History Main / SequelDifficultySpike

7th Jan '18 2:34:32 PM nombretomado
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In a video game series, there's usually expected to be a rough increase of difficulty as the series goes on, as to challenge the fans of the original. However, in some cases, this difficulty increase will be a lot harsher than expected, and will send a game series straight into NintendoHard or (if something has gone terribly wrong) PlatformHell. Often, this happens with the second game, which becomes the black sheep of the series when the difficulty level of the third game goes to roughly the same level as the first, and it's quite likely to happen when a game receives a MissionPackSequel (because difficulty and level design change is usually the only change made). On the other hand, some difficult series can just go straight up when it comes to difficult as the series goes on, such as PlatformHell and BulletHell games (''KaizoMarioWorld'' and other ''VideoGame/SuperMarioWorld'' hacks being good examples), or games like ''VideoGame/GhostsNGoblins'' which started NintendoHard, and where the only direction to go for difficulty is up.

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In a video game series, there's usually expected to be a rough increase of difficulty as the series goes on, as to challenge the fans of the original. However, in some cases, this difficulty increase will be a lot harsher than expected, and will send a game series straight into NintendoHard or (if something has gone terribly wrong) PlatformHell. Often, this happens with the second game, which becomes the black sheep of the series when the difficulty level of the third game goes to roughly the same level as the first, and it's quite likely to happen when a game receives a MissionPackSequel (because difficulty and level design change is usually the only change made). On the other hand, some difficult series can just go straight up when it comes to difficult as the series goes on, such as PlatformHell and BulletHell games (''KaizoMarioWorld'' (''VideoGame/KaizoMarioWorld'' and other ''VideoGame/SuperMarioWorld'' hacks being good examples), or games like ''VideoGame/GhostsNGoblins'' which started NintendoHard, and where the only direction to go for difficulty is up.
26th Dec '17 7:44:04 AM canidApath
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*** The UpdatedRerelease ''VideoGame/PokemonUltraSunAndUltraMoon'' made this even worse. Donít be fooled by the wider array of Pokémon available; an unprepared player can and will get their ass kicked. The game either introduces new [[ThatOneBoss tough bosses]], or [[UpToEleven makes previously existing fights worse]]. Be prepared to grind ''a lot''.
15th Dec '17 7:44:51 AM Cryoclaste
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* ''VideoGame/DarkSoulsII'', while fixing several of the more obscure and frustrating elements of the original ''DarkSouls'', more than makes up for it in the difficulty department. Weapons and armor have much lower durability this time around, rings actually have durability and can break, Hollow form no longer prevents players from being invaded by black phantoms, enemy numbers and concentration are greatly increased, Poison and Toxic status effects are much nastier, and much more.

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* ''VideoGame/DarkSoulsII'', while fixing several of the more obscure and frustrating elements of the original ''DarkSouls'', ''VideoGame/DarkSoulsI'', more than makes up for it in the difficulty department. Weapons and armor have much lower durability this time around, rings actually have durability and can break, Hollow form no longer prevents players from being invaded by black phantoms, enemy numbers and concentration are greatly increased, Poison and Toxic status effects are much nastier, and much more.
27th Nov '17 9:07:05 AM KhaosKyuubi
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* ''Wolfenstein2TheNewCollosus'' is markedly more difficult than the previous game. Mostly due to enemies dealing signifigantly more damage, even on lower difficulties.

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* ''Wolfenstein2TheNewCollosus'' ''WolfensteinIITheNewColossus'' is markedly more difficult than the previous game. Mostly due to enemies dealing signifigantly more damage, even on lower difficulties.
27th Nov '17 9:06:06 AM KhaosKyuubi
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* ''Wolfenstein2TheNewCollosus'' is markedly more difficult than the previous game. Mostly due to enemies dealing signifigantly more damage, even on lower difficulties.
28th Oct '17 8:28:01 AM dancnbna
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** Generation IV is when it started to get a ''lot'' harder: Not only was there the big Physical-Special split, but the changed movesets ''also'' made it so that Pokémon were more likely to know a move that'd utterly ''screw'' you (much more diverse movesets to deal with weaknesses). Gen III had some trainers like that (Winona's Altaria can and ''WILL'' use Earthquake on you if you have an Electric-type out), [[TheComputerIsACheatingBastard some of which couldn't even legitimately learn those moves]], but Gen IV has a ''lot'' more of them. And as an added bonus, because some types were so few in number in Gen IV, type-themed trainers like Gym Leaders and the Elite Four had to improvise instead of re-using the same type several times. Candice, for example, has a Medicham in her team (which isn't an Ice-type), Volkner has an Octillery in his team to screw any Ground types, and Flint, who is a Fire-user, only actually has ''two'' Fire-types in his team; the rest don't even have a common weakness with the Fire-types. No longer are you able to fight members of the Elite Four who simply repeated the same Pokémon and beat 'em by spamming the same move...you actually had to have multiple ones! This issue was fixed in Platinum with all Gym Leaders and Elite Four members now having their entire teams represent their type (Except Aaron's Drapion, though that did evolve from a Bug-Type), but it didn't make things any easier as their movesets are still configured to screw you. Finally, the levels of the Elite Four and Cynthia's Mons are all higher relative to the other trainers in the game. Cynthia's team is even built to have total type coverage, unlike most Champions, and uses a Garchomp with perfect [=IVs=], when even the ''regular'' mons of the species are deemed so powerful that they are banned from the competitive metagame.

