Breather Level: Difference between revisions

Content deleted Content added
m update links
update links
 
(2 intermediate revisions by 2 users not shown)
Line 31:
* The second game in the ''[[Shenmue]]'' series has a breather DISC. After storming the enemy hideout and facing a boss with incredible HP and who is completely immune to throws (possibly your bread and butter move for eliminating tough enemies at this point), the game finishes on a disc that is primarily a happy walk through the countryside with a cute girl.
* In ''[[Advance Wars]] 2'', the penultimate campaign level Hot Pursuit is typically regarded as a breather level between Great Sea Battle (where [[The Dragon]] is confronted) and Final Front (the final showdown with the [[Big Bad]]). Other, similar levels exist throughout the series. In this case, it is revealed that the level is intentionally easier {{spoiler|as bait for the Big Bad's trap}}. In hard campaign however, Hot Pursuit is generally considered the hardest level in the game (along with Show Stopper, Sinking Feeling and Great Sea Battle).
** ''Days of Ruin'' has Crash Landing, a straight forward battle that is opened and closed by the [[Unusual Euphemism|Unusual Euphemisms]]s and antics (such as being the only one to care about the [[Magic Countdown|altimeter]]) of an unamed IDS agent.
*** In Dark Conflict, the battle is still easy, but without the dialog.
** ''[[Battalion Wars]]'' has Black Gold, which has pitiful defenses because the enemy units that are scattered all over the place, which [http://www.youtube.com/watch?v=Ntm6SlgGuoE&fmt=18 this] takes advantage of.
Line 58:
** In ''[[Castlevania: Portrait of Ruin]]'' certain rooms in the "Nest of Evil" [[Bonus Dungeon]] (usually placed before of after some of the most difficult fights, like a single Iron Golem before [[That One Boss]], Abaddon) are obviously intended as breather for the player.
** On the other hand, such things do not exist in the "Small Cavern" [[Bonus Dungeon]] (or [[Brutal Bonus Level]]) of ''[[Castlevania: Order of Ecclesia]]''.
** ''[[Castlevania: Symphony of the Night]]'' has the inverted castle, which is a copy paste of the main one. The thing is, you are completely left to your own devices, and can do it in any order, which often means you find yourself struggling in some hard areas before getting to some of the easier areas later on. This is further exacerbated by how fast you level up in the inverted castle, so it often depends what level you are when you reach an area as to whether it's a [['''Breather Level]]''' or not.
* In the original ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'', Level 7 in the first quest, and (even more so) Level 8 in the second quest. Despite being so late in the game, these dungeons are mostly filled with Goriyas, an enemy who first appears in Level 1, as well as a rematch against the bosses from Levels 1 & 2. The only real challenges these dungeons present are ''finding'' the entrances, and then finding your way through them. There's also no particular reason that the levels ''have'' to be played in order, so many smart gamers will get them out of the way earlier.
* As if retroactively bucking the trend of Zelda [[Down the Drain|water dungeons]], ''[[Zelda II: The Adventure of Link|Zelda II the Adventure of Link]]'' has a Water Temple filled with amazingly few high-level recolours, all of whom have more HP and some of whom have higher AI, even though you've been facing armies of the shield-fantastical blue [[Shield Bearing Mook|Iron Knuckles]] in the previous dungeons.
Line 64:
*** And once you've developed a sudden need to sleep with every light in the house on after the hell that is the Shadow Temple, there's the blessedly simple and uplifting Spirit Temple. Easy monsters (well, except for the Iron Knuckles, but with the [[BFS|Biggoron Sword]] they're not too bad), convienently placed fairy fountain, no block puzzles, pretty music, no [[Nightmare Fuel|CREEPY DEAD THINGS EVERYWHERE]], couple tricks with a mirror to take out the witches, and bam, you're done. It's even got a nifty little shortcut that you get pretty early in the temple! Too bad it's the last thing you do before you take on Ganondorf...
*** In ''[[The Legend of Zelda: Ocarina of Time|Ocarina of Time]]'' Master Quest, which makes most of the dungeons three times more difficult, you may be surprised when you blow right through the ''Water Temple''. It's probably even easier than it is in the standard game.
