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Contrast [[Sequel Difficulty Spike]], [[Surprise Difficulty]].
=== [[Video Games]] Examples: ===▼
{{examples}}
== [[Action Adventure]] ==▼
* The [[The Legend of Zelda (Video Game)|first]] [[Zelda II the Adventure of Link (Video Game)|two]] ''Zelda'' games are considered the hardest of the series ([[Nintendo Hard|par course for games of that era]]), so all the games after that are this. In particular, ''[[The Legend of Zelda the Wind Waker (Video Game)|The Legend of Zelda the Wind Waker]]'' and ''[[The Legend of Zelda: Twilight Princess (Video Game)|The Legend of Zelda Twilight Princess]]'' are notably much easier than either of the two N64 games preceding them. [[Nintendo]] made a point of reversing this trend with ''[[The Legend of Zelda Spirit Tracks (Video Game)|The Legend of Zelda Spirit Tracks]]'' and ''[[The Legend of Zelda: Skyward Sword (Video Game)|The Legend of Zelda Skyward Sword]]'', with the latter's higher difficulty being largely due to a greater emphasis on combat.▼
▲=== [[Action Adventure]] ===
▲* The [[The Legend of Zelda (
* ''[[Uncharted]] 2'' not only adds the new "Very Easy" difficulty level for beginners, but all of the other difficulty levels are toned down from the previous release. Except [[Harder Than Hard|Crushing]], which is ''harder'' than Crushing on the original.
* ''[[Castlevania II:
=== [[Action Game]] ===
* The ''[[Devil May Cry]]'' series seems to have zig-zagged. The first was [[Nintendo Hard]], the second dialed back the difficulty to the point of many considering it [[It's Easy, So It Sucks]], the third was a bit more difficult than the first, and the fourth was much easier.
=== [[Adventure Game]] ===
* ''[[Discworld]] 2'' was made much easier than the first game, although this was mostly due to the fact that the puzzles went from being totally obscure non-sequiturs to proper [[Moon Logic Puzzle
* ''[[King's Quest VII]]'' and ''[[Space Quest]] 6'' changed the engine, and had eliminated the [[Unwinnable]] scenarios that tended to really annoy beginning adventure game players. The difficulty and tone didn't change much for [[Space Quest]]. Roger was still none-too-bright "semi-hero" players knew and loved. The ''[[King's Quest]]'' entry was markedly different from previous entries, going [[Lighter and Softer]] along with the
=== [[Beat'Em Up]] ===
* ''[[Streets of Rage]] 2'' (except for the new [[Harder Than Hard|Mania mode]]), although the game was far from easy. Played straight in the original version of the 3rd game but [[Sequel Difficulty Spike|completely inverted]] in the Western version... unless you use the [[Game Breaker]] character, Shiva.
=== [[Dating Sim]] ===
* ''[[Tokimeki Memorial|Tokimeki Memorial 2]]'' was made easier than its predecessor, most notably by dramatically lowering the bombing rate. This was done in order to focus in a character storyline-specific challenge instead of a mostly stat-based challenge.
=== [[Fighting Game]] ===
* ''[[
* In the first ''[[Power Stone]]'' arcade mode was pretty difficult, especially after beating the first boss. However, in the sequel arcade mode can easily be finished in no time at all even by new players after getting to know how to play better.
=== [[First-Person Shooter]] ===
* ''[[Far Cry]]'', ''[[Crysis (
* ''[[Descent]] II'' is a definite step down from the brutal difficulty of the first game. Even with the more advanced robot A.I. and nastier bosses, the game is noticeably easier thanks to the addition of accessories like the afterburners, energy converter and ammo rack. The difficulty went back up with the third game.
* ''[[Halo]] 2'' is an interesting case in that the normal difficulty is noticeably easier than in the original game (faster regeneration, not having to worry about health, enemies die noticeably more quickly and don't dodge as much, much easier to score instant-kill headshots, a wider selection of better weaponry, ''vastly'' improved friendly A.I.), while the heroic and [[Harder Than Hard|legendary]] difficulty are ''[[Sequel Difficulty Spike|much harder]]'' than their equivalents in the original game, due to factors such as much weaker shields, [[Demonic Spiders|Jackal Snipers]], level design that makes it much easier to get surrounded and plasma-raped, etc.
