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* The only section in ''VideoGame/{{Outlast}}'' where there are absolutely no enemies, besides the very beginning of the game, is the one in which Miles also doesnít have his camera and canít see in the dark. When he gets his camera back and realizes heís surrounded by enemies, the game actually waits a few seconds for the enemies to notice you after the ScareChord plays so Miles can get a head start.


* ''VideoGame/{{Mother 3}}'' vastly improved upon the GameOver and death mechanic of the previous game, where dying sent you back to a checkpoint with no PP and your entire party except for Ness unconscious. Unsurprisingly it was [[NintendoHard often an absolute nightmare]] to restore yourself since only hospitals or certain rare items could revive characters and you had to fight your way to one with next to no resources, meaning it was sometimes even possible to get stuck in a [[UnwinnableByDesign no win scenario]]. [[ScrappyMechanic Fun times]]. Now a game over just reloads your last save (and you get to keep the experience points you gained), and an unconscious character can simply be revived by anything that heals your whole party (hot springs, the couch in Osohe Castle, etc).



* Throughout the entire ''VideoGame/MetalGear'' series, starting from the very first, you can always get unlimited ammo by getting said ammo, leaving that part of the map and go back in for more. You never really run out of ammo unless you decide to just keep going.
* One particularly confusing puzzle in ''VideoGame/MetalGearSolid'' required you to "check the back of the CD case" to find a character's codec frequency. Not the CD item you found in the game moments prior, but [[{{Feelies}} the case the game itself came in]]. Anticipating that some players might not figure it out or might not have access to the case (often was the ''[[IncrediblyLamePun case]]'' when you rented a game or bought it used), the devs made the frequency 140.15. This way players who gave up and decided to just [[TryEverything start at 140.00 and systematically try every frequency]] would find it rather quickly.
* In the tanker chapter of ''VideoGame/MetalGearSolid2'', if you have 4 out of the 5 photos Otacon needs, but the timer is nearly expired, Otacon tells you to forget about the last photo and get out.
** Also, on some difficulties, [[spoiler:Snake will offer to shoot down the drones that are attacking Emma while she makes her way across the water, as long as you have them in your rifle sights.]]
** There's also an anti-frustration feature built into the guards' AI. When an enemy spots you they will run off to take cover and call for backup, at which point Alert Mode is activated and reinforcements arrive. Running into a loading screen (like transitioning between maps) before the enemy finishes his call to HQ resets the map as if nothing happened. Since the game grades your sneakiness on the number of times you enter alert mode, and not the number of times you are caught, some speed-runners use this as a shortcut. However, getting caught by a CYPHER or surveillance camera would instantly activate Alert Mode.
*** Unfortunately, ''VideoGame/MetalGearSolid3'' changed it; enemies will instantly go into Alert Mode if they spot you and delaying the call to HQ only affects when backup will arrive.



* In ''VideoGame/MetalGearSolidVThePhantomPain'', if you have to restart a mission from a checkpoint, the locations of every enemy you marked beforehand will be retained, allowing you to use past experience to formulate a new strategy.

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* In ''VideoGame/MetalGearSolidVThePhantomPain'', if ''VideoGame/MetalGearSolidVThePhantomPain'':
** If
you have to restart a mission from a checkpoint, the locations of every enemy you marked beforehand will be retained, allowing you to use past experience to formulate a new strategy.strategy.
** Reflex Mode was designed as this, granting Snake BulletTime when noticed by an enemy guard so the player can take out the guard before he triggers Combat Phase. This doesn't work against anything that sees you running around in plain sight, however.[[note]]An enemy with a white "!" notices Snake while he's sneaking, and Reflex Mode can be used. An enemy with a red "!" sees Snake while he's in plain sight and plays the [[ScareChord proper sound]].[[/note]] This can be also be turned off for extra points.[[note]]Even if turned on the points are still given if it never activates in the level.[[/note]]
** When aiming, Snake will track an enemy in his sights if it's within 30~ meters. This can also be turned off, but there's no bonus for doing so.



