Anti-Frustration Features: Difference between revisions

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{{trope}}
 
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{{quote|''"There is one feature I will happily abase myself before: mid-boss checkpoints. This is a game where a boss can be the size of the moon and have eleven health bars. Chipping the first ten away only to be killed by a casual elbow to the face is frustrating enough without having to take it from the top."''|'''Ben "Yahtzee" Croshaw''', ''[[Zero Punctuation]]'', on ''[[Bayonetta]]''}}
 
'''Anti-Frustration Features''' are instances in a game where the established rules of the game are suspended/modified under certain circumstances, or a particular effect that happens when the game deliberately helps you out during a specific situation.
 
Usually an example of an [[Obvious Rule Patch]] to prevent [[Unwinnable]] situations from developing, such as if a given [[Boss Battle]] mandates the use of one specific weapon with limited uses (be it [[Breakable Weapons]], [[Cast Fromfrom Hit Points]], or a simple lack of [[Bottomless Magazines]]). It can also occur in other situations, but those are less common.
 
Another version of of anti-frustration features are more recognized as "quality of life" changes: Minor features that mitigate problems that were present in other examples of the game's genre or even in the game's predecessors. Such examples include the ability to quickly rewind to any branching point in a [[Visual Novel]] or route-based game, or icons on a minimap to help a player [[Now Where Was I Going Again?|keep track of the plot]].
It can also occur in other situations, but those are fairly rare.
 
See also [[Acceptable Breaks From Reality]] for when it is the rules of reality that are changed. Can sometimes lead to [[It's Easy, So It Sucks|some slight backlash]], and take the form of [[Suspicious Videogame Generosity]]. Not to be confused with [[Mercy Mode]]. Direct opposite of [[Classic Video Game "Screw You"s]].
 
See also [[Acceptable Breaks From Reality]] for when it is the rules of reality that are changed. Can sometimes lead to [[It's Easy, So It Sucks|some slight backlash]], and take the form of [[Suspicious Videogame Generosity]]. Not to be confused with [[Mercy Mode]]. Direct opposite of [[Classic Video Game Screw Yous]].
{{examples}}
== Literature ==
* In the book ''[[Heir Apparent]]'', there's a 'cheat' in the [[Show Within a Show|game]] that makes the game easier to play, and the characters act out of character to help the main character if the main character {{spoiler|starts to cry}}.
 
== Tabletop Games ==
* In any such game, especially games like ''[[Dungeons & Dragons]]'', resurrection. At lower levels, if your character dies, he's dead and you probably aren't all that attached so you roll up a new character. Once you've worked up to mid levels, you probably don't want your character to stay dead but fortunately by this point you usually have some means to get your character raised.
* Also, the presence of a [[Game Master]] is meant to be a built-in Anti-Frustration Feature as they can rule differently on anything that unduly kills the fun, if they're doing their job correctly.
 
== ActionVideo AdventureGames ==
=== Action Adventure ===
* In ''[[Assassin's Creed: Brotherhood|Assassin's Creed Brotherhood]]'' one of the Lairs of Romulus requires you to cut down counterweights with a projectile. The counterweight you find at the end of a long platforming sequence has a chest nearby which replenishes your knives and bolts in case you got all the way up there with no ammo left.
* In ''[[Assassin's Creed: Brotherhood]]'' one of the Lairs of Romulus requires you to cut down counterweights with a projectile. The counterweight you find at the end of a long platforming sequence has a chest nearby which replenishes your knives and bolts in case you got all the way up there with no ammo left.
* When you die in ''[[Beyond Good & Evil (video game)|Beyond Good and Evil]],'' you're usually sent back to a checkpoint near the start of the room or the area you're in. You'll have half your regular health, and any items you may have used in the interim will be gone. There are two exceptions, however: The Looter's Caverns and the [[Final Boss]]. When you lose a Looter's Cavern, you're sent back to the start with whatever health you had when you entered (full, if you're smart) and any items you used during the challenge are returned to your inventory. Since the Looter's Caverns are... [[That One Sidequest|annoying]], this is quite a boon. The [[Final Boss]] has a checkpoint halfway that's the same way.
* When you die in ''[[Beyond Good & Evil (video game)|Beyond Good and Evil]],'' you're usually sent back to a checkpoint near the start of the room or the area you're in. You'll have half your regular health, and any items you may have used in the interim will be gone. There are two exceptions, however: The Looter's Caverns and the [[Final Boss]]. When you lose a Looter's Cavern, you're sent back to the start with whatever health you had when you entered (full, if you're smart) and any items you used during the challenge are returned to your inventory. Since the Looter's Caverns are... [[That One Sidequest|annoying]], this is quite a boon. The [[Final Boss]] has a checkpoint halfway that's the same way.
* ''[[Iji]]'' gives you a pre-made Resonance Reflector for your [[Playing Tennis With the Boss|tennis date with the final boss]], just in case you didn't have one yet. More acceptable than usual, since otherwise it would be impossible to win on the hardest difficulty level.
* In ''[[The Legend of Zelda: The Wind Waker|The Legend of Zelda the Wind Waker]]'', during the third boss fight, which can only be killed by hitting it with arrows, then feeding it bombs, if you run out of either of them, the machine will "sneeze" out a few extras to compensate. Weakly [[Justified Trope|justified]] in that {{spoiler|this particular boss is merely testing your strength, which, as we all know, [[Gameplay and Story Segregation|has nothing to do with how much you can carry]].}}
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** ''Among Thieves'' played this rather oddly at times. Sometimes it was inverted (arbitrarily losing your gun after a chapter transition, despite having no reason for your character to do so), sometimes it was accidental (skipping ahead to another checkpoint after death even if you hadn't quite reached it) and sometimes it was unnecessarily played straight ({{spoiler|like in the part where you have to fend off the first Yeti/Guardian and your gun has unlimited ammo for no apparent reason}}).
 
