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* Level Eleven: Teamwork in ''[[Second Sight]]'', thanks to being an [[Escort Mission]] with numerous escortees and a big, confusing map. Apparently "Teamwork" means "Vattic, run around healing everyone while they obliviously stand in front of these enemies and get shot constantly."
* Level Eleven: Teamwork in ''[[Second Sight]]'', thanks to being an [[Escort Mission]] with numerous escortees and a big, confusing map. Apparently "Teamwork" means "Vattic, run around healing everyone while they obliviously stand in front of these enemies and get shot constantly."
* There are several such levels in ''[[Golden Eye 1997 (Video Game)|GoldenEye]]'', [[Mayincatec|Aztec]] probably being the most notable.
* There are several such levels in ''[[Golden Eye 1997 (Video Game)|GoldenEye]]'', [[Mayincatec|Aztec]] probably being the most notable.
** Aztec, the first bonus level and penultimate one of the entire game. Tellingly, it's actually ''harder'' than the final level of the game, whose only real difficulty is [[Trial and Error Gameplay|figuring out the safe path]] in the Golden Gun room. Even the official ''[[Guide Dang It|Player's Guide]]'' says this is a [[Luck Based Mission]]. Aztec is hard even on the easiest difficulty, but set the difficulty to [[Nintendo Hard|00 Agent]], and let's count the ways:
** Aztec, the first bonus level and penultimate one of the entire game. Tellingly, it's actually ''harder'' than the final level of the game, whose only real difficulty is [[Trial and Error Gameplay|figuring out the safe path]] in the Golden Gun room. Even the official ''[[Guide Dang It|Player's Guide]]'' says this is a [[Luck-Based Mission]]. Aztec is hard even on the easiest difficulty, but set the difficulty to [[Nintendo Hard|00 Agent]], and let's count the ways:
*** The very start is a deathtrap with three guards with grenades and assault rifles against you with a pistol. If one throws a grenade, it's a question of whether you decide to hit restart or just die. Your survival is entirely based on what they decide to do.
*** The very start is a deathtrap with three guards with grenades and assault rifles against you with a pistol. If one throws a grenade, it's a question of whether you decide to hit restart or just die. Your survival is entirely based on what they decide to do.
*** The level is a hive of respawn points for enemies with either high-damage assault rifles or even higher damage [[Frickin' Laser Beams|hitscan lasers]] with crippling knockback. You will succeed or fail based on where they are spawned, not on the basis of anything you might do.
*** The level is a hive of respawn points for enemies with either high-damage assault rifles or even higher damage [[Frickin' Laser Beams|hitscan lasers]] with crippling knockback. You will succeed or fail based on where they are spawned, not on the basis of anything you might do.
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* ''[[Perfect Dark]]'' has Maian SOS, which in 00 Agent is the worst level ever programmed for the GoldenEye engine. Why?
* ''[[Perfect Dark]]'' has Maian SOS, which in 00 Agent is the worst level ever programmed for the GoldenEye engine. Why?
** It's a level you've already played three times, and it really wasn't that interesting in the first place.
** It's a level you've already played three times, and it really wasn't that interesting in the first place.
** You're Elvis, which means you have to aim much higher than you're used to in order to get [[Boom Headshot|headshots]].
** You're Elvis, which means you have to aim much higher than you're used to in order to get [[Boom! Headshot!|headshots]].
** It's grotesquely unforgiving. You start with half health. There is no way to get more health. Everyone is armed with fully automatic hitscan weapons that can kill you with a handful of shots. At any point in a mission that can easily take fifteen to twenty minutes a try, you can be killed by a single enemy before you even realise they're there.
** It's grotesquely unforgiving. You start with half health. There is no way to get more health. Everyone is armed with fully automatic hitscan weapons that can kill you with a handful of shots. At any point in a mission that can easily take fifteen to twenty minutes a try, you can be killed by a single enemy before you even realise they're there.
** There's a guy with two instakill weapons. You need to hit him with the Psychosis Gun and then ''follow him closely'' so that he won't despawn, because you ''have'' to pick up his weapons when he dies.
** There's a guy with two instakill weapons. You need to hit him with the Psychosis Gun and then ''follow him closely'' so that he won't despawn, because you ''have'' to pick up his weapons when he dies.
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** Other fun candidates for worst level in Perfect Dark include:
** Other fun candidates for worst level in Perfect Dark include:
*** Air Force One: Counter-terrorism. You begin the level running around punching armed guards out instead of shooting them like a sensible person. Next you have to run halfway across the level to get to the President, whom you have to protect from waves of shielded troops carrying assault rifles. (Yep, it's another damn [[Escort Mission]]). After you've rescued him, you've ''still'' got to run all over the place completing another couple of objectives before it ends, and you can easily be shot once and die at any time.
*** Air Force One: Counter-terrorism. You begin the level running around punching armed guards out instead of shooting them like a sensible person. Next you have to run halfway across the level to get to the President, whom you have to protect from waves of shielded troops carrying assault rifles. (Yep, it's another damn [[Escort Mission]]). After you've rescued him, you've ''still'' got to run all over the place completing another couple of objectives before it ends, and you can easily be shot once and die at any time.
*** Deep Sea: Nullify Threat. Let's see, it's pitch black for most of the level, and you have to fight your way through a bunch of cloaked guards running all over the place while you have only a [[Short Range Shotgun|shotgun]]. Next you have to [[Escort Mission|protect Elvis]] while you two disable the Cetan weapon. After that, you have to fight off endless waves of little Skedar, Mr. Blondes and still more of those damned red-uniformed guards before the ending sequence, which gives you [[Always Close|one minute to escape the ship before it explodes]].
*** Deep Sea: Nullify Threat. Let's see, it's pitch black for most of the level, and you have to fight your way through a bunch of cloaked guards running all over the place while you have only a [[Short-Range Shotgun|shotgun]]. Next you have to [[Escort Mission|protect Elvis]] while you two disable the Cetan weapon. After that, you have to fight off endless waves of little Skedar, Mr. Blondes and still more of those damned red-uniformed guards before the ending sequence, which gives you [[Always Close|one minute to escape the ship before it explodes]].
