History Main / ThatOneLevel

7th Feb '16 5:04:03 AM catmuto
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** ThatOneLevel/TalesSeries
5th Feb '16 8:35:57 PM nombretomado
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[[AC:ArcadeGame]]
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[[AC:ArcadeGame]][[AC:UsefulNotes/ArcadeGame]]
28th Dec '15 8:44:08 PM eroock
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->-- Facebook Q&A
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->-- -->-- Facebook Q&A
13th Dec '15 4:23:37 AM Morgenthaler
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* ''VideoGame/TheThing'' has a stage almost identical to ''VideoGame/MetalGearSolid'''s staircase sequence, except you're going down, there are automatic turrets on every level (that can take up to five grenade hits to destroy), scalding steam vents, seemingly endless streams of [[GoddamnBats scuttling creatures]] that pop out of dead bodies (and attack you from front and behind), and the medic, your only hope of surviving the stage, turns into a monster at random points. If you don't have enough health packs on you, or enough firepower, it's [[UnwinnableByMistake impossible]] to get through the stage.
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* ''VideoGame/TheThing'' ''VideoGame/TheThing2002'' has a stage almost identical to ''VideoGame/MetalGearSolid'''s staircase sequence, except you're going down, there are automatic turrets on every level (that can take up to five grenade hits to destroy), scalding steam vents, seemingly endless streams of [[GoddamnBats scuttling creatures]] that pop out of dead bodies (and attack you from front and behind), and the medic, your only hope of surviving the stage, turns into a monster at random points. If you don't have enough health packs on you, or enough firepower, it's [[UnwinnableByMistake impossible]] to get through the stage.
12th Dec '15 8:33:48 PM Bat178
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* Franchise/SplinterCell series: ** ''SplinterCellPandoraTommorow'' has Jerusalem. For most of the level, you aren't allowed to be seen or kill anybody AT ALL. If a civilian or police officer so much as catches a glimpse of you, it's a instant game over, and the level is also full of light sources which make getting through it a nightmare. Even once you get to the part where you are allowed to be seen and kill enemies, three of them are waiting right outside the elevator for you as soon it opens and will quickly ventilate you if you don't knock out or kill them immediately. Even once you get past that, depending on if [[spoiler: you kill Dahlia or not]], you have to deal with either snipers who can kill you in 2 or 3 hits and alert very quickly, or more police officers you aren't allowed to kill or be seen by.
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* Franchise/SplinterCell VideoGame/SplinterCell series: ** ''SplinterCellPandoraTommorow'' ''SplinterCellPandoraTomorrow'' has Jerusalem. For most of the level, you aren't allowed to be seen or kill anybody AT ALL. If a civilian or police officer so much as catches a glimpse of you, it's a instant game over, and the level is also full of light sources which make getting through it a nightmare. Even once you get to the part where you are allowed to be seen and kill enemies, three of them are waiting right outside the elevator for you as soon it opens and will quickly ventilate you if you don't knock out or kill them immediately. Even once you get past that, depending on if [[spoiler: you kill Dahlia or not]], you have to deal with either snipers who can kill you in 2 or 3 hits and alert very quickly, or more police officers you aren't allowed to kill or be seen by.
