->''"Therefore, it's the game's fault that I suck at it!"''
-->-- '''WebVideo/ThirdRateGamer''', on ''RocketKnightAdventures''

%% One quote is sufficient. Please put additional entries on the quotes tab.

Over time, games in general have gone from NintendoHard to more accessible to today's gamers. Still, every once in a while, a game comes along that provides a challenge reminiscent of the {{Trope Namer}}s of NintendoHard. To some gamers, this shall not stand! Video games are about fun, and frustration isn't fun! They're like black and white!...right?

There's nothing inherently ''wrong'' with a "hard" game. While a large number of gamers find easier games to be more enjoyable than ones that may make them RageQuit, [[ChallengeGamer some gamers]] like having a challenge in their games. People play games for different reasons; some play to chill out and escape the trials and tribulations of daily life, while others seek such trials within video games.

Bear in mind that difficulty can occasionally be a legitimate complaint, depending on what kind of difficulty. Some games are legitimately hard and can provide a great and potentially fun challenge. Or maybe the difficulty is a tad too inconsistent and throws too much at the player at once and there's a ''huge'' difficulty spike. Other games [[FakeDifficulty are difficult for the wrong reasons]], which can be quite legit. (And commonly, when discussing the latter, it's best to keep discussion to that page. But it can still lead to justifiable entries on this series where people criticise the game as being too hard due to FakeDifficulty.)

This is ''not'' a page on which to complain about hard games -- this is for when a fanbase in general or reviewers complain about difficulty.

This type of complaint can happen if [[SequelDifficultySpike the preceding game in the series was significantly easier]].

The polar opposite of ItsEasySoItSucks. When people try to force the way they play the game (which generally has to do with difficulty) onto other people, you have a {{Scrub}} a or [[StopHavingFunGuys "Stop Having Fun" Guy]]. When you have both ItsEasySoItSucks and It's Hard, so It Sucks, you wind up with an UnpleasableFanbase.
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!!Examples:

[[foldercontrol]]

[[folder: Action Adventure Games ]]

* ''VideoGame/CastlevaniaOrderOfEcclesia''. Up until [=OoE=], {{Metroidvania}}s were particularly easy compared to their more linear and difficult ancestors, so [=OoE=]'s challenge came off as a [[SequelDifficultySpike shock]] to many players who started with ''VideoGame/CastlevaniaSymphonyOfTheNight'' or later.
** This was also the case with ''VideoGame/CastlevaniaCircleOfTheMoon'', though to a less severe degree.
** ''VideoGame/CastlevaniaIIIDraculasCurse'' was considerably cranked up in difficulty from the original Japanese version, thinly treading the line between cheap difficulty and actual fair challenge.
* While "suck" might be a strong word, many critics complained about how difficult ''MetroidPrime 2'' was, [[SequelDifficultySpike especially in comparison to its predecessor.]]
* This was the main criticisms of InNameOnly Digimon World 4 RPG, considering that the one of the hero characters only has about four times the health of the games goombas and only a slightly faster attack, the pack of four enemies near the very beginning could easily kill a solo player. And for any newbies that encountered a [[BossInMooksClothing Crowned Enemy]] in the second section...
* This is half the reason why ''VideoGame/{{Robowarrior}}'' is not liked by many, the other half being a huge amount of GuideDangIt.
* The difficulty of ''Franchise/TombRaider III'' was the most common complaints among fans and reviewers due to the fact that the game had a huge amount of death traps that could kill you if you weren't careful. Even if you were trying to be careful, some areas forced you to rush blindly to avoid a trap you triggered, which was accompanied by some CameraScrew that was trying to make the sequence of escaping the trap look cool. Most of the game was also extremely dark, which made the death traps even more difficult to spot and it did not help that flares barely lasted.

[[/folder]]

[[folder: Adventure Games ]]

* The number one criticism of the first ''VideoGame/{{Discworld}}'' point-and-click adventure game was how incredibly obtuse the puzzles were to figure out, even accounting for the bizarre logic the world of the source material operates under. The puzzles in [[VideoGame/DiscworldII the sequel]] were generally better received for being silly while still being much easier to figure out. Of course, for other critics it went [[ItsEasySoItSucks too far in the opposite direction.]]
* Several {{Sierra}} games, particularly the ''VideoGame/KingsQuest'' games, get this sometimes, thanks to [[MoonLogicPuzzle Moon Logic Puzzles]] and the possibility of a GameOver lurking around almost every corner.

