12 Hours Left to Support a Troper-Created Project : Personal Space (discuss)

History NintendoHard / Uncategorised

1st Apr '16 9:25:11 PM EricNeoMatrix
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** And now ''FiveNightsAtFreddys4'' upholds the tradition. Like the first game, you have only five animatronics to deal with.... Except now, there are '''no doors or cameras'''. You have to actually listen carefully in order to tell if a robot is about to attack you. The fact that their movements are now entirely random and they can move whenever they want doesn't help.

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** And now ''FiveNightsAtFreddys4'' upholds the tradition. Like the first game, you have only five animatronics to deal with.... Except now, there are '''no doors or cameras'''. You have to actually listen carefully in order to tell if a robot is about to attack you. The fact that their movements are now entirely random and they can move whenever they want doesn't help. Blind Mode takes this UpToEleven by [[ExactlyWhatItSaysOnTheTin stopping you from seeing anything]], along with Mad Freddy (the Mini-Freddies appear on bed at lightning speeds), and Insta-Foxy (Foxy is in the closet from the start). And yes, [[FromBadToWorse you can actually stack them all together]].
13th Jan '16 12:23:20 AM Korodzik
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* The Polish Atari game [[http://www.youtube.com/watch?v=Z3JvbwUE1Uw Piekiełko]]. The title translates to "Little Inferno" and boy, does it fit. The entire game is one long string of SmashingHallwayTrapsOfDoom, each of which you have to dodge pixel-perfectly or you die. Touching a wall will kill you, and the corridors are barely wider than you. You start with 255 lives, and it's nowhere near enough.

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* The Polish Atari game [[http://www.''[[http://www.youtube.com/watch?v=Z3JvbwUE1Uw Piekiełko]].Piekielko]]''. The title translates to "Little Inferno" and boy, does it fit. The entire game is one long string of SmashingHallwayTrapsOfDoom, each of which you have to dodge pixel-perfectly or you die. Touching a wall will kill you, and the corridors are barely wider than you. You start with 255 lives, and it's nowhere near enough.
30th Nov '15 5:02:18 PM TheGunheart
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* ''VideoGame/CarriesOrderUp'', fitting with its homage to '90s arcade games, starts out simple but greatly ramps up the difficulty as customers get faster, larger ones that are harder to avoid appear more frequently, and your trusty spin is turned against you as puddles fill the floor space.
17th Oct '15 5:37:51 PM hamza678
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* The ''Franchise/TombRaider'' series fluctuates in difficulty (generally considered to be quite difficult compared to the games of today), but ''VideoGame/TombRaiderIII'' is definitely the hardest, and was clearly intended for players who had beaten the first two games. The very first action in the game involves sliding down a hill while jumping to avoid instant-death spikes; seemingly an intentional portent of the overall difficulty, and navigating treacherous bogs disguised as regular ground (which in some cases, gives Lara no chance to get out before drowning). In the ''second'' level you start fighting the so-called "Shivas," giant six-armed statues that can crisscross their blades to block your bullets, take a ton of said bullets, and instantly kill Lara if she gets too close. The wolf ambush that opens the second level of the ''first'' game, panic-inducing for newbies, is almost comically easy in comparison. There are also unkillable piranhas (turning simple ponds into deathtraps), poison from snakes and blowdarts (you better [[VideogameCrueltyPotential kill those natives]] FAST), guys who get off one last shot ''[[DeadMansTriggerFinger after you've killed them]]'', and environmental hazards that are extremely hard to get through without heavy damage, and unavoidable in one case outside of glitches (Late in the game, you have to swim through freezing water so deep you have to use health packs ''as you swim'' just to stay alive.) Then there are the save crystals, which you collect and use anywhere you want. This should be better than the first game, in which you saved at fixed points, but there's no indication of where the crystals should be used, turning the whole system into just another stress-inducer (PC players get a break in this regard and can save anywhere, making their version far easier; said crystals were even turned into health-restoring pickups). Another "this should be great but it isn't" feature is that you can choose in which order to play certain levels; see below for why this is the case... Overall, this game gives off an EverythingTryingToKillYou vibe that the others don't necessarily give off.
** But if you play the level where you [[NoGearLevel lose all the guns and ammo you've collected]] last, then the final area is much tougher to get through. ''Tomb Raider III'' has the obligatory "lose all your weapons" level, as did the previous two games, but this time, not only does Lara lose her weapons, but also loses ''all collected ammo and medipacks'', which this time '''cannot be recovered'''. That's right, no point in saving up medipacks in India, you'll lose them eventually.
** The iOS re-release of ''VideoGame/TombRaider'' quickly becomes this due to the questionable touchscreen controls. Among the highlights include not being able to shoot while jumping (unless you take the time to assume an awkward finger position on the screen) and difficulty in running in a straight line. Good luck in Atlantis, you'll need it.
** With the advent of the ''[[LevelEditor Tomb Raider Level Editor]]'' (released with the fifth game's PC version), the modding community has turned out a plethora of increasingly complex and difficult levels, to the point that a good majority of custom levels outclass even ''VideoGame/TombRaiderIII'' in ridiculous difficulty.



