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** ''VideoGame/ResidentEvil2'' has Rookie & Normal difficulties. The former has you start with a load of spare ammo for your handgun, everything is less resilient, and an extra file that gives you a few hints to some of the early puzzles. However, you cannot access any of the unlockable content this way i.e. The infinite ammo weapons, the extra costumes or Hunk & Tofu. Rookie save files appear on the menu as white, Normals are ColorCodedForYourConvenience. You cannot change a save file's difficulty when changing scenarios.

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** ''VideoGame/ResidentEvil2'' has Rookie Easy & Normal difficulties. The former has you start with a load of spare ammo for your handgun, everything is less resilient, and an extra file that gives you a few hints to some of the early puzzles. However, you cannot access any of the unlockable content this way i.e. The infinite ammo weapons, the extra costumes or Hunk & Tofu. Rookie save files appear on the menu as white, Normals are ColorCodedForYourConvenience. You cannot change a save file's difficulty when changing scenarios. The Dual Shock re-release adds another EasierThanEasy mode called "Rookie" that starts you off with the unlockable weapons, but still denies you the other post-game rewards.

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** In ''VideoGame/TouhouKoumakyouTheEmbodimentOfScarletDevil'', if you beat the Stage 5 boss on Easy mode, she essentially mocks you(r character) for playing Easy mode. Your character then leaves. Bad End. [[EarnYourFun No final boss for you]].[[note]]There ''is'' a story reason for this -- the fight was so easy Sakuya was able to [[TimeStandsStill bend time]] around your entire duel and it's way too late to stop the BigBad, but it's buried behind her [[BreakingTheFourthWall blatantly saying]] she wouldn't have been able to do so on a higher difficulty.[[/note]]

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** In ''VideoGame/TouhouGensokyoLotusLandStory'', if you play on Easy, you can't [[NoFinalBossForYou proceed to Stage 6]]. The Stage 5 boss [[VillainExitStageLeft retreats]] while telling you to [[LeaningOnTheFourthWall come back when you're stronger]], the player character can't catch up to her and you get the bad ending.
** Similar to the above example, in
''VideoGame/TouhouKoumakyouTheEmbodimentOfScarletDevil'', if you beat the Stage 5 boss on Easy mode, she essentially mocks you(r character) for playing Easy mode. Your character then leaves. Bad End. [[EarnYourFun No final boss for you]].[[note]]There ''is'' a story reason for this -- the fight was so easy Sakuya was able to [[TimeStandsStill bend time]] around your entire duel and it's way too late to stop the BigBad, but it's buried behind her [[BreakingTheFourthWall blatantly saying]] she wouldn't have been able to do so on a higher difficulty.[[/note]]
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* The ''Zero Fire: Creator/{{Toaplan}} Arcade Garage Vol. 3'' port of the 2P arcade version of ''VideoGame/Hellfire1989'' allows the player to choose control schemes unique to this version, but since they make the game easier than the original arcade configuration, scores achieves with these settings can only rank into the "Arcade All-Mix" online leaderboards and not the regular "Arcade" leaderboard, which requires either the type A "ARCADE" or type B "SAFETY" settings.
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* ''VideoGame/DevilEngine'' has randomly-chosen one-liners for the Hard (default) difficulty and Easy difficulty, with most of the Easy descriptions being mocking in tone ("For cowards", "Why don't you challenge yourself for once in your life?", etc.). Furthermore, Very Easy mode will append a bright purple ''EASY MODE'' text to the top left corner of the screen (whereas Hard and Expert do not display any difficulty indicator). Aside from the humilation elements, Easy has less enemies and bullets, which may seem like an obvious advantage but also makes it harder to score points, which are much-needed as [[EveryTenThousandPoints you earn bombs and extra lives at point thresholds]].

