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* ''{{VideoGame/Helldivers}} II:'' There is a planet in game that's sure to induce PTSD in any player that has set foot on it. Or at the bare minimum send a shiver up their spine. Malevelon Creek, or sometimes simply [[SpellMyNameWithAThe THE Creek]]. A wide variety of factors contribute to making this planet one of the most infamously difficult places to fight on, as well as earning it the title of "Space 'Nam".

to:

* ''{{VideoGame/Helldivers}} II:'' ''VideoGame/HelldiversII:'' There is a planet in game that's sure to induce PTSD in any player that has set foot on it. Or at the bare minimum send a shiver up their spine. Malevelon Creek, or sometimes simply [[SpellMyNameWithAThe THE Creek]]. A wide variety of factors contribute to making this planet one of the most infamously difficult places to fight on, as well as earning it the title of "Space 'Nam".
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** Cruel_Sisyphean_Eight-Shaped.Floor, one of the dedicated Splat Zones levels in the ''Side Order'' roguelike DLC. You have two zones on a figure-eight-shaped narrow pathway, with Drizzling Capricciosos constantly spawning in to paint them with impunity. The zones are far apart so you'll constantly be running back and forth to splat the Capricciosos and retake each zone, only to leave the other one wide open to be captured again. Enemies spawn en masse from gushers at the bottom (where MookMakers are hard to reach) and at the top (right in your way on the best path between the zones).

to:

** Cruel_Sisyphean_Eight-Shaped.Floor, one of the dedicated Splat Zones levels in the ''Side Order'' roguelike DLC. You have two zones on a figure-eight-shaped narrow pathway, with Drizzling Capricciosos constantly spawning in to paint them with impunity. The zones are far apart so you'll constantly be running back and forth to splat the Capricciosos and retake each zone, only to leave the other one wide open to be captured again. Enemies spawn en masse from gushers at the bottom (where MookMakers {{Mook Maker}}s are hard to reach) and at the top (right in your way on the best path between the zones).

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* ''Franchise/{{Splatoon}}'':
** The first ''VideoGame/Splatoon1'' has a couple multiplayer mode/map combinations that are commonly considered aggravating:
*** Blackbelly Skatepark in Splat Zone mode: There are two splat zones, both of which are difficult to defend due to being so open. Capturing both at once (the only way to make progress) takes far more coordination than most other Splat Zone levels.

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* ''Franchise/{{Splatoon}}'':
''VideoGame/Splatoon1'':
** The first ''VideoGame/Splatoon1'' has a couple multiplayer mode/map combinations that are commonly considered aggravating:
***
Blackbelly Skatepark in Splat Zone mode: There are two splat zones, both of which are difficult to defend due to being so open. Capturing both at once (the only way to make progress) takes far more coordination than most other Splat Zone levels.



