History ThatOneLevel / SimulationGame

20th Sep '17 1:54:26 AM Gadjiltron
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* ''[[VideoGame/TraumaCenter Trauma Center: Under The Knife]]'', as an Atlus game, is ''hard''- so much so that a previous version of this page listed ''every mission'' as ThatOneLevel. However, most fall into the "tough but fair" catagory, with two exceptions:

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* ''[[VideoGame/TraumaCenter Trauma Center: Under The Knife]]'', as an Atlus game, is ''hard''- ''hard'' -- so much so that a previous version of this page listed ''every mission'' as ThatOneLevel. However, most fall into the "tough but fair" catagory, category, with two several exceptions:



** Level 5-2. You know it's going to be a pain, since it's called "[[TitleDrop Under The Knife]]", which implies a certain epic climax. Your enemy is the parasite Kyriaki, who is annoying, but usually pretty striaghtforward. This time, however, you have to treat ''five'' patients in a single mission, with only ten minutes on the timer. Making matters worse is the fact that getting through a Kyriaki mission requires nothing so much as skill with suturing. The stylus motion for suturing is not only undetected by the game half the time, but it's the first thing you start screwing up when your hands start to get tired. The final insult? That ticking ten minute timer hanging over your head ''[[TheComputerIsACheatingBastard is a god damned lie]]''. When it hits zero, you don't fail the operation- your assistant just announces that backup has arrived and you can finish this patient and take a rest. She notes this after you get the third patient stabilized, but you'll never see it, since you're so concentrated on just the time and the bottom screen.

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** Level 5-2. You know it's going to be a pain, since it's called "[[TitleDrop Under The Knife]]", which implies a certain epic climax. Your enemy is the parasite Kyriaki, who is annoying, but usually pretty striaghtforward. This time, however, you have to treat ''five'' patients in a single mission, with only ten minutes on the timer. Making matters worse is the fact that getting through a Kyriaki mission requires nothing so much as skill with suturing. The stylus motion for suturing is not only undetected by the game half the time, but it's the first thing you start screwing up when your hands start to get tired. The final insult? That ticking ten minute timer hanging over your head ''[[TheComputerIsACheatingBastard is a god damned lie]]''. When it hits zero, ''isn't an automatic GameOver'' like with all previous operations. The game does throw you don't fail a bone by letting you advance if you've finished at least 2 patients but ran out of time, with the operation- your assistant just announces only cost being the player's rank and score. Problem is that you'd be too focused on the bottom screen and the timer to notice when Angie tells you backup has arrived arrived, and may just restart in a fit of rage when you can finish this patient and take a rest. She notes this after you get the third patient stabilized, but you'll never see it, since notice you're so concentrated short on just the time and the bottom screen.time.



** While technically [[BonusLevelOfHell Bonus Levels,]] the X Missions also deserve mention. Though they're not named for difficulty in ''Under The Knife'', they are in every succeeding sequel...under '''[[NintendoHard Extreme]]''' difficulty. While all of the X Missions are indeed beatable, they all borderline on FakeDifficulty given that you have to have memorized the pattern for defeating the offending disease down to freaking ''muscle memory''.

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** While technically [[BonusLevelOfHell Bonus Levels,]] the X Missions also deserve mention. Though they're not named for difficulty in ''Under The Knife'', they are in every succeeding sequel... under '''[[NintendoHard Extreme]]''' difficulty. While all of the X Missions are indeed beatable, they all borderline on FakeDifficulty given that you have to have memorized the pattern for defeating the offending disease down to freaking ''muscle memory''.



** ''New Blood'' chimes in with Lost In The Flames, an operation to treat a burns victim. The mission isn't particularly hard in theory, and there's nothing that will lower the patient's vitals apart from gradual attrition and player mistakes, the greatest threat here is the time limit. What makes it tough is the player has to cover a burn with four piece of donor skin to treat each one, when a) the skin is time-consuming to produce, b) if the burn starts bleeding (at random) any skin already there will fall off, and c) it's painfully easy to put a piece of skin on the wrong burn, virtually guaranteeing the target burn will start to bleed before the player can get more ready. It's virtually impossible to let the patient die here, but even a perfect run will run down the clock horrifyingly fast.