=== Adventure Games ===
 
== Adventure Games ==
* [[Ghost in The Sheet]] has two arcade sequences; you can use a command to skip them if they're too difficult for you (the rat one you should probably be able to get on your own; good luck with the fireflies though).
 
=== Bullet Hell Games ===
 
== Bullet Hell Games ==
* The Scarlet and Netherworld teams in [[Touhou]]'s ''Imperishable Night'' have special abilities that help prevent wasted bombs: Scarlet drops an extra bomb item if you die while still holding one or more, and Netherworld gives you an extra bomb if you finish the stage with fewer than the starting three. Normally, bombs held at death are just lost.
** ''Undefined Fantastic Object'' and ''Ten Desires'' from the same series do something similar for all characters: if you die with more than the starting two bombs, you keep the extras (including pieces).
 
=== Edutainment Games ===
 
== Edutainment Games ==
* In the edutainment ''[[Super Solvers]]'' game ''Treasure Cove!'', you use bubbles to attack things and move around the level. To obtain bubbles, you have to shine your flashlight at the bubble station a few times to pay for them, and bubbles could in turn be used to capture starfish, who reward correct answers to questions with more flashlight energy. Since you could, if you tried very hard, waste all of your bubbles and light, the game would place electric eels on the next screen you swam to to give you a free energy boost, rather than leave you to swim around a now-[[Unwinnable]] game.
** This also applies to all Super Solver games. ''Treasure Mountain!'' and ''Treasure Math Storm!'' have the same thing, if you swap flashlight for coins, and electric eels with coins laying on the ground.
 
=== Fighting Games & Beat 'Em Ups ===
* In ''[[Battle Fantasia]]'''s story mode, continuing after defeat will start you with a full level on your MP bar. This continues up to level 3, after which you are given infinite MP.
* The campaign mode of ''[[Dissidia Final Fantasy]]'' is set up almost like a board game: You move your character's piece around the various boards, expending 1 Destiny Point per move, interacting with [[Mook|Mooks]]s, bosses, treasures, and the like. Destiny Points are depleted, though some boards give you opportunities to recover some, and are linked to bonuses for clearing the board and for Story Points, the overall score at the end of the board. Story Points are awarded based on the percentage of the character's remaining HP (90% health is worth 90 points), number of engagements (10 points per) and number of remaining Destiny Points (again, 10 per) and penalized based on number of retries (minus ten per) and a Destiny Point total in the negative numbers (again, minus ten per). The final boards of the game's final story mode have neither Destiny Points nor Story Points, meaning that the player can challenge the [[Final Boss|Final]] [[SNK Boss]] as many times as they need to in order to finally win without great penalty. Nice of them.
* The ''[[The King of Fighters]]'' series, starting with ''KOF 98'' allowed you to continue with a slight advantage upon losing (such as reducing the enemy's health to 1/3 its normal length or starting you off with a full Super Meter).
** Though against the [[SNK Boss|final boss]], it doesn't really help much.
** In the remakes of '98 and 2002, failing any combination of the challenge games 100 times unlocks everything in the game automatically.
* The otherwise insanely-powerful-even-for-an- [[SNK Boss]] of ''[[Arcana Heart]] 3'' score attack, Parace, starts with less life each time you continue. After losing to her a dozen times or so, she'll start with about a quarter of full health and can be taken out with a single blaze - if you can hit her.
* ''[[Skullgirls]]'' has a feature that allows someone being stuck in an infinite combo loop to break it with a single button press.
 
