Not exact matches
difficulty spike combined with control limitations of required form on the last level kind of ruined this
game for me.
The
game can be way too easy that it holds your hand on easy and while difficult on hard, the
difficulty spikes out of no where which can be frustating at times, Overall this
game is great where it counts the gameplay and characters and music but the
difficulty and unsteady framerate brings down the experience.
It is an easy
game, but the
difficulty does
spike up at times later on in the adventure, but it never really gets too hard at all.
This makes for a challenging
game where
difficulty spikes can creep up on you, as a result the story faded into the background as I struggled to stay alive.
Summary: With as solid a foundation that Housemarque has created here, the potential for a truly boundary breaking
game definitely exists but the short length, lack of replayability and immense
difficulty spikes dampen the overall experience
It's all very satisfying until you hit one of these
difficulty spikes every three or four levels and the
game suddenly feels unplayable.
Both
games are ambitious Capcom gorefests marred by
difficulty spikes and crap boss fights, and neither is a huge advancement over its predecessor, but RE5 is just a slicker and more polished
game.
Despite its flaws, the
game offers a solid experience if you can overlook some of the
difficulty spikes.
The last
game of them I played almost made me throw my controller at the wall, this Odyssey to wherever piece of a broken
game, with sudden
difficulty spikes that made it unplayable for me.
Definitely seems like one of those
games where most reviewers didn't put the effort in to actually learn the intricacies of its gameplay so they complain about
difficulty spikes, etc..
If you're a long - time fan of the series you should still have a lot of fun with this
game, but if you're getting into it for the first time you may be surprised by the lack of things to do as well as the
difficulty spike in arcade mode.
Boss fights make their first appearance here and prove to be the biggest
difficulty spike I've encountered in the
game.
In summary, Rogue Wizards is a great
game, even if it is marred by a flat story and an almost
game - defining series of
difficulty spikes.
Often the
game suffers unusual and frustrating
difficulty spikes, frequently causing my progress to stop in its tracks.
When asked about the
difficulty spike of some of these levels, Tezuka imparts a short piece of
game design wisdom for those of you who are still setting about to make difficult courses.
Earth's Dawn is a solid 2D action
game that unfortunately suffers from repetition and irritating
difficulty spikes.
It was a basic boxing
game that saw you facing off against various foes as the
difficulty spiked with each victory.
Sometimes the
game eases you into something new, like the disappearing walls, but often the
difficulty spikes dramatically mid-level.
With these two
games, Mutant Mudds Collection is not only reaching out to nostalgic
gamers in remembrance of their favorite
games from the 1980s and 1990s, but it also calls to those into speedrunning and
games with a massive
difficulty spike.
However, the
game is prone to some utterly brutal
difficulty spikes.
is not only reaching out to nostalgic
gamers in remembrance of their favorite
games from the 1980s and 1990s, but it also calls to those into speedrunning and
games with a massive
difficulty spike.
Eventually, though, more options become available, and strangely the
game goes backward; rather than starting easier and becoming increasingly difficult, it's the first six hours that prove the hardest to work through, and then from there things become easier to deal with, aside from some harsh
spikes in
difficulty.
In fact, my only real complaint on this
game would have to be the random
difficulty spikes.
Don't get me wrong; I absolutely love what I do and I love being a
gamer, but there's always the little frustrations of levels with huge
difficulty spikes, enemies that just won't seem to die and cheap deaths that seem to be avoidable.
The
game just builds and builds through the nine fights, and while there are occasional
difficulty spikes that get in the way it always presents new challenges that feel impossible to defeat, yet before long you find yourself rising to the challenging, and surpassing it.
Levels can be replayed over and over and over for extra experience points, too, which is handy as there's a
difficulty spike in the
game where the enemy count seems to almost literally double.
There are also some
spiked plants that drop from vines when light shines on them, which can create added
difficulty in your travels since it will be
game over if those
spiked plants touch the little candle.
