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* The [[GoddamnedBats Bats]] from ''VideoGame/ParasiteEve2''. One hit-point, any attack aimed at them kills them... But let them touch you and you are paralyzed for 5 to 8 seconds while it slowly seeps your health point per point... And they come in swarms of ten or more. Preferably at arm's reach. The precognition REALLY applies to this one.
** Oddly enough, they're instantly killed with a flashlight attachment.
** Also, the Knight/Bishop GOLEM. These cyborgs are not only powerful, but can [[InvisibilityCloak turn invisible]]. In fact, they automatically land a hit on you when you first "detect" them, grabbing you from behind without warning and either poisoning you or paralyzing you unless you can kick them away in time. In addition, they use a decoy attack. Fall for it and it guarantees a hit. So not only are you fighting an invisible enemy that swipes at you with the power of a kodiak bear, but you start the fight with a quarter of your health gone and a serious status ailment. What is worse is, while they only show up in the regular game mode towards the end of it, these bastards show up way earlier in the Nightmare and Bounty modes. And since enemies hit for more damage in these modes, if they land two hits on you it's GameOver.

to:

* The [[GoddamnedBats Bats]] from ''VideoGame/ParasiteEve2''. One hit-point, any attack aimed at them kills them... But let them touch you and you ''VideoGame/AlienIsolation'' has the Working Joes, UncannyValley {{Artificial Human}}s who are paralyzed for 5 to 8 seconds while it slowly seeps your health point per point... And primary enemy in several levels of the game. They're dramatically tougher than humans, they come in swarms of ten or more. Preferably at arm's reach. The precognition REALLY applies to this one.
** Oddly enough,
can ''block'' your melee attacks, they can kill you very quickly when they get into melee with you, and they're instantly killed with immune to the Alien so you can't sic it on them the way you can on human survivors. It gets even worse when they start showing up in environmental suits, especially since by then you'll have been forced into giving up your guns, as they are now immune to EMP bombs and stun batons, meaning now you can only hope to use pipe bombs and sneak attacks to fight them.
* Crawlers are this to ''VideoGame/ColdFear''. It takes
a flashlight attachment.
full clip of shotgun shells to kill one, and they are fantastically speedy and stealthy [[WallMaster Wall Masters]]. They have a nasty habit of jumping on to the ceiling and hiding in a ventilation shaft after you have damaged them, then reemerging from a different ventilation shaft elsewhere in the same room so they can sneak up on you.
** Also, the Knight/Bishop GOLEM. These cyborgs are not only powerful, their WeaksauceWeakness was supposed to be a fear of bright light, but can [[InvisibilityCloak turn invisible]]. In fact, that really just makes them wander off so they automatically land a hit on you when you first "detect" them, grabbing can attack you from behind without warning and either poisoning you or paralyzing you unless you can kick later.
* After its transition to 3D, The zombie MMO ''VideoGame/DeadFrontier'' added several "Boss" zombies throughout the maps. Pretty much the only ones of
them away that ''aren't'' an example are the Bones (which are only moderately more powerful than normal zombies) and the Bloats (which are ungodly slow and whose main gimmick, exploding upon death, is easily avoidable with ranged weaponry). The rest? Oy...
** The Reapers and Tendrils ''will'' oneshot low level players ''easily'' with their insane melee attacks, and the Tendrils
in time. In addition, particular have ungodly speed and a massive attack range.
** Sirens don't even have any actual attacks, and yet
they use a decoy attack. Fall for it and it guarantees a hit. So not only are you fighting an invisible enemy the bane of many players because as soon as they detect you, they emit a scream that swipes at you alerts pretty much every single zombie in the area to your location, with [[ZergRush predictable results]].
** The Spiders are ungodly fast and nearly completely immune to knockback.
** One of
the power of a kodiak bear, but you start more recent updates added Burning Zombies to the fight mix. They are as (if not ''more'') fast than the Spiders, always spawn with maximum aggro (which means they hone in on you at top speed) and, contrary to what you may expect from a quarter ManOnFire, they have a ''massive'' amount of your health. On the plus side, they tend to drop mid to high tier loot when they finally go down.
** Most variants of Zombie Dogs other than the basic one (which is a {{Goddamned Bat|s}}). Give them ''insane'' speed and damage for the "recommended" level, a good amount of
health gone and HitboxDissonance (attacks on their head may not register) and [[LightningBruiser you've got a serious status ailment. What deadly foe on your hands]]. The Blood Dog is worse is, while they only show up in found as early as the regular game mode towards green (second) zone, hits as hard as the end Reaper (see above), moves ''extremely quickly'' and cannot be outrun even at max Agility, and has a great amount of it, these bastards show up way earlier in health for a second-area opponent. Take the Nightmare and Bounty modes. And since enemies hit for more Blood Dog, double its already high damage in and health to make it even more painful than the Tendril, give it ''even more'' speed, and you get the nightmare that's the Flesh Hound. As for the Hell Hound, take the Flesh Hound, multiply its health and attack by 2.5x, and... you get the idea. Worst of all, since these modes, if ''aren't'' the uncommon mutant zombies like Bone/Tendril/Reaper/Spider, they land two hits on you it's GameOver.appear ''much'' more frequently than most of the other DemonicSpiders listed above.