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* ''VideoGame/DevilEngine'' has randomly-chosen one-liners for the Hard (default) difficulty and Easy difficulty, with most of the Easy descriptions being mocking in tone ("For cowards", "Why don't you challenge yourself for once in your life?", etc.). Furthermore, Very Easy mode will append a bright purple ''EASY MODE'' text to the top left corner of the screen (whereas Hard and Expert do not display any difficulty indicator). Aside from the humilation elements, Easy has less enemies and bullets, which may seem like an obvious advantage but also makes it harder to score points, which are much-needed as [[EveryTenThousandPoints [[Every10000Points you earn bombs and extra lives at point thresholds]].



* The home ports of ''VideoGame/AkaiKatana'' have a Novice toggle for Origin (Arcade in JP ver.) and Slash (Shin in JP ver.) modes, which mainly increase the amount of resources you gain from items so that it's easier to go into Guardian mode to defend yourself and make enemies fire fewer revenge bullets. However, scores gained in these modes are considerably lower, and since [[EveryTenThousandPoints the thresholds for extra lives]] are not adjusted, it can be harder to gain extra lives.

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* The home ports of ''VideoGame/AkaiKatana'' have a Novice toggle for Origin (Arcade in JP ver.) and Slash (Shin in JP ver.) modes, which mainly increase the amount of resources you gain from items so that it's easier to go into Guardian mode to defend yourself and make enemies fire fewer revenge bullets. However, scores gained in these modes are considerably lower, and since [[EveryTenThousandPoints [[Every10000Points the thresholds for extra lives]] are not adjusted, it can be harder to gain extra lives.
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* In ''VideoGame/FZero GP Legend'', if you play through the Gold Cup in Grand Prix Mode on Novice difficulty, your last race will be at Red Canyon: Peak Jump. In Standard and Expert difficulty you will instead race in the much harder true final circuit[[note]] excluding the hidden Platinum Cup)[[/note]], Illusion: Abyss Drop.

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* In ''VideoGame/FZero GP Legend'', ''VideoGame/FZeroGPLegend'', if you play through the Gold Cup in Grand Prix Mode on Novice difficulty, your last race will be at Red Canyon: Peak Jump. In Standard and Expert difficulty you will instead race in the much harder true final circuit[[note]] excluding the hidden Platinum Cup)[[/note]], Illusion: Abyss Drop.
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* The home ports of ''VideoGame/AkaiKatana'' have a Novice toggle for Origin (Arcade in JP ver.) and Slash (Shin in JP ver.) modes, which mainly increase the amount of resources you gain from items so that it's easier to go into Guardian mode to defend yourself and make enemies fire fewer revenge bullets. However, scores gained in these modes are considerably lower, and since [[EveryTenThousandPoints the thresholds for extra lives]] are not adjusted, it can be harder to gain extra lives.
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* ''VideoGame/SpookysJumpScareMansion'' introduced options in the HD Renovation to disable specimens or jumpscares. If you disable both, you get a ''really'' lame ending where a rather unamused Spooky "congratulates" you for your achievement of... going through 1000 empty rooms. Granted, [[spoiler:this is the only ending where your character doesn't die…]]

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* ''VideoGame/SpookysJumpScareMansion'' introduced options in the HD Renovation to disable specimens or jumpscares. If you disable both, you get a ''really'' lame ending where a rather unamused Spooky "congratulates" you for your achievement of... going through 1000 empty rooms. Granted, [[spoiler:this is the only ending where your character doesn't die…]]actually escapes -- since the endings proper have Spooky recruit you as either a ghost or a specimen odds are she felt you were just NotWorthKilling this time around.]]
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* ''VideoGame/BaldursGate3'': Playing the game on the Explorer difficulty, which is the easiest, bars the player from using the Multiclass feature. This is because levelling a character can already be a difficult experience and multiclassing can potentially ruin a character.
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* With the ''VideoGame/PuyoPuyo'' titles, there is the recurring Easy (sometimes called [=RunRun=]) course, which zigzags this trope. On one hand, these courses often offer a unique set of opponents to fight that aren't in the main course, but at the same time mocks you once they're completed. For example in the first arcade game and several ports of ''VideoGame/PuyoPuyoTsu'', the Dark Prince will mock you and coax you to play the main course to challenge him, while for Draco's course in ''VideoGame/PuyoPuyoSun'' the credits are played so fast that you cannot read them. Even when you do play the main course however, the game actively encourages you to play at a higher difficulty, all for the sake of earning a "[[AWinnerIsYou Thank you for playing]]" message.

