no longer pauses time, instead merely slowing it to a crawl, so you'll have to think on your feet when using it. Radiation has been overhauled, so each rad you take reduces your maximum HP by one point until treated with Radaway or a visit to the doctor, making encounters with feral ghouls all the more harrowing since each rad-filled hit makes you that much more brittle. Those feral ghouls are a lot more nimble and aggressive as well. Many other enemies have also undergone changes that make them more dangerous: super mutants may now try to [[SuicideAttack suicide bomb]] you to oblivion, radscorpions are bigger and burrow through the ground to ambush you, and sentry bots are hulking mechanized tanks that can take a beating and, when near death, [[TakingYouWithMe self-destruct]] in a bid to kill you when it dies. But perhaps the biggest change was a [[ObviousRulesPatch simple mechanical shift]] taken from Hardcore Mode of ''New Vegas'': health is restored from healing items over time instead of instantly, so you can't use MenuTimeLockout to instantly heal to full health.

to:

** ''VideoGame/{{Fallout 4}}'' adds even more challenges of its own, making it harder than ''3'' and ''New Vegas''. To start, VATS no longer pauses time, instead merely slowing it to a crawl, so you'll have to think on your feet when using it. Radiation has been overhauled, so each rad you take reduces your maximum HP by one point until treated with Radaway or a visit to the doctor, making encounters with feral ghouls all the more harrowing since each rad-filled hit makes you that much more brittle. Those feral ghouls are a lot more nimble and aggressive as well. Many other enemies have also undergone changes that make them more dangerous: super mutants may now try to [[SuicideAttack suicide bomb]] you to oblivion, radscorpions are bigger and burrow through the ground to ambush you, and sentry bots are hulking mechanized tanks that can take a beating and, when near death, [[TakingYouWithMe self-destruct]] in a bid to kill you when it dies. But perhaps the biggest change was a [[ObviousRulesPatch [[ObviousRulePatch simple mechanical shift]] taken from Hardcore Mode of ''New Vegas'': health is restored from healing items over time instead of instantly, so you can't use MenuTimeLockout to instantly heal to full health.
6th Nov '16 10:30:24 AM thatother1dude
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** ''VideoGame/{{Fallout 4}}'' adds even more challenges of its own, making it harder than ''3'' and ''New Vegas''. To start, VATS no longer pauses time, instead merely slowing it to a crawl, so you'll have to think on your feet when using it. Ammo and healing items like Stimpacks and Radaway are harder to come by. Radiation has been overhauled, so each rad you take reduces your maximum HP by one point until treated with Radaway or a visit to the doctor, making encounters with feral ghouls all the more harrowing since each rad-filled hit makes you that much more brittle. Those feral ghouls are a lot more nimble and aggressive as well. Many other enemies have also undergone changes that make them more dangerous: super mutants may now try to [[SuicideAttack suicide bomb]] you to oblivion, radscorpions are bigger and burrow through the ground to ambush you, and sentry bots are hulking mechanized tanks that can take a beating and, when near death, [[TakingYouWithMe self-destruct]] in a bid to kill you when it dies.

to:

** ''VideoGame/{{Fallout 4}}'' adds even more challenges of its own, making it harder than ''3'' and ''New Vegas''. To start, VATS no longer pauses time, instead merely slowing it to a crawl, so you'll have to think on your feet when using it. Ammo and healing items like Stimpacks and Radaway are harder to come by. Radiation has been overhauled, so each rad you take reduces your maximum HP by one point until treated with Radaway or a visit to the doctor, making encounters with feral ghouls all the more harrowing since each rad-filled hit makes you that much more brittle. Those feral ghouls are a lot more nimble and aggressive as well. Many other enemies have also undergone changes that make them more dangerous: super mutants may now try to [[SuicideAttack suicide bomb]] you to oblivion, radscorpions are bigger and burrow through the ground to ambush you, and sentry bots are hulking mechanized tanks that can take a beating and, when near death, [[TakingYouWithMe self-destruct]] in a bid to kill you when it dies. But perhaps the biggest change was a [[ObviousRulesPatch simple mechanical shift]] taken from Hardcore Mode of ''New Vegas'': health is restored from healing items over time instead of instantly, so you can't use MenuTimeLockout to instantly heal to full health.
25th Oct '16 12:44:33 AM Kazmahu
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** ''VideoGame/FireEmblemAwakening'' has an easy-moderate difficulty curve, not that much harder or easier than the last two (and significantly easier than ''Radiant Dawn''). The followup game ''VideoGame/FireEmblemFates'', however, ups the difficulty ''significantly''. Compared to ''Awakening'', your units have less health (and lower health growths), enemies are stronger, [[QuirkyMiniBossSquad Mini-bosses just as strong as actual stage bosses in other games]] are present even if [[SkippableBoss some can be avoided]], ''and'' the AI has access to skills that work against you just as much as they do ''in your favour'', when they aren't [[MyRulesAreNotYourRules using skills you have no access to]]. ''Conquest'' in particular is considered the hardest game in the series second only to Thracia 776. Lastly, ''Fates'' allows you to turn off [[FinalDeath unit deaths]], or "Phoenix", a setting where defeated units return at the end of the phase, but locks the difficulty to Easy. ''Conquest'' is considered a challenge even on Phoenix.