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** ''Modern Warfare 3'', in contrast, is ''insane'' on Veteran difficulty, as you have drastically less health than in the second game, combined with psychic enemies that are given superhuman reflexes and perfect aim.
* ''[[Red Faction]] 2'' is noticeably easier than the first ''Red Faction'', due to the addition of inventory medikits and regenerating health, as well as the lack of enemies with one-hit-kill attacks like the Mercs with railguns in the first game. ''Red Faction Guerilla'' [[Sequel Difficulty Spike|goes the other direction]], often being downright [[Nintendo Hard]] due to frequent escort or timed missions as well as often having to fight huge hordes of enemies at the same time using a character who's actually not particularly durable.
* ''[[First Encounter Assault Recon|F.E.A.R.]] 2: Project Origin'' is noticeably easier than the original ''F.E.A.R.''; enemies can survive noticeably less damage, health and armor pickups now restore stats by 100% rather than by small amounts, and enemy aim has been [[Nerf
** And FEAR 3 was even easier than the Project Origin. The developers decided to drop armor and health kits; just a conventional regenerating health scheme now and the enemies because even dumber, weaker, and inaccurate. The enemy AI is now rather unaggressive, preferring to hang back and let you regenerate. Even the boss fights against the phase commanders are not that difficult.
* The original 1999 ''[[Aliens vs. Predator]]'' for the PC was pure [[Nightmare Fuel]], especially in the Marine campaign, as Aliens were crazy-fast and would constantly respawn, so that you could never actually clear an area of hostiles and had to keep progressing to stay alive. The sequels, which rely almost entirely on scripted enemy spawns, are still scary and atmospheric, but not as insanely tense as the original.
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* The first three ''[[Rainbow Six]]'' games (excluding the console version of ''3'') had multiple teams of agents, complicated pre-mission planning, easy [[One-Hit Kill|one hit kills]] by enemies, and [[Final Death|perma-death]]. Starting with ''Lockdown'', the series became a more forgiving fast-paced single squad-based shooter.
=== [[Light Gun Game]] ===
* The original ''[[Time Crisis]]'' was by far the hardest in the series, because its timer immediately ended the game when it expired, [[Unstable Equilibrium|time extensions were dependent on the player's skill]], and [[Time Keeps
=== [[Platform Game]] ===
* [[Blinx the Time Sweeper]] 2: Masters of Time and Space to the original game.
* ''[[
* Some of the levels in ''[[
* ''[[Super Mario 3D Land]]'' could be this to ''[[Super Mario Galaxy 2]]'', but still on the same level as ''[[Super Mario Galaxy]]''. And then you have the eight bonus worlds.
* To balance out the previous game's [[Sequel Difficulty Spike]], ''[[Jak 3
** In the official strategy guide for ''[[Jak 3
* ''[[Rayman]]'': The sequels were much simpler due to them no longer requiring players to make a [[Leap of Faith]] to find the Macguffins needed to progress in the game. Not to mention that certain Macguffins required you to be in certain spots for them to even appear.
* ''[[Mega Man (
* The original ''[[Crash Bandicoot]]'' trilogy; the first game was undeniably the hardest to get all the gems in. Warped is arguably the easiest game, but adds a challenging time trial mode to give vets something to chew on.
* The first [[Spyro the Dragon]] game is quite difficult, especially if you are going for [[One Hundred Percent Completion]]. While the other two games aren't exactly a walk in the park to achieve [[One Hundred Percent Completion]], they were far easier than the first one.
* That happens in ''[[Adventure Island]]'' series on the NES.
* Of the original four games, ''[[Sonic the Hedgehog]] [[Sonic the Hedgehog (
** In ''[[
** Exception to that being the Marble Garden Zone boss.
* ''[[Metroid]] II'' adds a saving feature, some gameplay tweaks (such as shooting kneeled) and has a less open-ended world; ''Super Metroid'' returns to the original game's formula, but with II's improvements and a map (and a few improvements of its own, such as [[Denial of Diagonal Attack|finally]] adding a diagonal attack). For the ''[[Metroid Prime]]'' series, after the [[Sequel Difficulty Spike]] that was ''Echoes'', came the much easier ''Corruption'', whose difficulty was probably lowered because of the new control system for the Wii (which was adapted to the other games when ''Trilogy'' packed them together).
