History Main / SequelDifficultySpike

20th Mar '17 7:09:06 PM JapaneseTeeth
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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' is ''much'' more unforgiving than any of the series' other 3D entries. The opening area is full of enemies that can give you a OneHitKO, you have to scavenge for weapons, shields, and health restoration items, and it really doesn't hold your handing showing you where to go.

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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' is ''much'' more unforgiving than any of the series' other 3D entries. The opening area is full of enemies that can give you a OneHitKO, you have to scavenge for weapons, shields, and health restoration items, and it really doesn't hold your handing hand showing you where to go.
6th Mar '17 10:43:46 AM MyFinalEdits
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** The ''Oracle'' games both offer a massive difficulty spike over ''Link's Awakening'', ''Oracle of Seasons'' focusing much more on combat and ''Oracle of Ages'' being packed to the rafters with difficult and often [[GuideDangIt very unintuitive]] puzzles.

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** The ''Oracle'' games ''VideoGame/TheLegendOfZeldaOracleGames'' both offer a massive difficulty spike over ''Link's Awakening'', ''VideoGame/TheLegendOfZeldaLinksAwakening'', ''Oracle of Seasons'' focusing much more on combat and ''Oracle of Ages'' being packed to the rafters with difficult and often [[GuideDangIt very unintuitive]] puzzles.
5th Mar '17 8:19:32 PM JapaneseTeeth
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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' is ''much'' more unforgiving than any of the series' other 3D entries. The opening area is full of enemies that can give you a OneHitKO, you have to scavenge for weapons, shields, and health restoration items, and it really doesn't hold your handing showing you where to go.
21st Feb '17 12:20:40 PM MyFinalEdits
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* The original arcade version of ''{{VideoGame/Contra}}'' is a short but still difficult game. However, its arcade sequel ''Super Contra'' is ridiculously hard by comparison. Most of it has to do with the fact that the enemies are tougher and the player must upgrade their weapons in order to be really good (which can only be done by picking up the same power-up twice in a row). Of course, there are a few cheap spots in the game as well, like the [[FakeDifficulty foreground trees that obscure the player's view of the action]] in the Jungle stage.
** The same goes for their equivalent {{NES}} ports. The latter (renamed ''Super C'' in North America) thankfully drops the upgrade system, but still has more brutal game design than its predecessor. Also, the famous 30-life code from the first game has been replaced by a measly 10-life code (Japanese versions kept 30-life codes), meaning even if you ''cheat'' it's still harder. However, a skilled player could zigzag this and beat the game easily.

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* ''{{VideoGame/Contra}}'':
**
The original arcade version of ''{{VideoGame/Contra}}'' is a short but still difficult game. However, its arcade sequel ''Super Contra'' is ridiculously hard by comparison. Most of it has to do with the fact that the enemies are tougher and the player must upgrade their weapons in order to be really good (which can only be done by picking up the same power-up twice in a row). Of course, there are a few cheap spots in the game as well, like the [[FakeDifficulty foreground trees that obscure the player's view of the action]] in the Jungle stage.
** The same goes for their Their equivalent {{NES}} ports. The latter (renamed ''Super C'' in North America) thankfully drops the upgrade system, but still has more brutal game design than its predecessor. Also, the famous 30-life code from the first game has been replaced by a measly 10-life code (Japanese versions kept 30-life codes), meaning even if you ''cheat'' it's still harder. However, a skilled player could zigzag this and beat the game easily.



** ''VideoGame/YoshisIsland'', itself being more difficult to beat ''and'' complete than ''VideoGame/SuperMarioWorld'', doesn't have a warp zone of any kind, and has a sequel for Nintendo DS that ramps up the difficulty considerably, more so in the last two worlds.
* The sequel to ''Super Mario Infinity'' had 90mph Bullet Bills and 100 floor Marathon Level dungeons.
* ''VideoGame/SuperStarWars'' was no walk in the park, but the sequel ''Super Empire Strikes Back'' was truly maddening.

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** ''VideoGame/YoshisIsland'', ''VideoGame/SuperMarioWorld2YoshisIsland'', itself being more difficult to beat ''and'' complete than ''VideoGame/SuperMarioWorld'', ''VideoGame/SuperMarioWorld'' (as it doesn't have a warp zone of any kind, kind and the levels are much more maze-like), has a sequel for Nintendo DS that ramps up the difficulty considerably, more so in the last two worlds.
* The sequel to ''Super Mario Infinity'' had has 90mph Bullet Bills and 100 floor Marathon Level dungeons.
* ''VideoGame/SuperStarWars'' was is no walk in the park, but the sequel ''Super Empire Strikes Back'' was is truly maddening.
21st Feb '17 4:11:48 AM 4444jdm
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** The same goes for their equivalent {{NES}} ports. The latter (renamed ''Super C'') thankfully drops the upgrade system, but still has more brutal game design than its predecessor. Also, the famous 30-life code from the first game has been replaced by a measly 10-life code, meaning even if you ''cheat'' it's still harder.