=== First -Person Shooters ===
* If the player loses enough times in a ''[[Brothers in Arms]]'' game, the player is given the option to replay last checkpoint with full health, instead of whatever health the player left off with. In the ''Road To Hill 30'' game, it even tells you "War isn't fair, but a game should be."
* During the boss fight against the Giant Venus Maneater in [[Bulletstorm]], you never run out of PMC ammo. If you happen to run out, you instantly spawn another full clip.
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* ''[[Metroid Prime]] 2: Echoes'' has the Light, Dark, and Annihilator beams that require ammo to use. Some enemies are only vulnerable to certain beam weapons, and some doors only open with those weapons, too. Even if you run out of ammo, you can still fire the beams by charging them up, but they shoot normal shots instead.
** Also, if you happen to run out of ammo while fighting the third form of Emperor Ing, he'll gracefully summon a bunch of cannon fodder mooks that drop health and ammo when killed.
* ''[[Portal (series)|Portal]]'' makes use of AFF throughout both games such as guiding you towards open portals that you'd otherwise just miss, plus you can move yourself out of an infinite fall between a ceiling and floor portal in a way that would not be possible in real life. The main character is equipped with leg springs that protect her from fall damage, you can't slice yourself in half by placing a new portal when you're half way through one, etc.
** [[Portal 2|The second game]] alsouses hasa onevariation specificof instanceAFF nearin theplot-crucial endpoints of the game whereto keep the tension from being interrupted by blunders. For instance, you need to keep one end of a portal open on an excursion funnel and fire the other portal at a critical moment to avoid a trap. Normally if you accidentally fire the portal that the funnel is projecting through the funnel would be cut off entirely and you'd fall to your death. For this one particular instance, if you accidentally fire that portal, the other one will silently take its place, keeping the funnel open and avoiding a plummet to your doom because you forgot what colour portal you opened earlier. Such instances also happen in The Part Where He Kills You, and even {{spoiler|the final portal in the game}}.
* ''[[Team Fortress 2]]'''s Mann vs. Machines mode allows robots killed by a Sniper's primary weapon (that automatically collects credits upon killing and can deal massive area damage with upgrades) to still drop zero-value stacks of cash (with red particles instead of green) so a Scout still has something to grab and can maintain his stacking health bonus from collecting credits rather than be left with nothing and die miserably.
*** It does this twice, actually. The second time is with the most awesome portal ever. You know the one.
**** It does it in The Part Where He Kills You too.
 
=== Hack and Slashers ===
 
== Hack and Slashers ==
* The ''[[Devil May Cry]]'' series invokes this in later games. In the third game, dying a few times on normal mode unlocks easy mode; in the fourth, dying to a boss three times in a row automatically gives it a handicap in future fights.
** Which can actually feel pretty insulting to some players, especially since the fourth game doesn't tell you it's handicapping the boss until after you beat it and doesn't allow you to refuse. This can ironically frustrate some gamers even more.
* Any time you die in ''[[Drakengard]]'' 2, you're allowed to keep whatever experience points and gold you acquired before dying -- thedying—the [[Game Over]] screen outright tells you "Select 'Yes' to retain your experience points."
* The ''[[God of War (series)|God of War]]'' games will traditionally offer you a chance to drop down in difficulty if you're consistently dying in the same area again and again...which falls apart when the difficulty levels only change ''combat'' difficulty, and you're far more likely to die repeatedly on the ''platforming'' sections. If you continue from the same checkpoint enough times in a row with low health, it also begins respawning you with slightly more health each time.
* In ''[[Diablo]] II,'' when you die, you respawn in the nearest town with no equipped items or gold. To get your items back, you need to go back to where you were killed and recover your own corpse. This is often unfeasible, especially on higher difficulties, because the enemies that killed you are still hanging around your corpse and now you have no weapons to defeat them or armor to survive them. Thankfully, you can restart your game and your corpse will appear in town with all the items intact and only the gold gone.
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** In the third game, some bosses spawn weak monsters whose sole purpose seems to be to drop health orbs when killed. This is so the game is not by definition over should you [[What an Idiot!|run out of potions]] during the fight. The respawn rule is even more lenient: you just go back to the previous checkpoint. Inferno difficulty seems to be tuned with endless respawns in mind.
 
=== Maze Games ===
 
== Maze Games ==
* In ''[[Bomberman]] 64'', before the big boss fights, Sirius provides you with Remote Control bombs to make the fight easier.
** That's until you {{spoiler|get all 100 Gold Cards from the first five worlds, and Sirius reveals himself as the real villain}}. From that point on, in the earlier big boss fights you'll have to bomb open a little container to grab the Remote Bombs.
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* In the often maddeningly difficult Atari Lynx/computer game ''[[Chip's Challenge]]'', it's actually stated in the Windows version's Help file (not sure if it's stated anywhere else) that Melinda, the one giving Chip the titular challenge, likes persistence and will let him go to the next level if he fails enough times. Given that many of the game's levels require just the right combination of speed, skill, intelligence, and plain dumb luck, it's nice to have something to keep you from pulling out that last clump of hair.
 