* Festers in ''VideoGame/TheSuffering'' are bloated corpses that periodically tear open their stomachs to release a swarm of giant rats, which explode when they reach you. These rats home in on you, and if one hits you, you'll likely be stunlocked until the entire swarm explodes in your face. (It's possible to shoot the rats, but you'll never get them all in time unless you rapidly equip the tommy-gun, which isn't very good against the Festers themselves.) Axe attacks hurt the Festers quite a bit, potentially allowing you to finish them off before they can release their rats, but their melee attack is quite powerful and [[InstantDeathRadius does damage in a circle around them]], so it's recommended you keep your distance. And as a final fuck-you, killing a Fester with a non-fire attack will automatically release a swarm of rats as it dies, and fire weapons are in short supply in this game.
* In a game already the stuff of nightmares with its surprise random encounters which can mystically appear in a room you've been through several times already and often appearing with little or no warning directly in front of you (screaming ensues, if the player is particularly into the game), ''VideoGame/FatalFrame1'' has its own demonic spider to fear and fear greatly. The Blind Ghosts, especially in one encounter in a cramped corridor, can turn fear and terror into fear and loathing. They can pass through walls (wherein they become difficult to detect and invincible), move much faster than your character, lunge at you when provoked or if you move (being blind of course means they have superhuman hearing), may not flinch when attacked (this counts as provoking them, naturally), can teleport behind you at any time (including when they're invisible because they're eight feet inside a solid wall, leading to more "AGHHH!" moments when you suddenly catch sight of them less than a foot from your face), and have a nasty tendency to kill you in a single hit. And did I mention they like to counterattack?



* The Shibito in ''VideoGame/{{Siren}}'' are giggling, bloody-eyed Japanese farmer zombies who somehow manage to pop you with a headshot from across the map through a copse of trees if you make even the slightest error in traversing the level. Apparently becoming Shibito imbues one with the accuracy of a Navy Seal sniper. There's some good news, though—you can actually survive one shot to (hopefully) dive back into cover... and you can use sightjacking to tell exactly where they're looking and when, so you can stay the hell out of the way. Also, not all of them have rifles—although some of the ones that don't are nearly as bad.
** For an example of "nearly as bad," look no further than the Crawlers. Their melee attacks can kill you in two good hits, depending on the character—the same as a gunshot, for reference—and they're fast and particularly alert and difficult to hide from. Oh, and some of them can walk on walls. The plus side is that since they move on all fours, they can't open doors... and they're usually found in the presence of a Shibito brain, which will knock them all out at once if it's taken out. The bad news ''there'' is that Shibito brains are GoddamnedBats, due to their tendency to be able to tell you're there without seeing or hearing you, then run away quickly.
** Let us not get started on the flying Shibito, who are essentially snipers with wings.

to:

* The Shibito in ''VideoGame/{{Siren}}'' are giggling, bloody-eyed Japanese farmer zombies who somehow manage to pop you with a headshot from across the map through a copse of trees if you make even the slightest error in traversing the level. Apparently becoming Shibito imbues one with the accuracy of a Navy Seal sniper. There's some good news, though—you can actually survive one shot to (hopefully) dive back Late into cover... and ''VideoGame/TheEvilWithin'', you can use sightjacking to tell exactly where encounter ''Invisible Haunted''. Bad enough that they're looking invisible in the first place, but they compound that sin by being {{Damage Sponge}}s who can't be snuck around ''or'' Stealth Killed and when, so you are even immune to being burned like regular Haunted! Judicious use of doorways and explosive bolt traps can stay the hell out of the way. Also, not all of be a huge help in fighting them as Sebastian, but expect to have rifles—although some lots of fun dealing with them as Kidman in the ones that don't DLC, where stealth kills are nearly as bad.
your ''only'' option.
** For an example of "nearly as bad," look no further [=AlterEgos=] likewise suck up a lot more damage than the Crawlers. Their melee attacks Haunted do, are far harder to burn, and are much harder to headshot than their counterparts, on account of having two heads.
* In a game already the stuff of nightmares with its surprise random encounters which
can kill mystically appear in a room you've been through several times already and often appearing with little or no warning directly in front of you in two good hits, depending on (screaming ensues, if the character—the same player is particularly into the game), ''VideoGame/FatalFrame1'' has its own demonic spider to fear and fear greatly. The Blind Ghosts, especially in one encounter in a cramped corridor, can turn fear and terror into fear and loathing. They can pass through walls (wherein they become difficult to detect and invincible), move much faster than your character, lunge at you when provoked or if you move (being blind of course means they have superhuman hearing), may not flinch when attacked (this counts as a gunshot, for reference—and provoking them, naturally), can teleport behind you at any time (including when they're fast invisible because they're eight feet inside a solid wall, leading to more "AGHHH!" moments when you suddenly catch sight of them less than a foot from your face), and particularly alert have a nasty tendency to kill you in a single hit. And did I mention they like to counterattack?
* ''VideoGame/FiveNightsAtFreddys'':
** [[VideoGame/FiveNightsAtFreddys1 The original game]] has Foxy the Pirate, who first comes into play on the second night
and will make your life hell. He usually hides out in Pirate Cove, but once he comes out of hiding, you may only have a few seconds to close him off from your office to survive. Should you succeed, though, he will drain power needed to survive the night. If you see him running down the hallway through camera 2A, [[YouAreAlreadyDead it may already be too late]]...
** Freddy himself for some players, as when he moves, he is
difficult to hide from. Oh, spot on camera (leaving you vulnerable to the others while you try to find him), gives no warning if he's near the door (unlike Bonnie and Chica, who can be spotted with the door lights, and even Foxy gives some heads up when the curtain moves), and can even at times appear ''in the room with both doors shut''.
** [[VideoGame/FiveNightsAtFreddys2 The sequel]] one-ups the original Foxy with the Marionette/Puppet. To keep it at bay, you have to wind a music box--which means leaving you vulnerable to the other animatronics, because you have to take off your mask (your only line of defense against them) to check the camera to wind it remotely. If the box isn't wound up in time, you're dead unless you're close enough to the end of your shift. Like Foxy in the first game, once it starts moving, there is no way to stop it, and unlike Foxy in the first game, you have no way to counter it once it leaves the Prize Counter.
** The team-up with Balloon Boy and Foxy also counts: Balloon Boy disables your lights if he gets into your room, and your flashlight is your only weapon against Foxy.
* The mutated rats in part IV of ''VideoGame/LakeviewCabinCollection''. Not only do they cause InterfaceScrew and [[LightningBruiser hit both fast and hard]], they can randomly spawn in any room that has a vent, meaning that there is a likely chance that a character inside one
of them can walk on walls. is going to die within seconds unless you move them out.
*
The plus side Eyesaur in Hard-Boiled mode of ''Videogame/OneNightAtFlumptys''. To start with, it is that since difficult to track and whenever it catches you with the lights on, your exposure meter will ''skyrocket'' due to how many eyes it has. This naturally gets worse in hard mode almost to the point of being a OneHitKill. While in the normal mode of the game the Eyesaur will only attack near the end of the night, it walks around much earlier in Hard-Boiled mode.
* The [[GoddamnedBats Bats]] from ''VideoGame/ParasiteEve2''. One hit-point, any attack aimed at them kills them... But let them touch you and you are paralyzed for 5 to 8 seconds while it slowly seeps your health point per point... And
they move on all fours, they can't open doors... and come in swarms of ten or more. Preferably at arm's reach. The precognition REALLY applies to this one.
** Oddly enough,
they're usually found instantly killed with a flashlight attachment.
** Also, the Knight/Bishop GOLEM. These cyborgs are not only powerful, but can [[InvisibilityCloak turn invisible]]. In fact, they automatically land a hit on you when you first "detect" them, grabbing you from behind without warning and either poisoning you or paralyzing you unless you can kick them away in time. In addition, they use a decoy attack. Fall for it and it guarantees a hit. So not only are you fighting an invisible enemy that swipes at you with the power of a Kodiak bear, but you start the fight with a quarter of your health gone and a serious status ailment. What is worse is, while they only show up
in the presence regular game mode towards the end of a Shibito brain, which will knock them all out at once it, these bastards show up way earlier in the Nightmare and Bounty modes. And since enemies hit for more damage in these modes, if they land two hits on you it's taken out. The bad news ''there'' is that Shibito brains are GoddamnedBats, due to their tendency to GameOver.
* ''VideoGame/RuleOfRose'': Most of the imps count, if nothing else because they usually respawn and/or come in hordes. Some jump onto Jennifer so she can
be able to tell you're there without seeing or hearing you, pummeled by the rest around her. Other types (birds and pigs especially) enjoy knocking Jennifer down... and then run away quickly.
** Let us not get started on
doing it [[ComputerIsACheatingBastard again as soon as she stands back up]]. You'd better start getting Brown searching for some sweets...
* The Nine-Tailed Fox units in ''VideoGame/SCPContainmentBreach''. Unlike
the flying Shibito, who are essentially snipers various [=SCP=] objects the players encounters, the Nine-Tailed Fox have ranged weapons and work as a squad to hunt you down. Players often have to utilize stealth to survive encounters with wings.the squad, which is a rather jarring strategy compared the more direct approach of [=SCPs=] such as 173 and 106.