[[/folder]]

[[folder: Beat Em Ups ]]

* ''GodHand'' infamously got a 3.0 score from IGN, the lack of ability to block attacks adding in unnecessary difficulty in his eyes was part of the reason.
** And even though there's dynamically scaling difficulty, it's set up in such a way that the game gets ''easier'' the worse you do at it. The game's difficulty is only as high as the player's ability to play it. [[NintendoHard Unless you're playing on Hard mode.]]
* ''StreetsOfRage 3'' hit this pretty badly, [[BadExportForYou at least in the US version, as the Japanese version was actually rather easy]]. The US version made the enemies so aggressive and do so much damage that it quickly became unfair. And then there was the EasyModeMockery at the end of Stage 5 in the Easy mode - ''which was the Japanese version's normal mode!'' Most people just RageQuit there and then.
* The high difficulty is the main complaint of the NES version of ''VideoGame/DoubleDragon III''. You start with only one life, have no continues, and are fighting aggressive enemies that love to gang up on you.
-->'''WebVideo/TheAngryVideoGameNerd:''' I guess they were trying to make this one realistic. Like, if in real life, if you went out onto the streets to fight this many people at the same time, you'd get your ass handed to ya. And when you die once, that's it. You're brown bread. You're not coming back.
* IGN's review of ''DoubleDragonNeon'' cited the high difficulty and the fact that you had to start at the beginning of a stage if you lose all your lives. Ironic, considering how hard the original games are (see above), and that we now have the modern convenience of save games...

[[/folder]]

[[folder: First Person Shooter ]]


* The original [[FirstEncounterAssaultRecon FEAR]] gets this reaction from a lot of people because it was a legitimately tough game which could kill you quickly if you were careless. It wasn't derided for being too hard at the time of its release, but the reactions of newer fans brought in from the much easier 2nd and 3rd games are very much along the lines of this trope, and are often very shocked to discover that they can go from full health and armor to dead in a few seconds against normal enemies.
* The entire ''VideoGame/{{STALKER}}'' series has gotten this from a lot of people over it's [[NintendoHard unforgiving]] [[EverythingTryingToKillYou difficulty]] and aversion of many FPS tropes (leading to it being described as a "survival shooter"), but even within those that like it, the second title (Clear Sky) is regarded as several steps more difficult than Shadow of Chernobyl, mainly because entire squads of enemy troops will throw grenades that can literally change direction in midair to land at your feet. The enemies also got [[MadeOfIron a lot tougher]] to the point that a bog-standard military trooper could shrug off entire magazines of SMG fire to the chest, and the game has an odd hit randomization system rule to gunshots and explosions. That is, you have to actually hit your target, then the game essentially rolls a dice to check if you hit your target. This can lead to an odd moment when a grenade can land in your lap and not even give you a nosebleed, and then another can go off ten yards away and kill you instantly. Certain {{Game Mod}}s fix this unfair behavior, but at the same time, their sticking to realism makes gunfights '''ridiculously''' challenging. Oh, so now guns are actually accurate, and kill in very few hits like they should? Yeah, they kill Scar just as easily as the other stalkers, if not even more easily.
* ''VideoGame/TeamFortress2'' gets this a lot from people who are used to traditional FPS games where everyone's capabilities are more or less the same, and your skills tend to transfer from one game to the next. Due to the class-based nature of [=TF2=] however, any player that charges in expecting it to be like a normal FPS will die swiftly and often. This has the effect of turning off many players before they've had the time to learn how to play properly and realize that almost every class is DifficultButAwesome. In particular, the community has observed that ''VideoGame/CallOfDuty'' fanboys seem to fare worst at [=TF2=], to the point where a [=CoD=] player playing [=TF2=] for the first time is considered highly entertaining SnarkBait.