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** "Fallen Heroes", the penultimate story operation of ''Second Opinion'', can be surprisingly brutal. It's a [[MarathonLevel multi-stage GUILT operation]], and because you alternate between two doctors, you have two Healing Touches at your disposal for different parts of the level. You'll probably need both of them. Here's why:
*** The first part of the mission is '''Triti''', which is ThatOneBoss among the initial GUILT strains. If you didn't already know how to efficiently treat it, you might end up wasting Derek's Healing Touch to entirely trivialize this part, giving up an asset that could help for the next portion of the level.
*** The second part is Kyriaki, which is trivial by this point in the game, but third patient has Deftera. What makes this GUILT more annoying is that blood regularly pools over the field, forcing you to drain it otherwise you can't treat what's underneath. If Deftera is going berserk and blood pools over it, you'll waste a bit of time getting it out of the way - enough time for more tumors to appear and for vitals to plummet.
*** The final part is Paraskevi on the heart. ''[[OhCrap One entire Paraskevi]]''. You cannot afford to let a single one escape, or it's an immediate GameOver.
** There are four challenge missions in ''New Blood'' that involve treating a series of patients in a simulation. The final one involves one patient with that is infected with Kyriaki, Cheir, and infant Savato, and the one before that involves a simultaneous Deftera and Soma infection.
** ''New Blood'' chimes in with Lost "Lost In The Flames, Flames", an operation to treat a burns victim. The mission isn't particularly hard in theory, and there's nothing that will lower the patient's vitals apart from gradual attrition and player mistakes, the greatest threat here is the time limit. What makes it tough is the player has to cover a burn with four piece of donor skin to treat each one, when a) the skin is time-consuming to produce, b) if the burn starts bleeding (at random) any skin already there will fall off, and c) it's painfully easy to put a piece of skin on the wrong burn, virtually guaranteeing the target burn will start to bleed before the player can get more ready. It's virtually impossible to let the patient die here, but even a perfect run will run down the clock horrifyingly fast.fast.
*** ''Under the Knife 2'' one-ups this with "Hall of Shadows" in its final chapter. The burns treatment process is similar with all the accompanying problems. Only this time, you've got three patients... and ''five minutes'' to treat them all.
** In the main storyline of ''New Blood'', there is an arguably even harder mission, "Strike Force", that involves three patients. The first one is a Brachion infection, which is the PuzzleBoss of ''New Blood''. It's not particularly hard, but it eats up a large amount of time and can get nasty if the heads regenerate. The second operation is a simultaneous Cheir and Soma infection, which is nasty combination, but can be overcome with the right strategy and a little luck. The final operation is the worst thing ever. This patient is infected with both Soma and Onyx. Onyx is not mentioned until you either ready the magnifier and spot its shadow, or it first attacks while you're treating Soma. Treating Onyx invariably means taking your eye off Soma to find the hidden Onyx and you are almost guaranteed that a red tumor will harden while doing so. The kicker for these multiple patient operations is that when you lose, you have to start from the beginning, making it all the more annoying considering the Onyx/Soma combination is intricate enough to be its own mission.
31st Aug '17 12:41:25 PM HalcyonDayz
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** Consider the third game, and La La Land. It's not even ''intended'' to be that difficult, falling squarely in the middle of the Vanilla level set. However, due to the way the game handles how Peeps perceive area theming, among other things, it's downright hellish. Consider this-there are two VIPs you have to impress, both with a themed area they'd really like to see-sci-fi for Clint Bushton, and adventure for Joe Sluggerball. Now, you might ask "How are we supposed to do that?" Well, first, you have to get one or two themed rides (and only themed rides) close to each other, surround them with a fuckload of themed plants, and make sure those VIPs stay in that area without leaving (which, if you haven't figured out how to [[GuideDangIt make Peeps go to certain rides]], is a crapshoot). It's already aggravating to do it once, but doing it ''twice'' is torturous. All this is ''after'' you've dealt with the awful firework display-making system, which should take you forever to get working, and then another forever to get Clint Bushton to pay any fucking attention to the fireworks even if they're right in front of him. If you think all that strong language is unnecessary, then you clearly have never played this map before because it's unbelievably infuriating.