=== [[Massively Multiplayer Online Role Playing Game|MMORPGs]] ===
 
== [[MMORPGs]] ==
* In ''[[City of Heroes]]'', the XP Debt that you accrue from dying is temporarily suspended during zone invasion events when an area of the gameworld is overrun by hordes of aliens, zombies, etc. Also deaths that occur inside the Rikti Warzone only give half as much debt as in any other zone.
** The addition of the [[Secret Identity|Patrol]] feature, where you gain a double XP bonus based on how long you are logged out, helps even more. Now when you <s> die</s> are defeated, some of that bonus is taken away. Although, if the bonus runs out it's business as usual.
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* In ''[[Grand Chase]]'', even if you lose all of your lives and don't continue, you still get to keep your GP, EXP, and quest items (and complete quests).
* An extension of the Me and My Nemesis Quest in ''[[Kingdom of Loathing]]'' has a fiendishly difficult volcano puzzle that requires a lot of patience and careful mapping to work out. Fortunately, there's an option to skip it for a loss of 10 adventures if you don't want to go through all that trouble, though you miss out on two of the quest rewards if you do that.
* Especially in the newer quests, ''[[RunescapeRuneScape]]'' has a tendency to have quest givers give you small items that you need to complete the quest. This is especially nice when you've trekked out ten minutes to the dungeon and only then realized that you forgot to grab a hammer or a chisel. Also, if they ask you to go to a location some distance away, they'll frequently offer to teleport you there, saving some teleport runes or the need to walk that whole distance.
* ''[[World of Warcraft]]'' has several of these:
** In the ''Burning Crusade'' expansion, Blizzard introduced a "dynamic respawns" system which scales respawn rates to the rate that mobs/items are killed or collected. This backfired somewhat as it often caused mobs to instantly respawn on top of players, especially in the first weeks of the expansion, preventing them from resting or looting and making crowded areas an exercise in [[Attack! Attack! Retreat! Retreat!]]. Still, it beats the old days when crowding made certain quests a matter of racing other players for infrequent spawns.
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** In patch 3.3.3, quest items in your bags/bank are highlighted with an orange-yellow border so you can find them among dozens of other items, some of which have the exact same icon.
** In the ''Cataclysm'' expansion, most new dungeons were given a ''teleporter'' that allowed you to skip to various points in the dungeon if you wipe and have to run back in, and this feature was also present in some raid dungeons. For example, in Grim Batol, once you defeat the second boss, the drakes near the entrance will fly you to the end of his hall, and after defeating the third boss, the drakes will take you to where you fought him.
** Many bosses in various dungeons have a mechanic to reset them. Normally, hostile [[NPC|NPCs]]s in dungeons will pursue fleeing players until the players are dead or have left the dungeon. If a group gets wiped out to the last man by a tough boss, regrouping can be a slow, annoying process. Fortunately, some bosses will not pursue fleeing players to the ends of the earth. Instead, they'll despawn when pulled out of their throne room and reappear in their starting point a few minutes later, so any surviving players may have a few minutes to resurrect their fallen teammates in peace, saving a lot of time and aggravation. Note that some bosses don't do this, and some bosses trap players in with them when the encounter starts, meaning that there's ''no'' middle ground between victory or death, so this may be a [[Good Bad Bug]].
** The total lack of any anti-frustration features is why the archaeology secondary profession is so loathed. No ability to focus on digsites you want. You only get 4 digsites a continent and what site you get after clearing one is determined purely by RNG, no relation to how many rares or commons you have completed of a race even if you have all of them it won't stop them from appearing just as frequently. The digsites you get on a continent are selected from a handful of preexisting sites so on a continent that is "balanced" toward a particular race this can be aggravating. There are only 4 continents and each continent has at least one race exclusive to them (Outland has Draenei and Orcs, Northrend has Vykrul and Nerubian digsites which exist off Northrend but are exceedingly rare, Kalimdor has Nightelves which again are exceedingly rare outside this continent and Tol'vir and Eastern Kingdoms has Dwarves) so you don't have an option to leave if you want a particular race. Also Troll digsites are common enough in Kalimdor, Eastern Kingdoms and Northrend that they just get in the way.
* [[Star Wars: The Old Republic]] implemented a whole list of these in patch 1.2, including being able to access vehicles in certain areas, being able to jump right past orbital stations when returning to your ship, and in general cutting down on the [[Fake Longevity]].
 