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* With the ''VideoGame/PuyoPuyo'' titles, there is the recurring Easy (sometimes called [=RunRun=]) course, which zigzags this trope. On one hand, these courses often offer a unique set of opponents to fight that aren't in the main course, but at the same time mocks you once they're completed. For example in the first arcade game and several ports of ''VideoGame/PuyoPuyoTsu'', ''VideoGame/PuyoPuyo2'', the Dark Prince will mock you and coax you to play the main course to challenge him, while for Draco's course in ''VideoGame/PuyoPuyoSun'' the credits are played so fast that you cannot read them. Even when you do play the main course however, the game actively encourages you to play at a higher difficulty, all for the sake of earning a "[[AWinnerIsYou Thank you for playing]]" message.



* ''VideoGame/FridayNightFunkin'' [[GameMod Game Mods]]

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* ''VideoGame/FridayNightFunkin'' [[GameMod Game Mods]]{{Game Mod}}s



* You can't unlock a new disease type in ''[[VideoGame/{{PlagueInc}} Plague Inc.]]'' if you are playing on Casual Difficulty. In ''Evolved'' there is a "Pity Mode" option that allows you to do this, but its existence still suggests that you ''are'' supposed to beat a disease type on at least Normal Difficulty to make progress.

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* You can't unlock a new disease type in ''[[VideoGame/{{PlagueInc}} ''[[VideoGame/PlagueInc Plague Inc.]]'' if you are playing on Casual Difficulty. In ''Evolved'' there is a "Pity Mode" option that allows you to do this, but its existence still suggests that you ''are'' supposed to beat a disease type on at least Normal Difficulty to make progress.



* ''Videogame/MySummerCar'' has a permadeath game mode that erases your save file if the player character dies. If you choose to start a game with permadeath turned off, you'll get an achievement named [[AchievementMockery "I Am Coward"]].

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* ''Videogame/MySummerCar'' ''VideoGame/MySummerCar'' has a permadeath game mode that erases your save file if the player character dies. If you choose to start a game with permadeath turned off, you'll get an achievement named [[AchievementMockery "I Am Coward"]].
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** As an homage to 90's shooters invoking this trope with their IdiosyncraticDifficultyLevels, ''VideoGame/SlayersXTerminalAftermathVenganceOfTheSlayer'' calls its easy difficulty "Not a real gamer".
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* ''VideoGame/ArtifactsAndAntiquity'': If you're performing poorly, the game will start giving you more direct hints on where treasures are. However, the definition of "performing poorly" is getting two of your three playable characters killed, which for a ''Creator/ZedTechnician'' game means that you'll get the worst possible ending.

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* ''VideoGame/ArtifactsAndAntiquity'': If you're performing poorly, the game will start giving you more direct hints on where treasures are. However, the definition of "performing poorly" is getting two of your three playable characters killed, which for killed. For a ''Creator/ZedTechnician'' game game, where anything less than EveryoneLives means that you'll get a bad ending, getting almost everyone killed guarantees the worst possible ending.
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** In ''VideoGame/EmbodimentOfScarletDevil'', if you beat the Stage 5 boss on Easy mode, she essentially mocks you(r character) for playing Easy mode. Your character then leaves. Bad End. [[EarnYourFun No final boss for you]].[[note]]There IS a story reason for this - the fight was so easy Sakuya was able to [[TimeStandsStill bend time]] around your entire duel and it's way too late to stop the BigBad, but it's buried behind her [[BreakingTheFourthWall blatantly saying]] she wouldn't have been able to do so on a higher difficulty.[[/note]]
** More specific to the trope, some older ''Touhou'' games (''Ten Desires'' and older) won't let you get the good ending and unlock the Extra Stage if you complete the game on Easy. In fact, ''Subterranean Animism'' has a bug that if you already have the Extra Stage unlocked and then complete the game on Easy, it will lock the stage right back up. Considering that the Extra Stage is somewhere between Hard and Lunatic in terms of difficulty, if you can only clear the game on Easy, you are probably not prepared for the Extra Stage anyway.