*** Attack Ship: Covert Assault on Perfect Agent. You begin the level facing two Skedar with Maulers. ''With a knife''. Run out of ammo for the Mauler? Great, now you don't have that or your knife either. Back to [[Good Old Fisticuffs]] - oh wait, they're incredibly strong aliens who can kill you in one or two swipes. Now if you're somehow still alive after all that, you have to fight your way through the ship battling about, oh, let's say two dozen more of them until you get to the end and capture the bridge - after fighting off a [[Zerg Rush]] of another half dozen of them.
*** Attack Ship: Covert Assault on Perfect Agent. You begin the level facing two Skedar with Maulers. ''With a knife''. Run out of ammo for the Mauler? Great, now you don't have that or your knife either. Back to [[Good Old Fisticuffs]] - oh wait, they're incredibly strong aliens who can kill you in one or two swipes. Now if you're somehow still alive after all that, you have to fight your way through the ship battling about, oh, let's say two dozen more of them until you get to the end and capture the bridge - after fighting off a [[Zerg Rush]] of another half dozen of them.
* [[Perfect Dark Zero]] has some pretty tough levels too, the worst one being the Temple level, the difficulty ramps up when you have to cross a long bridge full of enemies, by the time you get through it, you probably won't have much health left. The worst is yet to come however, next you have [[Demonic Spiders]] in the form of elite female guards who can turn invisible and carry plasma rifles which will most likely kill you in 2-3 hits, and if you die there, you have to start over form the bridge again, even on Agent mode this is tough, but it's completely fucking insane on Dark Agent.
* [[Perfect Dark Zero]] has some pretty tough levels too, the worst one being the Temple level, the difficulty ramps up when you have to cross a long bridge full of enemies, by the time you get through it, you probably won't have much health left. The worst is yet to come however, next you have [[Demonic Spiders]] in the form of elite female guards who can turn invisible and carry plasma rifles which will most likely kill you in 2-3 hits, and if you die there, you have to start over form the bridge again, even on Agent mode this is tough, but it's completely fucking insane on Dark Agent.
* While several levels in the original [[Time Splitters]] could be ridiculously hard, special mention goes to 'Mansion'. Two-thirds of the enemies carry shotguns which can kill you from halfway across the house in one shot in Hard Mode, as well as the fact that enemies can literally appear out of thin air, and [[Check Point Starvation|there are no checkpoints]]. Seeing as the timed secret can be unlocked in at least ELEVEN minutes, the people at Free Radical were aware of what they had created.
* While several levels in the original [[Time Splitters]] could be ridiculously hard, special mention goes to 'Mansion'. Two-thirds of the enemies carry shotguns which can kill you from halfway across the house in one shot in Hard Mode, as well as the fact that enemies can literally appear out of thin air, and [[Check Point Starvation|there are no checkpoints]]. Seeing as the timed secret can be unlocked in at least ELEVEN minutes, the people at Free Radical were aware of what they had created.
* Most of ''[[Time Splitters]] 2'' is straightforward arcade-style action, and that's part of the reason why the NeoTokyo level is so universally loathed. The first half of the stage involves following a baddie back to her gang's hideout without her or any of the numerous security cameras noticing you. It doesn't help that she strolls along at a snail's pace, and that getting noticed for even a second means starting the whole damn level over again.
* Most of ''[[Time Splitters]] 2'' is straightforward arcade-style action, and that's part of the reason why the NeoTokyo level is so universally loathed. The first half of the stage involves following a baddie back to her gang's hideout without her or any of the numerous security cameras noticing you. It doesn't help that she strolls along at a snail's pace, and that getting noticed for even a second means starting the whole damn level over again.
** You want a level that is really hard in that game? Try "[[Nintendo Hard|Atom Smasher]]" on Normal or Hard. Playing this level on any of those difficulties is equal to playing "Mansion" in [[Time Splitters]] but almost worse. There are snipers everywhere, hardly any health or armor, henchmen wielding [[AKA 47|Soviet S47s]] and [[Hollywood Silencer|silenced pistols]] that can chew through your armor (if you have any), checkpoints that are few and far between, sentry guns with cameras (on one occasion you have to destroy one up close), and short detonation times<ref>You have to defuse some bombs during this level, usually by having a scientist defuse one nearby</ref> means you'll be bald after completing the level after so many damn times. The [http://tsmusicbox.com/music/ts2/Atomsmasher.mp3 BGM] for this level means "You are [[Oh Crap|screwed]]."
** You want a level that is really hard in that game? Try "[[Nintendo Hard|Atom Smasher]]" on Normal or Hard. Playing this level on any of those difficulties is equal to playing "Mansion" in [[Time Splitters]] but almost worse. There are snipers everywhere, hardly any health or armor, henchmen wielding [[AKA-47|Soviet S47s]] and [[Hollywood Silencer|silenced pistols]] that can chew through your armor (if you have any), checkpoints that are few and far between, sentry guns with cameras (on one occasion you have to destroy one up close), and short detonation times<ref>You have to defuse some bombs during this level, usually by having a scientist defuse one nearby</ref> means you'll be bald after completing the level after so many damn times. The [http://tsmusicbox.com/music/ts2/Atomsmasher.mp3 BGM] for this level means "You are [[Oh Crap|screwed]]."
* Time Splitters: Future Perfect has the "The Hooded Man" level. In the last part, you must protect {{spoiler|your past/future/whatever self}} from 'Splitters till he gets inside a base. This is during the middle of a firefight. You have the high ground to rain death on them. Sound easy? They cloak on and off predator-style and zig zag. When they get close to {{spoiler|'you'}}, they do high damage jumping slashes. You'll notice one coming and mow him down, only to then see 2 tearing {{spoiler|'you'}} a new asshole. On hard difficulty, this part is infuriating.