* ''Banjo-Tooie'' to ''[[Banjo-Kazooie]]''. For starters, the first game started you out with pretty much nothing and then had to gradually find and learn the new moves in order to advance. Notes had to be collected one at a time and you had to collect damn near a thousand of them to be able to make it to the end. Aiming the eggs was impossible, late-game enemies took multiple hard hits to kill, and your egg and feather stocks had to be replenished one at a time in a manner similar to enemies (you have to leave the level first before they come back). And there were extra lives and if you ran out of them, game over. The quiz at the end could seriously kick your ass in no time flat if you didn't pay attention and learn all the secrets. Also, with regards to the note collecting, your total number of notes you had on hand to use in the Lair was the sum of your Best Note Scores for each level. If you were to collect 50 notes on a level and then leave or die, all of the notes would respawn and you would have a Best Note Score of 50 for that level. In order to raise it higher and have more notes to use in the Lair you would need to collect at least 51 notes. Each level had 100 notes to its name, some of them in spots that made for an easy plummet into a bottomless pit of death. The second game and the Xbox Live Arcade re-release of the first had notes stay collected for good. Presumably many players viewed the Best Note Score as a [[Scrappy Mechanic]].
* ''[[Jumper (
* ''[[Frogger]] 2: Swampy's Revenge'', a sequel to the 1997 ''Frogger'', was much, much, much easier than its predecessor. The first game is popular for being so [[Nintendo Hard]], while the sequel is often called a prequel due to its major drop in difficulty.
* ''[[Exit Path]] 2'' is a bit easier than the first due to a smoother control scheme, an ability to double jump, and bounce pads having a fixed height.
=== [[Puzzle Game]] ===
* ''[[Puzzle Quest]] 2'' was far easier than any of its predecessors in the series. Outside of the occasional [[Boss in Mook Clothing]] (*coughvampirescough*), enemies were rarely a challenge - especially if you're playing as a Barbarian (who has access to the strongest weapons in the game and power boosting spells).
=== [[Racing Game]] ===
* ''[[Wangan Midnight Maximum Tune]] 2'''s story mode is a bitch to complete without losing at all (an accomplishment known as "unshaded status" after the stage clear marks that are hollow if you haven't lost and filled if you have). ''[[Maximum Tune]] 3'' and ''3 DX'', on the other hand? As long as you don't crash in the last 2-3 kilometers any given stage, unshaded status is very possible.
* ''[[Super Mario Kart]]'' is probably still the hardest game in the series,even if ''[[Mario Kart 64]]'' and ''Mario Kart Wii'' give it a run for it's money. Otherwise the series has gotten easier and easier over the years in comparison.
* ''[[
=== [[Rhythm Game]] ===
* ''[[We Cheer]] 2'' has an easier difficulty for the songs, and even includes testing for the lag calibration.
* ''[[Guitar Hero]]: World Tour'' added a "Beginner" difficulty level in addition to the usual Easy, Medium, Hard and Expert levels.
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** ''Rock Band 3'' automatically turns on no failure mode when playing on easy, and allows it on all difficulties without penalty; [[Scoring Points]] is still as much of a challenge as always.
=== [[Role
* ''[[
* The difficulty levels of ''[[Dragon Age II]]'' were adjusted so that they were equivalent to the level below the level of the same name in ''[[Dragon Age]]: Origins''
** Also somewhat averts it since Mages no longer become essentially invincible, like in the first game, which significantly increases the difficulty for [[Genre Savvy]] players in comparison.
* ''[[Shadow Hearts]] Covenant'', then played inverted for ''From The New World''.
* While the ''Legends'' remake for ''[[Skies of Arcadia]]'' is unchanged gameplay-wise, some tweaks were significant enough to make it much easier: far lower encounter rates (the most common complaint for the original Dreamcast game), several sidequests that allow for more experience points (and extra items if you do the Moonfish Sidequest), a "Wanted List" and more Discoveries for monetary rewards (the latter allowing you to recruit a particular member for your ship's crew earlier in the game), and a shiny new [[Infinity+1 Sword]] for the main character.
