521cdb No.16486559
besides God Hand and mabye Garegga, what are some games that get harder and harder the better you are doing?
not counting just straight up level scaling
611cf3 No.16486569
>What's a game that gets harder?
>Except for a game that gets harder, that doesn't count!
2f7180 No.16486580
>>16486569
>>What's a game that gets harder?
except that's not what he said you fucking retarded redditor, learn to read
205cd6 No.16486583
Resident Evil 4 has an adaptive difficulty system that gets a little easier each time you game over. Seems like Capcom was experimenting a lot with that kind of thing
452901 No.16486604
In general just fucking arcade games
The original tmnt arcade game has a base difficulty (only accessed by dip switches only) and also modifies the difficulty based on how many players they are. For every boss you kill without losing a life, the game thinks there's another player playing. The difficulty increases the following boss's health but more interestingly increases more fucking enemies on screen, to the point where you're going from fighting two mooks to twentys of mooks.
Resident Evil 4 follows similar to God Hand, Normal difficulty can scale up to professional (but this is hidden of course compared to God Hand), professional stays professional.
Typing of the dead just gets fucking harder and more wordy unless you intentionally die, but more likely your run is going to end because of the alien dictionary if you react too hard.
Also shmups tend to throw more leftover / popcorn enemies, if you kill certain things too fast, see: batsugun & zeroranger
b26467 No.16486612
Left 4 Dead has adaptive difficulty. I think it spawns more zombies and spawns the stronger special zombies more often if you're progressing quickly and getting a lot of kills. I haven't played them much, so I'm not sure how it works.
20cb58 No.16486617
674248 No.16486625
Touhou EoSD has dynamic difficulty which makes the bullet patterns get faster and faster if you don't die for some time.
d681c2 No.16486697
44470e No.16486836
Ibara, but that's pretty much Garegga 2.
4e1145 No.16486850
X-Com: Apocalypse does this. The higher your score, the faster the aliens progress their technology. If you decide to do things like raid cultists or do other fun stuff in the city, they'll show up with advanced aliens and weapons almost instantly.
23b6f2 No.16486867
>>16486625
LLS and MS also have this.
4c8dd5 No.16486880
>>16486612
ye, the director can be a fucking prick
674c4b No.16486990
>>16486583
>Resident Evil 4 has an adaptive difficulty system that gets a little easier each time you game over.
I've heard nuRE2 has some kind of adaptive difficulty too, that mainly determines the amount of ammo loot you get. If you're constantly running low on ammo the loot increases, if you have ammo to spare it decreases.
dc1b90 No.16487183
>>16486580
Is your brain okay anon?
80de68 No.16487338
Sort of related, but I’ve heard demons souls gets harder when you die
e335d6 No.16487349
>>16486559
Shmups usually.
661c1b No.16487397
Garegga isn't even the first shooter with adaptive difficulty, it's been a thing in many arcade games since the late '80s.
>>16486836
>Garegga 2
That would be Batrider or Bakraid.
e2c3c8 No.16487432
Fighting games against people, you will always have competition even at the top level.
f195f8 No.16487435
>>16486990
Not only that, it also seems effects enemy health as well. Do too good? Zombies will start jerking around erratically and you'll have to dump the majority of a mag into their heads just to kill it. Oh, and they also flinch/stumble less often. I'd much rather they just cut that shit out and made ammo a little more scarce, because it would only annoy the shit out of me by drawing fights out longer.
fc003e No.16487476
>>16486604
>Resident Evil 4 follows similar to God Hand, Normal difficulty can scale up to professional
Please elaborate. I've done a no-death, no-upgrades run at both normal and professional difficulties and yet I felt that ammo drop rates and enemy HP are consistently more favorable on normal.
857f7d No.16487603
>>16487435
it's to actually encourage you to kneecap them more frequently and not outright fight them. it also helps to punish you if you're a retard who doesn't board up windows early on as zombies will just pour in like a leaky faucet.
f195f8 No.16487619
>>16487603
I eventually did start kneecapping them and running by because it was becoming a pain in the ass to deal with. It never actually resulted in a game over far as I can remember, it just served to annoy the shit out of me and made the experience less enjoyable.
9fbaf8 No.16487642
>>16486583
I hate that kind of shit, I don't want a game to get easier and easier until I win. Getting harder is more acceptable, but then what if it does get too hard it has to lower back down, which is stupid, or you hit a wall because you played too well.
f6b92e No.16487760
Tetris TGM3 is great in this regard.