[[/folder]]

[[folder: Four X ]]

* The [[VideoGame/{{X}} X-Universe]] gets this quite a bit due to a heavy emphasis on EarnYourFun, EarlyGameHell, and the QuicksandBox in earlier games. The forums are filled with newbies begging for somebody to tell them how to get out of square one (thankfully the veterans are happy to help out). Others give bad reviews because it takes so long to get going in the sandbox. And then when ''X3: Terran Conflict'' came out, [[FanDumb certain elements of the fanbase]] got mad because [[TheyChangedItNowItSucks it no longer took something like 50 hours of gameplay before you had enough money for a capital ship]].

[[/folder]]

[[folder: MMORP Gs ]]

* Blizzard listened to complaints that ''Wrath of the Lich King'' heroic dungeons in ''VideoGame/WorldOfWarcraft'' were [[ItsEasySoItSucks too easy]]. They fixed this with the ''Cataclysm'' dungeons. [[UnpleasableFanbase Now people are complaining that heroics are too hard.]] (Blizzard's official statement is that they're happy with the difficulty of the heroics and that they'll become easier once groups start figuring out strategies and players get better gear from raiding. In other words, [[BeCarefulWhatYouWishFor deal with it.]])

[[/folder]]

[[folder: Multiple ]]

* TheIrateGamer has a ''very'' low tolerance of hard games, even if the game is good. Hard games make him "fustrated" [sic].
** He's also known to invert this. In his review of Kirby's Epic Yarn, he bashed the game for being too easy. Contradicting the many times he's complained about a game being too hard.
* TheKingOfHate is similar in this respect, not only with hard games, but also with games that don't necessarily fall under the NintendoHard spectrum. Of course, it doesn't help that he doesn't ReadTheFreakingManual.

[[/folder]]

[[folder: Pinball ]]

* ''Pinball/BabyPacMan'' requires a good amount of skill with both pinball and video games. However, hardcore pinball players and hardcore video gamers are [[FandomRivalry rival fandoms]] (even during ''Baby Pac-Man'''s time), so there are relatively few people who are proficient at both types of games to perform well in ''Baby Pac-Man''. As a result, most people who try this game get frustrated at either the pinball or the mazes.


[[/folder]]

[[folder: Platformers ]]

* ''MegaManZero'' sometimes gets this from some people.
** To the point where the DS UpdatedRerelease of the entire series includes an "Easy Scenario". The game's English-language version promotes this on the box as being "so anyone can jump right in!" In practice, the Easy Scenario simply starts the game with most non-plot powerups (maximum life, all Cyber Elves, etc.) without actually changing the difficulty. You can ([[NintendoHard and probably will]]) still die even on Easy Scenario.
* Many PlatformHell games such as ''KaizoMarioWorld'' and ''VideoGame/IWannaBeTheGuy''. They tend to be more interesting [[LetsPlay watched]] than played.
** Many platform hells tend to be viewed as sucky mainly because of their FakeDifficulty. TrialAndErrorGameplay is pretty common in these types of games, especially in IWBTG and ROM hacks of Super Mario World trying to be like Kaizo.
* ''LaMulana'' spits in the face of gamers of this mentality, saying in the manual that it's only for those hardcore players who feel the same way.
* ''MirrorsEdge'' got this a lot from its detractors, with the argument being that the game's first-person perspective was unsuited to its gameplay style.
* ''HenryHatsworthInThePuzzlingAdventure'' was a critical darling, but got a substantial amount of flak for the fact that it's essentially a professionally-published example of PlatformHell.
* Despite its slick and original AAA design, the fact that Creator/{{Rare}} decided its [[NintendoHard inhuman difficulty]] was perfectly fine for such a [[SurpriseDifficulty wide-marketed]] commercial product has prevented anyone from considering VideoGame/{{Battletoads}} a classic.
* Although it has a devout following of fans, the original ''VideoGame/{{Rayman}}'' could have become a classic alongside Franchise/SuperMarioBros and Franchise/SonicTheHedgehog had it not become so mind-numbingly and abruptly difficult once you hit Band Land. The GameBoyAdvance port even went out of its way to advertise that it was much easier.
* ''MetalSlug 3''. You [[ContestedSequel eit]][[LoveItOrHateIt her]] love it because it's [[SequelEscalation one of the most epic games in the series]], or you hate it because your first few full runs took 40-60 continues each.
** And the western Xbox port gave you limited continues (which ''kick you back to the start of the stage''), meaning that if you weren't at a set skill level and couldn't really improve, you'd permanently miss out on a certain portion of the game.
* ''VideoGame/MegaMan9'' got hit with complaints with its difficulty that ''VideoGame/MegaMan10'' was advertised as having an Easy Mode.