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** Generation IV is when it started to get a ''lot'' harder: Not only was there the big Physical-Special split, but the changed movesets ''also'' made it so that Pokémon were more likely to know a move that'd utterly ''screw'' you (much more diverse movesets to deal with weaknesses). Gen III had some trainers like that (Winona's Altaria can and ''WILL'' use Earthquake on you if you have an Electric-type out), [[TheComputerIsACheatingBastard some of which couldn't even legitimately learn those moves]], but Gen IV has a ''lot'' more of them. And as an added bonus, because some types were so few in number in Gen IV, type-themed trainers like Gym Leaders and the Elite Four had to improvise instead of re-using the same type several times. Candice, for example, has a Medicham in her team (which isn't an Ice-type), Volkner has an Octillery in his team to screw any Ground types, and Flint, who is a Fire-user, only actually has ''two'' Fire-types in his team; the rest don't even have a common weakness with the Fire-types. No longer are you able to fight members of the Elite Four who simply repeated the same Pokémon and beat 'em by spamming the same move...you actually had to have multiple ones! This issue was fixed in Platinum with all Gym Leaders and Elite Four members now having their entire teams represent their type (Except Aaron's Drapion, though that did evolve from a Bug-Type), but it didn't make things any easier as their movesets are still configured to screw you. Finally, the levels of the Elite Four and Cynthia's Mons are all higher relative to the other trainers in the game. Cynthia's team is even built to have total type coverage, unlike most Champions, and uses a Garchomp with perfect [=IVs=], when even the ''regular'' mons of the species are deemed so powerful that they are were banned from the competitive metagame.metagame at the time.



** While ''VideoGame/PokemonXAndY'' was a SequelDifficultyDrop, ''VideoGame/PokemonSunAndMoon'' brings the difficulty right back up and really sets the difficulty bar high. While the EXP Share system from ''X And Y'' was retained (The Pokémon battling gets full EXP while the rest of the party gets half, as opposed to only two 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 Pokémon while you gain more EXP for beating higher level Pokémon]]. This, coupled with some [[ThatOneBoss nasty boss fights]] in the form of the Totem Pokémon makes for one of the more challenging games in the series.

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** While ''VideoGame/PokemonXAndY'' was a SequelDifficultyDrop, ''VideoGame/PokemonSunAndMoon'' brings the difficulty right back up and really sets the difficulty bar high. While the EXP Share system from ''X And and Y'' was retained (The Pokémon battling gets full EXP while the rest of the party gets half, as opposed to only two 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 Pokémon while you gain more EXP for beating higher level Pokémon]]. This, coupled with some [[ThatOneBoss nasty boss fights]] in the form of the Totem Pokémon makes for one of the more challenging games in the series.



* ''VideoGame/PokemonXDGaleOfDarkness'', ''Colosseum's'' sequel, zig-zags this a bit. [[SequelDifficultyDrop The AI does not have the same intelligence it has in the prequel and there are more Pokémon available to the player and it is easier to purify Shadow Pokémon.]] However the increased Shadow Pokémon numbers means more opponents have multiple Shadow Pokémon on their team and Shadow Moves have more varied effects than the do in ''Colosseum''. This means using a team that does not use several Shadow Pokémon is much harder and turns the final few bosses into some of [[DarkerAndEdgier the darkest bosses in the franchise]].