>play too slowly, game makes fun of you and ends at level 500
>play quickly, game's speed goes up even faster, and beyond what it would if you didn't
>do extremely well, you get the credits roll where pieces vanish as soon as they lock, instead of it delaying for a few seconds
>do well at THAT and you might get one of the master grades
>do well enough to be eligible for GM consistently, and you might get the GM exam
>>16487642
Don't play Rabi-Ribi.
9fbaf8 No.16487810
>>16487760
How's Rabi Ribi do it?
8d93f2 No.16487819
>>16486559
>Hellsinker
>CC boost mode
>zeroranger
>Blue revolver
>Steel vampire
These games comes to mind.
96151c No.16487890
>>16486559
>games that get harder and harder the better you are doing
any game with rubber-banding AI. a lot of racing games i've heard of will speed up the cars behind you and slow down the cars in front of you to make it a close race. this led to cases where players would drive slowly to make the AI racers suck, then gun it on the last lap and blow past them while the difficulty was still being adjusted.
96b9b5 No.16487892
>>16487760
>gold ST
>in those 7 minutes someone went through a section the fastest they ever have
d7a886 No.16487902
Aces Wild has a God Hand styled difficulty meter where the better you play, the harder you hit, but the harder and more aggressive enemies become and enemies get a bigger chance to, on death, spawn a shitton of very low hp enemies that either let you go big on the score/meter or lose half of it.
>>16486617
wow dude… bro… that's so deep.
227b32 No.16487903
>>16486850
Technically factorio also does this with pollution increasing mutation rate for bugs.
>>16487890
It doesnt work that way. It just boosts speed of AI cars who are too far in the back. And no one drives slowly to make AI suck.
83d792 No.16487905
>>16487890
Need of Speed is guilty of this. In some areas I was able to do some insane stretches because of good handling and drifting, then all the AI just went on with 2x max speed high behind me through the curviest areas ever. Shit was disgusting.
5a6761 No.16487950
>>16486559
>game gets harder the better you get
>garegga
That's not true brainlet, a good player will know how to suicide to reduce rank, it's easy to pull of a suicide, it's not hidden knowledge.
The better you get at shmups the more boring and easy they become, same with beat em ups like God Hand
06be9e No.16488011
Homeworld. The more units you end a level with the more enemies there are in the next one. Though it's easy to cheese by selling everything before ending the level
81b4e1 No.16488012
Crimzon Clover World Ignition has a mode where it gets more difficult as you play and don't get hit.
135ec8 No.16488045
>>16487950
>the game doesn't get harder the better you do because you can avoid it by deliberately killing yourself
>accusing others of being "brainlets"
You're an absolute retard. If it doesn't count because you can avoid it by playing worse, then fucking no game with this kind of adaptive difficulty counts, according to your brain dead logic. Because you can just play worse so that the game doesn't raise the difficulty, right?
452901 No.16488055
>>16488045
no you intentionally play worse to play better
73492f No.16488057
5a6761 No.16488083
>>16488045
it's not "playing worse" , your skill doesn't diminish, you don't become a newb when you make a strategic sacrifice.
f6b92e No.16488151
>>16487810
The bosses start to do less and less damage if you keep losing. I don't know if this still applies to the harder difficulties but those need to be unlocked to begin with.
>>16487892
That's me when starting out. I'm still bad at them though.
40f5a9 No.16488244
I don't know any games like OP wants, but I'm surprised nobody mentioned their peenus weenus of course.
67d103 No.16488390
If my memory serves me well, Demon souls' enemies get more harder to beat each time you die, and I don't know if this would count, L4D and it's clones spawn harder zombies the better you do.
f9cadf No.16488512
>>16488390
Enemy damage multipliers would increase upon death, but they wouldn't become harder to beat. Death alone doesn't trigger the difficulty changes either. Murdering other players did, though.
56b9e5 No.16488566
Invidious embed. Click thumbnail to play.
>>16488390
dyin in non-hollow form in da various worlds did dat, if u stayed in hollow form by killin yo-self in da citadel u could maintain white world tendency
>>16487476
here ur bideo monica :-DDDDDDDD
9c7dc4 No.16488736
>>16486559
Pretty much any multiplayer game. The higher on the ladder you are, the stiffer the competition.
7543b3 No.16489041
>>16486559
Any PvP game with matchmaking forcing 50-50 winrate.
d12056 No.16489095
Sinner Sacrifice for Redemption makes you level down every time you fight a boss
haven't played it myself but what I saw at PAX looked pretty cool, the soulslike thread also has some info on it
e81679 No.16489104
Ghouls 'n Ghosts did a rank system years before either of those games, OP.