*** Saltspray Rig in Rainmaker: Most of the path to the enemy bases are on small walkways with poor visibility and accessibility, making it hard to see what's going on and easy to get knocked off the edge into the water. It's also very easy for whatever team is winning to cheese their way to an easy overtime victory by grabbing the Rainmaker to the top area of the level to stall until time runs out. Not only that, due to the fact that all Inklings are right-handed and how the map is set up, the map gives the team that spawns on the left side a small but significant advantage.
** ''VideoGame/Splatoon2'' shares the issues of the above multiplayer maps, which make a return (sans Saltspray Rig), but most of its difficulty (outside the aforementioned Salmon Run mode, [[ThatOneLevel/SplatoonSalmonRun which gets its own page]]) comes in the single-player ''Octo Expansion'' DLC. Something that Nintendo was more than aware of, as the campaign has a MercyMode skip function if you die enough times and doesn't even require you to play most of the levels to beat it:
*** The 8-Ball tests, where the goal is to guide a giant 8-Ball to the goal. The problem is, if it falls off the stage, an Ink Sac on the back of Agent 8 detonates, causing an instant Splat. Add in platforms that are often narrow or lack guard rails, the fact that enemy fire can also affect the ball, and the fact that you have to pay to attempt each level (including continues), and you have a recipe for frustration.
*** The balloon-popping levels tend to be on a time limit, on rails, or have the balloons fly away very quickly, and you usually only get a single life per try. They're even worse if you're recommended or forced to use a charger-type weapon.
*** D08/J03: Girl Power Station. Your mission? Protect an orb in the center of the stage from waves of Octolings for 90 seconds. Your tools? One of three bomb types chosen when selecting the mission, and any weapon you think you'll do the best with before Octo-jumping down to the field. This apparent advantage disappears once you realize that these Octolings have some of the most challenging AI in the game ([[spoiler:next to Agent 3]]) and are capable of charging their own specials (you're forced to run around the stage for canned ones, if you're willing to risk the time). Expect see yourself and/or the orb explode over and over again by way of Inkjet, Sting Ray, Ink Storm, Splashdown, or just a plain old Blaster shot.
*** C04: Move It Move It Station. The test requires you to dodge enemy attacks for 30 seconds, is aggravating for several reasons. The platform you're stuck on is small, you can't use your Octo form and can only walk, it's hard to judge the distance of enemy shots due to lack of reference points, and (possibly most annoyingly) you only get a single life, meaning you have to pay the fee every single time you die, which will probably be pretty often. The only saving grace is that the testing fee is a low 200 CQ points.
*** I07/C07: Ride with Me Station. A ''VideoGame/{{Frogger}}''-type level where you have to ride on cars has a very frustrating end segment where you have to dodge ink sticks and splat enemies at the same time while shooting a propeller enough to fly over a huge stack of sticks to the goal, all while not running out of ink.
** ''VideoGame/Splatoon3'': The main campaign has "One-Way Ride Through Target Town". It's one of several "hit the targets while on a Ride Rail" levels scattered throughout the game, but the weapon choices are half of what sell it as this trope: they either deal blast damage but have a poor fire rate (Rapid Blaster), require time to charge (Heavy Splatling), or both (Tri-Stringer). This is because the point of the level is to test your precision aiming skills while in motion, as if you miss once, you probably won't get a second chance. This is especially the case with the final set of targets, which forces you into a blind jump while shooting at two groups of targets and hoping you can destroy them in time to spawn the Ride Rail below you before you fall in the water and die. What's the other half of the equation that makes this stage infuriating, you ask? As the name of the level implies, unlike other levels of this type, there are [[CheckpointStarvation no checkpoints except at the very start]]. A single mistake means you're doing it all over again.
*** The ''Side Order'' DLC introduces the Spire of Order, a roguelike mode with an assortment of floors to challenge you. However, occasionally, you find a "DANGER" floor with some nasty hazard waiting for you. Doesn't sound so bad on paper, but it gives you problems like low vision, no items, tougher enemies, or covering the entire floor in enemy ink. How about ''two of those at the same time''?! If you get "Lights Out + Ink Coating" as your DANGER mod, you're gonna have a bad time, because you can't go anywhere without inking something (with the enemies leaving their own ink behind) and you can't see what's coming at you until it's right on you. Getting this near the end of your run is more than likely going to end it.

to:

*** ** Saltspray Rig in Rainmaker: Most of the path to the enemy bases are on small walkways with poor visibility and accessibility, making it hard to see what's going on and easy to get knocked off the edge into the water. It's also very easy for whatever team is winning to cheese their way to an easy overtime victory by grabbing the Rainmaker to the top area of the level to stall until time runs out. Not only that, due to the fact that all Inklings are right-handed and how the map is set up, the map gives the team that spawns on the left side a small but significant advantage.
** * ''VideoGame/Splatoon2'' shares the issues of the above multiplayer maps, which make a return (sans Saltspray Rig), returning Blackbelly Skatepark and Port Mackerel, but most of its difficulty (outside the aforementioned Salmon Run mode, [[ThatOneLevel/SplatoonSalmonRun which gets its own page]]) comes in the single-player ''Octo Expansion'' DLC. Something that Nintendo was more than aware of, as the campaign has a MercyMode skip function if you die enough times and doesn't even require you to play most of the levels to beat it:
*** ** The 8-Ball tests, where the goal is to guide a giant 8-Ball to the goal. The problem is, if it falls off the stage, an Ink Sac on the back of Agent 8 detonates, causing an instant Splat. Add in platforms that are often narrow or lack guard rails, the fact that enemy fire can also affect the ball, and the fact that you have to pay to attempt each level (including continues), and you have a recipe for frustration.
*** ** The balloon-popping levels tend to be on a time limit, on rails, or have the balloons fly away very quickly, and you usually only get a single life per try. They're even worse if you're recommended or forced to use a charger-type weapon.
*** ** D08/J03: Girl Power Station. Your mission? Protect an orb in the center of the stage from waves of Octolings for 90 seconds. Your tools? One of three bomb types chosen when selecting the mission, and any weapon you think you'll do the best with before Octo-jumping down to the field. This apparent advantage disappears once you realize that these Octolings have some of the most challenging AI in the game ([[spoiler:next to Agent 3]]) and are capable of charging their own specials (you're forced to run around the stage for canned ones, if you're willing to risk the time). Expect see yourself and/or the orb explode over and over again by way of Inkjet, Sting Ray, Ink Storm, Splashdown, or just a plain old Blaster shot.
*** ** C04: Move It Move It Station. The test requires you to dodge enemy attacks for 30 seconds, is aggravating for several reasons. The platform you're stuck on is small, you can't use your Octo form and can only walk, it's hard to judge the distance of enemy shots due to lack of reference points, and (possibly most annoyingly) you only get a single life, meaning you have to pay the fee every single time you die, which will probably be pretty often. The only saving grace is that the testing fee is a low 200 CQ points.
*** ** I07/C07: Ride with Me Station. A ''VideoGame/{{Frogger}}''-type level where you have to ride on cars has a very frustrating end segment where you have to dodge ink sticks and splat enemies at the same time while shooting a propeller enough to fly over a huge stack of sticks to the goal, all while not running out of ink.
* ''VideoGame/Splatoon3'':
** ''VideoGame/Splatoon3'': The main campaign has "One-Way Ride Through Target Town". It's one of several "hit the targets [[AutoscrollingLevel while on a Ride Rail" Rail]]" levels scattered throughout the game, but the weapon choices are half of what sell it as this trope: they either deal blast damage but have a poor fire rate (Rapid Blaster), require time to charge (Heavy Splatling), or both (Tri-Stringer). This is because the point of the level is to test your precision aiming skills while in motion, as if you miss once, you probably won't get a second chance. This is especially the case with the final set of targets, which forces you into a blind jump while shooting at two groups of targets and hoping you can destroy them in time to spawn the Ride Rail below you before you fall in the water and die. Note we said "half" though. What's the other half of the equation that makes this stage infuriating, you ask? As the name of the level implies, unlike other levels of this type, there are [[CheckpointStarvation no checkpoints except at the very start]]. A single mistake means you're doing it all over again.
*** The ** Cruel_Sisyphean_Eight-Shaped.Floor, one of the dedicated Splat Zones levels in the ''Side Order'' DLC introduces the Spire of Order, a roguelike mode DLC. You have two zones on a figure-eight-shaped narrow pathway, with Drizzling Capricciosos constantly spawning in to paint them with impunity. The zones are far apart so you'll constantly be running back and forth to splat the Capricciosos and retake each zone, only to leave the other one wide open to be captured again. Enemies spawn en masse from gushers at the bottom (where MookMakers are hard to reach) and at the top (right in your way on the best path between the zones).
** Eternally-Vigilant_Soaker-Blockade.Floor is another ''Side Order'' floor that inspires dread. The two gushers utterly spam Jelletons at you, most notably starting with two Spawning Accordos, and they're located on higher ground that cannot be inked which makes it risky to get up close. The four soaker blocks don't completely block off the enemies, as they leave a hole for mobile Jelletons to crawl through even when fully inked. This is also a Zones floor, meaning you're also going to get Drizzling Capricciosos in your face while the other Jelletons swarm you, which will likely set you back at best and end your run at worst.
** Coverage(Between-Crosshairs).Floor, compared to other Splat Zone levels in ''Side Order'', comes with just two enemies. Sound deceptively easy? That's where the bad news come in: those enemies are Drizzling Capriccioso and Towering Nobilmente, which means you can very easily lose the zones and you're getting targeted at a distance. Yes, zones, because there are two on complete opposite sides of the map, and the only way to get to them is by inkrails which have to be activated and eventually expire; the farther zone additionally requires you to glide to it, as most weapons can't ink it from afar and even the charger can't help you if the Drizzling Capricciosos reach a zone, as they'll be ''just'' out of reach from the safest location (the high center platform) if you don't have
an assortment Main Range. And though the lethal shot of floors the Nobilementes can be dodged, the level can and will spawn multiple amounts of them as the timer ticks down, which will lead to them covering a lot of ground with their own ink, making them an exceptional challenge you. However, occasionally, to contend with if you find a have the misfortune of ending up on ground level.
** In general, ''Side Order'' stages have the
"DANGER" floor with modifier, which adds some nasty hazard waiting for you. to the stage. Doesn't sound so bad on paper, but it gives in addition to potentially giving you problems like low vision, no items, tougher enemies, or covering the entire floor in enemy ink. How about ink? It can give you ''two of those at the same time''?! time''. If you get "Lights Out + Ink Coating" as your DANGER mod, you're gonna have a bad time, because you can't go anywhere without inking something (with the enemies leaving their own ink behind) and you can't see what's coming at you until it's right on you. Getting this near the end of your run is more than likely going to end it.
Is there an issue? Send a MessageReason:
None