* Time Splitters: Future Perfect has the "The Hooded Man" level. In the last part, you must protect {{spoiler|your past/future/whatever self}} from 'Splitters till he gets inside a base. This is during the middle of a firefight. You have the high ground to rain death on them. Sound easy? They cloak on and off predator-style and zig zag. When they get close to {{spoiler|'you'}}, they do high damage jumping slashes. You'll notice one coming and mow him down, only to then see 2 tearing {{spoiler|'you'}} a new asshole. On hard difficulty, this part is infuriating.
** Not to mention that as well as the enemies being cloaked for a lot of the time, they're a similar colour to the environment anyway, and on the last part of the level they're very far away even with the sniper scope zoomed in.
** Not to mention that as well as the enemies being cloaked for a lot of the time, they're a similar colour to the environment anyway, and on the last part of the level they're very far away even with the sniper scope zoomed in.
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* Wolfenstein 3d has E6m1. Imagine a level made up mostly of long hallways, with perpendicular niches. Now imagine that nearly all of those niches contain an "Officer" who will likely step out and block your path (likely shooting you for [[Massive Damage]] if you are reckless) unless you take a perfectly straight line through the halls, dead-center and just run for it. [[Sarcasm Mode|Have fun beating it if you're into hundred percent completion.]] Not a super-hard level but just so uninspired. Also, the music may drive you nuts; [http://www.youtube.com/watch?v=MquBuwBW-Q4 See and hear for yourself.]
* Wolfenstein 3d has E6m1. Imagine a level made up mostly of long hallways, with perpendicular niches. Now imagine that nearly all of those niches contain an "Officer" who will likely step out and block your path (likely shooting you for [[Massive Damage]] if you are reckless) unless you take a perfectly straight line through the halls, dead-center and just run for it. [[Sarcasm Mode|Have fun beating it if you're into hundred percent completion.]] Not a super-hard level but just so uninspired. Also, the music may drive you nuts; [http://www.youtube.com/watch?v=MquBuwBW-Q4 See and hear for yourself.]
** That level is nothing compared to the labyrinthine hell that is E6M7. Then again, the entirety of Episode 2 could also count because of those [[Precision F-Strike|fucking]] [[Demonic Spiders|mutants]].
** That level is nothing compared to the labyrinthine hell that is E6M7. Then again, the entirety of Episode 2 could also count because of those [[Precision F-Strike|fucking]] [[Demonic Spiders|mutants]].
** Levels 16 and 18 of Spear of Destiny put anything in the original game to shame. The [[Game Mod]] Spear Resurrection ups the ante even further with its level 13, The Great Escape, which would have already been an extremely long and difficult level but gives you the additional problem of [[No Gear Level|not having weapons]] in the early part of the map.
** Levels 16 and 18 of Spear of Destiny put anything in the original game to shame. The [[Game Mod]] Spear Resurrection ups the ante even further with its level 13, The Great Escape, which would have already been an extremely long and difficult level but gives you the additional problem of [[No-Gear Level|not having weapons]] in the early part of the map.
* ''[[Quake III Arena (Video Game)|Quake III Arena]]'' (and by extension, ''Quake Live'') have space stages like The Longest Yard and Space Chamber. You will lose a point if you fall off or are knocked off the stage by another player.
* ''[[Quake III Arena (Video Game)|Quake III Arena]]'' (and by extension, ''Quake Live'') have space stages like The Longest Yard and Space Chamber. You will lose a point if you fall off or are knocked off the stage by another player.
** There is also Apocalypse Void. It's a space level made up of a bunch of floating platforms that move up and down. It's extremely easy for a railgunner to knock you into the void while you're in airborne (as when using jump pads), plus there is nowhere to hide.
** There is also Apocalypse Void. It's a space level made up of a bunch of floating platforms that move up and down. It's extremely easy for a railgunner to knock you into the void while you're in airborne (as when using jump pads), plus there is nowhere to hide.
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* ''[[Star Wars]]: [[Dark Forces Saga]]'' had Anoat City (the third mission). It's basically going through a maze of sewers, and it's a real sewer, with real sewage. So if that thought alone doesn't make you want to leave, well there's those dang Dianogas (the trash compactor creature from ''[[A New Hope]]''), it's dark, and well, did I mention it was a maze?
* ''[[Star Wars]]: [[Dark Forces Saga]]'' had Anoat City (the third mission). It's basically going through a maze of sewers, and it's a real sewer, with real sewage. So if that thought alone doesn't make you want to leave, well there's those dang Dianogas (the trash compactor creature from ''[[A New Hope]]''), it's dark, and well, did I mention it was a maze?
* ''Jedi Knight 2: Jedi Outcast'' has Nar Shaddaa, all of it. The previous mission, you just got back your lightsaber and force powers. So, does the game provide you with plenty of stormtroopers to cut loose on? Nope! Instead, you get a non-stop diet of snipers and grenade-throwers!
* ''Jedi Knight 2: Jedi Outcast'' has Nar Shaddaa, all of it. The previous mission, you just got back your lightsaber and force powers. So, does the game provide you with plenty of stormtroopers to cut loose on? Nope! Instead, you get a non-stop diet of snipers and grenade-throwers!
** For clarification, the sniper rifle is the one non-explosive weapon in the game that ''you can't block with the lightsaber''. The only way to avoid damage from them is taking cover (which is suddenly nonexistent once you're actually in their territory) or hoping that both you have a full Force bar and they only [[The Computer Is a Cheating Bastard|fire one beam at a time]] when they shoot you (Kyle will auto-dodge using Force Speed if both conditions are met. ''[[Luck Based Mission|Sometimes.]]'').