* In the tanker chapter of ''VideoGame/MetalGearSolid2'', if you have 4 out of the 5 photos Otacon needs, but the timer is nearly expired, Otacon tells you to forget about the last photo and get out.
** Also, on some difficulties, [[spoiler:Snake will offer to shoot down the drones that are attacking Emma while she makes her way across the water, as long as you have them in your rifle sights.]]
** There's also an anti-frustration feature built into the guards' AI. When an enemy spots you they will run off to take cover and call for backup, at which point Alert Mode is activated and reinforcements arrive. Running into a loading screen (like transitioning between maps) before the enemy finishes his call to HQ resets the map as if nothing happened. Since the game grades your sneakiness on the number of times you enter alert mode, and not the number of times you are caught, some speed-runners use this as a shortcut. However, getting caught by a CYPHER or surveillance camera would instantly activate Alert Mode.
*** Unfortunately, ''VideoGame/MetalGearSolid3'' changed it; enemies will instantly go into Alert Mode if they spot you and delaying the call to HQ only affects when backup will arrive.
** Throughout the entire series, starting from the first ''[[VideoGame/MetalGear1 Metal Gear]]'', you can always get unlimited ammo by getting said ammo, leaving that part of the map and go back in for more. You never really run out of ammo unless you decide to just keep going.
** Reflex Mode in ''[[VideoGame/MetalGearSolidVThePhantomPain Ground Zeroes]]'' was designed as this, granting Snake BulletTime when noticed by an enemy guard so the player can take out the guard before he triggers Combat Phase. This doesn't work against anything that sees you running around in plain sight, however.[[note]]An enemy with a white "!" notices Snake while he's sneaking, and Reflex Mode can be used. An enemy with a red "!" sees Snake while he's in plain sight and plays the [[ScareChord proper sound]].[[/note]] This can be also be turned off for extra points.[[note]]Even if turned on the points are still given if it never activates in the level.[[/note]]
*** When aiming, Snake will track an enemy in his sights if it's within 30~ meters. This can also be turned off, but there's no bonus for doing so.


* In the UpdatedRerelease of ''VideoGame/BravelyDefault'' ([[RemadeForTheExport the only version the rest of the world got]]) you have Sleep Points, which allow you to use Bravely Second, which stop time in any battle at any time, even during enemy turns, and perform as much actions as you have Sleep Points. Not only that but using this feature allows you to surpass the damage/healing cap of 9999.

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* ''VideoGame/BravelyDefault''
**
In the UpdatedRerelease of ''VideoGame/BravelyDefault'' ([[RemadeForTheExport -- [[RemadeForTheExport the only version the rest of the world got]]) got]] -- you have Sleep Points, which allow you to use Bravely Second, which stop time in any battle at any time, even during enemy turns, and perform as much many actions as you have Sleep Points. Not only that but using Using this feature allows you to surpass the damage/healing cap of 9999.


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* ''VideoGame/CrossCode''
** The "Assist" menu allows players who might find the game too hard to lower the damage received, reduce the frequency of enemy attacks, and slow down most puzzles, all without any penalty or cut content.
** When a CP has been invested into a branching Circuit path, you can freely swap between the two paths out of battle at no cost. Circuit Overrides are also handed out during the game, which can be spent in Rookie Harbor to completely reset a circuit tree. Finally, patch 1.2.0 gave a player the option to reset all of their circuit trees at once for a few credits.
** After beating the game, you can go back in time to the very beginning of Chapter 10, but keeping the levels and items you obtained. If you do so, you'll be able to skip the final raid, the entirety of TheVeryDefinitelyFinalDungeon, and even the FinalBoss. This makes the good ending much less frustrating to achieve if you didn't get it the first time.
** The game autosaves halfway through the fight against the final boss, and he has multiple forms. This means you won't have to fight the first part of the battle again if you went all the way through to the final part and lost.


** In certain boss battles, you're given an option to continue the battle with Mickey Mouse taking over for your party temporarily. Mickey can't actually defeat the boss, though, as he lacks a combo finisher. The main purpose of Mickey's appearance is to initiate an ActionCommand to revive Sora at full HP. If Mickey gets defeated, Sora will revive anyway but at partial HP. Mickey can intervene multiple times (even during the same boss battle), but the chance of him showing up decreases every time you die, with the fourth time and beyond having the lowest chance.
** During the battle against [[TheBerserker the Data version of Saix]], the time the claymores stay on the field is reduced from about ten seconds to about ''one second''. As compensation, the player is now invulnerable once they grab the claymores, allowing them to more easily whack Saix out of his berserk state.

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** In If you die during certain boss battles, you're given an option to continue the battle with Mickey Mouse taking over for your party Sora temporarily. Mickey can't actually defeat the boss, boss though, as he lacks a combo finisher. The main purpose of Mickey's appearance is to initiate an ActionCommand to revive Sora at full HP. If Mickey gets defeated, Sora will revive anyway but at partial HP. Mickey can intervene multiple times throughout the game (even during the same boss battle), but the chance of him showing up decreases every time you die, with the fourth time and beyond having the lowest chance.
** During the battle against [[TheBerserker the Data version of Saix]], the time the claymores stay on the field is reduced from about ten seconds to about ''one second''. second'', and they're now necessary to snap Saix out of his berserker mode. As compensation, the player Sora is now invulnerable once they grab the claymores, he grabs a claymore, allowing them him to more easily whack Saix out of his berserk state.


