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Anti-Frustration Features: Difference between revisions

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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 (Web Animation)|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.
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== Action Adventure ==
* In ''[[Assassin's Creed: Brotherhood (Video Game)|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 and& Evil (Videovideo Gamegame)|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 (Video Game)|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: theThe Wind Waker (Video Game)|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]].}}
** Similarly, in ''[[The Legend of Zelda: Ocarina of Time (Video Game)|Ocarina of Time]]'', the boss in the Shadow Temple drops arrows and magic jars every time you shoot its hands, since you need the Bow and Arrows and the Lens of Truth during the fight.
*** This is true for most post-NES Zelda games; if you need a particular weapon (such as bombs or arrows) to beat a boss battle, you can count on them being available during the boss fight in case you run out.
**** Such as King Dogongo in ''Ocarina'' (Bomb flowers) or Odolwa (Arrows) - in fact, Odolwa has plants that drop arrows and hearts, and they regrow.
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**** Trinexx, the boss of Turtle Rock in ''[[A Link to The Past]]'', can initially only be hurt by attacking his fire-and-ice-spewing heads with their opposite elements. If you run out of magic power to use the Fire and Ice Rods, however, his elemental breath attacks will have a chance of leaving a small magic container behind.
**** Also in ''[[Twilight Princess]]''. While escorting Telma and Ilia to Kakariko you fight King Bulbin for the second time. You will need bomb-arrows and everytime you run out of them (or didn't have any to begin with) Telma will give you some.
** Likewise, in the Sega Genesis version of ''[[Aladdin (Disney film)|Aladdin]]'', the last two bosses can be killed only if you throw apples at them, and more apples appear every time you run out. In addition, if you fail the [[Scrappy Level|Rug Ride level]] enough times, the game will automatically skip you, giving you a "Nice try" message.
*** Similarly to the Rug Ride thing, losing all your lives to the inexplicable buzz-saws and acid pits (and the floor itself, if you fall off the trolley) in one of the early levels of [[Mickey Mania]] will not earn you a [[Game Over]], as the game will [[Hand Wave]] you to the next area with a message to the effect of "Mickey has broken all the trolleys so he walked instead". [[Fridge Logic|Why didn't he just walk to begin with?]] It had the apple thing too, but with marbles.
* Fail enough times at any of the Oni Island races in ''[[Okami (Video Game)Ōkami|Okami]]'' and the game will start going easier on you. This can include changing the timing of the obstacles, slowing your opponent, or putting platforms over spikes. There is a reduction in the reward for winning each time, but it does help those that are less proficient at this sort of thing.
* Another Zelda example, ''[[Spirit Tracks]]'' will have your train magically flip in the direction you want to go when exiting a station or a portal.
* ''[[Uncharted]]'' makes liberal use of checkpoints, especially in platforming sequences and gunfights. Typically if you do a "milestone" of sorts, the game will mark it as a checkpoint. Unfortunately, gunfights are likely to kill you more often than the platforming sequences.
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== Bullet Hell Games ==
* The Scarlet and Netherworld teams in [[Touhou (Video Game)|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).
 
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== 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 (Video Game)|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]], 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 (Video Game)|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 (Video Game)|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 (Video Game)|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 (Video Game)|Bulletstorm]], you never run out of PMC ammo. If you happen to run out, you instantly spawn another full clip.
* If you find an infinite ammo crate in ''[[Half-Life 2 (Video Game)|Half-Life 2]]'', [[Suspicious Videogame Generosity|expect to use it liberally]].
** Also in ''Half-Life 2'', [[The Very Definitely Final Dungeon]] upgrades your suit to allow it to heal much faster and more energy (as well as HP) from the wall-mounted recharge stations.
** In the one battle that doesn't have an infinite crate for the one type of ammo you need, infinitely-respawning allies will provide you with the ammo you need.
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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 (Video Gameseries)|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 (Video Game)|The second game]] also has one specific instance near the end of the game where 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.
*** 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.
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== Hack and Slashers ==
* The ''[[Devil May Cry (Video Game)|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 -- the [[Game Over]] screen outright tells you "Select 'Yes' to retain your experience points."
* The ''[[God of War (Video Gameseries)|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.
** This was a consequence of not having this option in the first ''[[Diablo]]'' in multiplayer mode. Imagine your prized gear on the floor surrounded by monsters right at the entrance of the level waiting to chomp down on you.
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== Maze Games ==
* In ''[[Bomberman (Video Game)|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.
* In the first three Bomberman Land games if you lose in a minigame too many times the employee will eventually ask you if you want to skip the minigame and get your price instead.
* In the often maddeningly difficult Atari Lynx/computer game ''[[Chips Challenge|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.
 
 
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** Many bosses in various dungeons have a mechanic to reset them. Normally, hostile [[NPC|NPCs]] 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 WarstheWars: 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]].
 