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** In ''VideoGame/EmbodimentOfScarletDevil'', ''VideoGame/TouhouKoumakyouTheEmbodimentOfScarletDevil'', if you beat the Stage 5 boss on Easy mode, she essentially mocks you(r character) for playing Easy mode. Your character then leaves. Bad End. [[EarnYourFun No final boss for you]].[[note]]There IS ''is'' a story reason for this - -- the fight was so easy Sakuya was able to [[TimeStandsStill bend time]] around your entire duel and it's way too late to stop the BigBad, but it's buried behind her [[BreakingTheFourthWall blatantly saying]] she wouldn't have been able to do so on a higher difficulty.[[/note]]
** More specific to the trope, some older ''Touhou'' games (''Ten Desires'' (''[[VideoGame/TouhouShinreibyouTenDesires Ten Desires]]'' and older) won't let you get the good ending and unlock the Extra Stage if you complete the game on Easy. In fact, ''Subterranean Animism'' has a bug that if you already have the Extra Stage unlocked and then complete the game on Easy, it will lock the stage right back up. Considering that the Extra Stage is somewhere between Hard and Lunatic in terms of difficulty, if you can only clear the game on Easy, you are probably not prepared for the Extra Stage anyway.



** Easy mode's description in ''VideoGame/SubterraneanAnimism'' is essentially "please train more so your friends won't make fun of you".

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** Easy mode's description in ''VideoGame/SubterraneanAnimism'' ''VideoGame/TouhouChireidenSubterraneanAnimism'' is essentially "please train more so your friends won't make fun of you".
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This is an aversion, not an inversion.


* ''VideoGame/ShadowWarrior2'': Inverted. Easy mode is portrayed as simply a different way to play the game.

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* ''VideoGame/ShadowWarrior2'': Inverted.Averted. Easy mode is portrayed as simply a different way to play the game.


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** It's generally averted in the franchise. Sure, you'll never get the top-ranking codenames on the end-of-game screens if you don't play on the harder difficulty levels, but that has no effect on the storyline progression. In fact, in ''VideoGame/MetalGearSolid3SnakeEater'', there are certain special codenames that are only given based on certain achievements, which can be accomplished at any difficulty level, and in ''VideoGame/MetalGearSolid2SonsOfLiberty'', you have to play through the Plant level five times - once on each difficulty level (excluding the unlockable European Extreme level) - in order to [[GottaCatchEmAll collect enough dog tags]] to unlock the [[SuperNotDrowningSkills Wig A item]]. That includes the Easy and Very Easy modes.



* Averted in ''VideoGame/Hitman2''. The blurb for casual difficulty outright encourages using it to experiment and do dumb, loud stuff you'd never get away with otherwise to learn the missions before attempting them on a stricter difficulty.

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* ''VideoGame/JustShapesAndBeats'':
** Averted with the Casual toggle in Story Mode, which doubles your HitPoints. The description for the toggle explains that the developers do not judge you for using it and just want you to have fun with the game.
** Played straight with the Party difficulty in Playlist Mode, which prevents you from being booted back to the last checkpoint every time you die (you'll just respawn in place), but also prevents you from earning any Beat Points.

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* ''VideoGame/JustShapesAndBeats'':
** Averted with the Casual toggle in Story Mode, which doubles your HitPoints.
''VideoGame/JustShapesAndBeats'': The description for the toggle explains that the developers do not judge you for using it and just want you to have fun with the game.
** Played straight with the
Party difficulty in Playlist Mode, which Mode prevents you from being booted back to the last checkpoint every time you die (you'll just respawn in place), but also prevents you from earning any Beat Points.
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** [[https://www.youtube.com/watch?v=1fPSTJGe-3o Beating the game on Hard]] [[AWinnerIsYou gets you a very different speech]] [[BraggingRightsReward giving you the right to state "I'm the best"]] [[TakeThatAudience even if everybody else hates you]].
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* ''VideoGame/Pikmin4'': If you ever fail [[ProtectionMission a night expedition]], instead of simply retrying, you can "get help" in the form of your coworker Dingo, who beats the level for you in a blacked-out cutscene. While you still get the medicine you'd normally get for clearing the level, the level isn't considered as being cleared. In addition, you get no glow seeds for its completion; justified as the rest of the Rescue Corps noting that while he ''did'' complete the objective of protecting the Lumiknoll... he did so by just spamming a seemingly endless supply of bomb rocks everywhere as opposed to working alongside the Glow Pikmin, who equally ignored him in turn.