[[/folder]]

[[folder: Puzzle Games ]]

* ''[[TetrisTGM Tetris: The Grand Master]] 2'' (''[[ExpansionPack PLUS]]''), for those who started with [=TGM3=]. [=TGM3=] introduced a subtle change in the signature TGM rotation system that makes I-pieces easier to handle with, a feature necessitated by [=TGM3=]'s extreme speeds, as well as the introduction of the Hold Piece feature to [=TGM=]. So when a [=TGM3=] player tries to play [=TGM2=], especially at maximum drop speed...
* ''VideoGame/{{Catherine}}''. You want to know how hard this game was? On the easiest difficulty, ''Japanese fans of Atlus complained about the difficulty''. This got so bad, that Atlus even patched the game to make it easier, and they also added in [[EasierThanEasy Very Easy]] difficulty in the West (basically Easy but with more block-jumping energy drinks being dropped). Of course, there are still the odd set of detractors for the game's difficulty here and there, but this has been more or less corrected now.

[[/folder]]

[[folder: Racing Games ]]

* While the ''JetMoto'' series was quite popular in its time (up until ''3'' at least), those who didn't like it often cited insanely aggressive CPU opponents and confusing course design (with sharp turns and plenty of bottomless pits later on), with Glenn Rubenstein of Game Spot even calling the first installment "an evil, difficult game."
* The ''{{Driver}}'' series tends to get this criticism from certain critics from time to time.
* Traffic Attack in the single-player mode of ''[[VideoGame/SegaSuperstars Sonic & SEGA All-Stars Racing Transformed]]'' is so difficult, the game's director admitted that he has problems finishing even the first one. Traffic Attack involves reaching checkpoints under an extremely strict time limit with heavy traffic to dodge, and clearing all of them on the highest difficulty is necessary to unlock every character. Complaints about Traffic Attack were so numerous that a patch was issued to reduce its difficulty to be more in line with the rest of the game.

[[/folder]]

[[folder: Rhythm Games ]]

* Fans and critics both cite the absurd increase in chart density in ''GuitarHero III'' (which marked the switch in developers from {{Harmonix}} to [[{{Activision}} Neversoft]]) as one of the reasons the series JumpedTheShark with that installment.
* ''LocoRoco - Midnight Carnival'' got lower scores since many complained about its [[SurpriseDifficulty difficulty]]. Only a few of them complained about the control scheme not matching with the more challenging level design.
* ''VideoGame/{{beatmania}} IIDX'' is often criticized for its high barrier to entry compared to other Franchise/{{BEMANI}} games. Ironically, it's the most popular non-''VideoGame/{{DanceDanceRevolution}}'' BEMANI game amongst the BEMANI community.
* ''VideoGame/PopnMusic'' up to ''pop'n music 19 TUNE STREET'' has only the Great, Good, and Bad judgements in most of its modes, other than Expert mode and Cho-Challenge mode, which feature the stricter Cool judgement and has more difficult scoring. When ''pop'n music 20 fantasia'' came around, the Cool judgement became mandatory in Normal mode, which led to a lot of complaints even from higher-end players, as Cools tend to take away emphasis from simply clearing boss songs. Worse, as of ''pop'n music Sunny Park'', all modes other than Battle mode have Cools enabled.
* Franchise/{{BEMANI}} fans tend to hold ''VideoGame/ReflecBeat'' with contempt because the way the notes fall (at angles, bouncing off the sides, not to mention the TOP notes) looks too chaotic.