 
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* 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).
* If you run out of ammo in ''[[Earthworm Jim (Videovideo Gamegame)|Earthworm Jim]]'', the ammo will slowly refill, but only up to 100 shots, which translates to about a second or 2 of rapid fire, the only possible firing mode.
* In ''[[I Wanna Be the Guy (Video Game)|I Wanna Be the Guy]]'' and its [[IWBTG Fangames|spinoffs]], it is usually very easy to accidentally save in an [[Unwinnable]] situation. Unless you regularly backup your savefiles or use the savefile editor program a fan eventually created, you're out of luck. However, one fangame, [[Pickory]] automatically backs up your old saves and lets you undo a bad save just by pressing backspace.
** While not actually a game feature, the creator of the original ''[[I Wanna Be the Guy (Video Game)|I Wanna Be the Guy]]'' will fix any [[Unwinnable]] saves for you.
* ''[[Metroid]]'' games in general tend to bias [[Random Drops]] items in favor of items that you need: If you're low on health, you'll see more health pickups.
** 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 ''[[MirrorsMirror's Edge (Video Game)|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 (Video Game)|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 (Video Game)|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 Wonder]] to a Two HP 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 (Video Game)|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.
* ''[[Meat Boy (Video Game)|Super Meat Boy]]'', being the [[Nintendo Hard]] twitch-platformer it is, has several Anti-Frustration features that are actually part of the core of the game.
** One such feature is that respawn after death literally take less than a second and is automatic. No more "PRESS R TO TRY AGAIN", yay!
** The levels themselves are short, from 15 seconds to 90 seconds, so in the quite likely event you die, you don't have to go through too much again.
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== Rail Shooters ==
* In ''[[Star Fox (Video Gameseries)|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.
 
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== Real Time Strategy ==
* ''[[Starcraft II (Video Game)|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.
 