** For clarification, the sniper rifle is the one non-explosive weapon in the game that ''you can't block with the lightsaber''. The only way to avoid damage from them is taking cover (which is suddenly nonexistent once you're actually in their territory) or hoping that both you have a full Force bar and they only [[The Computer Is a Cheating Bastard|fire one beam at a time]] when they shoot you (Kyle will auto-dodge using Force Speed if both conditions are met. ''[[Luck-Based Mission|Sometimes.]]'').
** It's not really that bad unless you encounter a certain bug that makes the third level impossible to complete.
** It's not really that bad unless you encounter a certain bug that makes the third level impossible to complete.
* If you want '''sheer unadulterated hell,''' you want Outcast ''before'' you get your lightsaber. These stormtroopers aren't [[The Goomba]] like in most [[Star Wars]] games - they are ''unstoppable gods of destruction.'' They're smart, they sneak up on you, two will go one way and two will go another to surround you, [[Imperial Stormtrooper Marksmanship Academy|their aim]] is just ''[[Averted Trope|splendid]],'' and other enemies are just as bad. If that's not bad enough (trust us, ''it is''), you will get next to no health, you will get next to no shields, and you will get next to no ammo. You'll find yourself reloading from your last save because an enemy you ''really'' needed to go down in two shots took you ''three'' and that means there's no surviving the next room. Prepare for areas that would be nothing in any other game to take you '''days''' to beat. But that really brings home how [[Badass]] Jedi are, when you get your saber and suddenly stormtroopers go from death incarnate to beneath notice.
* If you want '''sheer unadulterated hell,''' you want Outcast ''before'' you get your lightsaber. These stormtroopers aren't [[The Goomba]] like in most [[Star Wars]] games - they are ''unstoppable gods of destruction.'' They're smart, they sneak up on you, two will go one way and two will go another to surround you, [[Imperial Stormtrooper Marksmanship Academy|their aim]] is just ''[[Averted Trope|splendid]],'' and other enemies are just as bad. If that's not bad enough (trust us, ''it is''), you will get next to no health, you will get next to no shields, and you will get next to no ammo. You'll find yourself reloading from your last save because an enemy you ''really'' needed to go down in two shots took you ''three'' and that means there's no surviving the next room. Prepare for areas that would be nothing in any other game to take you '''days''' to beat. But that really brings home how [[Badass]] Jedi are, when you get your saber and suddenly stormtroopers go from death incarnate to beneath notice.
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* "Mile High Club," [[The Stinger]] level in ''[[Call of Duty]] 4: [[Modern Warfare]]'', is a [[Timed Mission]] set on an airliner. There is not enough room to move, the [[Mook|Mooks]] outnumber you, the rest of your team [[All Up to You|won't move up until you clear the area]], and if you're going for the [[Bragging Rights Reward|"Mile High Club" achievement]], you die in four hits and only have one minute to reach the hostage, who you ''must'' rescue with a headshot; if you go for a kneecap, the level ends with the message [[Nonstandard Game Over|"Veterans only get headshots."]] If you make one false move, you'll either die or fail anyway because you wasted time. It's the kind of level where you don't need a walkthrough so much as choreography.
* "Mile High Club," [[The Stinger]] level in ''[[Call of Duty]] 4: [[Modern Warfare]]'', is a [[Timed Mission]] set on an airliner. There is not enough room to move, the [[Mook|Mooks]] outnumber you, the rest of your team [[All Up to You|won't move up until you clear the area]], and if you're going for the [[Bragging Rights Reward|"Mile High Club" achievement]], you die in four hits and only have one minute to reach the hostage, who you ''must'' rescue with a headshot; if you go for a kneecap, the level ends with the message [[Nonstandard Game Over|"Veterans only get headshots."]] If you make one false move, you'll either die or fail anyway because you wasted time. It's the kind of level where you don't need a walkthrough so much as choreography.
** Where do you begin with the defense of the Ferris Wheel? To set it out for those who haven't played this level; You and your injured superior have to fight off at least a hundred respawning enemies all armed with fully automatic rifles for 6 minutes while waiting for a helicopter to arrive. You have 5 Claymore mines to defend your ally with, and if he dies, game over. Luckily, most of the enemies go after you, instead of him. If you stay behind the Ferris wheel, which makes very good cover, attack dogs spawn in packs, which instant kill you unless you press a button in a 0.1 second window of opportunity. If you stay almost anywhere else, you get a rain of grenades. Have fun.
** Where do you begin with the defense of the Ferris Wheel? To set it out for those who haven't played this level; You and your injured superior have to fight off at least a hundred respawning enemies all armed with fully automatic rifles for 6 minutes while waiting for a helicopter to arrive. You have 5 Claymore mines to defend your ally with, and if he dies, game over. Luckily, most of the enemies go after you, instead of him. If you stay behind the Ferris wheel, which makes very good cover, attack dogs spawn in packs, which instant kill you unless you press a button in a 0.1 second window of opportunity. If you stay almost anywhere else, you get a rain of grenades. Have fun.
** While not exactly that one level for the most part the level Hunted in ''Modern Warfare'' makes up for the rest of the level in one 'short' part involving a helicopter. During this one part you have to take out a bunch of people and then get into a barn to be able to advance, now overall this really isn't all that hard, even on veteran. But what makes it hard is they give the helicopter a gun. To put it lightly the helicopter is a [[Game Breaker|bitch]]. On veteran it will kill you in about a second if you are not constantly in cover. Now if this still sounds easy, [[It Got Worse|think again]], the helicopter will move to make sure that you never have very good cover. And then there is the part where you have to leave cover to get to the barn, which you can't just charge into otherwise you will die. So you have to patiently sit outside the barn while the helicopter kills you and you do the whole thing all over again. [[Luck Based Mission|Really it comes down to whether the helicopter decides to be stupid and move behind the barn]].
