Follow TV Tropes

Following

History Main / HardModeMook

Go To

OR

Is there an issue? Send a MessageReason:
None


Nowadays, a video game is expected to have a solid replay value to be well received. Having multiple difficulty levels is a simple way to prolong the life of the game, but then NumericalHard is to be avoided at all costs. As such, a common way of increasing difficulty is to put the player against tough mooks earlier and more frequently in the game.

to:

Nowadays, a video game is expected to have a solid replay value to be well received. Having multiple difficulty levels is a simple way to prolong the life of the game, but then NumericalHard is to be avoided at all costs. As such, a common way of increasing difficulty is to put the player against tough mooks earlier and more frequently in the game. \n A common variant of this is the DegradedBoss, where an enemy presented as unique or the explicit target of an objective at lower difficulties returns in higher ones as part of the regular spawn pool.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': Master Mode introduces Golden-tier enemies that serve as the toughest non-boss or Guardian enemies in the game.

to:

** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': Master Mode introduces Golden-tier enemies that serve as the toughest non-boss or Guardian enemies in the game.game, with Golden Moblins and Golden Lynels making their return from ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Seasons]]''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder:Run-and-Gun]]
* The update for ''VideoGame/KatanaZero'' introduces Kung Fu Ricky, and an MG Terry - the former are capable of launching a quick-kick, that sends the player a mile away, making them harder to get close to without quick reflexes; the latter are armed with a [[MoreDakka light machine gun]] and will continuously launch non-stop suppressing fire, until they stop (via going to cover) and reload. Fittingly, they only appear in Hard Mode.
[[/folder]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''VideoGame/TargetTerror'', knife-throwing {{McNinja}}s are [[UniqueEnemy extremely rare]] in single-player mode outside of the final mission, but are regularly encountered in [[MultiplayerDifficultySpike two-player mode]] and [[GunsAkimbo Justice Mode]].
Is there an issue? Send a MessageReason:
None


** In the original ''Videogame/TheLegendOfZeldaI'' game, Red Bubbles (which take away your sword permanently if they hit you) only appear in the Second Quest (that game's version of a Hard difficulty).

to:

** In the original ''Videogame/TheLegendOfZeldaI'' game, Red Bubbles (which take away your sword permanently if they hit you) only appear in the Second Quest (that game's version of a Hard difficulty). Additionally, the Second Quest's Stalfos have a SwordBeam attack.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/{{Contra}}'': In the arcade version of the first game, a UniqueEnemy pair of knife-wielding frogmen appear at the beginning of the first stage when the difficulty is set to Hard or Very Hard.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/PAYDAY3'' introduces a Lead Guard, a security guard who patrols a large portion of the map and triggers endless pagers upon death, when the "Lead Guard" Security Modifier is activated. Said modifier is exclusively active on Very Hard or [[HarderThanHard Overkill]] difficulty.

Added: 961

Changed: 693

Is there an issue? Send a MessageReason:
None


* ''VideoGame/Payday2'': Which types of enemies spawn depends on the difficulty, with higher difficulties bringing in tougher police. Normal mode brings in regular police and SWAT, and the only specials who appear are Shields and Snipers. Hard adds on Tasers. Very Hard replaces the SWAT with their heavier-armed and armored FBI variants, and also allows for Cloakers and the weakest variety of Bulldozer. Overkill adds Medics and the next-toughest Bulldozer variant. Mayhem replaces the FBI SWAT with even tougher [=GenSec=] SWAT units. Death Wish adds even more varieties of Bulldozer. Death Sentence moves on to the ZEAL Team enemies and allows for a variant of the Bulldozer that can heal his allies.

to:

* ''VideoGame/Payday2'': Which ''VideoGame/Payday2'' alters which types of enemies spawn depends on the difficulty, with higher difficulties bringing in tougher police. Normal mode brings in regular police cops spawn, and SWAT, and the only which types of specials who appear are Shields ''can'' spawn, depending on the difficulty:
** In terms of standard cops, [[EasierThanEasy Normal]]
and Snipers. Hard adds on Tasers. bring standard Metropolitan PD SWAT units, Very Hard replaces the SWAT with and Overkill swaps them for their heavier-armed and armored FBI armoered [[GovernmentAgencyOfFiction Federal Bureau of Intervention]] variants, and also allows for Cloakers and the weakest variety of Bulldozer. Overkill adds Medics and the next-toughest Bulldozer variant. Mayhem replaces the FBI SWAT with Mayhem/Death Wish switches to even tougher [=GenSec=] SWAT units. Elites and [[HarderThanHard Death Sentence]] swaps ''them'' out for the Department of Homeland Security's ZEAL Team.
** In terms of specials, [[EasierThanEasy Normal]] allows only {{Shield|BearingMook}}s and Snipers, Hard introduces Tasers, Very Hard introduces [[InstakillMook Cloakers]] and Green [[MightyGlacier Bulldozers]] (wielding Reinfeld 880 pump-action {{shotguns|AreJustBetter}}), Overkill introduces Black Bulldozers (wielding IZHMA 12Gs) and [[MookMedic Medics]], Mayhem introduces Skulldozers (wielding [[MoreDakka KSP LMGs]]),
Death Wish adds even more varieties of Bulldozer. introduces [[GatlingGood Minigun Dozers]], and [[HarderThanHard Death Sentence moves on to the ZEAL Team enemies and allows for a variant of the Bulldozer that can heal his allies.Sentence]] introduces Medic Dozers.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/HotlineMiami2WrongNumber'': The hard mode introduce chainsaw-wielding enemies as part of any levels featuring street gang members. There's also a [[UniqueEnemy seldom-seen dual-gun soldier]] in the hard version of "Ambush".
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Blood}}'': A variant: the appearance of boss enemies as {{Degraded Boss}}es depends on the difficulty level. On the easier modes, the first boss, the Stone Gargoyle, reappears as a mook regularly, while the second one, Shial the giant spider, only does so once or twice and the third one, Cerberus, only appears in its boss encounter. On the harder modes, Shial becomes a regular encounter, and Cerberus makes a few appearances as a mook.

to:

* ''VideoGame/{{Blood}}'': ''VideoGame/Blood1997'': A variant: the appearance of boss enemies as {{Degraded Boss}}es depends on the difficulty level. On the easier modes, the first boss, the Stone Gargoyle, reappears as a mook regularly, while the second one, Shial the giant spider, only does so once or twice and the third one, Cerberus, only appears in its boss encounter. On the harder modes, Shial becomes a regular encounter, and Cerberus makes a few appearances as a mook.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/SuperRobotWars'':
** ''Alpha Gaiden'' significantly ramps up the difficulty of the DiscOneFinalBoss depending on the player's performance up to that point by introducing multiple new bosses and mooks on the harder versions of the map, culminating in having to fight multiple [[DemonicSpiders Ghost X-9s]] on Hard: on the Easy version of the map, just ''one'' Ghost serves as the boss of the first chunk of the stage.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/SuperMarioBrosCrossover'': It's possible to change the settings to replace the Goombas with not only Buzzy Beetles (as in [[VideoGame/SuperMarioBros the original game]]'s second quest) but also with Spinies and with a completely new-to-the-original-game enemy, Spike Tops (which act as both Spinies and Buzzy Beetles at once).

to:

* ''VideoGame/SuperMarioBrosCrossover'': It's possible to change the settings to replace the Goombas with not only Buzzy Beetles (as in [[VideoGame/SuperMarioBros [[VideoGame/SuperMarioBros1 the original game]]'s second quest) but also with Spinies and with a completely new-to-the-original-game enemy, Spike Tops (which act as both Spinies and Buzzy Beetles at once).
Is there an issue? Send a MessageReason:


Nowadays, a video game is pretty much required to have a solid replay value to be well received. Having multiple difficulty levels is a simple way to prolong the life of the game, but then NumericalHard is to be avoided at all costs. As such, a common way of increasing difficulty is to put the player against tough mooks earlier and more frequently in the game.

to:

Nowadays, a video game is pretty much required expected to have a solid replay value to be well received. Having multiple difficulty levels is a simple way to prolong the life of the game, but then NumericalHard is to be avoided at all costs. As such, a common way of increasing difficulty is to put the player against tough mooks earlier and more frequently in the game.