* ''TheGuardianLegend'' was at the very least TrialAndErrorGameplay at its finest, in those pre-GameFaqs days. The Zelda-like bits weren't so bad once you memorized them, but some of the space-shooter parts were terrifying even when you knew exactly what was coming.



* ''VideoGame/FearEffect''. There are a lot of ways to die in both games, and they will happen often.
16th Sep '15 3:56:32 AM StFan
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* ''ComicBook/ChakanTheForeverMan'' for the Sega Genesis. Named for both the titular character's immortality and the amount of time it takes to beat it on hard mode. The {{BonusBoss}} is Death himself. Although he's not nearly as cool as one would imagine.

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* ''ComicBook/ChakanTheForeverMan'' ''VideoGame/ChakanTheForeverMan'' for the Sega Genesis. Named for both the titular title character's immortality and the amount of time it takes to beat it on hard mode. The {{BonusBoss}} BonusBoss is Death himself. Although he's not nearly as cool as one would imagine.
4th Aug '15 7:06:22 PM Adept
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** Hell, just about any Sega-created arcade-style light gun game could fit this trope; there's ''VideoGame/TheOceanHunter'' with its slow-to-reload torpedoes and annoyingly frenetic and hard-to-kill bosses, ''LetsGoJungle'' with its swarms of enemies and irritating minigames to determine how you fare in certain forced scenarios...but the king has to be ''Brave Firefighters'', a ''TimeCrisis''-like firefighting game where ''each and every fire you're supposed to put out, '''including the "boss" fires''''' regenerate their health and spread if you don't take care of them fast enough...before throwing in a "save the hostage" scenario in ''each "boss" fire'' that -- if you allow to get burned -- takes time ''off''. Prepare to have your bank account emptied by this game, and try to avoid the AllDevouringBlackHoleLoanSharks, while you're at it.

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** Hell, just about any Sega-created arcade-style light gun game could fit this trope; there's ''VideoGame/TheOceanHunter'' with its slow-to-reload torpedoes and annoyingly frenetic and hard-to-kill bosses, ''LetsGoJungle'' ''VideoGame/LetsGoJungle'' with its swarms of enemies and irritating minigames to determine how you fare in certain forced scenarios...but the king has to be ''Brave Firefighters'', a ''TimeCrisis''-like firefighting game where ''each and every fire you're supposed to put out, '''including the "boss" fires''''' regenerate their health and spread if you don't take care of them fast enough...before throwing in a "save the hostage" scenario in ''each "boss" fire'' that -- if you allow to get burned -- takes time ''off''. Prepare to have your bank account emptied by this game, and try to avoid the AllDevouringBlackHoleLoanSharks, while you're at it.
27th Jul '15 2:27:08 PM Nitro
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*** Like in the previous game, Rome 2, each set of objectives would resolve when you achieve the linked primary objective, unlocking the next set. In Rome 2, the objectives are things like "Hold 13 territories." For West Rome in Attila, the first FOUR primary objectives are simply "Survive until XXX."
23rd Jul '15 10:54:24 PM EricNeoMatrix
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** And now FiveNightsAtFreddys4 upholds the tradition. Like the first game, you have only five animatronics to deal with.... Except now, there are '''no doors or cameras'''. You have to actually listen carefully in order to tell if a robot is about to attack you.

to:

** And now FiveNightsAtFreddys4 ''FiveNightsAtFreddys4'' upholds the tradition. Like the first game, you have only five animatronics to deal with.... Except now, there are '''no doors or cameras'''. You have to actually listen carefully in order to tell if a robot is about to attack you. The fact that their movements are now entirely random and they can move whenever they want doesn't help.
23rd Jul '15 10:52:18 PM EricNeoMatrix
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Added DiffLines:

** And now FiveNightsAtFreddys4 upholds the tradition. Like the first game, you have only five animatronics to deal with.... Except now, there are '''no doors or cameras'''. You have to actually listen carefully in order to tell if a robot is about to attack you.
24th May '15 4:49:11 PM nombretomado
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* The ''HouseOfTheDead'' series. It doesn't help that in the Wii port of ''The House of the Dead 2'', you don't get unlimited continues.

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* The ''HouseOfTheDead'' ''VideoGame/HouseOfTheDead'' series. It doesn't help that in the Wii port of ''The House of the Dead 2'', you don't get unlimited continues.
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