=== Platformers ===
 
== Platformers ==
* In the first three ''[[Crash Bandicoot]]'' games, if you failed at a level a certain number of times, the game would give you a free Aku Aku mask (an extra hit point).
** Continued failures also sometimes turned some of the '?' crates into checkpoints, or made new, steel checkpoint crates (so as to not mess with the 100%-boxes rewards).
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** Averted HARD in ''[[Metroid: Other M]]''. There are no [[Random Drops]] at all and the only way to restore health and ammo outside of the Concentration mechanic is to find a [[Save Point]].
* Realizing that "[[Nintendo Hard]] [[Platformer]]" is a frustrating enough formula, the developers of ''[[Mirror's Edge|Mirrors Edge]]'' added completely unnecessary and impractical (for the enemy) visible-to-naked-eye laser sights to all enemy-wielded sniper rifles, giving the player at least a vague idea where they should run without being one-hit-killed by an enemy they could neither reach, nor even see.
* In ''[[New Super Mario Bros. Wii]]'', failing a level at least eight times activates the "Super Guide"; selecting it will let you watch a CPU Luigi play through the level. The player can resume control at any time, or let Luigi finish the level and then choose to either try it themselves or advance to the next stage. A similar feature was included in ''[[Super Mario Galaxy 2]]'' and ''[[Donkey Kong Country Returns]]''. It does come at the cost of [[One Hundred Percent Completion]], as even causing the block to appear (after losing eight times) the stars you get on your save file won't twinkle.
** It happens again in [[Super Mario 3D Land]] with the gold Super Leaf, only this time, it's if you lose five times.
* Mega Man starts with three items and Rush Search in [[Rock Man 4 Minus Infinity]]. In addition, dying three times on {{spoiler|1=the final EscapeSequence}} causes {{spoiler|1=the spikes to turn green and only do one damage, in addition to giving you more time}}.
* Fail a mission in the first ''[[Sly Cooper]]'' game enough, and you'll start it with a 'lucky horseshoe', moving you from a [[One HP-Hit-Point Wonder]] to a Two HP-Hit-Point Wonder. Later games used a [[Life Meter]], making it unneeded, although at times if you died in a mission with a 'Do Something X Times' theme, it would let you keep the ones you did already. Sometimes.
* ''[[Sonic Heroes]]'': During some boss fights, the players can gain level 3 with one orb container.
* In the Game Gear/Sega Master System version of ''[[Sonic the Hedgehog]]'', the labyrinth boss battle takes place completely underwater, but you cannot drown on the stage. Instead there are no air bubbles and the drowning timer has been turned off.
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** Various little side-quests when you get too frustrated with the main game, like beating past levels in record time, collecting bandages to unlock new playable characters, or playing through retro-styled "warp zones".
** When you finally do beat a level, the game then shows you a replay of all your past lives doing the level simultaneously, which is good for showing you where the hardest parts of the level were. It's also kinda hilarious to see a cloud of Meat Boys get shredded to half their number by a giant saw.
* In ''[[KirbysKirby's Return to Dream Land]]'', if you die during the second phase of the [[Final Boss]], you'll completely skip the first phase upon re-entering the boss room.
** This gets inverted while in the sub-stages marked by the star-shaped portals. Throughout this game (and the series in general) a door is usually a checkpoint, but not the ones that separate the obstacle course and mini-boss areas. If you lose to the mini-boss, you get kicked out of the sub-stage entirely.
* In ''[[Epic Mickey]]'', Mickey's reserves of Paint or Thinner will slowly refill to one-third of their maximum if they ever fall below the amount.
* The ''[[Something]] [[Game Mod]] series'' bring up the save prompt after every level completion. This makes the game easier in the saving aspect in comparison to the original ''[[Super Mario World (video game)|Super Mario World]]'', which only brings up the save prompt after completing a Ghost House, Castle or Fortress level.
* ''[[Rockman 6: Unique Harassment]]''
** Pressing select & up/down lets Mega Man access the Jet and Power Megaman Rush armors.
** The Tank Charger powerup gives Mega Man two E-Tanks at the beginning of a level if he is about to run out of E-Tanks.
** The Extra Body powerup gives Mega Man two lives if he dies and is sent to a checkpoint.
** The Triple Barrier triples Mega Man's invincibility frames.
** Version 1.1 gives Mega Man infinite lives until Wily 1 and a health refill when bosses reach their second phase.
** During the final battle against Dr. Wily in version 1.1, Mega Man receives a Yashichi to recover his weapon energy and health in between certain phases.
 
=== Puzzle Games ===
* There have been countless versions of ''[[Breakout]]'', a game in which you attempt to destroy a brick wall by bouncing a ball off your side-scrolling paddle against said wall, taking out a brick with each hit. One version will let a player try to get the ''very last'' brick on each level, but will eventually destroy the thing automatically and move on to the next level.
** One variant of ''Breakout'' is called ''Baku Baku Block''. There are many different versions of it, but the basic idea is, instead of having blocks, it has a picture, which you "destroy" to reveal a different picture behind it. (Naturally, this lends itself to [[H-Games]].) Almost all versions automatically detect when a part of the scene is unchanged and consider those parts to be pre-destroyed, to prevent it from being impossible to see where certain blocks are.
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* In the ''[[Tetris the Grand Master]]'' series, the first piece of each game will never be an S, Z, or O, because an S or Z on the first piece forces an overhang, as well as an O followed by an S or Z. The games also heavily bias the randomizer against dealing a piece that has occurred in the last four pieces, so droughts of a single piece (such as the ever-crucial I) are rare. The second and third games also initialize the history to ZSZS, so that an S or Z in the first three pieces is also exceedingly rare.
 
=== Racing Games ===
 
== Racing Games ==
* The rewind feature in ''[[Forza Motorsport]] 3'' takes this trope and runs with it. Are you getting to the end of a long endurance race, only to take a turn wide and crash into a wall? No problem! Just hit the back button, rewind, and take the turn again instead of restarting from scratch.
** ''Full Auto'' [[Older Than They Think|was the first to use this feature]] This was even before ''GRiD''.
* In ''[[Gran Turismo]] 3'', if you fail a License Test requirement enough times in a row (I don't know how many, but it was an ungodly number) they'll give you an unlisted prize called "Kiddie Prize" lower than Bronze that would let you technically pass that portion of the test, albeit with a horrendous score.
 
=== Rail Shooters ===
 
== Rail Shooters ==
* In ''[[Star Fox (series)|Star Fox]] 64'', the boss of the planet Zoness can only be beaten with Nova Bombs. Ran out of bombs on your flight through the level? No problem-the missiles the boss shoots at you each produce a bomb when shot.
* The fourth ''[[Time Crisis]]'' game moves away from hard science fiction by including bioengineered monstrosities as opponents. The termite-like things rush at you in a line and are almost impossible to beat without using a machine gun, and the literal [[Goddamn Bats]] appear in swarms and can only be handled with a shotgun. Fortunately, your NPC ally will give you his extra ammo if you run out during those fights.
 