* ''{{VideoGame/Helldivers}} II:'' There is a planet in game that's sure to induce PTSD in any player that has set foot on it. Or at the bare minimum send a shiver up any their spine. Malevelon Creek, or sometimes simply [[SpellMyNameWithAThe THE Creek]]. A wide variety of factors contribute to making this planet one of the most infamously difficult places to fight on, as well as earning it the title of "Space 'Nam".

to:

* ''{{VideoGame/Helldivers}} II:'' There is a planet in game that's sure to induce PTSD in any player that has set foot on it. Or at the bare minimum send a shiver up any their spine. Malevelon Creek, or sometimes simply [[SpellMyNameWithAThe THE Creek]]. A wide variety of factors contribute to making this planet one of the most infamously difficult places to fight on, as well as earning it the title of "Space 'Nam".
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''{{VideoGame/Helldivers}} II:'' There is a planet in game that's sure to induce PTSD in any player that has set foot on it. Or at the bare minimum send a shiver up any their spine. Malevelon Creek, or sometimes simply [[SpellMyNameWithAThe THE Creek]]. A wide variety of factors contribute to making this planet one of the most infamously difficult places to fight on, as well as earning it the title of "Space 'Nam".
** It's a lush, dense, dark jungle world. Unlike other jungle type planets that are usually well lit during the daytime, Malevelon Creek is perpetually stuck in an eternal night. Even "daytime" hours are only slightly brighter than night, and it hardly makes a difference. Combine this with the dense foliage and visibility is near zero.
** Due to being a jungle, the place is full of rough terrain that will greatly inhibit your movement. Bushes will take time to move through, Trees will blockade your path, and lakes are death traps due to lacking cover, preventing you from going prone, AND dramatically slowing you down. The only places that don't have any of these are usually where the main objectives are located. And sometimes, clusters of trees will spawn surrounding the objective anyway, obscuring the approaching enemies.
** The entire planet is fraught with [[HostileWeather ion storms]]. There's no telling when one will begin, but once it does, it will prevent you from calling down [[DeathFromAbove Stratagems]], heavily reducing your combat power by removing the ability to call down the big guns, or reinforce any squads you may lose during the storm's presence. It will also jam your EnemyDetectingRadar, so you'll have to rely on hearing the enemy before they can detect you.
** Finally, the enemies aren't the [[CloseRangeCombatant melee focused]] [[HordeOfAlienLocusts Terminids.]] They're the [[MoreDakka trigger happy]] Automatons, who aren't affected nearly as much as you are by the above mentioned conditions. Getting spotted by an Automaton patrol will result in the dark jungle being lit up by hundreds of red tracer rounds, turning the game into a chaotic struggle to survive for those few critical seconds it takes to find cover. There's nothing more terrifying seeing a massive [[DegradedBoss Hulk]] leading the charge against your squad, as dozens of smaller troopers provide a supporting suppressive barrage of fire. Or perhaps even more terrifying, the DemonicSpider that is the Rocket Devastator. While they're only slightly larger than the player characters, they come in packs of 2-5, and can unleash a small burst of missiles, each one strong enough to OneHitKill a player on a direct hit. And they can accurately predict and lead their targets. At least with the Hulk, it isn't subtle and will destroy foliage in its way to get to you. Rocket Devastators prefer to hang back and constantly launch their missile barrage to kill you.
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Added DiffLines:

*** The ''Side Order'' DLC introduces the Spire of Order, a roguelike mode with an assortment of floors to challenge you. However, occasionally, you find a "DANGER" floor with some nasty hazard waiting for you. Doesn't sound so bad on paper, but it gives you problems like low vision, no items, tougher enemies, or covering the entire floor in enemy ink. How about ''two of those at the same time''?! If you get "Lights Out + Ink Coating" as your DANGER mod, you're gonna have a bad time, because you can't go anywhere without inking something (with the enemies leaving their own ink behind) and you can't see what's coming at you until it's right on you. Getting this near the end of your run is more than likely going to end it.
Is there an issue? Send a MessageReason:
None


* ''Franchise/Splatoon'':

to:

* ''Franchise/Splatoon'':''Franchise/{{Splatoon}}'':

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