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Sequel Difficulty Drop: Difference between revisions

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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 -Playing Game]] ==
* ''[[Kingdom Hearts II]]'' compared to the first ''[[Kingdom Hearts (video game)|Kingdom Hearts]]'' and ''[[Kingdom Hearts: Chain of Memories]]'', except for [[That One Boss|a couple of the bosses.]]
* 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''
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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]] ==
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== [[Tabletop Games]] ==
* ''[[Dungeons and& Dragons]]'' 4e is generally more forgiving than any of its previous incarnations. The design paradigm shifted from simulation-ism into game-ism: you can't have a character that's entirely unplayable, unless you deliberately aim for that.
* Up through the ''Ravnica'' block, ''[[Magic: The Gathering]]'' deliberately included terrible, unplayable cards to tighten the card pool in Limited (games where a small, randomized pool of cards is used to built decks on the spot, instead of bringing pre-made decks to the event) and give good drafters a leg up. For the next block, ''Time Spiral'', they decided to include dramatically fewer universally-unplayable cards. It was decided that this worked better over all, and got a lot less complaints than when deliberately useless cards were garbaging up booster pack space.
 
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[[Category:Video Game Difficulty Tropes]]
[[Category:Sequel]]
[[Category:Sequel Difficulty Drop{{PAGENAME}}]]
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