=== Real Time Strategy ===
 
* ''[[StarCraft II]]'' has a few cases of this kicking in. Forgot to evacuate your SCVs on Redstone during a lava surge? Raynor lets 5 new ones airdrop to get things running again. On a more general note, the defeat menu lets you easily restart a mission on a lower difficulty, and the game saves progress automatically quite often.
== Tabletop RPG ==
* In any such game, especially games like [[Dungeons and Dragons]], resurrection. At lower levels, if your character dies, he's dead and you probably aren't all that attached so you roll up a new character. Once you've worked up to mid levels, you probably don't want your character to stay dead but fortunately by this point you usually have some means to get your character raised.
* Also, the presence of a [[Game Master]] is meant to be a built in [[Anti Frustration Feature]] as they can rule differently on anything that unduly kills the fun, if they're doing their job correctly.
 
 
== Real Time Strategy ==
* ''[[Starcraft II]]'' has a few cases of this kicking in. Forgot to evacuate your SCVs on Redstone during a lava surge? Raynor lets 5 new ones airdrop to get things running again. On a more general note, the defeat menu lets you easily restart a mission on a lower difficulty, and the game saves progress automatically quite often.
* In ''[[RHDE]]'', the generator that pseudorandomly selects wall pieces in the build phase is tuned to make the game more practical. A piece seen recently is less likely to be seen in the next few pieces, smaller pieces appear more often than they would in a uniform mix, and the larger and twistier pieces with 5 blocks aren't generated at all in the first building round.
 
=== Rhythm Games ===
* In the single American version of ''[[Beatmania IIDX]]'', if you are playing on <s>Hard</s> [[Woolseyism|Challenge]] mode and your [[Life Meter]] falls below 30%, the penalty for BADs and POORs will decrease.
** This has been used since 9th Style in the Japanese releases, and applies to Hard, Expert Courses, and [[Kyu and Dan Ranks|Dan'inintei Mode]]. Of course, Konami seems to have used this as an excuse to make the Dan'inintei courses use harder songs.
* In the ''[[DJMAX]]'' series, beginning with ''DJMAX Portable Black Square'', if you hit the wrong key for a note, you will still get the full percentage for it, but only get 80% of the points. The inclusion of this has proven very controversial among fans, because now you can full-combo or get 100% on a song without even hitting the right buttons at all.
* A new feature added in the sequel to ''[[Osu Tatakae Ouendan|Osu! Tatakae! Ouendan]]'' was the ability to continue a song once after failing, rather than having to start over from the beginning. However, this can only be done on the easiest difficulty, and not on the [[Final Boss|final song]].
* Newer releases of ''[[Pop'n N Musicmusic]]'' and ''[[Pump It Up]]'' will always give you a second stage even if you fail your first one.<ref>unless, in ''Pop'n'', you're playing in Cho-Challenge mode</ref>. This allows you to utilize the first stage to practice more difficult songs or songs that you are not confident that you will clear.
** This is also true for ''Drummania'', ''Guitar Freaks'' (as of V6, at least, but probably earlier) and IIDX (at least as of Sirius, and again, probably earlier).
** In ''[[DJMAX]] Technika'', you can run out of [[Life Meter]] on the first stage of Pop Mixing and still get a second stage. On the second stage, running out of life won't end the game immediately, but you won't get a third stage. On stage 3, running out of life is an automatic [[Game Over]]. The same, however, cannot be said of ''Technika 2''.
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** ''[[DJ Hero]]'', unlike the other "Hero" games, never featured a meter showing the general quality of your performance, making failing a song impossible.
 
=== Roguelikes ===
 
== Roguelikes ==
* Despite its [[Everything Trying to Kill You|punishing difficulty]], ''[[Dungeon Crawl]]'' will stop you from executing a staggering amount of foolish actions. The game will stop you from doing certain things that would otherwise outright kill you (walking into deep water, auto-moving while starving), and will ask for confirmation on potentially risky actions (moving adjacent to deep water while confused, stepping into dangerous traps while badly injured). You're still likely to die for a thousand other reasons, but at least the game is rooting for you.
 