* In ''VideoGame/KingdomHeartsII'', normally, a loss is a loss, whether the normal enemies or the bosses take you out. However, in certain boss battles, you're given an option to continue the battle with Mickey Mouse taking over for your party temporarily. He can't actually defeat the boss, though, as he lacks a combo finisher: instead the main purpose is to initiate an ActionCommand to revive Sora at full HP. If Mickey gets defeated, Sora will revive anyway but at partial HP. Mickey can intervene multiple times, even during the same boss battle, but the chances of him showing up decrease each time you die, with the fourth time and beyond having the lowest probability.
** The ''Final Mix'' update of the same game includes thirteen repeatable BonusBoss fights against harder versions of various fights from earlier in the game. Many of the bosses have acquired new tricks or adjusted their previously existing mechanics in ways that make the fight harder, with one exception. During the battle against [[TheBerserker Saix]], the player is supposed to grab one of the claymores that he drops after his attacks, then attack him with it while he's catching his breath in order to snap him out of his berserk state and make him vulnerable to damage, or wait for him to exit the state on his own. The Data rematch reduces the time the claymores stay on the field from about ten seconds to about ''one'', removes the breath-catching period between attacks, and ensures Saix's berserk gauge will never time out, but as compensation the player is now invulnerable once they grab the claymore.

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* ''VideoGame/KingdomHeartsII''
**
In ''VideoGame/KingdomHeartsII'', normally, a loss is a loss, whether the normal enemies or the bosses take you out. However, in certain boss battles, you're given an option to continue the battle with Mickey Mouse taking over for your party temporarily. He Mickey can't actually defeat the boss, though, as he lacks a combo finisher: instead the finisher. The main purpose of Mickey's appearance is to initiate an ActionCommand to revive Sora at full HP. If Mickey gets defeated, Sora will revive anyway but at partial HP. Mickey can intervene multiple times, even times (even during the same boss battle, battle), but the chances chance of him showing up decrease each decreases every time you die, with the fourth time and beyond having the lowest probability.
chance.
** The ''Final Mix'' update of the same game includes thirteen repeatable BonusBoss fights against harder versions of various fights from earlier in the game. Many of the bosses have acquired new tricks or adjusted their previously existing mechanics in ways that make the fight harder, with one exception. During the battle against [[TheBerserker Saix]], the player is supposed to grab one of the claymores that he drops after his attacks, then attack him with it while he's catching his breath in order to snap him out of his berserk state and make him vulnerable to damage, or wait for him to exit the state on his own. The Data rematch reduces version of Saix]], the time the claymores stay on the field is reduced from about ten seconds to about ''one'', removes the breath-catching period between attacks, and ensures Saix's berserk gauge will never time out, but as compensation ''one second''. As compensation, the player is now invulnerable once they grab the claymore.claymores, allowing them to more easily whack Saix out of his berserk state.


** Midway through the game, there's a short segment where you must sneak through a forest without being spotted by enemy guards. If you're spotted, you fight a random encounter against the guards, but get sent back to the beginning of the area. Getting spotted enough times will have the game give you the option of forgoing stealth and just wiping the guards out.
*** There is also the short "re-draw the fonic glyph" minigame, where Tear will do it for you if you fail. Unlike the above example, however, you rob yourself of HundredPercentCompletion this way (at least unless you do it right [[NewGamePlus the next time]]).
*** Prior to obtaining the airship, there are instances wherein the characters announce that they have to go to an area that is a long walk away (Both in-universe and to the player, as there is no fast-travel at that point). The game will give you the option to go directly to that area and skip the walk, or if you wish to work on sidequests, you can say "no".

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** *** Midway through the game, there's a short segment where you the party must sneak through a forest without being spotted by enemy guards. If you're spotted, you fight a random encounter against the guards, but get sent back to the beginning of the area. Getting Get spotted enough times will have times, and the game will give you the option of forgoing to forgo stealth and just wiping wipe the guards out.
*** There is also the There's a short "re-draw the fonic glyph" minigame, where Tear will do it for you if you fail. Unlike the above example, however, However, you rob yourself of HundredPercentCompletion this way (at least unless you do it right [[NewGamePlus the next time]]).
*** Prior to obtaining the airship, there are instances wherein the characters announce that they have party has to go to an area that is a long walk away (Both away, both in-universe and to the player, as there is no fast-travel at that point). The player. In several of these instances, the game will give you the option to go directly straight to that area and skip the walk, or if you wish to work on sidequests, you can say "no".walk.