11th Dec '15 4:11:03 PM YasminPerry
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* In ''VideoGame/RugratsRoyalRansom'', many, ''many'' levels on Rugrat Medium & Reptar Tough difficulty quality. Were the developers sadists indulging their fetish by wrapping it up in a licensed game aimed at children? ** ''Punting Papayas'' in Jungle World on Tough is one of the most frustrating levels in the whole game, with the insanely long and hard-to-navigate paths you have to follow, to the point where it's physically painful to play. ** ''Monkey Business'' is basically the same thing, just with papayas swapped out for monkeys. ** ''Acrobatty Dash'' on Medium & Tough is just cruel and inhumane. On Baby Easy you're given a nice, comfortable seven minutes to go through the acrobat course. On Medium & Tough? ''3 minutes 30 seconds'' and ''two minutes,'' respectively, even though the level itself is ''exactly the same''. Cue much swearing, ripping of hair, and gnashing of teeth. ** ''Meanie Genie'' on Medium & Tough difficulty is PlatformHell ''incarnate'', with jumps requiring precision presses of the A button, lack of depth perception making it hard to tell if you're gonna land on a platform or in the boiling lava, the fact that it goes on damn near ''forever'', [[ArsonMurderAndJaywalking and the background music is annoying to boot]]. ** ''Temple Of The Lamp''. On Easy & Medium it's a nice, if boring "collect-the-rubies"-athon. On Tough? An exercise in frustration. For one thing, you have to collect a whopping total of ''70'' rubies. Yeah, that's right, I said ''70''. Secondly, those [[GoddamnedBats goddamn scarab beetles]] are all over the place, serving to make your job even ''harder'' [[FakeDifficulty for no real reason at all]]. Thirdly, most of the rubies are located high on the buildings, forcing you to make even ''more'' perfect A button presses. Thankfully, it's easy to avoid doing this level in favour of other, more fun ones, like ''Rugrat Rug Race''. ** ''Moon Buggy Madness'' is extremely difficult on ''all'' difficulty levels, not due to any intention of the programmers, but due to the [[FakeDifficulty floaty physics making it almost impossible to get a sense of control.]]
9th Dec '15 11:21:01 PM Bat178
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** ''SplinterCellPandoraTommorow'' has Jerusalem. For most of the level, you aren't allowed to be seen or kill anybody AT ALL. If a civilian or guard so much as catches a glimpse of you, it's a game over, and the level is also full of light sources which make getting through it a nightmare. Even once you get to the part where you are allowed to be seen and kill enemies, three of them are waiting right outside the elevator for you as soon it opens and will quickly ventilate you if you don't knock out or kill them immediately. Even once you get past that, depending on if [[spoiler: you kill Dahlia or not]], you have to deal with either snipers who can kill you in 2 or 3 hits and alert very quickly, or more police officers you aren't allowed to kill or be seen by.
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** ''SplinterCellPandoraTommorow'' has Jerusalem. For most of the level, you aren't allowed to be seen or kill anybody AT ALL. If a civilian or guard police officer so much as catches a glimpse of you, it's a instant game over, and the level is also full of light sources which make getting through it a nightmare. Even once you get to the part where you are allowed to be seen and kill enemies, three of them are waiting right outside the elevator for you as soon it opens and will quickly ventilate you if you don't knock out or kill them immediately. Even once you get past that, depending on if [[spoiler: you kill Dahlia or not]], you have to deal with either snipers who can kill you in 2 or 3 hits and alert very quickly, or more police officers you aren't allowed to kill or be seen by.
9th Dec '15 10:59:46 PM Bat178
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** ''SplinterCellBlacklist'' has Swiss Embassy, Charlie's second mission. Unlike the other Charlie missions which are at least decently large, open and have some good hiding spots, Swiss Embassy is small, linear, and has very few hiding spots, so enemies will quickly detect you. Enemies also tend to come in larger groups earlier in this mission than other Charlie missions, and the later waves are a absolute nightmare to get through, with [[DemonicSpiders Dogs and Heavy Infantry]] everywhere in small and enclosed spaces, which even includes Heavy Infantry HVTs with riot shields. Even worse, the enemies tend to spawn on opposite sides of the map from each other in this mission, so if you want to get a mastery in the first five waves through comboing (Possible in each of Charlie's missions) before all the painful stuff comes in, you better have some good reflexes and luck.
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** ''SplinterCellBlacklist'' has Swiss Embassy, Charlie's second mission. Unlike the other Charlie missions which are at least decently large, open and have some good hiding spots, Swiss Embassy is small, linear, and has very few hiding spots, so enemies will quickly detect you. Enemies also tend to come in larger groups earlier in this mission than other Charlie missions, and the later waves are a absolute nightmare to get through, with [[DemonicSpiders Dogs and Heavy Infantry]] everywhere in small small, well-lit and enclosed spaces, which even includes Heavy Infantry HVTs with riot shields. Even worse, the enemies tend to spawn on opposite sides of the map from each other in this mission, so if you want to get a mastery in the first five waves through comboing (Possible in each of Charlie's missions) before all the painful stuff comes in, you better have some good reflexes and luck.