227b32 No.16489761
Also in demons souls game was supposed to be harder the more you die in human form. The worse you play the game the harder it gets, same with ds2 to some extent.
db1489 No.16489763
Probably gonna trigger some autist with this, but Rimworld does it really well.
It's a game about building up a colony and managing it's chores, supplies and residents while you fortify it against invasions and try to get ahead of whatever problem might come in the future.
The game let's you pick a difficulty to work with, but it's more of a range, where things get harder the better you're doing.
Whenever the game decides to trigger an invasion, it checks the supplies in your colony as well as how many dudes you have and your past history when dealing with invasions, spawning harder enemies if you've managed to somehow kill everyone from the last raid without having any of your colonists downed in combat.
It's not a perfect system, and there's mods that make the algorythm take far more things into account (so frail old colonists or bed-ridden ones don't count as much, for instance) but overall it's an interesting way to do scaling difficulty.
It also upsets a lot of players that scumsave like crazy, making sure they never lose anyone in any battle and then end up fighting against mechatronic abominations or super powered raiders with mortars.
170b3c No.16489791
>>16486583
>>16486604
>>16486990
>>16488566
Ironic, because I found the game to be easier on professional since I kept getting shit drops in normal even though I was playing good.
6aa93c No.16489812
>>16489104
It's not a contest, anon.
a3b9db No.16489916
MGSV, and in multiple ways too.
First, enemies will start using better equipment based on how you play. Some retards think that this is a lie and that the enemy AI will always wear helmets, NVG, armor, etc. no matter how you play and that the only way to get rid of it is to send your combat troops to destroy equipment. That's false. If you complete several missions without headshoting enemies, they will stop wearing helmets. If you don't get caught when infiltrating during night time, they will stop using NVGs.
When enemies see you fulton someone, it increases their preparedness level the next time they witness it. After you fulton a lot of troops, they will start shooting at balloons. The higher their preparedness the faster they will shoot at your balloons.
When you take out guards or outposts without alerting anyone (not even causing a suspicion), enemy AI will slowly start using decoys, have a higher chance of knifing you when you attempt to hold them up, set up mines around their bases and, ultimately, increase their ranks in order to have more health, longer detection range and better actions whenever they see or hear something, such as calling HQ that they heard a noise or that they see a downed comrade - rather than simply ignoring things or waking their comrades up without getting alerted.
S ranked troops and higher will also start checking under objects with their flashlights, such as vehicles, tables, sewers, etc. For more autistic details I suggest you look up "Revenge System (enemy preparedness)" on the MGS wiki. It explains how the system works and which player actions increase certain AI preparedness levels.
db1489 No.16489960
>>16488390
>L4D and it's clones spawn harder zombies the better you do
Left4Dead changes the spawns for both zombies and supplies according to how well you're doing.
If you barely lose HP on a stage, the next one will see some medkits replaced by pills and some pills removed alltogether.
If you're having no problem killing special zombies, more will spawn and sooner, which includes Tanks as well. You can easily end up with 2 Tanks on the same round if you're doing that good and take your time.
Conversely, if you're doing poorly, more medkits will spawn, the Tier 2 weapons will show up sooner as well and special zombies are more spaced.
eba2cb No.16489980
>>16488151
Git gud at sonic drops to break s1.
Past that it's just reaction time and clean building.
d8f7cd No.16490019
Is it possible to play God Hand in 60fps or does it break the physics?
Polite sage for off-topic.
172342 No.16490516
>>16490019
If the tick rate stays at 30 it should be okay. If it's tied to framerate (it probably is) then you'd have to cut all the values in half to compensate.
42a58b No.16491075
>>16488083
Except a measure of skill is not fucking dying you retard, in fact when its the main one used to determine difficulty scaling that should be a fucking given
ce3c22 No.16491108
>Gets harder the better you play
It doesn't.
God Hand gets harder the LONGER you play, because 'being bad' means to die and the game is over. It's a shit system that forces you to use the grovel move constantly, unless you want to die at max. Only single mother kids get excited at strict difficulty settings, because they imagine it's like having a dad.