* In ''VideoGame/DanceDanceRevolution'', if your health gets too low during a song, the penalty for bad steps decreases, and the life bonus for good steps increases. This lasts until your health is outside of what the game deems a "danger zone." However, the more advanced modes and "Challenge" step charts explicitly don't do this in order to add to their difficulty.



* Many arcade {{Rhythm Game}}s with multiplayer will [[SocializationBonus allow all players in a multiplayer round to be "saved" from a GameOver if they fail as long as at least one player involved clears the song]]. This applies not only to games where all players share the same machine, but also games where multiple cabinets can be linked together as well as games that allow the player to battle with opponents over the Internet; examples include ''VideoGame/{{DanceDanceRevolution}}''[[labelnote:However...]]Some games have Challenge courses that do not offer this form of mercy; if you fail, you will get a Game Over on your side and will not be permitted to play the rest of the chart or subsequent stages even if the other player is still alive.[[/labelnote]] (shared machine), ''VideoGame/{{jubeat}}'' (LAN, online), ''VideoGame/{{maimai}}'' (LAN), amongst many, many other rhythm games.

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* Many arcade {{Rhythm Game}}s with multiplayer will [[SocializationBonus allow all players in a multiplayer round to be "saved" from a GameOver if they fail as long as at least one player involved clears the song]]. This applies not only to games where all players share the same machine, but also games where multiple cabinets can be linked together as well as games that allow the player to battle with opponents over the Internet; examples include ''VideoGame/{{DanceDanceRevolution}}''[[labelnote:However...''VideoGame/DanceDanceRevolution''[[labelnote:However...]]Some games have Challenge courses that do not offer this form of mercy; if you fail, you will get a Game Over on your side and will not be permitted to play the rest of the chart or subsequent stages even if the other player is still alive.[[/labelnote]] (shared machine), ''VideoGame/{{jubeat}}'' (LAN, online), ''VideoGame/{{maimai}}'' (LAN), amongst many, many other rhythm games.


* ''VideoGame/TheLegendOfHeroesTrailsInTheSky'' gives the option to retry a lost battle that causes enemy stats to decrease, if the retry offset is used several times more, enemies would only inflict minimal damage and have low defenses, though this doesn't apply to status aliments such as poison or petrification that gives heavy damage. In another point of the game, Joshua and Estelle have to reach a church without being caught by guards, if caught, Joshua will give comments on how the number of guards patrolling suddenly decreased, allowing them to reach the church with ease.

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* ''VideoGame/TheLegendOfHeroesTrailsInTheSky'' ''VideoGame/TheLegendOfHeroesTrailsInTheSky''
** If a player loses a battle, the game
gives the option to retry a lost battle that causes with decreased enemy stats to decrease, if stats. If the retry offset is used several times more, enemies would only inflict minimal damage and have low defenses, though this doesn't apply to status aliments such as poison or petrification that gives heavy damage. In another petrification.
** At one
point of in the game, Joshua and Estelle have to reach a church without being caught by guards, if guards. If caught, Joshua will give comments on how the number of guards patrolling suddenly decreased, allowing them to reach the church with ease.will decrease.



** ''VideoGame/TalesOfTheAbyss'' featured a short segment where you must sneak through a forest without being spotted by enemy guards. If you're spotted, you fight a random encounter, but get sent back to the beginning of the area. Getting spotted enough times will have the game give you the option of forgoing the stealth and just wiping the guards out.

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** ''VideoGame/TalesOfTheAbyss'' featured ''VideoGame/TalesOfTheAbyss''
** Midway through the game, there's
a short segment where you must sneak through a forest without being spotted by enemy guards. If you're spotted, you fight a random encounter, encounter against the guards, but get sent back to the beginning of the area. Getting spotted enough times will have the game give you the option of forgoing the stealth and just wiping the guards out.


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** In ''VideoGame/TalesOfBerseria'', the "item sailing" mechanic normally takes half an hour to complete, but the first use will take only five seconds so that a player can learn how it works.

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* ''VideoGame/{{A3}}'' has an auto feature during lessons which stop the player from tapping too many times to proceed, and also saves time.