** Turtle Rock in ''[[A Link to The Past]]''; a fairly straightforward romp with few difficult enemies that is more an exercise in puzzle-solving than ardent combat (And is also one of the few dungeons in the game with a mid-level break and an opportunity to complete a [[Heart Container]] midway), topped off with a boss that's [[ColourColor-Coded for Your Convenience]] with regards to its initial weaknesses. The preceding dungeon? The aptly-named Misery Mire. The following dungeon? The last one.
*** Blind's Dungeon (Thieves' Town) qualifies as well, even if activating the boss is somewhat of a (Simple) puzzle. Before, you have Skull Woods with a complicated layout, [[Wall Master|Wallmasters]], [[Demonic Spiders|Pikits]], and [[That One Boss|Mothula]]. After, [[Frictionless Ice|The Ice Palace]] with one of the most difficult puzzles of the game, which ''itself'' is wrapped in even more enigmas.
* An older example is ''[[Pac-Man]]'' and its spinoffs. The amount of time where monsters stay blue and edible generally goes down after [[Cutscene|cutscenescutscene]]s, but there are specific levels where the amount is suddenly high again, making the game easier for that particular level.
* Most ''[[Mega Man (video game)|Mega Man]]'' games contain at least one part in the final castle where you can just stock up on health and weapon energy, often before [[Boss Rush|going after the 8 previous bosses]].
* The mission "Devil" in ''[[Trauma Center (series)|Trauma Center]]''; you only have to kill a few bugs to pass it. The previous mission introduces Paraskevi, one of the hardest strains of GUILT, and the next mission introduces Savato, ''the'' hardest strain of GUILT.
Line 78:
* Episode 12 of ''[[Elite Beat Agents]]'' (set to [[Chicago (band)|Chicago]]'s "You're the Inspiration") is as close to a breather level as they get in the game. It's much easier than the previous stages, but it's also {{spoiler|a HUGE [[Tear Jerker]].}}
* ''[[I Wanna Be the Guy]]'', of all games, has one: [[The Very Definitely Final Dungeon|The Castle of The Guy]] is, if not easy, at least fair (by IWTBTG standards). Then comes '''The Guy'''.
* ''[[Tetris the Grand Master]]'' has your drop speed decrease once you clear level 200, but from that point onwards, your speed will increase all the way to what ''Tetris'' fans call 20G--that20G—that is, blocks will fall 20 lines per 1/60th of a second--thatsecond—that is, they hit the bottom of the stack ''instantly''.
* ''[[Mother 3]]'': Following a decidingly irritating dungeon and boss in chapter 5, chapter 6 is just one long [[Crowning Moment of Heartwarming]] for which all you need to do is hold left. Then comes chapter 7, the longest in the game.
* ''[[Parasite Eve]]'' has one. In day 2, you spend most of the day in Central Park, which is a huge "dungeon" with save points pretty spread apart. In the start of day 3, you're in Soho where you get to stock up on guns, armor, ammo, tools for tune ups, stat boosting items, curing items, and recovery items (although some of the really good stuff [[Pixel Hunt|are practically invisible]]). You then go the museum to advance the plot. Why such a generous break? The NYPD precint is under attack by Eve's minions after you come back to from the museum. The monsters have beefed up considerably (and you'll be dealing with monsters that can either lower your defense or cut your HP in half per hit) compared to the monsters you fought in day 2 at Central Park, due to being in a small building.
* In the second Subspace Bomb Factory stage in ''[[Super Smash Bros.]]. Brawl'', you'll eventually find yourself in a small room that consists of nothing but three Heart Containers and a long drop of an exit. This says nothing about the fact that the area is sandwiched between an autoscrolling area filled with hazards and enemies, and a boss fight with a timer. Of course, when you first play through this level, the Heart Containers would be redundant, since the area will be immediately followed by a movie introducing the boss, and you will have to choose a new lineup of characters, and when that happens, your health completely refills anyway.
** In the second portion of The Swamp, after [[That One Boss|beating Giant Diddy Kong]] is somewhat of a breather. Even [[Crowning Music of Awesome|the music from Yoshi's Island]] that is played in that level seems to suggest it.
* ''[[Metal Gear Solid 2: Sons of Liberty]]'' has two "chapters", Tanker and Plant. They can be played separately, but when playing the game straight through the first few objectives of the Plant chapter function as a breather level--theylevel—they're essentially tutorials on controller functions which the player has already been using throughout the Tanker chapter.