** While not exactly that one level for the most part the level Hunted in ''Modern Warfare'' makes up for the rest of the level in one 'short' part involving a helicopter. During this one part you have to take out a bunch of people and then get into a barn to be able to advance, now overall this really isn't all that hard, even on veteran. But what makes it hard is they give the helicopter a gun. To put it lightly the helicopter is a [[Game Breaker|bitch]]. On veteran it will kill you in about a second if you are not constantly in cover. Now if this still sounds easy, [[It Got Worse|think again]], the helicopter will move to make sure that you never have very good cover. And then there is the part where you have to leave cover to get to the barn, which you can't just charge into otherwise you will die. So you have to patiently sit outside the barn while the helicopter kills you and you do the whole thing all over again. [[Luck-Based Mission|Really it comes down to whether the helicopter decides to be stupid and move behind the barn]].
*** One last factor that deserves a mention here is the hilarity of finally making it safely into the barn just to get plugged in the face by the three shotgun-wielding enemies inside who up until now had been hiding out of sight. Enjoy starting over. Again.
*** One last factor that deserves a mention here is the hilarity of finally making it safely into the barn just to get plugged in the face by the three shotgun-wielding enemies inside who up until now had been hiding out of sight. Enjoy starting over. Again.
** To clarify this further: The helicopter may look in another direction, but the instant it has line of sight on you, it will flick it's gun around INSTANTANEOUSLY and begin shooting you. It shoots no one else. Not to forget the Heat mission, going down the hill. The second runthrough on veteran makes everything else seem like a walk in the park. Although hunted is easy if you sit near the dodge-em cars as the enemies only come in a narrow corridor and you can just spam fire to get kills. And you get a pack of dogs to help you too if you're not a cruel bastard.
** To clarify this further: The helicopter may look in another direction, but the instant it has line of sight on you, it will flick it's gun around INSTANTANEOUSLY and begin shooting you. It shoots no one else. Not to forget the Heat mission, going down the hill. The second runthrough on veteran makes everything else seem like a walk in the park. Although hunted is easy if you sit near the dodge-em cars as the enemies only come in a narrow corridor and you can just spam fire to get kills. And you get a pack of dogs to help you too if you're not a cruel bastard.
** The beginning of "Shock and Awe" had you manning the helicopter's mounted Mark 19 grenade launcher while you approach the city. A minute into the mission you come to the bridge with enemy infantry and anti-aircraft gun nests a little farther on. Having a very limited angle at which you can turn the weapon as well as the necessity of watching an overheat meter while shooting in rapid succession, you will realize you die repeatedly exactly at the same moment simply because you can not aim at the hostiles who are just a hair outside the gun's operating area even if you try (and try you will). While during other strenuous missions you are able to switch tactics, in this assignment you are either bound to succeed or taking a cold shower. On [[Idiosyncratic Difficulty Levels|Veteran]] this quickly comes down to being infuriated at seeing the same scripted stretch of desert as you approach the same spot again. And again. And again. The hint? {{spoiler|[[Luck Based Mission|Pray for enemies to miss the helicopter right away ]] and try to shoot the nearby vehicles in hopes of catching the infantry within the blast radius or at least giving you time to get within the cannon's range.}}
** The beginning of "Shock and Awe" had you manning the helicopter's mounted Mark 19 grenade launcher while you approach the city. A minute into the mission you come to the bridge with enemy infantry and anti-aircraft gun nests a little farther on. Having a very limited angle at which you can turn the weapon as well as the necessity of watching an overheat meter while shooting in rapid succession, you will realize you die repeatedly exactly at the same moment simply because you can not aim at the hostiles who are just a hair outside the gun's operating area even if you try (and try you will). While during other strenuous missions you are able to switch tactics, in this assignment you are either bound to succeed or taking a cold shower. On [[Idiosyncratic Difficulty Levels|Veteran]] this quickly comes down to being infuriated at seeing the same scripted stretch of desert as you approach the same spot again. And again. And again. The hint? {{spoiler|[[Luck-Based Mission|Pray for enemies to miss the helicopter right away ]] and try to shoot the nearby vehicles in hopes of catching the infantry within the blast radius or at least giving you time to get within the cannon's range.}}
** While "All Ghillied Up" is overall an awesome mission, there's one part that's hell. It's the part where you go prone in an open field while a convoy passes right next to you. There's one soldier in the convoy that almost acts as if he is programmed specifically to head right for you and discover you. If you lay down anywhere other than ''right behind'' MacMillan ([[Luck Based Mission|sometimes]] even ''when'' you lay down there), he discovers you and you die.
** While "All Ghillied Up" is overall an awesome mission, there's one part that's hell. It's the part where you go prone in an open field while a convoy passes right next to you. There's one soldier in the convoy that almost acts as if he is programmed specifically to head right for you and discover you. If you lay down anywhere other than ''right behind'' MacMillan ([[Luck-Based Mission|sometimes]] even ''when'' you lay down there), he discovers you and you die.
** "No Fighting in the War Room" on Veteran. Namely the part where you have to go through a silo on either the left or right side; as you walk past you near-instantly get shot-up from both sides, the worse part is how blatantly the AI in the side areas is boosted; you can kill everything down the middle without too much trouble at all with a little care, yet the enemies in the side areas instantly mow you down with about 90% accuracy at any range. Pretty much the only half-way reliable way to survive is spamming assault rifle grenades down the corridors; hope you didn't waste too many earlier!
** "No Fighting in the War Room" on Veteran. Namely the part where you have to go through a silo on either the left or right side; as you walk past you near-instantly get shot-up from both sides, the worse part is how blatantly the AI in the side areas is boosted; you can kill everything down the middle without too much trouble at all with a little care, yet the enemies in the side areas instantly mow you down with about 90% accuracy at any range. Pretty much the only half-way reliable way to survive is spamming assault rifle grenades down the corridors; hope you didn't waste too many earlier!
* In the followup game, ''Call of Duty: World at War'', the level "Heart of the Reich" is now infamous among players on Veteran mode for it's insanely overdone difficulty, unfair gameplay and sheer luck required to complete it. Grenade spamming, endlessly respawning enemies, enemies that can shoot you through large amounts of rubble, all you need for your controller breaking rage.