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* ''VideoGame/Pikmin4'': If you ever fail [[ProtectionMission a night expedition]], instead of simply retrying, you can "get help" in the form of your coworker Dingo, who beats the level for you in a blacked-out cutscene. While you still get the medicine you'd normally get for clearing the level, the level isn't considered as being cleared. In addition, you get no glow seeds for its completion; justified as the rest of the Rescue Corps noting that while he ''did'' complete the objective of protecting the Lumiknoll... he did so by [[CheeseStrategy just spamming a seemingly endless supply of bomb rocks everywhere everywhere]] as opposed to working alongside the Glow Pikmin, who equally ignored him in turn.

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** In [[VideoGame/NewSuperMarioBrosWii all]] ''VideoGame/NewSuperMarioBros'' [[VideoGame/NewSuperMarioBros2 games]] after the first and ''VideoGame/SuperMario3DLand'', if you use any Super Guides while playing, the stars on your save file sheet will stop glowing. In the case of ''3D Land'' and ''NSMB Wii'', Your glowing stars will be removed if you are ever '''offered''' use of the easy mode. Simply dying too many times on one level makes your glowing stars [[PermanentlyMissableContent lost forever]] after you see the block and save.

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** In [[VideoGame/NewSuperMarioBrosWii all]] ''VideoGame/NewSuperMarioBros'' [[VideoGame/NewSuperMarioBros2 games]] after the first and ''VideoGame/SuperMario3DLand'', if you use any Super Guides while playing, the stars on your save file sheet will stop glowing. In the case of ''3D Land'' and ''NSMB Wii'', Your your glowing stars will be removed if you are ever '''offered''' use of the easy mode. Simply dying too many times on one level makes your glowing stars [[PermanentlyMissableContent lost forever]] after you see the block and save.


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* ''VideoGame/Pikmin4'': If you ever fail [[ProtectionMission a night expedition]], instead of simply retrying, you can "get help" in the form of your coworker Dingo, who beats the level for you in a blacked-out cutscene. While you still get the medicine you'd normally get for clearing the level, the level isn't considered as being cleared. In addition, you get no glow seeds for its completion; justified as the rest of the Rescue Corps noting that while he ''did'' complete the objective of protecting the Lumiknoll... he did so by just spamming a seemingly endless supply of bomb rocks everywhere as opposed to working alongside the Glow Pikmin, who equally ignored him in turn.

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put the example in the wrong category by accident


* In ''VideoGame/WillYouSnail'', Squid, the game's [[BreakingTheFourthWall fourth wall-breaking]] AI antagonist, will often mock the player for manually lowering the game's difficulty. [[{{Parody}} Parodied]] in that ''all'' the difficulties are different variants of easy (Inifitely Easy, Extremely Easy, Very Easy, and Easy), with higher difficulties being "reserved for more intelligent species."



* In ''VideoGame/WillYouSnail'', Squid, the game's [[BreakingTheFourthWall fourth wall-breaking]] AI antagonist, will often mock the player for manually lowering the game's difficulty. [[{{Parody}} Parodied]] in that ''all'' the difficulties are different variants of easy (Inifitely Easy, Extremely Easy, Very Easy, and Easy), with higher difficulties being "reserved for more intelligent species."
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* In ''VideoGame/WillYouSnail'', Squid, the game's [[BreakingTheFourthWall fourth wall-breaking]] AI antagonist, will often mock the player for manually lowering the game's difficulty. [[{{Parody}} Parodied]] in that ''all'' the difficulties are different variants of easy (Inifitely Easy, Extremely Easy, Very Easy, and Easy), with higher difficulties being "reserved for more intelligent species."
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* ''VideoGame/TwistedMetal2'': When played on Easy, the game ends just after the first boss with a big stop sign featuring the message "No losers allowed beyond this point".

