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From now on, every hit you take drains at least a quarter of your life, you'll see early bosses appearing as regular enemies, and the normal enemies are interspersed so they can attack in the most sadistic patterns possible.
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Stage 13 is officially when the game stops pulling its punches.Stage 7 is a pretty modest spike after dealing with the Medusa Head + Bottomless Pit combo. Stages 5-6 can be the first real difficulty spike in the original Castlevania.Enemies start dealing more damage, more Goddamned Bats start assaulting you, and more deadly jumps over Bottomless Pits await. Castlevania's Stage 7 (the third area) is where the difficulty starts to skyrocket.You're basically screwed if you didn't rescue the weaver, find the L-Cloth, and get the L-Quilt made. After that is Frozen Palace which is swarming with very difficult enemies, ice everywhere, and a truly difficult boss, and then the Ant's Nest which is crawling with Demonic Spiders and the Mine "Cart" ride. Then you go into the basement of the restaurant and realize God has not come with you: the enemies are much stronger and inflict poison on the regular, it's swarming with bats that are so hard to avoid you can absorb an ability that temporarily repels them, there are brutal platforming segments with rotating blocks, pitch black rooms where your only source of light is a bouncing fireball that hurts you, and a boss who you have to engage with the Water Scroll. In Brave Fencer Musashi, not counting the unbridled Hell that is Steamwood of course, the difficulty stays fairly moderate as you explore the same areas around town like the forest and Twinpeak Mountain.The difficulty in Batman: Arkham City spikes rather noticeably upon revisiting the Steel Mill, and stays that way for the rest of the main story.Unfortunately for you, said Giant Mooks not only are immune to one-hit-kills, they're the only enemies that can attack you during the Overly Long Fighting Animation if you one-hit-kill regular mooks, so fights that have both regular and giant mooks become the only legitimately difficult fights on hard mode. Much of the increased difficulty on hard mode comes from increased enemy health, which in the case of Mooks is ignorable if you abuse your unblockable one-hit-kill attack, and in the case of Giant Mooks isn't too unpleasant. Batman: Arkham Asylum is fairly well-balanced on normal difficulty, but it spikes late into the game on hard.Assassin's Creed: The fights go from "could be beaten by a badly-trained monkey" to "enemies with unblockable attack chains that take a sizable chunk out of your health" right around the time you lose the ability to avoid them.
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In games where the spike occurs earlier than the very end of the game, it may result in the oddity that the section at the beginning of the spike gives the most trouble to players, while the final boss (even though it may be objectively more difficult) is taken out in a relatively short time, because by then the players have adjusted to the new difficulty. This is often made worse by the fact that it is usually more of a challenge to master a difficult section of a game if there is no intermediate difficulty with which the player can "work their way up" to being able to manage that particular section. but then you lose all 99 extra lives to That One Boss in 6-4. You can get through five worlds without a scratch. Nintendo Hard games tend to do this a lot. Perhaps it's bad game design, maybe it's a sadistic developer, who knows? But all of a sudden, the game makes you want to throw your controller through the television. A game that is light and easy suddenly becomes insanely difficult.
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