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** Consider the third game, and La La Land. It's not even ''intended'' to be that difficult, falling squarely in the middle of the Vanilla level set. However, due to the way the game handles how Peeps perceive area theming, among other things, it's downright hellish. Consider this-there are two VIPs [=VIPs=] you have to impress, both with a themed area they'd really like to see-sci-fi for Clint Bushton, and adventure for Joe Sluggerball. Now, you might ask "How are we supposed to do that?" Well, first, you have to get one or two themed rides (and only themed rides) close to each other, surround them with a fuckload of themed plants, and make sure those VIPs [=VIPs=] stay in that area without leaving (which, if you haven't figured out how to [[GuideDangIt make Peeps go to certain rides]], is a crapshoot). It's already aggravating to do it once, but doing it ''twice'' is torturous. All this is ''after'' you've dealt with the awful firework display-making system, which should take you forever to get working, and then another forever to get Clint Bushton to pay any fucking attention to the fireworks even if they're right in front of him. If you think all that strong language is unnecessary, then you clearly have never played this map before because it's unbelievably infuriating.
30th Apr '17 1:31:07 PM nombretomado
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* Any mine in any ''Franchise/HarvestMoon'' game ever.

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* Any mine in any ''Franchise/HarvestMoon'' ''VideoGame/HarvestMoon'' game ever.
8th Mar '17 11:18:06 AM nombretomado
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* {{Mechwarrior}} IV: Mercenaries has Talon/Wernke - Night Op. You're meant to pilot a light, fast 'mech, trying to be as stealthy as possible, trying to sneak past several 'mechs that can stomp you in a heartbeat, and there's generally enough enemy 'mechs that it's suicide to take anything heavier. For contrast, there's a ludicrously easy stealth mission elsewhere in the game.

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* {{Mechwarrior}} IV: Mercenaries ''VideoGame/MechWarrior4Mercenaries'' has Talon/Wernke - Night Op. You're meant to pilot a light, fast 'mech, trying to be as stealthy as possible, trying to sneak past several 'mechs that can stomp you in a heartbeat, and there's generally enough enemy 'mechs that it's suicide to take anything heavier. For contrast, there's a ludicrously easy stealth mission elsewhere in the game.
28th Jan '17 10:25:04 PM valos
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Added DiffLines:

** Glaciers are a well-known example of a hard location to survive in. They tend to be an extremely think sheet of ice on top of bare rock, leaving you with the twin concerns of no soil for growing crops (and brewing booze), and no easy source of water. The latter also makes the former worse, as the normal method of making farmland without soil is muddying up rock with water. And finally, there's the obvious risk of freezing to death.
29th Dec '16 10:00:47 AM nombretomado
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** Deftera. While most missions are ultimately tests of skill primarily, Deftera is nearly 90% luck. If two pairs of Deftera hit like colors at the beginning of the second stage, you might as well ragequit. Either the tumors will kill the patient outright, or you'll finish with the tumors just in time to fight MORE tumors when like colors meet AGAIN- never having the opportunity to attack Deftera itself. Deftera can be blocked off by antibiotic gel spread in its path like a wall. This is hinted at in one sentence in the manual that doesn't even directly reference Deftera -- only that the gel can repel parasites. ''Good luck making that connection when [[AwesomeSeries Zombie Cancer]] is eating your patient.''

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** Deftera. While most missions are ultimately tests of skill primarily, Deftera is nearly 90% luck. If two pairs of Deftera hit like colors at the beginning of the second stage, you might as well ragequit. Either the tumors will kill the patient outright, or you'll finish with the tumors just in time to fight MORE tumors when like colors meet AGAIN- never having the opportunity to attack Deftera itself. Deftera can be blocked off by antibiotic gel spread in its path like a wall. This is hinted at in one sentence in the manual that doesn't even directly reference Deftera -- only that the gel can repel parasites. ''Good luck making that connection when [[AwesomeSeries [[WebAnimation/AwesomeSeries Zombie Cancer]] is eating your patient.''
3rd Dec '16 2:41:54 AM Kadorhal
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** There are a few other standouts in ''The Unsung War'', particularly "Lit Fuse", which is problematic thanks to its gimmick. You're sent to support a marine force as they move in to take over various enemy bunkers, gradually rendezvousing with each other until they're fully grouped up to take on the final part of the mission. The problem is those bunkers cannot be destroyed by your weapons - they ''have'' to be knocked out temporarily by your weapons, then stormed and captured by the ground forces. What makes this a problem is that the game doesn't adequately explain ''exactly'' when you need to fire so that the ground forces have enough time to get in and capture it before it starts firing on them again and they're forced to retreat - sometimes you'll shoot the target the instant it pops up, but that won't be good enough. "Fortress" is a lesser offender simply because there are far too many targets for you to take out with just missiles with the amount of ammo the planes available to you at that point in time have; at the very least its gimmick is being a TimedMission where you tell the allied forces to stop or go at specific points, which is less prone to randomly failing through no fault of your own.