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* ''VideoGame/TwistedMetal2'': ''VideoGame/TwistedMetal 2'': When played on Easy, the game ends just after the first boss with a big stop sign featuring the message "No losers allowed beyond this point".
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* In the first ''VideoGame/SailorMoon1993'' game for the UsefulNotes/SuperFamicom, a sidescroller released only in Japan and France, you can only complete the first two levels in easy mode before the game ends.

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* In the first ''VideoGame/SailorMoon1993'' game for the UsefulNotes/SuperFamicom, a sidescroller released only in Japan and France, you can only complete the first two levels in easy mode before the game ends. However, a special version of the easy mode can be used to complete the full game...but you won't see the full version of the kiss scene.
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Adding an example.

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* ''VideoGame/FatalFrame'': In [[VideoGame/FatalFrameI the first]] [[VideoGame/FatalFrameII two installments]], [[spoiler:Mafuyu and Mayu respectively]] can only survive on the hardest difficulty. Play on any difficulty below that, and you get bleaker endings in which [[spoiler:they die, rendering the heroine's efforts AllForNothing]].
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* The LemonyNarrator offers you a choice of difficulties at the beginning of ''VideoGame/PennyArcadeAdventures: [[LongTitle On the Rain-slick Precipice of Darkness]]: [[ColonCancer Episode 2]]'', and taunts you if you choose Easy.

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* The LemonyNarrator offers you a choice of difficulties at the beginning of ''VideoGame/PennyArcadeAdventures: [[LongTitle On the Rain-slick Precipice of Darkness]]: Darkness: [[ColonCancer Episode 2]]'', and taunts you if you choose Easy.
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* ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'': ''Cold Steel II'' actually locks you out of the last two training levels on the training rooms onboard the Courageous if you are playing Easy mode, meaning you can only ever get to Close Combat III, Ranged Combat III and Arts III, denying you of three desirable master quartzes.
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* ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'': ''Cold Steel II'' actually locks you out of the last two training levels on the training rooms onboard the Courageous if you are playing Easy mode, meaning you can only ever get to Close Combat III, Ranged Combat III and Arts III, denying you of three desirable master quartzes.
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* The Genesis version of ''VideoGame/{{Toki}}'' has four difficulty levels. Easy mode only allows you to play up to level 8; after you beat that, the game ends with a screen full of hopping apes and the text "Congratulations...but true peace will not come until you play and defeat the harder modes". All other difficulty levels allow you to play the 9th and final level, as well as see the proper credit sequence.
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** In the greater sense, however, the game inverts the trope by having hard mode be the obsolete difficulty option. It's supposed to be a balancing act of having easy mode get the funny dialogue while competing the levels on hard mode rewards the player with gold files containing extra lore. However, the passcodes for the safes, which the player has immediate access to, are the same on both difficulties. Meaning one can just play the level on easy, get the code, and go back and get the gold file right away.

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** In the greater sense, however, the game inverts the trope by having hard mode be the obsolete difficulty option. It's supposed to be a balancing act of having easy mode get the funny dialogue while competing completing the levels on hard mode rewards the player with gold files containing extra lore. However, the passcodes for the safes, which the player has immediate access to, are the same on both difficulties. Meaning one can just play the level on easy, get the code, and go back and get the gold file right away.
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** In the greater sense, however, the game inverts the trope by having hard mode be the obsolete difficulty option. It's supposed to be a balancing act of having easy mode get the funny dialogue while competing the levels on hard mode rewards the player with gold files containing extra lore. However, the passcodes for the safes, which the player has immediate access to, are the same on both difficulties. Meaning one can just play the level on easy, get the code, and go back and get the gold file right away.

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