** ''[[Metal Gear Solid 4: Guns of the Patriots]]'' has the Surface Tunnel. After fighting your way through hordes of cyborgs, hundreds of scout robots and a complicated boss, you get to use a {{spoiler|Metal Gear}} to destroy enemies which give you massive amounts of points, with a ''very'' lenient time limit and little chance of dying on most difficulty levels.
* It's a staple of the ''[[Disgaea]]'' series to include at least one level in each game consisting mostly or entirely of [[Everything's Better with Penguins|Prinnys]], who may or may not be arranged in a fashion that allows you to [[Made of Explodium|detonate every single one of them in a single throw]]. It's baseball in [[Disgaea: Hour of Darkness|the first game]], and bowling in [[Disgaea 2: Cursed Memories|the second]].
Line 89:
{{quote|'''Prof. Frankly''': No fearsome monsters or dangerous dungeons, either! It's just a tourist attraction!}}
** Of course, there's still a pitstop at a dungeon and the obligatory boss fight, but compared to [[That One Level|the last chapter]] it's less annoying. Just be careful of the [[Demonic Spiders|Spiked Parabuzzies]].
* The AI Director in ''[[Left 4 Dead]]'' was intended to do this in theory--ittheory—it would send nastier hordes at you if you were doing well and ease up (while giving extra items) if you were getting thrashed. In practice, it's hard to notice a difference, but there are almost always sufficient lulls between attacks by hordes and special zombies to get your bearings and heal up (except during finales and setpieces).
** The elevator ride in the 4th map of "No Mercy" is a mini breather level. As you ride up, no infected will come in to attack you, regardless of the hole in the elevator's ceiling. In VS mode however, this luxury is kind of taken away since actual people are controlling the special infected and could choose to jump through the hole and attack.
** In "Dead Center", the first campaign of the sequel, you are completely safe once you get through that gun shop door. No zombies of any sort will spawn until you touch that crescendo-triggering grocery store door.
Line 96:
** And in the sequel, both rank 3 and rank 10. Rank 3 consisting only of a motorcycle drive with no enemies and no obstacles, while rank 10 is hyped up as a battle royal of assassins but instead consists only of a single battle. {{spoiler|With Letz Shake, no less.}}
* None of ''[[Portal (series)|Portal]]'' is insanely difficult, but testchamber 16 features the first appearance of enemies that are actively trying to kill you. It's kind of nice to go back to combat-free gameplay in chamber 17.
** ''[[Portal 2]]'' plays this for laughs: near the end {{spoiler|Wheatley, having replaced [[G La DOSGLaDOS]]}} starts putting you through test chambers again. The first one literally requires you to push a button to win.
* The first ''[[Destroy All Humans!]]!'' game has a couple of missions focused solely on destroying as much as possible, which usually come after some of the more difficult missions which typically involve stealth and tricky maneuvering or are escort missions. Most notable is the level where you get the Quantum Deconstructor, the most powerful weapon in the game; the mission simply consists of leveling an entire town using it. It comes directly after ''Furon Down!'', which is one of the largest and most involved missions in the game, wherin you have to bust out of containment, regain all your weapons, sneak onto a secluded island, and collect a bunch of things to fix your saucer.
* ''[[Fallout]] 3'' has one quest that is incredibly simple. You just have to follow {{spoiler|Dad's}} orders, which mainly consist of "go here and press button". Just before this was {{spoiler|Vault 112}} which was simple but annoying to complete. And straight after this quest {{spoiler|the Enclave attack.}}
Line 134:
* Lampshaded in ''[[Hydorah]]''. The level description for the third level is "Upgrade your weapons."
* ''[[Super Robot Wars Original Generation]]'' has a [[Disc One Final Dungeon|climactic battle]] in which both Maier and Julia are fought for the final time and {{spoiler|Sanger}} is also fought, and like most such levels, the following cutscene has a major [[The Reveal|reveal]]. Then the following level is...a rush of enemies that most of your units can probably one-shot.