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* ''VideoGame/PokemonXDGaleOfDarkness'', ''Colosseum's'' sequel, zig-zags this a bit. [[SequelDifficultyDrop The AI does not have the same intelligence it has in the prequel and prequel, there are more Pokémon available to the player player, and it is easier to purify Shadow Pokémon.]] However However, the increased Shadow Pokémon numbers means more opponents have multiple Shadow Pokémon on their team and Shadow Moves have more varied effects than the they do in ''Colosseum''. This means using a team that does not use several Shadow Pokémon is much harder and turns the final few bosses into some of [[DarkerAndEdgier the darkest bosses hardest in the franchise]].franchise.



* The first ''TheWitcher'' game was pretty easy, with some exceptions like the fight against [[ThatOneBoss The Beast]]. Then came the second Witcher game, whose starting area was so difficult on launch many people had to crank the difficulty level down to Easy just to have a chance of victory.

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* The first ''TheWitcher'' ''VideoGame/TheWitcher'' game was pretty easy, with some exceptions like the fight against [[ThatOneBoss The Beast]]. Then came the second Witcher game, whose starting area was so difficult on launch many people had to crank the difficulty level down to Easy just to have a chance of victory.
25th Oct '17 2:19:20 AM ironcommando
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* ''VideoGame/PlantsVsZombies2ItsAboutTime'' has several levels that dwarf [[VideoGame/PlantsVsZombies the first game]] in terms of difficulty. Not only is the gameplay faster-paced, there are also several enemies that can kill even your toughest plants with ease, and certain worlds ([[ThatOneLevel Big Wave Beach, Neon Mixtape Tour, Jurassic Marsh, Modern Day]]) have world-specific gimmicks[[note]]respectively: a tide that sweeps away plants, music Jams that power up zombies to make them into DemonicSpiders, prehistoric reptiles that aid zombies into getting past your defences, and portals that drop DemonicSpiders in front of your plants[[/note]] that are very frustrating. Finally, several levels have an ArbitraryMissionRestriction that needs to be strictly adhered to (such as a flower line that zombies cannot step on), otherwise the level is automatically failed.

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* ''VideoGame/PlantsVsZombies2ItsAboutTime'' has several levels that dwarf [[VideoGame/PlantsVsZombies the first game]] in terms of difficulty. Not only is the gameplay faster-paced, there are also several enemies that can kill even your toughest plants with ease, and certain worlds ([[ThatOneLevel Big Wave Beach, Neon Mixtape Tour, Jurassic Marsh, Modern Day]]) have world-specific gimmicks[[note]]respectively: a tide that sweeps away plants, music Jams that power up zombies to make them into DemonicSpiders, invincible prehistoric reptiles that aid zombies into getting past your defences, and portals that drop DemonicSpiders in front of your plants[[/note]] that are very frustrating. Finally, several levels have an ArbitraryMissionRestriction that needs to be strictly adhered to (such as a flower line that zombies cannot step on), otherwise the level is automatically failed.
25th Oct '17 2:18:31 AM ironcommando
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* ''VideoGame/PlantsVsZombies2ItsAboutTime'' has several levels that dwarf [[VideoGame/PlantsVsZombies the first game]] in terms of difficulty. Not only is the gameplay faster-paced, there are also several enemies that can kill even your toughest plants with ease, and certain worlds ([[ThatOneLevel Big Wave Beach, Neon Mixtape Tour, Jurassic Marsh, Modern Day]]) have world-specific gimmicks[[note]]respectively: a tide that sweeps away plants, music Jams that power up zombies to make them into DemonicSpiders, prehistoric reptiles that aid zombies into getting past your defences, and portals that drop DemonicSpiders in front of your plants[[/note]] that are very frustrating. Finally, several levels have an ArbitraryMissionRestriction that needs to be strictly adhered to (such as a flower line that zombies cannot step on), otherwise the level is automatically failed.
22nd Oct '17 12:58:25 PM SeptimusHeap
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* ''VideoGame/{{F-Zero}} GX''. In difficulty terms, this game makes the previous console entries look like a cakewalk.

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* ''VideoGame/{{F-Zero}} ''VideoGame/FZero GX''. In difficulty terms, this game makes the previous console entries look like a cakewalk.
19th Oct '17 7:51:44 PM Rarefoil
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-> ''"...the trend back around this time was when you made an expansion to a game, it would be'' hard as nails, ''because the company figured, 'Well, you played the first game, if you're buying this you must be an expert, so here you go, expert!'"''

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-> ''"...the trend back around this time was when you made an expansion to a game, it would be'' hard as nails, ''because the company figured, 'Well, you played the first game, if game. If you're buying this you must be an expert, so here you go, expert!'"''
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