** Area 06-D in ''Ace Combat 5''[='=]s arcade mode (Operation Katina). The mission is to destroy 24 air targets (most of them fighters, with one large transport plane that takes a ''lot'' of hits to destroy - thankfully this is optional). Sounds easy enough, right? But you are only given 20 regular missiles and 4 XMAAs (with longer range). It takes 2 missiles (or 1 XMAA) to destroy a fighter. Usually in arcade mode, there are special targets that you can destroy to replenish your missile supply. In this area, there are none of those targets, so you will eventually run out of missiles before you can destroy every target, which means that you will have to manually aim your machine gun (which has infinite ammo) to shoot down a target. ''All while several other fighters are on your tail, firing missiles at you''. All of which are also highly-skilled and highly maneuverable. On top of that, you start off with a 30-second time limit; however, every target you destroy adds 20 seconds to the limit (this is usual for arcade mode).

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** Area 06-D in ''Ace Combat 5''[='=]s arcade mode (Operation Katina). The mission is to destroy 24 air targets (most of them fighters, with one large transport plane that takes a ''lot'' of hits to destroy - thankfully this is optional). Sounds easy enough, right? But you are only given 20 regular missiles and 4 XMAAs [=XMAAs=] (with longer range). It takes 2 missiles (or 1 XMAA) to destroy a fighter. Usually in arcade mode, there are special targets that you can destroy to replenish your missile supply. In this area, there are none of those targets, so you will eventually run out of missiles before you can destroy every target, which means that you will have to manually aim your machine gun (which has infinite ammo) to shoot down a target. ''All while several other fighters are on your tail, firing missiles at you''. All of which are also highly-skilled and highly maneuverable. On top of that, you start off with a 30-second time limit; however, limit, which can be extended by killing targets as in every target you destroy adds 20 seconds to the limit (this is usual for other area in arcade mode).mode.
25th Oct '16 3:27:15 AM Morgenthaler
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** In ''TraumaTeam'', Tomoe's final mission is [[spoiler:searching through a collapsed mall for people trapped in the rubble.]] The way the stage is set up, it's very hard to keep track of what you're looking for, and every time you find one, you get sent back to the start - at which point the level changes shape. It's essentially a 3D maze from hell.

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** In ''TraumaTeam'', ''VideoGame/TraumaTeam'', Tomoe's final mission is [[spoiler:searching through a collapsed mall for people trapped in the rubble.]] The way the stage is set up, it's very hard to keep track of what you're looking for, and every time you find one, you get sent back to the start - at which point the level changes shape. It's essentially a 3D maze from hell.
22nd Nov '15 12:19:32 PM catmuto
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* This may seem like a strange place for it, but in Catherine, getting the true freedom ending is hell. Not only because keeping your karma meter in the direct center is difficult, but also because you have to answer the final three questions based not the actual answers, but based on the side of the rope required to pull. Not mention the damn hard puzzles.

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* This may seem like a strange place for it, but in Catherine, ''VideoGame/{{Catherine}}'', getting the true freedom ending is hell. Not only because keeping your karma meter in the direct center is difficult, but also because you have to answer the final three questions based not the actual answers, but based on the side of the rope required to pull. Not mention the damn hard puzzles.
15th Nov '15 3:26:12 PM FF32
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** "Awakening" is almost evil in its difficulty, especially since it's still in the game's early chapters. Basically a patient has a whole bunch of aneurysms in his intestines, five of which all decided to try and burst at the same time. You're meant to burn a Healing Touch and try to fix him up, but if you're after rank, you have to take all five of them out without it. Unless you balance them just right, at least one ''will'' burst, taking the S with it. Basically, an UnfunnyAneurysmMoment in the most literal sense.

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** "Awakening" is almost evil in its difficulty, especially since it's still in the game's early chapters. Basically a patient has a whole bunch of aneurysms in his intestines, five of which all decided to try and burst at the same time. You're meant to burn a Healing Touch and try to fix him up, but if you're after rank, you have to take all five of them out without it. Unless you balance them just right, at least one ''will'' burst, taking the S with it. Basically, Basically, an UnfunnyAneurysmMoment "[[HarsherInHindsight Unfunny Aneurysm Moment]]" in the most literal sense.
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