* In just about every ''[[Pokémon]]'' game, the seventh gym leader is a bit of a cake walk compared the main story [[Big Bad]], the eighth gym leader, and then the Elite 4. The only notable exception is [[Dual Boss|Tate and Liza]] in ''[[Pokémon Ruby and Sapphire|Emerald]]'', who are probably the single most difficult battle in the game on an unsuspecting player, especially if they played ''Ruby'' or ''Sapphire'' and [[Took a Level Inin Badass|thought they'd be an easy battle]].
** ''[[Pokémon Diamond and Pearl]]'' may also buck the trend; while Candice herself is a [[Breather Boss]], you have to go through her Gym to get to her, and needless to say it's [[That One Puzzle]]...
** Subverted in ''[[Pokémon Gold and Silver]]'', where the fifth, sixth and seventh gym leaders can be battled in any order.
*** However, in Gold and Silver (arguably not their remakes, though), the entirety of Kanto could be considered a [['''Breather Level]]'''. Most of the Gym Leaders aren't ''much'' higher-leveled than the Elite 4 (except for Blue), Janine is noticeably easier than the rest of the Gym Leaders even in the remakes, and much of the extra dungeons and buildings have been closed off, leaving Kanto fairly simple.
* In ''[[Donkey Kong Country Returns]]'', [[Nintendo Hard]] is the phrase of the day throughout most of the game, but the level where you first get [[Powerup Mount|Rambi]] is not only a cakewalk, it's an empowering one; Rambi [[Took a Level Inin Badass]] since his last calling, and is now more or less an unstoppable horn-tank of pain, including being able to ''destroy spikes by touching them''. Unfortunately, after having a breezy level with Rambi, it's back to the fiery pit of borderline [[Platform Hell]].
** World 5, [[Lost Woods|Forest]], is this after the horrendously brutal World 4.
* Crystal Caves in ''[[Donkey Kong 64]]'', at least compared to the surrounding levels. It's much smaller than, say, Fungi Forest or Creepy Castle and nowhere near as confusing. Most of the bananas are close together (There are ''two'' hubs for the kongs to snag their bananas from, as opposed to just one, if you're lucky) and/or easy to get to (Except the beetle race, of course), And most of the puzzles are just the kongs helping each other out. Even the boss is a slightly harder version of the first boss.
Line 145:
* The Mountain realm in ''[[Gauntlet (1985 video game)]]: Dark Legacy'', but there's a reason for it: Dark Legacy is more or less an [[Updated Rerelease|expanded re-release]] of ''Gauntlet Legends'', with more characters and extra worlds added on to the beginning and end of the game. The Mountain realm was the first world in ''Legends'' and got bumped up to world 2 to make way for the new Town realm, but little else about it was unchanged; hence why it has some of the shortest and breeziest levels, and the easiest boss, in the game.
* In the last level of ''[[Supreme Commander]]: Forged Alliance'', after getting a defence that can overcome the Tech 2 raids, you can basically build tons of experimental units from all 3 playable factions (plus the Serraphim themselves if you capture an engineer or factory) and buildings before finishing the first objective. Once you've got enough, you can wipe everything off the map each time it expands with them, most notably with the T3 aeon rapid-fire artillery and the experimental UED artillery (which can both bombard anything on the entire map).
* ''[[StarcraftStarCraft II]]'' has a few breather levels:
** The mission "The Devil's Playground" is a joke even on Brutal difficulty; you can collect the required 8000 minerals and simply build troops to defend your base from light Zerg offenses, or you can go and trump the enemy's buildings, only to find adversity within the last base, which contains a Brood Lord and an Infestor as well as standard defenses. In fact, at that point you can collect the minerals and keep your units near the last base so you can fend off the attacks easily.
** The mission "Breakout". You only control one unit, and do relatively little micro-ing, even on Brutal difficulty. Only sheer recklessness is the way to fail the mission, as with Tosh you can consume an infantry unit to regain energy and stand next to Medics constantly to heal yourself.
Line 153:
* In the Atari 2600 version of Frogger, the difficulty slightly zigzags (1, 2, 3, 4 increase in difficulty, 5 is a bit easier than 4 but harder than 3, and 6 is pretty tough), but following a tough Level 6 you get an easy Level 7 which is either the third or fourth easiest level in the game. By this time you're in rhythm enough that it's a breeze (the fast moving snake being the only obstacle still easy to avoid). Then comes Level 8 which makes Level 6 look like a warm-up level. Level 9 is slightly easier than Level 8, but 10 and up continue to increase in difficulty as the game wears on.