986749 No.16491115
>>16491108
What are you, a fucking casual that does not want to improve? Go play some more Candy Crush.
f6b92e No.16491133
>>16491075
Depends on your metrics. A big video game exception is speedrunning where death warping is a common tactic, and I think RE4 also uses it to shorten a boss fight. This could also apply to say Magic Carpet as a way to get back to your castle quickly either because it's under threat or to recharge your mana. Even in professional sports, the meta game can occasionally allow for fouls or other play that would normally be counter to doing it correctly, but could ultimately make or break the game if played right, particularly in relation to match time.
With shmups though, surviving is the beginner metric. Scoring is the advanced. Whether intentional deaths can allow better scoring potential and if it's harder to pull off is the deciding factor of whether it's casual or not to do, but most shmups heavily penalize deaths score-wise, and will not allow continuing past a certain point without a 1cc.
Also while not exactly difficulty scaling, Raptor's got its own interesting way of rewarding good play and really punishing sloppy play via its balancing act of killing as many ships as possible but without taking a lot of damage. For the first episode or two it's about acquiring the best weapons quickly, but in the third it's an endurance of averaging ~3 phase shields expended per stage since that's about as much cash as you get for clearing one. Getting hit by a laser burns a hole in your pocket, and if you get dragged down to losing the twin laser, it's game over.
>>16491108
It's more that its definition of "good" is far too forgiving. The gauge rises easily but doesn't fall easily, and so the difficulty curve goes all over the place. Item luck plays a part too unless you're a 10/10 player. Really, if the rate of change wasn't so quick you could probably take grovel out entirely.
452901 No.16491160
>>16491108
It's easier on higher difficulties because you get to kick their asses more often by counterattacking with an uppercut
ec23e5 No.16491166
>>16487435
>>16486990
>>16487603
>>16487619
I think they might have toned this down in later patches though. On release you would get a head pop when the planets aligned and the red moon hanged low but recently I've noticed getting head pops much more frequently.
cc5a5a No.16491408
>>16490019
It will unless you change the n values like in Killer is Dead.
09a8fa No.16491459
>>16489960
Fairly certain most of that is false. It was pre-release talk by valve but they ended up scrapping it. Medkits/pills/spawns/etc are entirely up to the mapmaker and your cvars to determine the spawn chance.
Source: was a competitive versus player and knew the ins and outs of expert/realism mode.
9cc681 No.16491509
Which platformers have dynamic difficulty?
7052a1 No.16491513
>>16491160
And on everything below Die you can spam sweep and never go for a counterhit, what's your point?
99e179 No.16491566
>>16491108
Lol look at this kotaku editor
b88744 No.16491893
>>16486697
what a garbage website
f6b92e No.16491914
>>16491509
If you don't know the trick, maybe Tick-Tock Clock in SM64?
73a86d No.16491922
>>16491108
>he hasn't beat hard mode
b4ebcf No.16491936
>>16486850
>check if openapoc is done yet
https://trello.com/c/ccBtFiKa/61-road-to-fully-playable-state
fug, but at least they are coming along nicely
26cd0f No.16492736
IVAN for one
space invaders for another
452901 No.16492869
>>16491513
it's faster to kill enemies by uppercutting them (when they're doing a string of attacks) or breaking their guard
09a8fa No.16493255
>>16491160
I've never been able to do uppercuts well, is there some kind of trick? They come out way too slow to be of use.
7052a1 No.16493314
>>16492869
Yes, FASTER for a competent player. That doesn't make Die easier than lower levels, which is what you said. Or are you gonna tell me that being unable to cheese crowd control with no skill at all makes the game easier?
>>16493255
You get a full height launch on counterhit even if it's not charged. The timing is basically the same as high side kick. There's not much point in trying to charge it unless a lone guy's taunting or something.
7052a1 No.16493318
>>16493314
>There's not much point in trying to charge it
Forgot about the invincibility storing, that's a good reason to.
09a8fa No.16493377
>>16493314
It takes way, way longer to get an uppercut out for me. I'm wondering if its some kind of PCSX2 input lag problem. I've never been able to escape grabs on level die either.
f6b92e No.16494158
>>16493377
Some enemy attacks don't actually have a large enough window to do a charge punch even without charging, in theory. Enemies tend to move forward when attacking, so you can initialize charge punch while out-of-range but they'll end up in range during the window of opportunity if your zoning and timing is good. There's a lot of nuance to God Hand's combat system. Which isn't to say I'm actually good at the game, I'm pretty hopeless. Unfortunately I can't speak for emulator issues. I've only played it on PS2 and PS3.
452901 No.16494275
YouTube embed. Click thumbnail to play.