* In the followup game, ''Call of Duty: World at War'', the level "Heart of the Reich" is now infamous among players on Veteran mode for it's insanely overdone difficulty, unfair gameplay and sheer luck required to complete it. Grenade spamming, endlessly respawning enemies, enemies that can shoot you through large amounts of rubble, all you need for your controller breaking rage.
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*** Which gets even worse if you attempt the challenge associated with that map: killing twelve juggernauts (Heavily armoured supersoldiers that could most likely 1v1 a tank) using only claymores and your knife. Let it not be forgetten that to fully complete the challenge you also need to do this on the highest difficulty and that Juggernauts are the only enemy in the game that will survive a melee attack. It takes 6 or 7 DIRECT hits from the claymores...to kill ONE.
*** Which gets even worse if you attempt the challenge associated with that map: killing twelve juggernauts (Heavily armoured supersoldiers that could most likely 1v1 a tank) using only claymores and your knife. Let it not be forgetten that to fully complete the challenge you also need to do this on the highest difficulty and that Juggernauts are the only enemy in the game that will survive a melee attack. It takes 6 or 7 DIRECT hits from the claymores...to kill ONE.
** "Second Sun" solely for the office cubicle fight on any difficulty. First things went to hell fast at the beginning of the level. Then your optics don't work throughout the level -- the Red Dot and Holographic Sights have no aiming dot, and not even the ACOG Sight has a crosshair. Night vision goggles, as unhelpful as they usually are due to the lack of light-sensitivity adjustment? Right when it's dark enough that that wouldn't be a problem (from lights pointing your way washing out the picture), the NVGs are down too. And that's all ''before'' you're forced into an extremely-close-quarters shootout in a cramped office space with only starlight and muzzle flashes for illumination, with both frag grenades and flashbangs (aka "complete screen whiteout and ringing in your ears" for a few seconds) going ''both'' ways, and both your lines of fire and movement being interrupted by the fact that you have little office cubicles and mini-partitions all over, with the sides of the room pretty much forcing you to go straight forward or backward other than through the partitions or a few side compartments on the left...
** "Second Sun" solely for the office cubicle fight on any difficulty. First things went to hell fast at the beginning of the level. Then your optics don't work throughout the level -- the Red Dot and Holographic Sights have no aiming dot, and not even the ACOG Sight has a crosshair. Night vision goggles, as unhelpful as they usually are due to the lack of light-sensitivity adjustment? Right when it's dark enough that that wouldn't be a problem (from lights pointing your way washing out the picture), the NVGs are down too. And that's all ''before'' you're forced into an extremely-close-quarters shootout in a cramped office space with only starlight and muzzle flashes for illumination, with both frag grenades and flashbangs (aka "complete screen whiteout and ringing in your ears" for a few seconds) going ''both'' ways, and both your lines of fire and movement being interrupted by the fact that you have little office cubicles and mini-partitions all over, with the sides of the room pretty much forcing you to go straight forward or backward other than through the partitions or a few side compartments on the left...
** "Loose Ends" is the definitive [[That One Level]] on veteran, the defense of the house itself turns out to be pretty easy if you find the right position to camp (although it's easily this if you don't), but the true nightmare comes when you have to escape; there are tons of enemies from every angle, and they spawn when you are out in the open (so there's very little chance to thin their numbers). So, in the end, pretty much all you can do is keep running and using flashbangs it until you [[Luck Based Mission|hit the point where the scripted sequence]] that ends the level starts. That everything after the house defense was all for naught just makes it worse.
** "Loose Ends" is the definitive [[That One Level]] on veteran, the defense of the house itself turns out to be pretty easy if you find the right position to camp (although it's easily this if you don't), but the true nightmare comes when you have to escape; there are tons of enemies from every angle, and they spawn when you are out in the open (so there's very little chance to thin their numbers). So, in the end, pretty much all you can do is keep running and using flashbangs it until you [[Luck-Based Mission|hit the point where the scripted sequence]] that ends the level starts. That everything after the house defense was all for naught just makes it worse.
** The Gulag. Good luck getting bullets from the front (mercenaries), from the sides (the same mercenaries), from above (damn mercenaries shooting you from the upper passages) and from the ground (Last Stand enemies). And that's before you find the [[Goddamned Bats|riot shield soldiers]] in the middle. Add to that the flying grenades from both sides, the fact that riot shield users get to shoot through the shield (which you CANNOT do), M1014s for close-quarters combat, their ungodly aim and the friendly fire @ 100% (meaning you can easily kill your teammates) and you have a level that'll make you pull your hair even on Recruit.
** The Gulag. Good luck getting bullets from the front (mercenaries), from the sides (the same mercenaries), from above (damn mercenaries shooting you from the upper passages) and from the ground (Last Stand enemies). And that's before you find the [[Goddamned Bats|riot shield soldiers]] in the middle. Add to that the flying grenades from both sides, the fact that riot shield users get to shoot through the shield (which you CANNOT do), M1014s for close-quarters combat, their ungodly aim and the friendly fire @ 100% (meaning you can easily kill your teammates) and you have a level that'll make you pull your hair even on Recruit.
** And if you think "Loose Ends" is bad, ''immediately after'' you get "The Enemy of My Enemy." Recap: Soap {{spoiler|and Price}} are sent to Afghanistan to look for Makarov. Shadow Company attacks. You're told to let Makarov's men and Shadow Company fight it out as much as possible, but they're all ''way'' too eager to drop the ongoing battle with the guys sent to kill them and start shooting at the unaffiliated Brit in the ghillie suit (read: you).
** And if you think "Loose Ends" is bad, ''immediately after'' you get "The Enemy of My Enemy." Recap: Soap {{spoiler|and Price}} are sent to Afghanistan to look for Makarov. Shadow Company attacks. You're told to let Makarov's men and Shadow Company fight it out as much as possible, but they're all ''way'' too eager to drop the ongoing battle with the guys sent to kill them and start shooting at the unaffiliated Brit in the ghillie suit (read: you).