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** ''VideoGame/FireEmblemAwakening'' has an easy-moderate difficulty curve, not that much harder or easier than the last two (and significantly easier than ''Radiant Dawn''). The followup game ''VideoGame/FireEmblemFates'', however, ups the difficulty ''significantly''. Compared to ''Awakening'', your units have less health (and lower health growths), enemies are stronger, [[QuirkyMiniBossSquad Mini-bosses just as strong as actual stage bosses in other games]] are present even if [[SkippableBoss some can be avoided]], ''and'' the AI has access to skills that work against you just as much as they do ''in your favour'', when they aren't [[MyRulesAreNotYourRules using skills you have no access to]]. ''Conquest'' in particular is considered the hardest game in the series second only to Thracia 776. Lastly, For context, ''Fates'' allows you to turn off [[FinalDeath unit deaths]], or includes an EasierThanEasy difficulty setting called "Phoenix", a setting where in which defeated units return reappear at the end of the phase, but locks the difficulty to Easy. player phase. ''Conquest'' is considered a ligitimate challenge even on Phoenix.
20th Oct '16 4:30:34 PM hamza678
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** [[VideoGame/FireEmblemTellius Radiant Dawn]]'', the sequel to ''Path of Radiance'', was criticized for its drastic difficult spike, which made it difficult for new (and even a few veteran) fans to get into.

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** [[VideoGame/FireEmblemTellius ''[[VideoGame/FireEmblemTellius Radiant Dawn]]'', the sequel to ''Path of Radiance'', was criticized for its drastic difficult spike, which made it difficult for new (and even a few veteran) fans to get into.
15th Oct '16 12:07:47 PM Stealth
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** Certain elements of ''Jedi Academy'' have been made more difficult than its predecessor ''Jedi Outcast'', most notably combat against non-Jedi. The most obvious example is that the lightsaber no longer perfectly blocks enemy projectiles, with blaster bolts occasionally getting through, forcing you to dodge and go on the offensive much more. ''Jedi Academy'' also adds a number of special enemies, including Rocket Troopers, Hazard Troopers, and Assassin Droids, that are specifically designed to fight Jedi.

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** Certain elements of ''Jedi Academy'' have been made more difficult than its predecessor ''Jedi Outcast'', most notably combat against non-Jedi. The most obvious example is that the lightsaber no longer perfectly blocks enemy projectiles, with blaster bolts occasionally getting through, forcing you to dodge and go on the offensive much more. ''Jedi Academy'' also adds a number of special enemies, including Rocket Troopers, Hazard Troopers, and Assassin Droids, that are specifically designed to fight Jedi. A certain bit of FridgeBrilliance explains why your defenses are imperfect: you play rookie Jedi-in-training Jaden Korr, who as far as we know never so much as picked up a weapon prior to building their lightsaber, rather than MemeticBadass Kyle "Space Creator/ChuckNorris" Katarn.
10th Oct '16 12:45:01 PM Steven
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* ''VisualNovel/AceAttorney'' games get harder and harder as the series progresses. Then the trope Inverts for the fourth game, making it easy again. To clarify, the sequels up until Apollo Justice included vaguer clues and higher penalties, including several [[OneHitKill "make one mistake and you lose"]] scenarios. The leaps of logic you're expected to make are also much more difficult: the first game required you to find the correct piece of evidence to refute the testimony before you. The second game required you to remember previous testimony to point out when the witness was contradicting themselves. The third game required you to figure out when to ''ignore the point you're presumably trying to make'' and go off on a tangent to prove something ''seemingly'' unrelated, and to notice when the witness was going off on a tangent themselves. They also messed with your expectations. In the first game, whenever you did something right, the music would stop and your health bar would slide off-screen. The second and third games subvert the hell out of these expectations, such as keeping the health bar and music on-screen for half the conversation or having the bar slide off... then zoom right back in just in time for a penalty.

to:

* ''VisualNovel/AceAttorney'' games get harder and harder as the series progresses. Then the trope Inverts for the fourth game, making it easy again. To clarify, the sequels up until Apollo Justice included vaguer clues and higher penalties, including several [[OneHitKill "make one mistake and you lose"]] scenarios. The leaps of logic you're expected to make are also much more difficult: the first game required you to find the correct piece of evidence to refute the testimony before you. The second game required you to remember previous testimony to point out when the witness was contradicting themselves. The third game required you to figure out when to ''ignore the point you're presumably trying to make'' and go off on a tangent to prove something ''seemingly'' unrelated, and to notice when the witness was going off on a tangent themselves. They also messed with your expectations. In the first game, whenever you did something right, the music would stop and your health bar would slide off-screen. The second and third games subvert the hell out of these expectations, such as keeping the health bar and music on-screen for half the conversation or having the bar slide off... then zoom right back in just in time for a penalty.
penalty.\\
\\
The second game, ''Justice for All'', is infamous for its difficulty where, along with the insane logic you have to come up with in order to counter the witness's testimony, has the harshest penalties in the entire franchise. Along with the "one mistake and you lose" scenarios, you'll have other occasions where you can lose anywhere from 40% to 95% of your life bar for simply picking the wrong answer or picking an obviously wrong answer just to see how the characters would react. The "Turnabout Big Top" case has a huge reputation of being the worst case to play through in the entire series because you'll be slapped with harsh penalities if you even so much as ''press'' the wrong statement in the testimony (this is due to the witness being a clown and his forced attempts at humor has stretched the Judge's patience incredibly thin). "Damage" that occurs from the courtroom or the psyche-locks events carry over and are not undone, unlike in the first game where each new day fully restored the life meter. This caused a ton of SaveScumming and it wasn't until ''VisualNovel/PhoenixWrightAceAttorneyDualDestinies'' where you were allowed to retry after a game over and your life meter would be fully restored after that.
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