=== [[Role Playing Game]]s ===
 
== [[RPGs]] ==
* ''[[Custom Robo]]'' for lets you give your opponent an HP handicap if you lost to them repeatedly. If that's not enough, losing even more lets you give them even higher handicaps, up to taking away 75% of their health from the get-go.
** In the GCN game this overlaps with [[Easy Mode Mockery]] in the epilogue, as it lowers your score ''twice'' (you get penalties for losing and having to retry ''and'' for using a handicap, and beating the high score in each area unlocks some stuff).
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*** Moses offers similar help in a forest maze but getting the help loses you a title for Senel.
** Also present in ''[[Tales of the Abyss]]'', where at one point you must sneak through a forest without being spotted by enemy guards. Failing this five times, the game gives you the option of simply attacking said guards.
*** 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 [[Hundred-Percent100% Completion]] this way (at least unless you do it right [[New Game+|the next time]]).
** In ''[[Tales of Symphonia]]'' too, you have to do an ice puzzle across a geyser. If you mess up, the character with the highest affection will save Lloyd, and then Kratos will do the puzzle for you.
* In the ''[[Baten Kaitos]]'' games, dying to a boss will allow you to modify your decks and start the boss fight over from the beginning, as opposed to kicking you to the title screen like normal deaths do. You'll be thankful for it; bosses in these games are ''hard'' and tend to have long-winded [[Exposition Break|Exposition Breaks]]s before the fight.
* In ''[[Pokémon Colosseum]]'', if you fail to snag a Shadow Pokemon from an enemy trainer, you had to refight that trainer - in the case of bosses, with noticably improved teams. In the sequel, ''Pokemon XD: Gale of Darkness'', a failure to snag resulted in said Shadow Pokemon being stolen by Miror B, a preferrable fight because a) his team was considerably weak throughout the entire game, save for what is essentially a [[Bonus Boss]] fight for [[One Hundred Percent Completion]], and b) his battle music was one of the best tracks in the series.
* In ''[[Chrono Cross]]'', you can run away from literally any fight in the game. If you're losing to a boss, you can escape, and while some of them will just [[You Will Not Evade Me|draw you back into the fight]], it'll at least reset your elements and give you a chance to heal.
* The various ''[[Shin Megami Tensei]]'' games have as a central mechanic the fact that you can fuse [[Mons|demons]] together to get new, more powerful demons. Only recently, in ''[[Devil Survivor]]'', did they add a feature to let you look up fusion combinations for certain demons instead of [[Guide Dang It|working it out with a fusion chart and a guide]]. It also finally allows you to choose inherited skills instead of leaving it up to the whims of the [[Random Number God]].
* In ''[[Mass Effect 3]]'', there are several weapons and upgrades that you can pick up during missions, as well as items required to complete minor [[Fetch Quest|Fetch Quests]]s. If you miss the opportunities to get these items, then they become available to purchase on the Citadel, so they are not [[Lost Forever]] or [[Unwinnable By Mistake]] (with the exception of a few secret weapons).
* In ''[[The Elder Scrolls]] Skyrim'' you have a limited inventory--itinventory—it is loosely based on the amount of stuff your character could feasibly carry, divided into units--sounits—so your character starts with a capacity of 300 units, and gold ingots "weigh" one unit, a heavy armor helmet weighs maybe five units, so on and so forth. Every item in the game you can put into your inventory has a weight--includingweight—including bees, flowers, and ''butterfly wings'' (thus making Skyrim a place where steel ingots and five butterflies weigh the same). There are only three exceptions to the weight rule: Lockpicks, of which you'll burn five or more per high-level lock, easy. Arrows are also weightless, so being a bad shot isn't so painful. And lastly, the game's currency is also weightless. Thank Divines.
** Quest items also weigh nothing despite having a weight value (particularly helpful as quest items cannot be dropped), although this can actually lead to problems. If you pick up a common item that's also used in a current quest you can't drop any of them until the quest item is removed by the game (for example, returning the item to it's owner).
* When you're infiltrating the Shinra Headquarters in ''[[Final Fantasy VII]]'', you have to try and sneak past several patrols of armed soldiers. If they see you, you're forced into a fight. However, if you botch it four times, you'll have ended up killing all the guards and you can just continue on.
* ''[[Bravely Default]]'' not only allows you to speed up all battles to four times their normal speed, there is an ability which lets you automatically kill (gaining full rewards from) enemies 20 or more levels less than you. This is extremely useful in the later part of the game to level up jobs.
* ''[[Monster Girl Quest Paradox]]'':
** All sidequests are listed on a noticeboard in your base, so you don't [[Guide Dang It|need a walkthrough]] to know of their existence.
** As in the previous game, losing to any enemy gives you the option of seeing an Evaluation, in which you receive advice on how to defeat that enemy.
** You can change difficulty at any time by talking to Reaper. Since you're automatically taken to her whenever you die, this lets you immediately lower the difficulty if it proves too much for you.
** When shopping for equipment, there's a menu that shows you how equipping a particular piece of equipment would affect the stats of your party members, helping you make decisions on what to buy.
** The potential number of recruitable characters in the game is enormous (over 150 in Part 1 alone). To avoid a case of [[Can't Catch Up]], characters in the reserve party receive [[Leaked Experience]], so any that fall behind can be leveled up quickly and safely.
** Prior to most bosses, there's a magic circle or other means of restoring the party's HP and MP to full.
 
=== Shoot 'Em Ups ===
* The Flash Game ''[[Bubble Tanks]]'' had [[Level Drain]] as a mechanic- when you killed enemies, you collected their bubbles as experience points. However, if you took any form of damage, you would ''lose'' experience points depending on how strong the attack was. Thankfully, if you get hit one too many times in an area, the next unexplored area will usually contain harmless [[Pinata Enemy|Pinata Enemies]] who cannot attack and tend to drop a lot of experience bubbles.
 