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** Siren Alley in Bioshock 2. A sudden spike in difficulty (especially if you're playing on Hard) combined with being totally fucking creepy makes for one [[Sarcasm Mode|fun]] level. Why is it creepy? Dead strippers, a peekaboo wall revealing a woman being dragged away to be raped, some nasty atmospheric music and a church service with dead people in the pews to start...
** Siren Alley in Bioshock 2. A sudden spike in difficulty (especially if you're playing on Hard) combined with being totally fucking creepy makes for one [[Sarcasm Mode|fun]] level. Why is it creepy? Dead strippers, a peekaboo wall revealing a woman being dragged away to be raped, some nasty atmospheric music and a church service with dead people in the pews to start...
* In [[First Encounter Assault Recon|FEAR]], we have several.
* In [[First Encounter Assault Recon|FEAR]], we have several.
** The last level at Armacham. The entire Armacham mission arc is more or less made up of nothing but a series of those one levels for various reasons, such as having scarce resources, high numbers of enemies, labyrinthine design and no map, or having to face many [[Boss in Mook Clothing|walker]] [[Mini Mecha|units]]. The last one is unique pain because you are already weakend from the previous missions, but you still have to press on. There isn't much health or ammunition, and to top it all off, you face a rather long section full of nothing except for [[Goddamn Bats|flying robotic drones which are small, hard to hit, have flawless accuracy, do a good amount of damage, take a fair amount to kill, and don't give you anything back.]]
** The last level at Armacham. The entire Armacham mission arc is more or less made up of nothing but a series of those one levels for various reasons, such as having scarce resources, high numbers of enemies, labyrinthine design and no map, or having to face many [[Boss in Mook Clothing|walker]] [[Mini-Mecha|units]]. The last one is unique pain because you are already weakend from the previous missions, but you still have to press on. There isn't much health or ammunition, and to top it all off, you face a rather long section full of nothing except for [[Goddamn Bats|flying robotic drones which are small, hard to hit, have flawless accuracy, do a good amount of damage, take a fair amount to kill, and don't give you anything back.]]
** One of the levels where you are in the streets is pretty damn tough. You have to kill multiple walkers, vans full of enemies, and some extremely mind-fuckey Alma hallucination sequences that are dark so that you can't see much while you have to kill swarms of enemies.
** One of the levels where you are in the streets is pretty damn tough. You have to kill multiple walkers, vans full of enemies, and some extremely mind-fuckey Alma hallucination sequences that are dark so that you can't see much while you have to kill swarms of enemies.
** ''Project Origin'' has its own fair share. As a rule, anything on Hard once you get to Wade Elementary School. However, certain levels stand out on their own regardless.
** ''Project Origin'' has its own fair share. As a rule, anything on Hard once you get to Wade Elementary School. However, certain levels stand out on their own regardless.
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* ''[[Rainbow Six]]'': In the ''Eagle Watch'' mission pack, there's Lion's Den. Involves rescuing hostages from a clock tower full of snipers that can shoot at you from ridiculous angles where they are nearly impossible to hit, ie [[The Computer Is a Cheating Bastard|they can aim straight up and down, while you can't]]. And if a certain one notices you, he'll trigger a bomb.
* ''[[Rainbow Six]]'': In the ''Eagle Watch'' mission pack, there's Lion's Den. Involves rescuing hostages from a clock tower full of snipers that can shoot at you from ridiculous angles where they are nearly impossible to hit, ie [[The Computer Is a Cheating Bastard|they can aim straight up and down, while you can't]]. And if a certain one notices you, he'll trigger a bomb.
** The titular finale is even worse. You have to rescue hostages from a an even more heavily sniper-guarded room. As usual, they have near-flawless accuracy, and there's also countless [[Mooks]] patrolling the hallways, determined to slaughter any AI-controlled teams.
** The titular finale is even worse. You have to rescue hostages from a an even more heavily sniper-guarded room. As usual, they have near-flawless accuracy, and there's also countless [[Mooks]] patrolling the hallways, determined to slaughter any AI-controlled teams.
** From ''Vegas 2'', the Nevada Desert level. Even with your teammates being [[Artificial Stupidity|incredibly retarded]], at least they were good at attracting bullets otherwise meant for you. Here, you have none of that - your only support is an NSA agent who isn't even physically with you and is [[Stop Helping Me|entirely useless]]. Your ability to call in thermal scans to see where enemies are is gone. You cannot stealthily pick them off - kill one and everybody's instantly alert to your presence.
** From ''Vegas 2'', the Nevada Desert level. Even with your teammates being [[Artificial Stupidity|incredibly retarded]], at least they were good at attracting bullets otherwise meant for you. Here, you have none of that - your only support is an NSA agent who isn't even physically with you and is [[Stop Helping Me!|entirely useless]]. Your ability to call in thermal scans to see where enemies are is gone. You cannot stealthily pick them off - kill one and everybody's instantly alert to your presence.
* ''[[Descent]]'''s 6th, 11th, and 19th levels, especially on Insane difficulty. All are composed mainly of tight corridors infested with deadly [[Demonic Spiders]] such as Homing Missile Hulks, Vulcan Drillers, Plasma Drillers, and Missile Platforms. Level 19 in particular is considered to be the hardest in the game, with its circular passageways allowing roaming enemies to flank you from any direction. And [[Drought Level of Doom|you don't get to recharge your energy for a long time]]. It doesn't get any easier at the reactor room, where there's a half-dozen Red Hulks and Heavy Drillers with nowhere to hide (although there's a hard-to-reach [[Invisibility Cloak]]).