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* ''VideoGame/EnsembleStars'' guarantees that if you make it to 5.5 million event points, you ''will'' receive a copy of the ranking event card, regardless of what the actual border ends up being. This was devised to deal with the extremely varying borders events could reach up to - at the lower end, some events barely get over 2 million, which for a good team making full use of regenerated LP might take less dia than a gacha pull, but as the game's audience grows the more popular units and characters were starting to achieve extremely high borders above 5 million, which would require hundreds of dia. Even where the border ends up around 5.5 million anyway, the knowledge that a card is guaranteed then is more than enough to soothe a lot of anxiety (especially since the last-minute rush at such high levels tends to be ''extremely brutal''), and since many players are satisfied to simply reach that point and then stop, events which might have spiraled into ''ludicrously'' high borders are softened (for example, it was projected that the current record-holder Knights Repayfes would reached ''8 million event points'' if the card were not available; as it is, it still got to over 6 million.)

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* ''VideoGame/TheLegendOfHeroesTrailsInTheSky'' gives the option to retry a lost battle that causes enemy stats to decrease, if the retry offset is used several times more, enemies would only inflict minimal damage and have low defenses, though this doesn't apply to status aliments such as poison or petrification that gives heavy damage. In another point of the game, Joshua and Estelle have to reach a church without being caught by guards, if caught, Joshua will give comments on how the number of guards patrolling suddenly decreased, allowing them to reach the church with ease.


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* ''VideoGame/SouthParkTheFracturedButWhole'':
** In the quest involving helping Gay Fish's mother get to heaven, you have to play a minigame that's basically ''VideoGame/FlappyBird''. Make three mistakes and its game over. Each failure gives you more health to play with, though on the second try, you get five hits and on the third try, you get fifteen (at which point you have to go out of your way in order to lose).
** If you can't figure out Mitch Conner's obvious riddles, The Coon will eventually just tell you where to go with a frustrated voice tone.

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* The UpdatedRerelease of ''VideoGame/MetalGearSolid3SnakeEater'' added an extra camera mode that gave you free control over the camera, in direct response to fan complaints that the original's sky-view locked camera made it way too frustrating to keep track of where enemy soldiers were (as well as allowed them to more easily see you than you could see them).


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* ''VideoGame/SplinterCell'':
** Though the light mechanics are largely realistic, if exaggerated to keep the game from being too difficult, with Sam being completely visible in broad daylight and completely invisible in pitch darkness, the game ''only'' takes into account the light around you in order to not be too frustrating. Even though you in the shadows would still logically be visible to a foe if there was a source of light behind you to be silhouetted against, that foe won't be able to see you because, as far as the game is concerned, you are ''in'' the shadows.
** As of ''Chaos Theory'', you're no longer subject to the [[ScrappyMechanic three alerts rule]] which would cause you to instantly fail a mission if you were spotted three times. Now each time you are spotted cumulatively increases enemy diligence and patrols, and while this can potentially render the level so difficult you'd be better off just restarting, the mission is still ''possible'' and you're free to power through. There are still occasional missions where being spotted causes a game over, but there's always a mission-specific reason for it.

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* Many Pee Wee and Youth sport leagues feature a HouseRule where a team's score stops being increased if they get too much of a lead over their opponents and keep scoring. For example, if the limit was five and the Red Team was leading 6 to 1 and kept scoring, their score would remain locked at 6 until the Blue Team scored a goal and closed the gap, then Red could score again and go up to 7. This is to prevent the trailing team from getting so frustrated by getting their butts handed to them that they rage quit and/or lose all motivation.


** Upon a GameOver you are booted back to the beginning of the world and all the levels you beat are unbeaten. However, doors unlocked by defeating castles remain open (allowing you to skip half the world if you were over half-way) and Toad's Houses are also restored so you can stock up on some items.

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** Upon a GameOver you are booted back to the beginning of the world and all the levels you beat are unbeaten. However, doors unlocked by defeating castles remain open (allowing you to skip half the world if you were over half-way) and Toad's Houses are also restored so you can stock up on some items. World 8 also keeps the airship and tank levels defeated after a GameOver which in effect gives you unlimited continues if you made it all the way to Bowser since you can get straight back to his castle without having to replay a single level.


-->'''Makoto''': Kind of takes the edge off it though when you realize that no matter how many times you lose, Monokuma will just let you carry on.

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-->'''Makoto''': --->'''Makoto''': Kind of takes the edge off it though when you realize that no matter how many times you lose, Monokuma will just let you carry on.

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