[[/folder]]

[[folder: Role Playing Games ]]

* ''VideoGame/KingdomHeartsBirthBySleep'' now has people complaining that Vanitas's Lingering Spirit and Mysterious Figure are "too hard", as well as some other required bosses like Master Eraqus, Braig (with Aqua), and the Mad Treant are too hard. This is from the same fanbase that complained about how Easy Sephiroth was in the first two games. Someone responded to this rather creatively:
-->"Fandom of ''KingdomHearts'', '''PLEASE''' don't complain about how 'easy' Sephiroth is, or how 'button mashery' several bosses are. Because then, we get stuff like Vanitas's Lingering Spirit or the Mysterious Figure."
* ''VideoGame/MOTHER1'' tends to get this treatment sometimes even from dedicated fans of the series due to the copious RandomEncounters. There are a lot, but it's certainly more playable than some have made it out to be.
* ''DarkSouls'' and ''DemonsSouls'' often get this from the sizeable HateDom.
* The ''Franchise/ShinMegamiTensei'' franchise gets a lot of this. Most people not accustomed to Creator/{{Atlus}}'s brand of difficulty tend to give up trying when they encounter the first WakeUpCallBoss. The high encounter rate, demons' tendencies to easily murder you in one or two turns if you have the wrong party setup, and [[WeCannotGoOnWithoutYou the player character's death resulting in an immediate game over]] certainly don't help matters either.
** ''VideoGame/ShinMegamiTenseiIV'' was hit hard by this from fans who were more familiar with ''VideoGame/{{Persona 3}}'' and ''[[VideoGame/{{Persona4}} 4]]'', and found themselves smashing their [=3DSes=] and/or outright giving up due to the [[EarlyGameHell brutal early game]], which has led to ''IV''[='=]s {{memetic|Mutation}} status as "the ''VideoGame/DarkSouls'' of ''Franchise/{{Persona}}''".
* ''VideoGame/PokemonBlackAndWhite'' too would be this for some people. The most prevalent reason? Higher-levelled Pokemon gets less experience points. The problem kicks in when your Pokemon is higher-levelled than the local wild Pokemon, but lower than of the local gym leader's: you can't efficiently level grind up to the Gym Leader's levels. Adding to the problem are the DemonicSpiders in some routes, more cases of Gym Leaders' ArtificialBrilliance, Pokemon in this generation not being able to learn as many TM moves to counter type disadvantages, and the relative lack of rematch opportunities.

[[/folder]]

[[folder: Roguelikes ]]

* Most newcomers say this about roguelikes in general. Many classic elements of the genre feel like FakeDifficulty to people used to modern style adventure games: the hunger mechanic, having to identify items during play, randomized dungeons, the complete lack of tutorials and other hand-holding, and especially the perma-death.


[[/folder]]

[[folder: Shoot Em Ups ]]

* The BulletHell subgenre as a whole frequently gets this. Many folks who watch videos of the infamous {{True Final Boss}}es, assume that this is what the game as a whole is, and then refuse to play the game. Even if they don't, the high ''apparent'' difficulty makes it hard for prospective players to be convinced to try the genre. In contrast, a lot of arcade non-danmaku shooters ''look'' easier, but employ other sources of difficulty such as fast bullets, [[ContinuingIsPainful removal of most or all power-ups upon death]], respawn {{checkpoint}}s instead of respawning where you died, and attacks from awkward angles (e.g. from behind); these are frequently not as obvious to the player as a low "empty space to bullets" ratio.
** ''VideoGame/{{Touhou}}'' is a more specific example. Most fans get into the franchise via {{Fanon}}, MemeticMutation, or music remixes, so they'll either attend a ''Touhou'' fan panel at {{Fan Convention}}s, where the host(s) will most likely demonstrate a later stage on Lunatic or an Extra Stage, often intimidating players from getting into the games, or they will look up videos of the games in order to understand the source material, only to express shock upon seeing a BossBattle. The ones that do try the games find them way too difficult even on Easy and will most likely RageQuit. The ''Touhou'' games are actually considered some of the easier BulletHell games, but [[FandomBerserkButton don't EVER tell a struggling player that]].
* As mentioned by WebVideo/TheAngryVideoGameNerd, the VideoGame/SilverSurfer NES game. The game itself doesn't look bad; the main complaints are the DeadlyWalls and Silver Surfer being a OneHitPointWonder, never mind that these two tropes are shmup staples, although Silver Surfer's [[HitboxDissonance questionable hitbox]] may have something to do with it.
* ''VideoGame/{{Deathsmiles}}''[='=]'s 360 port was released not only in Japan, but also in North America and eventually PAL territories. When it was initially released in North America, [[DifficultyByRegion a lot of the slowdown present in the Japanese version was removed, making the game more difficult]]. Most players didn't seem to notice or mind, but a subset of players was particularly upset about this change, some even calling the game an outright PortingDisaster. The amusing part is, most of these complaining players are players who are experienced with the game. The game has since been patched to match the Japanese version in slowdown behavior.
* ''VideoGame/{{Hellsinker}}'' is a turn-off to many players, who feel that the game looks [[GuideDangIt too]] [[MindScrew convoluted]] and [[FauxSymbolism pretentious]], and uses [[CallAHitPointASmeerp proprietary terminology]] [[TropesAreNotGood way too much]].

