Jump to content

Non-Indicative Difficulty: Difference between revisions

m
update links
m (Mass update links)
m (update links)
Line 67:
* Driving games that offer automatic and manual transmission are often more cumbersome to play in automatic, as the auto-shift tends to shift at the wrong speeds and techniques that involve shifter manipulation (such as ''[[Daytona USA]]'''s shifter sliding) become impossible.
** Similarly the faster cars that appear later in racing games are often easier to drive, despite needing quicker reflexes, because they have more downforce and bigger tyres and don't slide around as much as the slower cars. In ''Race Driver [[GRID]]'' and the ''[[Need for Speed]]'' games the classic American muscle cars are far more 'tail-happy' than the supercars. This is partly [[Truth in Television]]; [[Formula One]] cars are often described by the pros and being relatively easy to drive compared to touring cars, because they are so advanced. It's the ''level of competition'' that makes F1 difficult.
* In ''[[Tales of Symphonia: Dawn of the New World]]'', and other [[Tales (series)]] games, on Hard mode, opponents have more HP. However, in ''Dawn'' (and some other games in the series) you gain bonus experience for long [[Combo|Combos]]. Opponents with more HP can be comboed longer for more bonus XP - this is especially critical at the very low levels, where foes are weak enough to die before you can finish your combo properly. Also, the [[Evolving Attack]] system found in all Tales games means that enemies that last longer can have more artes used on them, accessing new artes quicker. In ''Dawn'', you may gain significantly less XP on Normal than on Hard, even if you are overlevelled - even after quests for which the party is grossly overlevelled on Hard, it's possible to gain something like 12 xp from an enemy and 600 bonus xp from the fight, because the enemies still last long enough to break a 20+ hit combo out on them.
** The consequences are even more glaring in the [[New Game+]] - since you spend Grade in order to buy upgrades (like x5 XP gain, keep all learnt artes, etc.) for your new playthrough, and harder difficulties earn you more Grade (plus better chances to earn Grade-boosting achievements like breaking a 50 hit combo in a fight or ending a fight with a large combo), starting from Hard difficulty at the start of your first playthrough would enable the player to achieve in two playthroughs (getting the best hidden weapons, beating the Bonus Dungeon on Mania difficulty, etc.) what you would need three playthroughs to achieve if you start on Normal difficulty.
* ''[[Lord of the Rings: The Third Age]]'' has an issue similar to ''[[Tales of Symphonia: Dawn of the New World]]''. If you play on Hard you'll have maybe three genuinely difficult fights, but the rest are trivialized by the fact that enemies' longer HP bars means you use twice as many skills to kill them, and thus get twice as many SP to earn abilities sooner.
* In ''[[Borderlands]]''' DLC, ''Mad Moxxi's Underdome Riot'', after Round 1 Moxxi will randomly choose an effect (or effects) with which to make the next wave harder. One example of this is by making the enemies have double shield strength. Which doesn't come into play if you're only fighting Skags (with no shields) or have Mordecai's Trespass skill maxed (which ignores shields). Granted, it's not making things easier, but it's not making them harder either.
* The PC version of ''[[Devil May Cry]] 4'' had the Legendary Dark Knight difficulty which took overall difficulty down a notch and made all enemies die a lot faster but greatly increased enemy numbers. Apart from being generally easier, your area effecting attacks would hit most of the clustered demons, resulting in them dying fast and you getting a crapload of [[Rank Inflation|style points]] for every attack.
Cookies help us deliver our services. By using our services, you agree to our use of cookies.