to:

** The same goes for their equivalent {{NES}} ports. The latter (renamed ''Super C'') C'' in North America) thankfully drops the upgrade system, but still has more brutal game design than its predecessor. Also, the famous 30-life code from the first game has been replaced by a measly 10-life code, code (Japanese versions kept 30-life codes), meaning even if you ''cheat'' it's still harder.harder. However, a skilled player could zigzag this and beat the game easily.
20th Feb '17 11:36:13 PM GoldenKeyblade
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* ''VisualNovel/SuperDanganRonpa2'' starts off a ''lot'' harder than [[VisualNovel/DanganRonpa the first game]], at least in the trials; whereas the first game started off with a fairly easy tutorial trial, giving the player time to learn the gameplay mechanics without having to worry ''too'' much about actually deducing the mystery, the second one throws the player straight into the deep end with an extremely complex (arguably more complicated than the ''second'' case of the first game). To make matters worse, the players will be dealing with the complicated mysteries ''on top of'' learning the new gameplay mechanics, including ''two entire new minigame modes'' (well, ''one'' new minigame mode and a returning one which has been altered beyond recognition). [[ArsonMurderAndJaywalking Oh, and white noise shows up sooner in this one.]]



** Season 6 was ''much'' harder than the previous seasons with tasks including the infamous hay bale Roadblock, the Hungarian soup task, and a whole line of locks the teams had to go through to find the one that matched their key. Teams were also equalized at a rate higher than any other season.

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** Season 6 as a whole was ''much'' harder than the previous seasons seasons, with tasks including the infamous hay bale Roadblock, the Hungarian soup task, and a whole line of locks the teams had to go through to find the one that matched their key. Teams were also equalized at a rate higher than any other season.
20th Feb '17 2:10:09 PM Gosicrystal
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* ''VideoGame/BioShock2'', while your PlayerCharacter is stronger overall than in the first game, you're forced to fight a much greater quantity of enemies, both at once and overall. The inability to backtrack might also have something to do with it. If you don't want the ADAM in each level to be LostForever, you have to collect it all while you're there, which means fending off several hordes of splicers, then facing the Big Sister. The hacking minigame is also harder, as you have to do it in real time, and its reflexes-based instead of puzzle-based.

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* ''VideoGame/BioShock2'', while your PlayerCharacter is stronger overall than in the first game, you're forced to fight a much greater quantity of enemies, both at once and overall. The inability to backtrack might also have something to do with it. If you don't want the ADAM in each level to be LostForever, [[PermanentlyMissableContent lost]], you have to collect it all while you're there, which means fending off several hordes of splicers, then facing the Big Sister. The hacking minigame is also harder, as you have to do it in real time, and its reflexes-based instead of puzzle-based.
14th Feb '17 12:54:04 PM Ninja857142
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** ''VideoGame/SuperMarioGalaxy2'' is harder than the original ''VideoGame/SuperMarioGalaxy'' (though there are some folks who have a differing view, such as ''Creator/JoshScorcher''). The levels and bosses are more plentiful, the comet missions are more difficult, and to reach HundredPercentCompletion it won't be enough to get all 120 stars but also [[spoiler:the more devious 120 green stars]], as well as complete a BrutalBonusLevel at the very end.

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** ''VideoGame/SuperMarioGalaxy2'' is harder than the original ''VideoGame/SuperMarioGalaxy'' (though there are some folks who have a differing view, such as ''Creator/JoshScorcher'').''VideoGame/SuperMarioGalaxy''. The levels and bosses are more plentiful, the comet missions are more difficult, and to reach HundredPercentCompletion it won't be enough to get all 120 stars but also [[spoiler:the more devious 120 green stars]], as well as complete a BrutalBonusLevel at the very end.
6th Jan '17 2:01:33 AM Morgenthaler
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* ''StreetsOfRage'' ''3''. This installment is much harder than the previous two, [[EasyModeMockery and the game won't let you continue to Stage 5 and beyond if you play on the easiest difficulty]]. Which is strange, though, [[DifficultyByRegion because the Easy setting is actually the Japanese version's Normal setting]].

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* ''StreetsOfRage'' ''VideoGame/StreetsOfRage'' ''3''. This installment is much harder than the previous two, [[EasyModeMockery and the game won't let you continue to Stage 5 and beyond if you play on the easiest difficulty]]. Which is strange, though, [[DifficultyByRegion because the Easy setting is actually the Japanese version's Normal setting]].
30th Dec '16 11:49:49 PM N1KF
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[[folder: MMORP Gs ]]

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[[folder: MMORP Gs [=MMORPGs=] ]]
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