>>16493377
if they're doing starting string of attacks, backflip the first hit, uppercut inbetween fourth and fifth (usually they do 4 swings and briefly pause and swing), then dash left to cancel the recovery or in case you mess up. do note: you can cancel most of your attacks by weaving your head or dashing to the side, weaving your head up and pressing triangle makes you do a leg sweep. Uppercuts are in general pretty useful in making enemies more aggressive, dealing way more damage and if you need to control the crowd, do a kick and knock them out of the way.
344a4e No.16495811
>gets harder the better you play
That's not how it works at all.
6aa93c No.16495848
>>16495811
richter did not say that.
9193b0 No.16496166
>>16488011
Does this happens in the original versions too?
Because this happened to me in the remastered thing: I build everything I could and then started stealing all enemy ships.
To my horror, the next stage was unwinnable with insane hordes of ships that destroyed my mothership in seconds. I only realized this wasn't normal after watching a longplay.
Had to reload and recycle 60% of my ships at the end of the previous stage.
9193b0 No.16496189
I remember Metroid Zero has a harder final boss if you get there with few items.
Getting 80%-100% of items might sound hard but it just requires persistance and the obvious direct reward is getting more powerful. On the contrary, forwarding with the bare minimum items requires planification and makes the game pretty difficult: the final reward is that the final boss gets a lot more hard.
87bd71 No.16496274
>>16491459
you realize this shit obviously doesnt apply in versus because it would be unfair, right?
9cc681 No.16497032
>>16496166
>Does this happens in the original versions too?
In the original, the last few missions were impossible without bringing over captured ships.
d42978 No.16497137
>>16486559
Any porn game where the porn is the reward.
d5bcec No.16497235
531492 No.16497521
It's been mentioned, but Left 4 Dead's Director will alter everything from items types, item frequency, horde size, its choice of special infected, and when the Tank appears based on how well your team is doing and your playstyle. It's a good way of keeping subsequent runs fresh, and seriously high level players can game the Director itself.
Prey (the old one) has an adaptive difficulty setting you can toggle, and from what I've read it does things pretty similar to Left 4 Dead a couple of years before it came out. I like Prey, and the more I learn about it the more I like it.
>>16491509
The first few Crash Bandicoot and Spyro games, according to different websites.
f7432d No.16498095
>>16497235
The meta has mostly come down to mindgames these days.
09a8fa No.16508583
>>16496274
Versus had randomized spawns (at least originally, not sure if its been changed by now, for competitive play you had server mods that forced things to be identical). Furthermore I'm also talking about Expert difficulty.
I suppose its possible that single player works on God Hand rules where the game is always at max difficulty on Expert while on easier difficulties it eases up if survivors are doing poorly. Never really played much on easier settings so I dunno.
ffe2d2 No.16508966
Gundemonium has a system that lowers the difficulty when you get hit. it pisses me off to no end
3ccde9 No.16516458
9cc681 No.16516507
>>16509007
>How do you create good racing game AI?
The F-Zero way. Let the AI use advanced techniques, but sub-optimally. If the AI is decently adaptable, you'll have a fair challenge and weed out 90% of scrubs in one go.
a87968 No.16516636
>>16494275
I've done my KMS, I will never stop putting a guard breaker on slot 3/4 when I use a light multihit chain.
7e35f4 No.16516689
>>16487135
>Brown male white female
>races are so much balanced now it's better
>white countries are ez mode
<white countries are ez mode because white people made them that way, but let's not talk about that.
20ac1b No.16516835
>>16486559
Resident Evil 4
452901 No.16516839
>>16516507
Which F-Zero? because they're all bullshit, they either bump into you, have ridiculous amount of rubber banding and force you to be almost perfect at every corner.
fb5413 No.16519526
>>16489791
ok.
and now you know you shouldn't trust your own opinion, and that you were stupid all along.
9cc681 No.16519670
>>16516839
GX doesn't have rubber-banding except for a few story races. I think X doesn't have it either, but it's been too long to say for sure. GX is definitely fair.
5d4b9d No.16524381
>>16486559
>Gets harder the better you play
You're describing my penis, fam.
0465d4 No.16524580
>>16491108
>he uses grovel
11fd95 No.16527092
>>16489960
>>16497521
As mentioned in the >>16488566 video L4D director tries to estimate the player stress levels, Valve has an build of L4D2 that has bio-metric support (using pulse reader, skin conduvity sensing peripherals) that actually senses your actual stress level to provide an even more accurate reading of player stress.