YMMV / Strife

  • Demonic Spiders: Crusaders, giant robots with triple rocket launchers and flamethrowers for close range. They take a lot of hits to kill, and their shots travel very fast, but what puts them in Demonic Spider territory is that they don't telegraph their attacks. All shots are fired near instantaneously, giving you very little time to get out of the way.
    • Templars, found for most of the second half of the game, can be very deadly with their shotgun-esque maulers. And they are quick on the draw, as well as very tough to dodge. They're especially bad in pairs at the minimum and/or paired with other enemies.
  • Disappointing Last Level : The first 5/6ths of the game are a good balance between combat, exploration, and character interaction/story advancement. Despite being a Doom engine game, it's all very RPG-like. Once you reach the Loremaster's factory, however, the game pretty much turns into a couple hours of straight Doom-style combat through several levels of identical corridors, leading up to the final battle. You can skip the Loremaster's factory based on the choice you make at the decisive point in the game, but you end up with the less good ending as a result.
  • That One Achievement: The Veteran Edition has two:
    • The "Unstoppable" achievement requires you to finish the game on Bloodbath difficulty. Not only do enemies spawn in their hard mode placements, but they're at their most aggressive, and mechanical enemies even respawn. Oh, and it also asks you to finish the game with the best ending, which is twice as long as the route for the mediocre ending. Have "fun".
    • The "Hardcore Warm-up" is even worse. Basically, you have to do the same as previous, but for the "Trust No One" demo. Except replace the best ending route requirement with a 6 minute time limit.
  • That One Level:
    • Dear gods, the Training Facility. You need to complete it in order to get full stamina and accuracy (and, in the Steamed re-release version, to get the "Top of the class" and "Fully Amphed" achievements), but doing so is virtually impossible; you have to defeat a Crusader at ridiculously close range, and if you survive that you have to (several times) clear death pits in the floor which can just be leapt over with a running jump, and then only with perfect timing.
    • The Proving Grounds runs a close second for being so confusing. Try to get through it without consulting a walkthrough, or examining it with a level editor.
  • Unwinnable by Insanity: In the Training Facility, when you get to the last part and have to trip three switches to open the triple exit door, the first switch is reached by going up a lift into a small room, then through an archway to another small room... and the archway closes behind you, and cannot be re-opened from either side, so you had better make sure to flip the switch before exiting through another archway beside it, as once you exit that switch is no longer accessible. Worse, if you subsequently ride the lift again you will be trapped forever, as the lift cannot be lowered from the top landing. Fortunately, there is no earthly reason why you should do this.