9th Dec '15 10:58:31 PM Bat178
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** If you manage to get past that, you are then faced with a TimedMission where you have to defuse some bombs. The bombs aren't exactly easy to find; the first two are hidden in obscure nooks underneath the catwalks, and every time you defuse one, [[spoiler: Shetland]] just stands out in the open and gives you a HannibalLecture; it's frustrating enough that you wish you could just [[WhyDontYaJustShootHim turn around and shoot him in the face]], [[SequenceBreaking but no]]. And then after you defuse a bomb, more [[DemonicSpiders Thermal Goggle Mooks]] come in to hunt you down, though mercifully there's a lot less of them and there's much more cover, and you should hopefully be able to [[HoistByHisOwnPetard repurpose the wall mines they've been planting]] or sticky-shock them in the back.
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** *** If you manage to get past that, you are then faced with a TimedMission where you have to defuse some bombs. The bombs aren't exactly easy to find; the first two are hidden in obscure nooks underneath the catwalks, and every time you defuse one, [[spoiler: Shetland]] just stands out in the open and gives you a HannibalLecture; it's frustrating enough that you wish you could just [[WhyDontYaJustShootHim turn around and shoot him in the face]], [[SequenceBreaking but no]]. And then after you defuse a bomb, more [[DemonicSpiders Thermal Goggle Mooks]] come in to hunt you down, though mercifully there's a lot less of them and there's much more cover, and you should hopefully be able to [[HoistByHisOwnPetard repurpose the wall mines they've been planting]] or sticky-shock them in the back.
9th Dec '15 10:58:09 PM Bat178
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* ''VideoGame/SplinterCellChaosTheory'' has its penultimate level, the Bathhouse; more specifically, the final third of said level. The level is pretty difficult to begin with, since the entire complex is a rather confusing series of large, well-lit rooms connected by narrow hallways; lights can be difficult to identify, and getting to the valves to release the steam that you need to hide without getting noticed is easier said than done. But things veer into almost-NintendoHard territory as soon as [[spoiler: [[BigBad Shetland]] and the ISDF]] betray each other and all hell breaks loose. [[spoiler: Shetland]] is accompanied by a squad of [[GasMaskMooks Gas-mask-clad]] EliteMooks with Thermal Vision goggles; the first and, until ''Conviction'', the only enemies in the series that could [[KungFuProofMook see you clear as day at all times, even in pitch black]]. At first, they're occupied enough to simply bypass them, but then you come across a room where about a half-dozen of them are taking cover, and you HAVE to get to the other side of said room to proceed. Don't even bother trying to sneak past them like you've been doing with every other enemy in the game; as soon as you step into that room, [[ForegoneConclusion they WILL riddle you with bullets and you WILL die]]. If you're fast enough, you can actually get to the room before they take cover; small help considering that they'll be on alert the instant you try anything on them. It is possible to just [[CuttingTheKnot run past them altogether]], but guess what? The hall you have to go through [[TheDevTeamThinksOfEverything has a wall mine at the end of it]]! So you can either [[MortonsFork slow down and get shot in the back by the Mercs, or keep running and get blown to pieces]]. Heavens help you if you don't have any [[SmokeOut smoke grenades]]. If you DO have smoke grenades, however, it is possible to use them to sneak past the Mercs as they can't see through the smoke despite the goggles, but they have to be thrown the exact right positions otherwise they will see you anyways as soon as you try to go through the room.