It's a touch unfair about it, mind you, because the
game has some
difficulty spikes which can lure you into believing that your party is perfectly suited for a situation only for the
difficulty to suddenly ramp up and leave you getting beaten up and bereft of camping supplies.
Unfortunately some of the final stages of the
game are incredibly difficult in the original PsVita version: some players may get put off by this
difficulty spike.
It's got nothing to do with this
game being too easy; rather, instead of having a
difficulty spike big enough to impale a baby elephant, Drifting Lands has a
difficulty curve.
This helps with a lot of the
game's occasional
difficulty spikes.
In tougher fights against stronger enemies, this can be a real hindrance and be the cause of many harsh
spikes in
difficulty in early sections of the
game.
Players and reviews commonly cite the Warden as an unfair
difficulty spike on higher
difficulty, particularly the triple - Warden fight towards the end of the
game.
The single player
difficulty spike towards the end of the campaign signals not enough time was spent tweaking the
game, and the story is contrived, over-acted, and filled with boring «cutscenes» if the term may be used loosely.
A couple fights feel way beyond any others in the
game, creating the odd
difficulty spike, and the battles where the
game changes rules on the fly (to represent the kids cheating) can be frustrating.
The
game itself does have a few downfalls; there are some odd
difficulty spikes even on the easiest setting where I found myself struggling to complete a section on multiple occasions.
Lack of clarity, some brutal
difficulty spikes and some core conceptual and mechanical issues with the
game's absolute reliance on co-op are the only sour notes in a dark symphony of epic action.
Underpolished, repetitive, and littered with
difficulty spikes, it's a hard - sell to most
gamers and even those who adore the Stallone trilogy.
Most objectives are clear cut and straight forward, there is a very minimal penalty for death (except right at the end of the
game, which
spikes the
difficulty out of nowhere), and the only real point is to finish the
game's story with unlockables dangling over your head like a carrot.
In Push the Lane, different
difficulty spikes happen at different (slightly random) times, resulting in a slightly different line shape each
game, but a same, or similar amount of
difficulty overall.
Whilst Guacamelee was (& is) a very good
game, it does have a couple of troublesome
difficulty spikes, most notably with Jaguar Javier as well as a couple of other places (& probably the spiky level mentioned above by TM!).
It's actually pretty tough, with some harsh
difficulty spikes present for those who've completed the
game once — I've had a crack at it and I've barely managed to make any progress so far.
-- Nintendo previously made Zelda
games by making small areas and connecting them together — For Breath of the Wild, the team first had to figure out what needed to be placed on the map — Groups were created out of the over 300 devs to work on specific sections of the world —
Game Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the w
Game Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the
game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the w
game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning —
Difficulty dips /
spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this
game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the w
game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the
game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the w
game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the
game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the w
game to make for a more cohesive storyline — Most difficult Zelda
game to make — Aonuma is still finding new things in the w
game to make — Aonuma is still finding new things in the world
There was this huge
difficulty spike, and I didn't progress because my friends said the
game was bad anyway.
There are also a few pretty extreme
difficulty spikes throughout the
game.
There's even a boss fight in this mode near the tail end of the
game that really tested my patience, and in fact, on normal, there are several sharp
spikes in
difficulty throughout the
game that might put off younger players.
It's a neat touch and one that plays favourably toward those that would otherwise be frustrated at being caught out by the
game's occasional
difficulty spikes.
If you can get past
difficulty spikes and performance issues then I'd say go for it - especially if you like run and gun
games.
It's hard to go wrong with a
game so simple, and the
game sometimes does, with some weird
difficulty spikes that have players easily barreling through enemies in one level and getting destroyed in another, and the frequent appearance of a bad pool of letters that make it difficult to come up with good words if you don't have a dictionary as a brain.
The character designers over at Capcom Osaka have done a tremendous job at not only making the platforming and combat animations look fluid, but also feel as though you were playing an arcade
game» «with impressive
difficulty spikes to boot.