* ''[[Guild Wars]] Nightfall'', although one can argue that rather than a difficulty drop, it was actually making it ''fair''. One of the criticisms of Factions was that a lot of people started period or paying attention to [[Player Versus Environment]] on it because it was quite literally ''way'' easier to start and get a character leveled up in Factions than it was in Prophecies. (Factions missions give thousands of experience; Prophecies gives ''hundreds''.) Unfortunately, Factions' [[Player Versus Environment|PvE]] mode was designed with thinking everyone had already played Prophecies first, even if you did not need to have Prophecies to play Factions, and threw you ''right'' on into the hard missions. ''Nightfall'' actually lets you ease more into the missions as its difficulty spikes come in ''far'' later than in Factions.
* ''[[Golden Sun
* ''[[Return to Krondor]]'' is much easier than it's predecessor, ''[[Betrayal
* ''[[Tales of Symphonia
* ''[[
=== [[Shoot'Em Up]] ===▼
▲== [[Shoot'Em Up]] ==
* ''[[Touhou|Double Spoiler]]'' compared to ''Shoot The Bullet''. Mainly by greatly lowering the number of scenes cleared needed to unlock a level, but most of the more bullshit pattern types (photograph ''exactly'' the right part of the pattern, survive before the boss appears, etc.) are absent as well. Unfortunately for players, the hardest spellcard in ''Shoot the Bullet'' (if not the entire series) carried over to ''Double Spoiler'' - though the bullet size DID get reduced, and it's only 3 photos needed. And fitting for the character that uses it too...
* ''[[Do Don Pachi]] Dai-Fukkatsu''. Its bullet count would [[Sequel Difficulty Spike|put it above]] ''dai ou jou'', however, if you're playing on Bomb or Strong Style, you get a very [[Game Breaker|game-breaking]] feature not found in prior games: Auto-[[Smart Bomb|bomb]]. Getting hit with a bomb remaining causes you to fire a bomb instead of dying, and with each successive life your bomb capacity (which starts at 3) increases by 1, all the way up to 6 after 3 lives lost. This essentially means you start with 15 lives, and gain 1 more when you get a bomb item (at least 1 on each stage from stage 2 to 5) 7 more with each [[
** Even on Power Style, it's still possible to get very far, because the gauge for your Hyper Counter, a [[Super Mode]] that lets you cancel bullets, charges up very quickly. It is very possible to fully charge up another gauge while you are still in Hyper Counter mode.
* ''[[Thunder Force]] III'', the successor to the somewhat challenging ''[[Thunder Force]] II'' (or [[Nintendo Hard]] if you're going by the original X68000 version).
* ''[[Gradius]] Gaiden'' came some time after the absolutely [[Nintendo Hard]] (if you're going by the arcade version) ''Gradius III'', and is much easier. Somewhat justified in that it's a console and handheld game, not an arcade one, so it would make sense to develop a game that players wouldn't [[Rage Quit]] over as easily. It's also an aversion of
* ''Battle Bakraid'', the [[Spiritual Successor]] to ''[[Armed Police Batrider]]'' and 2nd-degree successor to ''[[Battle Garegga]]'', can be completed on one credit without regard to [[Dynamic Difficulty|rank]]; contrast ''Garegga'' where not managing rank properly makes Stage 6 near-[[Unwinnable]].
* ''[[Touhou]]'' has been bouncing back and forth between this trope and [[Sequel Difficulty Spike|its opposite]]. ''Mountain of Faith'' was rather easier than its predecessors, then ''Subterranean Animism'' was possibly the hardest ''Touhou'' ever made. ''Undefined Fantastic Object'' was easier, but then ''Fairy Wars'' shot straight back up... time will only tell where ''Ten Desires'' will fall.
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* ''[[Radiant Silvergun]]'' is vicious. Long stages with at least a dozen bosses throughout the game, [[Malevolent Architecture]] up the ass, and a chaining system that not only requires leaving roughly 2/3 of enemies intact, but is ''essential'' to powering up weapons and making later stages managable. ''[[Ikaruga]]'' dials down the complexity, allowing the player to absorb bullets without using a weapon, and not requiring playing for chain to have enough firepower for the later stages.
=== [[Simulation Game]] ===
* ''[[Trauma Center|Trauma Team]]'' is easier compared to previous installments. However, trying to get the XS rank is a lot harder.
* Papyrus' ''NASCAR Racing 2002 Season'' was perceived as [[It's Easy, So It Sucks|Slower So It Sucks]] after cars in the predecessor, ''NASCAR Racing 4'' had noticeably higher speeds than in [[Reality Is Unrealistic|reality]].