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* ''VideoGame/SplinterCellChaosTheory'' Franchise/SplinterCell series: ** ''SplinterCellPandoraTommorow'' has Jerusalem. For most of the level, you aren't allowed to be seen or kill anybody AT ALL. If a civilian or guard so much as catches a glimpse of you, it's a game over, and the level is also full of light sources which make getting through it a nightmare. Even once you get to the part where you are allowed to be seen and kill enemies, three of them are waiting right outside the elevator for you as soon it opens and will quickly ventilate you if you don't knock out or kill them immediately. Even once you get past that, depending on if [[spoiler: you kill Dahlia or not]], you have to deal with either snipers who can kill you in 2 or 3 hits and alert very quickly, or more police officers you aren't allowed to kill or be seen by. ** ''SplinterCellChaosTheory'' has its penultimate level, the Bathhouse; more specifically, the final third of said level. The level is pretty difficult to begin with, since the entire complex is a rather confusing series of large, well-lit rooms connected by narrow hallways; lights can be difficult to identify, and getting to the valves to release the steam that you need to hide without getting noticed is easier said than done. But things veer into almost-NintendoHard territory as soon as [[spoiler: [[BigBad Shetland]] and the ISDF]] betray each other and all hell breaks loose. [[spoiler: Shetland]] is accompanied by a squad of [[GasMaskMooks Gas-mask-clad]] EliteMooks with Thermal Vision goggles; the first and, until ''Conviction'', the only enemies in the series that could [[KungFuProofMook see you clear as day at all times, even in pitch black]]. At first, they're occupied enough to simply bypass them, but then you come across a room where about a half-dozen of them are taking cover, and you HAVE to get to the other side of said room to proceed. Don't even bother trying to sneak past them like you've been doing with every other enemy in the game; as soon as you step into that room, [[ForegoneConclusion they WILL riddle you with bullets and you WILL die]]. If you're fast enough, you can actually get to the room before they take cover; small help considering that they'll be on alert the instant you try anything on them. It is possible to just [[CuttingTheKnot run past them altogether]], but guess what? The hall you have to go through [[TheDevTeamThinksOfEverything has a wall mine at the end of it]]! So you can either [[MortonsFork slow down and get shot in the back by the Mercs, or keep running and get blown to pieces]]. Heavens help you if you don't have any [[SmokeOut smoke grenades]]. If you DO have smoke grenades, however, it is possible to use them to sneak past the Mercs as they can't see through the smoke despite the goggles, but they have to be thrown the exact right positions otherwise they will see you anyways as soon as you try to go through the room.

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** The PC/360/PS3 version of ''SplinterCellDoubleAgent'' has the Sea of Okhotsk, especially when going for 100% stealth. Even though you are in a blizzard and can barely see anything five feet in front of you, due to the the enemy AI not factoring in the blizzard, it acts as if you are running around in broad daylight and so the enemies can see you at ranges you can barely even see them at, if you can see them at all. One objective requires you to hack and activate a brightly lit detonator in the middle of a camp to open the way up to the next portion of the level, and another forces you to knock out or kill a certain amount of enemies once you get aboard the ship. Also, once you get to the Captain and have to knock him out or kill him, he wanders around with a flare on a metal catwalk above a ton of oil and tends to turn suddenly, and you have to grab him from behind without making him even so much as suspicious. If he catches even a glimpse of you or you eliminate him without grabbing him from behind, he will throw the flare into the oil and kill you instantly in a huge explosion. ** ''SplinterCellBlacklist'' has Swiss Embassy, Charlie's second mission. Unlike the other Charlie missions which are at least decently large, open and have some good hiding spots, Swiss Embassy is small, linear, and has very few hiding spots, so enemies will quickly detect you. Enemies also tend to come in larger groups earlier in this mission than other Charlie missions, and the later waves are a absolute nightmare to get through, with [[DemonicSpiders Dogs and Heavy Infantry]] everywhere in small and enclosed spaces, which even includes Heavy Infantry HVTs with riot shields. Even worse, the enemies tend to spawn on opposite sides of the map from each other in this mission, so if you want to get a mastery in the first five waves through comboing (Possible in each of Charlie's missions) before all the painful stuff comes in, you better have some good reflexes and luck.
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