[[/folder]]

[[folder: Turn-Based Strategy ]]

* ''FireEmblem: [[VideoGame/FireEmblemTellius Radiant Dawn]]'' got a low review from Gamespot for being too hard and being too similar to the previous games. Although the same review flacks the game for [[ArsonMurderAndJaywalking lacking]] [[MinorInjuryOverreaction Mii]] [[UnpleasableFanbase support]], most do agree that Radiant Dawn is much harder than it needs to be; even the first chapter, typically a "get into the flow of things" segment of Fire Emblem games, is hard to surpass. It doesn't help that all the difficulty settings for the American release are one-notch higher than in Japan, making normal to hard, etc.
** ''Radiant Dawn''' isn't really any harder than the earlier games [[NoExportForYou (especially the Japan-only ones)]], it's just that [[SchizophrenicDifficulty its difficulty spikes are oddly placed]]: most agree the game's ''first'' act out of 4 is the hardest, with things getting much easier in part 3, when you control [[BadassArmy Ike's party]]... and then run into a brick wall when you switch back to Micaiah. This is [[RagtagBunchOfMisfits justified by the story]], but a heck of a way to start for those who didn't play ''Path of Radiance''.
** It also suffers from a lesser version of the same issue ''StreetsOfRage 3'' above as: The Japanese Normal is American and European Easy, while Japanese Hard is ''Normal'' outside Japan and [[HarderThanHard Maniac]] is just "Hard". However, the previous game kept the Japanese Normal and Hard, and added an Easy mode instead of Maniac that was indeed easier, thus creating the illusion ''Radiant Dawn'' got harder. It didn't.
** Additionally, the English version ''was'' actually easier, since it and its prequel both allowed you to promote without items, which the Japanese version didn't have.
* The classic ''{{X-COM}}'' originally had a bug that meant the game was permanently stuck on the easiest difficulty. It was and is an awesome game, but the main complaint was that it was too easy. Developers (who hadn't yet discovered the bug) listened to the feedback, and ''Terror From The Deep'' was much harder. As in, insanely hard: the game's easiest setting was as hard as the original's hardest setting. It should be noted that the reason the bug took so long to discover was that the original ''{{X-COM}}'' was already insanely hard.

[[/folder]]

[[folder: Visual Novels ]]

* A few of the ''Franchise/AceAttorney'' games came under this. Although no reviewers ever said that the games were bad due to this reason, one of the complaints, or nit-picks, that a lot of reviewers had was that the games could sometimes be unforgiving. This was mainly attributed to ''Justice For All'' and ''Trials and Tribulations'' but was also a complaint of the first game, by some. Although most reviewers felt like the game wasn't unfair, they felt as though many parts required extremely sharp eyes and logic. This wasn't cited as so much of a problem in the first game due to the point-penalty system, but in the second and third games there are a number of parts where 50%, 80% and even 100% penalties are issued for single slip-ups, resulting in a good number of instant game over moments.

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