* ''[[Final Fantasy Tactics]]'' features a battle where you take on five chemists, and practically all they do is heal each other. This also makes it [[That One Level]] just due to the annoyance.
* The Inquisition in ''[[Catherine]]'' is without a doubt one of the shortest nightmare stages there is. There are only two levels, and the first is very simple compared to the rest of the game, using no special or challenging blocks that result in death. Afterwards comes [[Breather Boss|The Child]], who is quite simple compared to [["Wake -Up Call" Boss|Immoral Beast]] before him. After this is the [[That One Level|far more annoying]] [[Slippy-Slidey Ice World|Quadrangle]].
* The Flash horror platformer ''[[The Bright in The Screen]]'' has the "Red Freaks Museum" level and a level where [[Gameplay Automation|you lose control of the player character, and they easily finish the level on their own,]] leaving you free to read the screens.
* The arcade version of ''[[Gradius]] III'' is famous for being brutally [[Nintendo Hard]], but Stages 6 (Bio) and 8 (Plant) are considerably easier than the rest.
Line 160:
* The ''[[Twisted Metal]] 2'' battlefield difficulty curve: easy -> moderate -> very easy -> moderate -> very easy -> hard -> INSANE -> moderate.
* In ''[[Drakensang]]'' after some pretty hard times of stealth and hard fights in the castle ruins in the Blood Mountains and the siege of Grimtooth castle, Tallon feels pretty much like this. {{spoiler|Except fot the hidden Linnworm [[Bonus Boss]] and the [[Climax Boss|Dragon Jafgur]] near the end.}}
* ''[[Indiana Jones' Greatest Adventures]]'' has the maze at Pankot Palace in the "Temple of Doom" portion, with its slow pace, relative lack of tough enemies and abundance of easy-to-get power ups and extra lives. And considering it's followed by some of the hardest levels in the game, you'll need all the lives you can get.
* ''In [[Super Mario Galaxy]]'', this is the case with most of the beach themed levels. Beach Bowl Galaxy has no boss fights or tricky platforming and some ludicrously easy missions like passing the swim test, and Sea Slide Galaxy has mainly racing and item collecting missions with no real platforming or combat. Especially a breather considering the former comes before Ghostly Galaxy and [[That One Boss|Bouldergeist]] and the latter after the tricky Toy Time Galaxy. In [[Super Mario Galaxy 2]], you could probably count Starshine Beach as this as well, since minus an annoying green star it's again a rather sedate level with few tough enemies or jumps and a collectathon focus to it.
** In ''[[Super Mario 64]]'', possibly Snowman's Land due to it having an easy boss and much less of a focus on platforming than the others at that point in the game.
* ''[[Doom|DOOM II]]'' MAP19, "The Citadel" can be considered disappointingly easy since the level's difficulty contrasts its epic style (the level is a ''friggin' castle'', for pete's sake) and music ("Shawn's Got the Shotgun", the same BGM used in [[That One Level|MAP07]]). The enemies are generally limited to light sprinklings of lower-level [[Mook|Mooks]]s, and when hordes of them are thrown at you, it's always in areas where you have an environmental advantage. It does help the player absorb the overall atmosphere, though, and is a nice preparation for the downright [[Nintendo Hard]] MAP20.
* ''[[Mass Effect 3]]'' has the Geth Fighter Base, where Shepard is sent into the [[Cyberspace|Geth Consensus]] to destroy the Reaper code controlling a squad of geth. There's no real combat, and it mostly serves to give some insight into the events of the Morning War.
* ''[[Billy Hatcher and the Giant Egg]]'' has 'After The Blizzard', the third mission in [[Slippy-Slidey Ice World|Blizzard Castle]]. It's a fairly simple mission in a small area with few enemies, and consists of building a head for a snowman. It comes right after Blizzard Castle's boss, [[That One Boss|Moles]], who can be a right sod to beat.
Line 169:
 
{{reflist}}
[[Category:Home Page/YMMV]]
[[Category:Video Game Difficulty Tropes]]
[[Category:YMMV Trope]]
[[Category:Video Game Settings]]
[[Category:Breather Level{{PAGENAME}}]]