Added: 608

Changed: 132

Is there an issue? Send a MessageReason:
None


* ''VideoGame/AceCombatZeroTheBelkanWar'': A lot of [[NominalImportance named]] fighter [[EliteMooks aces]] only appear on Hard, Expert, and Ace difficulties.

to:

* ''VideoGame/AceCombatZeroTheBelkanWar'': A lot of [[NominalImportance named]] fighter ''VideoGame/AceCombat'':
**
[[EliteMooks aces]] Named aces]], outside of those that are actually relevant to the story, only show up in ''VideoGame/AceCombat04ShatteredSkies'', ''VideoGame/AceCombat5TheUnsungWar'', and ''VideoGame/AceCombat7SkiesUnknown'' on Normal difficulty and above in a NewGamePlus run.
** A lot of aces in ''VideoGame/AceCombatZeroTheBelkanWar''
only appear on Hard, Expert, and Ace difficulties.difficulties. This carries over to ''VideoGame/AceCombat6FiresOfLiberation'', which allows you to unlock the assault records for the recurring Strigon Team on any difficulty but require playing on Expert or Ace for other named enemies.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Doom}}'': Things that can appear on a map, including monsters, have flags that determine which difficulties they appear on, with three separate ones for the easier difficulties (I'm Too Young To Die and Hey, Not Too Rough), the medium one (Hurt Me Plenty), and the harder ones (Ultra-Violence and Nightmare). Going up in difficulty typically includes greater concentrations of enemies ([=E1M1=]: Hangar only has four zombies and two imps up to Hurt Me Plenty, then doubles both of those numbers and adds 16 shotgun zombies on Ultra-Violence), introducing stronger enemies sooner (the cacodemon is introduced in [=E2M3=]: Refinery on HNTR or below, and in [=E2M1=]: Deimos Anomaly on HMP or above), and/or even replacing lower-tier enemies with stronger ones (''VideoGame/DoomII'' [=MAP06=]: The Crusher has five hell knights on HMP, but replaces the three of them under the eponymous crusher with the game's first Spider Mastermind on UV). The [=PlayStation=] version of ''Doom'' expands on this by allowing several ''Doom II''-specific enemies [[EarlyBirdCameo to appear in]] ''Doom 1'' levels on higher difficulties, such as [=E1M1=] including a chaingunner and pain elemental on Ultra-Violence.

to:

* ''VideoGame/{{Doom}}'': ''Franchise/{{Doom}}'': Things that can appear on a map, including monsters, have flags that determine which difficulties they appear on, with three separate ones for the easier difficulties (I'm Too Young To Die and Hey, Not Too Rough), the medium one (Hurt Me Plenty), and the harder ones (Ultra-Violence and Nightmare). Going up in difficulty typically includes greater concentrations of enemies ([=E1M1=]: Hangar only has four zombies and two imps up to Hurt Me Plenty, then doubles both of those numbers and adds 16 shotgun zombies on Ultra-Violence), introducing stronger enemies sooner (the cacodemon is introduced in [=E2M3=]: Refinery on HNTR or below, and in [=E2M1=]: Deimos Anomaly on HMP or above), and/or even replacing lower-tier enemies with stronger ones (''VideoGame/DoomII'' [=MAP06=]: The Crusher has five hell knights on HMP, but replaces the three of them under the eponymous crusher with the game's first Spider Mastermind on UV). The [=PlayStation=] version of ''Doom'' expands on this by allowing several ''Doom II''-specific enemies [[EarlyBirdCameo to appear in]] ''Doom 1'' levels on higher difficulties, such as [=E1M1=] including a chaingunner and pain elemental on Ultra-Violence.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/WonderBoyIIITheDragonsTrap'': The 2017 remake has a four color of enemies (yellow) that appear only in the postgame... unless you're playing the game in hard mode, which throws a few of them in normal stages.

to:

* ''VideoGame/WonderBoyIIITheDragonsTrap'': The 2017 remake has a four fourth color of enemies (yellow) that appear only in the postgame... unless you're playing the game in hard mode, which throws a few of them in normal stages.

Top