* ''[[Descent]]'''s 6th, 11th, and 19th levels, especially on Insane difficulty. All are composed mainly of tight corridors infested with deadly [[Demonic Spiders]] such as Homing Missile Hulks, Vulcan Drillers, Plasma Drillers, and Missile Platforms. Level 19 in particular is considered to be the hardest in the game, with its circular passageways allowing roaming enemies to flank you from any direction. And [[Drought Level of Doom|you don't get to recharge your energy for a long time]]. It doesn't get any easier at the reactor room, where there's a half-dozen Red Hulks and Heavy Drillers with nowhere to hide (although there's a hard-to-reach [[Invisibility Cloak]]).
** The first game's Level 6, where the deadly Class 1 Drillers are introduced with a vengeance. You're guaranteed to lose at least two lives on the higher difficulties. Not to mention the [[Teleporting Keycard Squad]] of ''six'' Drillers that attacks you at the red key.
** The first game's Level 6, where the deadly Class 1 Drillers are introduced with a vengeance. You're guaranteed to lose at least two lives on the higher difficulties. Not to mention the [[Teleporting Keycard Squad]] of ''six'' Drillers that attacks you at the red key.
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* From [[No One Lives Forever|NOLF 2: A Spy In HARM's Way,]] the level "The House Where Melvin Used to Live" features infinitely spawning ninjas, and a very finite amount of ammo and healing on the ground. Normally, you'd be able loot supplies from dead enemies, but on this level, they vanish immediately after you kill them.
* From [[No One Lives Forever|NOLF 2: A Spy In HARM's Way,]] the level "The House Where Melvin Used to Live" features infinitely spawning ninjas, and a very finite amount of ammo and healing on the ground. Normally, you'd be able loot supplies from dead enemies, but on this level, they vanish immediately after you kill them.
* [[Duke Nukem Forever (Video Game)|Duke Nukem Forever]]'s penultimate level, Blowin' the Dam. It's entirely underwater, so you have to swim from bubble stream to bubble stream. There's several Octobrains, which often appear between streams, forcing you to either kill them extremely quickly or just try to bulldoze past them and kill them later. To top it all off, it ends with the Energy Leech, the Duke Nukem version of the [[Metroid Prime|Boost Guardian]]; a boss that sounds easy, but is so infuriatingly cheap that you'll want to eat the disc.
* [[Duke Nukem Forever (Video Game)|Duke Nukem Forever]]'s penultimate level, Blowin' the Dam. It's entirely underwater, so you have to swim from bubble stream to bubble stream. There's several Octobrains, which often appear between streams, forcing you to either kill them extremely quickly or just try to bulldoze past them and kill them later. To top it all off, it ends with the Energy Leech, the Duke Nukem version of the [[Metroid Prime|Boost Guardian]]; a boss that sounds easy, but is so infuriatingly cheap that you'll want to eat the disc.
* [[Payday the Heist]] has, for Easy Difficulty, Heat Street, which will more likely than not result in somebody getting downed a few times the first few times it's done on easy. Most people will then figure out where the best cover is and then it loses it's edge on Normal. Green Bridge, the last mission available on Normal, is Heat Street but much more difficult, requiring you to make a mad dash to one location THROUGH AN ENDLESS ASSAULT to survive. Even on Normal, people can get screwed over by the [[Luck Based Mission|Luck-Based]] plane pickup section (If you get it on the first balloon, you are in for a lot of problems.) Both of the two Hard/Overkill missions have already been beaten on Overkill, complete with video proof. Neither of these two, as of this writing, been cleared on Overkill on-camera.
* [[Payday the Heist]] has, for Easy Difficulty, Heat Street, which will more likely than not result in somebody getting downed a few times the first few times it's done on easy. Most people will then figure out where the best cover is and then it loses it's edge on Normal. Green Bridge, the last mission available on Normal, is Heat Street but much more difficult, requiring you to make a mad dash to one location THROUGH AN ENDLESS ASSAULT to survive. Even on Normal, people can get screwed over by the [[Luck-Based Mission|Luck-Based]] plane pickup section (If you get it on the first balloon, you are in for a lot of problems.) Both of the two Hard/Overkill missions have already been beaten on Overkill, complete with video proof. Neither of these two, as of this writing, been cleared on Overkill on-camera.
* In the game ''[[XIII]]'', there is a level where you need to defend a cabin from a seemingly never-ending wave of enemies for a certain period of time. Sounds fun, right? Wrong. When you are in the cabin, you cannot leave it under any circumstances unless you want to get ripped to shreds by the helicopters and snipers. Even worse, the enemies can ''break down the cabin'', leaving you with no cover at all from the snipers. You can find the strongest gun in the game in the same cabin beforehand, but you can only supply ammo for it (and all your weapons) ''two times''. As if that weren't bad enough, ''there's only one health pack in the mission''. And if you die at all, you need to start the whole level over again.
* In the game ''[[XIII]]'', there is a level where you need to defend a cabin from a seemingly never-ending wave of enemies for a certain period of time. Sounds fun, right? Wrong. When you are in the cabin, you cannot leave it under any circumstances unless you want to get ripped to shreds by the helicopters and snipers. Even worse, the enemies can ''break down the cabin'', leaving you with no cover at all from the snipers. You can find the strongest gun in the game in the same cabin beforehand, but you can only supply ammo for it (and all your weapons) ''two times''. As if that weren't bad enough, ''there's only one health pack in the mission''. And if you die at all, you need to start the whole level over again.
* While deep in the [[Forgotten Superweapon|D6 Missile Silo]] toward the end of ''[[Metro 2033]]'', you and [[Badass Grandpa|Miller]] must cross a room full of [[Action Bomb|Amoebas]] and the pores that spawn them. Miller will shoot the Amoebas, but not the pores. Good luck.
* While deep in the [[Forgotten Superweapon|D6 Missile Silo]] toward the end of ''[[Metro 2033]]'', you and [[Badass Grandpa|Miller]] must cross a room full of [[Action Bomb|Amoebas]] and the pores that spawn them. Miller will shoot the Amoebas, but not the pores. Good luck.