=== Simulation Games ===
 
== Simulation Games ==
* In the original ''[[The Sims]]'', advancing up one's career ladder requires your Sim to have a certain number of friends. For example, reaching the level ten job in the politics career track, Mayor of Sim City, requires a whopping seventeen friends. This is made even more difficult by the fact that relationships degrade by a few points every day regardless of what you do, and once the relationship score falls below a certain threshold, the friendship ends and must be restored. It's very difficult for a working Sim to have enough time to form and maintain so many friendships. However, the friends requirement is actually ''household'' friends, not personal friends, meaning that the friends of all the people in the working sim's household count toward his friend total. A classic strategy is to have one Sim work and a second to do all the socializing.
* During one mission in the first ''[[Trauma Center (series)|Trauma Center]]'' that requires you to work on ''five'' Kyriaki patients, if you've got at least three of them done and run out of time, the backup team takes over and you move on. However, you still need to finish working on the current patient with the time limit at 0. If the patient dies, you don't get this relief, and [[Have a Nice Death|the Medical Board will be notified]].
* In ''[[Crimson Skies]]'', if you fail a mission repeatedly, you get the option to skip it.
 
=== Sports Games ===
* ''[[Punch-Out!!]]'' for Wii features an interesting rule - if Little Mac loses 100 matches he is allowed to fight with protective headgear. {{spoiler|Unfortunately, this rule applies to all boxers - and after KO'ing the 1-99 Glass Joe for your first fight, guess who your first opponent will be when you're defending your title?}}
 
=== SportsSurvival GamesHorror ===
* ''[[Punch Out]]'' for Wii features an interesting rule - if Little Mac loses 100 matches he is allowed to fight with protective headgear. {{spoiler|Unfortunately, this rule applies to all boxers - and after KO'ing the 1-99 Glass Joe for your first fight, guess who your first opponent will be when you're defending your title?}}
 
 
== Survival Horror ==
* In the first ''[[Silent Hill]]'' game, if you run out of bullets at most times, you're in trouble, but if you run out of bullets in the last boss fight (or simply enter with none in the first place) the boss keels over dead straight away.
** Ditto for [[Silent Hill]] 2. Upon entering the boss without any ammo, the game then becomes a timed battle, with the boss dropping dead upon the timer running out.
 
=== Third-Person Shooters ===
 
== Third Person Shooters ==
* In ''[[Gears of War]] 2'', there are parts where you have to use your lancer's chainsaw bayonet to cut through obstacles blocking your path. No worries if you drop your lancer to pick up another gun, though, as there is always a lancer on the ground somewhere near the obstacle.
** Also found in the first ''[[Gears of War]]'' game, where any time you absolutely need a [[Kill Sat|Hammer of Dawn]] to progress, one will be found somewhere nearby. This is made even more obvious by the fact that ''two'' will be found ''side by side''. This is even more required to avoid headaches than the obstacles in the sequel. The Lancer actually has some motivation for you to keep it, but the Hammer of Dawn is a worthless piece of trash when you're out a boss fight that needed it, since the satellites always seemed to be out of alignment shortly after completion (or you had to go indoors).
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** Also, he may be the only body the player doesn't have to worry about hiding.
* In ''[[Warhammer 40,000: Space Marine|Warhammer 40000 Space Marine]]'', when your game autosaves it doesn't save your health. If you die with a sliver of health left after the autosave, you revive with full health.
* Whenever a situation arises in [[Sniper Elite V 2|Sniper Elite V2]] that requires a lot of bullets to solve, you will always have nearby a box with a full refill for your sniper rifle, just in case you've managed to run out to get to that point.
 
=== Visual Novels ===
* In ''[[Nine Hours, Nine Persons, Nine Doors]]'', completing any one ending will unlock a "Skip" function that lets you zip through all dialogue that you've seen, only stopping when you've reached new dialogue.
** In the DS release, if you wanted to see a different ending, you needed to play through the game from the start. The Nonary Games remaster ported the ability to jump to any decision point (from ''[[Virtue's Last Reward]]'') to make this more convenient.
* One room in ''[[Zero Time Dilemma]]'' requires the player to roll 1's on three six-sided dice to keep Team C from being gunned down. That's a 1-in-216 chance normally. After a few retries, though, the game will silently rig the die roll to give you the desired outcome so that you can proceed the story.
 
=== Wide Open Sandboxes ===
* ''[[LAL.A. Noire]]'' has an option to let you skip an action sequence if you fail it three times in a row, along with letting your partner drive to a destination you set to avoid bad driver penalties, or as a form of fast travel.
* In ''[[The Simpsons Hit and& Run]]'' and ''[[The Simpsons Road Rage]]'', if you fail a mission five times, it lets you skip it. However, ''Hit and Run'' doesn't allow it for the final missions, though. [[That One Level|Preventing many from finishing the game]]. Unfortunately, doing so also skips ''the cutscenes'' you see after completing the mission, resulting in some confusion (for instance skipping the last mission of the first stage will make you have no clue why everyone stopped suspecting Mr. Burns or the black vans).
* In The "Destiny's Child" mission in [[Saints Row 2]] You have to use flash bangs to separate the title boss from his human shield {{spoiler|Shaundi}}. Don't have enough? Well DC was kind enough to leave some lying around.
 
 
== Non-[[Video Game]] examples ==
* In the book ''[[Heir Apparent]]'', there's a 'cheat' in the [[Show Within a Show|game]] that makes the game easier to play, and the characters act out of character to help the main character if the main character {{spoiler|starts to cry}}.
 
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