=== [[Stealth Based Game]] ===
* It is nigh-impossible to die in ''[[
** ''[[Assassin's Creed: Brotherhood
* Another Ubisoft example: [[Splinter Cell|Splinter Cell: Conviction]] is much easier than its far more complex predeccesors.
* ''[[Metal Gear Solid 2: Sons of Liberty]]'' added the silenced tranquilizer pistol, which could make staying undetected a lot easier. It also added "Very Easy" difficulty, in which this pistol gave [[Instant Sedation]]. [[Sequel Difficulty Spike|On the other hand]], it also added [[Harder Than Hard|"Extreme" and later "European Extreme"]] difficulty settings.
* The original ''[[Hitman]]: Codename 47'' had ''no save states'' OR ''checkpoints''. If you screwed up just once you were likely to end up being riddled with bullets and sent back to the beginning of the mission; some of the more elaborate missions could be
=== [[Survival Horror]] ===
* ''[[Silent Hill]]'' games have gone up and down over the years. ''[[Silent Hill 2]]'' was considerably less intense and dangerous than ''[[Silent Hill 1]]'', yet ''[[Silent Hill 3]]'' ramped up the challenge to the point where there were [[Serial Escalation|''ten'' difficulty modes above Hard]]. The next three games had a single, set difficulty which was rather high overall, and then ''[[Silent Hill: Shattered Memories]]'' came along and is without a doubt the easiest game in the series.
* ''[[House of the Dead]]: Overkill'' fits this trope, especially with unlimited continues.
* ''[[STALKER]]: Call of Pripyat'' did away with many [[Fake Difficulty]] gameplay elements introduced in ''STALKER: Clear Sky'', including magical homing enemy frag grenades, and a hit detection system where only some of the shots you managed to land on an enemy would actually count even if you were 100% accurate. In ''Call of Pripyat'' it's also much easier to avoid pissing off certain factions (most noticeably the Bandits), and thus go through the game with them being neutral, resulting in much fewer firefights while free-roaming.
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* Compared to the [[Resident Evil 1|original]], ''[[Resident Evil 2]]'' swamps the player with ammunition and healing items and has much easier monsters (no "fast" zombies, overall low-damaging Lickers instead of [[Demonic Spiders|Hunters]], and so on). Furthermore, certain [[Good Bad Bugs|coding errors]] make it so that certain areas with enemies are clear after a scripted event. An average player can complete a blind run without dying once. Further games, however, [[Sequel Difficulty Spike|are another story entirely]].
** Part 2 also fixed two bugs in the original that made it harder: Pushing away one zombie will knock down the others close to it (as opposed to each one getting a turn at your neck until you either got a lucky break or got dead), and monsters making a [[Deadly Lunge]]-type attack could be shot out of it (whereas in the original, a Hunter leaping at you was garanteed to score a hit unless you dodged it).
** ''[[Resident Evil 3: Nemesis]]'' let you make your own ammo, ''4'' had [[Dynamic Difficulty]], and in ''5'' dying via anything other than a [[One-Hit Kill]] is difficult thanks to the partner system. ''Code Veronica'' is still pretty hard as balls, though.
=== [[Third-Person Shooter]] ===
* ''[[Gears of War]] 2'' adds a new difficulty, normal. It is roughly equivalent to the casual difficulty setting of the first one, which was the lowest. This makes ''Gears of War 2'''s casual difficulty equivalent to an easy mode. The developers have claimed that they hadn't intended for ''[[Gears of War]]'' to be as hard as it was on the lowest difficulty. [[The Dragon]] of ''[[Gears of War]] 2'' is also considerably easier than the [[Angrish]] inducing General RAAM from the the first. ''Gears of War 2'' is also easier due to being much more balanced / developed than the first game; friendly A.I. squadmates are ''vastly'' more intelligent and helpful, the Locust assault rifle has been changed to a semi-auto sniping weapon which gives you a viable long-range combat solution which was sorely lacking in the first game, and enemy Locust drones and Boomers take slightly less bullets to kill than in the first game in addition to hitting you less frequently.
** Gears of War 3 is much easier than the second game, to the point that many sections can be beaten by simply hanging back and letting the AI squadmates kill all of the enemies. This is on the second highest difficulty setting. Hell, on normal, you can win >80% of the fights by bayonet charging and using melee attacks. Even using the cover system becomes close to optional most of the time. Enemies are even less damaging, less accurate, and less durable.