 
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** 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''.
* If you fail a minigame in ''[[Rhythm Heaven (Video Game)|Rhythm Heaven]]'' enough times, you can talk to the barista, who will let you skip that stage and go on to the next one.
* More recent [[Guitar Hero]] and [[Rock Band]] games have a "no fail" feature, so you can finish the song no matter how badly you screw it up.
** ''[[DJ Hero]]'', unlike the other "Hero" games, never featured a meter showing the general quality of your performance, making failing a song impossible.
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== [[RP Gs]] ==
* ''[[Custom Robo (Video Game)|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).
* The original ''[[Deus Ex (Video Game)|Deus Ex]]''. A laser sensor blocking a section of the hallway in an underground tunnel: I could lockpick the hatch to the canal that bypasses it or... oh, hey, is that an EMP grenade in the sewage pipe? An army of military drones patrolling an airport cargo yard: I could just elegantly sneak past them or... oh, hey, is that a multi-shot guided missile launcher on the guard tower table? Long stretches of water: you're guaranteed to find rebreathers nearby. This made some of the more specialized nanopowers pretty useless, since you could always count on the designers to cut you some slack and provide helpful gear - to the point of being patronizing.
* ''[[Dragon Age]]: Origins'' has a lot of these. An early example would be in Lothering, when you can pick up Sten, a powerful warrior who joins you without any equipment for plot reasons. This early in the game, you can hardly afford to buy any armor for him, so he looks pretty useless... right up to the point when you loot an entire set of decent heavy armor during an unrelated side quest.
** A more prominent example is in Orzammar, which is widely seen as one of the toughest sections of the game. Since you can and will be attacked in the street, even in what would be a safe area in any other of the game's cities, the game autosaves every time you come out a doorway, so on the off chance you get wiped, you won't lose too much progress.
* ''[[Dragon Quest IV (Video Game)|Dragon Quest IV]]'' has an ''Iron Safe'', an item which can be obtained by Torneko during chapter 3. It prevents a regular 50% money loss when being wiped out during battles.
** ''[[Dragon Quest VIII (Video Game)|Dragon Quest VIII]]'' does not have such safe, but unlike other games, all four characters will be revived and completely healed after you've been beaten, making a game over less painful as you don't need to spend more money reviving them.
* In ''[[Final Fantasy XII (Video Game)|Final Fantasy XII]]'' you can go after the Elite Mark Yiazmat, who has '''fifty million HP'''. The battle can [[Marathon Boss|take hours]]. But don't despair! Unlike every other battle, you can use a nearby Crystal to save your game. In addition, as long as it didn't cast Regen before you left (which would basically reset its health to max - unfortunate if you dropped it so far it [[Turns Red]]), you could grind your heart out elsewhere and it would remain at the same HP it did as when you left.
** Hell Wyrm works the same way, just has less HP.
* In ''[[Kingdom Hearts II (Video Game)|Kingdom Hearts II]]'', normally, a loss is a loss, whether the normal enemies or the bosses take you out. However, in certain boss battles ([[That One Boss|Xaldin]] being one of them), defeat instead continues the battle with Mickey Mouse taking over for your party temporarily. He can't actually defeat the boss, though; instead the main purpose is to initiate an [[Action Command]] to revive Sora at full HP. If Mickey gets defeated, Sora will revive anyway but at partial HP. Mickey can intervene multiple times (even during the same boss battle), but the chance of him showing up decreases each time, with the fourth and beyond having the lowest probability.
* In ''[[Lufia Curse of the Sinistrals]]'', the DS remake of Lufia II, whenever you get game over, you have the option to either continue with the levels you had when you died, or to continue with the levels of your entire party raised by five.
** Similarly, ''[[Final Fantasy VI (Video Game)|Final Fantasy VI]]'' allows you to retain all EXP earned since your last save if you are defeated in battle; in all of the other games, you just get kicked back to the title screen.
*** However those stat point increases from Espers? ''You don't keep those.'' Enjoy having permanently lower stats.
* In ''[[Okamiden (Video Game)Ōkamiden|Okamiden]]'', ink doesn't regenerate over time, unlike [[Okami (Video Game)Ōkami|the previous game]]. Instead, they gave you twice as much ink, an item to restore three full bottles (Spirit Ink, and it restores more at larger sizes), and put things that drop ink restoring pickups everywhere, some of which respawn, as well as making bosses drop said pickups. It's still possible to get into an [[Unwinnable]] situation, so they gave you a redo option on the pause menu, which returns you to a nearby place.
* ''[[Riviera the Promised Land]]'' allowed you to retry a boss again and again, cutting out some of their HP until they reached 25% of their original life. A family of [[Palette Swap]] Bosses also blow you away if you anger them in the battle... And you can go back and engage them again after walking back to their screen, with the HP you whittled away from them never regenerating, and only your rank and reward suffering.
* Fail a (fairly simple) multiple-lights puzzle enough times in ''[[Shadow Hearts]]: From The New World'', and Johnny will simply kick in the doors it was locking.
* ''[[Tales of Hearts (Video Game)|Tales of Hearts]]'' has several "light up all panels in a 4x4 grid by walking on them at the right order" puzzles you need to do in a row. If you take too long to solve any of them, your party members will offer to do them for you. They'll be happy to demonstrate that they're smarter than the protagonist for the first 2 times, but from the 3rd time onwards, they'll mutter angrily about your incompetence while solving it.
** Similarly, ''[[Tales of Phantasia (Video Game)|Tales of Phantasia]]'' has a puzzle that challenges you to hit a series of switches at the same time as your computer controlled ally, who just refuses to walk straight at a consistent pace and keeps stopping, speeding up and slowing down randomly. If you, playing as Cless, fail to hit the switches with Arche enough times, your other two party members will take over, hitting all the switches in record time.
** Also similarly, in ''[[Tales of Legendia (Video Game)|Tales of Legendia]]'', the party comes across many puzzle chambers where they must make use of the Sorcerer's Ring to solve them. Whenever they feel like it, the player can ask a party member to solve it for them. Doing so at any single puzzle room locks a Title away from you, however, but hey.
*** 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 (Video Game)|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-Percent Completion]] this way (at least unless you do it right [[New Game+|the next time]]).
** In ''[[Tales of Symphonia (Video Game)|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]] 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 (Video Game)|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 (Franchise)|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 (Video Game)|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 (Video Game)|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]]. 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--it is loosely based on the amount of stuff your character could feasibly carry, divided into units--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--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).
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== 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 (Video Gameseries)|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.
 
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** 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).
** On the other hand, when you ''do'' get the chance to use the Hammer on ordinary Mooks (for example, when a Seeder is protected by a Mook Rush), ''[[Death From Above|it is awesome]]''.
* The final scene of ''[[Max Payne (Video Gameseries)|Max Payne]]'' is unwinnable without a grenade launcher (or any other explosive) and a sniper rifle. And ''just in case'' you run out of ammo, the final group of [[Mooks]] has two guys who wield just those two weapons. You'd wonder what use are they in THAT situation...
** Similarly, the final boss in ''[[The Warriors (Videovideo Gamegame)|The Warriors]]'' can only be defeated by throwing a knife at him after you get his health down a certain amount. If you managed to fudge it up, the boss will send mooks after you with knives.
** In the third game, your health will reset to full if you die and need to go back to a checkpoint, even if you were on the verge of death when you trigger it.
* In the tanker chapter of ''[[Metal Gear Solid]] 2'', if you have 4 out of the 5 photos Otacon needs, but the timer is nearly expired, Otacon tells you to forget about the last photo and get out.
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* In the first ''[[Splinter Cell]]'' game, the final step of the final level requires you to snipe the Big Bad with a head shot. Fortunately, there is a magazine of rifle ammunition conveniently placed on the railing of the balcony from where you need to take that sniper shot.
** Also, he may be the only body the player doesn't have to worry about hiding.
* In ''[[Warhammer 4000040,000: Space Marine (Video Game)|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 (Video Game)|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.
 
 
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== Non-[[Video Game]] examples ==
* In the book ''[[Heir Apparent (Literature)|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}}.
 
{{reflist}}
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