** In the original game, AI squadmates wouldn't revive down-but-not-out characters, and DBNO characters couldn't move. This meant that in order to revive a fallen teammate, another player would have to run into the (presumably dangerous) area his friend had been downed in, before he bled out. It also meant that if all the human players in a game dropped, the missions was failed and had to be restarted from the last checkpoint, which was especially frustrating when playing solo. In ''Gears of War 2'' and ''3'', downed players can slowly crawl and AI squaddies are able to revive them. The "down=dead" rule returned in the highest difficulty of ''Gears of War 3,'' but Arcade mode swaps out mission failure for a 25 second respawn counter as long as at least 1 human player stays alive.
* ''[[Max Payne 2]]'', while still a challenging game, is no longer as [[Nintendo Hard]] as the first game. Max can now survive a reasonable amount of damage (compared to the first game where a handful of 9mm bullets or a single shotgun blast would spell instant game over), bullet-time now regenerates slowly over time (so you no longer can get stuck because you ran out), shootdodges no longer cost bullet-time at all to perform, and late-game enemies are no longer inexplicably [[Made of Iron]].
=== [[Visual Novel]] ===
* The 'Phoenix arc' of the ''[[Ace Attorney]]'' games got progressively harder. However, ''Ace Attorney: Apollo Justice'' and ''Ace Attorney Investigations'' were [[It's Easy, So It Sucks|criticized for being too easy]].
** In [[Ace Attorney Investigations]], unlike in the first [[Ace Attorney]], after pressing all a witness' statements and reflecting before going back to the first one, Edgeworth tends to provide players with a hint as to which part of the testimony contains the contradiction. Additionally, all penalties take off 10% of the truth bar, with the exception of one rebuttal sequence later on, in which even ''pressing the wrong testimony'' incurs a 20% penalty.
=== [[Wide Open Sandbox]] ===
* ''[[
* All the main game starts in the ''[[X (
* Compared to the original ''[[Prototype (
=== Non-[[Video Games]] Examples: ===▼
== Non-[[
* ''[[Dungeons
* Up through the ''Ravnica'' block, ''[[Magic:
=== Reality TV ===
* ''[[The Amazing Race]]'' American edition:
** Season 8 featured watered-down Roadblocks that could be completed by a child, and was just one big loop around North America, with a small detour in Central America, instead of a trip around the world. This was because it was the Family Edition, and they had children as young as eight, which limited the international travel.
** Season 11 was really easy, despite being an all-star season. Fans complained that it was too easy, and even non-experienced teams could have handled most of the challenges with no problem.
** Season 15 was significantly easier than previous few races, despite recycling the infamous hay bale challenge from one of the hardest seasons ever.
* Certain seasons of ''[[Survivor]]'' had a difficulty drop in regards to the survival aspect:
** ''Cook Islands'', wherein the contestants started off with a bunch of supplies, and one tribe was given a ''firemaking kit'' for winning the first immunity challenge.
** While not intended, this happened to the Moto tribe in ''Fiji'', even when compared to ''Cook Islands''. An experiment made a "have" tribe and a "have not" tribe. Unfortunately, it basically worked the "have not" tribe, Ravu, into a [[Can't Catch Up]] situation. The Motos would lounge around in their camp with all the food from reward challenges, the shelter that was built by 19 people, with a hammock, and a freaking ''couch''. As it was mentioned by one Moto member, "This isn't Survival - it's thrival,"
** ''Nicaragua'' didn't feature any heavily physical challenges that often result in people getting hurt, like in previous seasons. [[Justified Trope|Justified]], in that the gimmick of the season was "Young vs. old", and dueling challenges would have been a disaster. Not to mention, the producers had offered more food reward challenges and gave them the choice to give more rice due to the shelter burning down.
=== Real Life ===
* Cars tend to become progressively easier to drive as they go through more designs and generations, and cars have gotten progressively easier overall to drive every decade. Compare driving a Ford Model T which has a huge array of weird driving instruments, to a modern car which can park itself, changes its gears automatically, warns you when you're drifting out of your lane, et cetera. [[Cool Car|The Porsche 911]] was infamous for fishtailing when it came out, but is now far more controllable than the first generation.
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[[Category:Video Game Difficulty Tropes]]
[[Category:Sequel]]
[[Category:
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