* Crawlers are this to ''VideoGame/ColdFear''. It takes a full clip of shotgun shells to kill one, and they are fantastically speedy and stealthy [[WallMaster Wall Masters]]. They have a nasty habit of jumping on to the ceiling and hiding in a ventilation shaft after you have damaged them, then reemerging from a different ventilation shaft elsewhere in the same room so they can sneak up on you.
** Also, their WeaksauceWeakness was supposed to be a fear of bright light, but that really just makes them wander off so they can attack you from behind later.
* After its transition to 3D, The zombie MMO ''VideoGame/DeadFrontier'' added several "Boss" zombies throughout the maps. Pretty much the only ones of them that ''aren't'' an example are the Bones (which are only moderately more powerful than normal zombies) and the Bloats (which are ungodly slow and whose main gimmick, exploding upon death, is easily avoidable with ranged weaponry). The rest? Oy...
** The Reapers and Tendrils ''will'' oneshot low level players ''easily'' with their insane melee attacks, and the Tendrils in particular have ungodly speed and a massive attack range.
** Sirens don't even have any actual attacks, and yet they are the bane of many players because as soon as they detect you, they emit a scream that alerts pretty much every single zombie in the area to your location, with [[ZergRush predictable results]].
** The Spiders are ungodly fast and nearly completely immune to knockback.
** One of the more recent updates added Burning Zombies to the mix. They are as (if not ''more'') fast than the Spiders, always spawn with maximum aggro (which means they hone in on you at top speed) and, contrary to what you may expect from a ManOnFire, they have a ''massive'' amount of health. On the plus side, they tend to drop mid to high tier loot when they finally go down.
** Most variants of Zombie Dogs other than the basic one (which is a {{Goddamned Bat|s}}). Give them ''insane'' speed and damage for the "recommended" level, a good amount of health and HitboxDissonance (attacks on their head may not register) and [[LightningBruiser you've got a deadly foe on your hands]]. The Blood Dog is found as early as the green (second) zone, hits as hard as the Reaper (see above), moves ''extremely quickly'' and cannot be outrun even at max Agility, and has a great amount of health for a second-area opponent. Take the Blood Dog, double its already high damage and health to make it even more painful than the Tendril, give it ''even more'' speed, and you get the nightmare that's the Flesh Hound. As for the Hell Hound, take the Flesh Hound, multiply its health and attack by 2.5x, and... you get the idea. Worst of all, since these ''aren't'' the uncommon mutant zombies like Bone/Tendril/Reaper/Spider, they appear ''much'' more frequently than most of the other DemonicSpiders listed above.
* ''VideoGame/RuleOfRose'': Most of the imps count, if nothing else because they usually respawn and/or come in hordes. Some jump onto Jennifer so she can be pummeled by the rest around her. Other types (birds and pigs especially) enjoy knocking Jennifer down... and then doing it [[ComputerIsACheatingBastard again as soon as she stands back up]]. You'd better start getting Brown searching for some sweets...
* ''VideoGame/FiveNightsAtFreddys'':
** [[VideoGame/FiveNightsAtFreddys1 The original game]] has Foxy the Pirate, who first comes into play on the second night and will make your life hell. He usually hides out in Pirate Cove, but once he comes out of hiding, you may only have a few seconds to close him off from your office to survive. Should you succeed, though, he will drain power needed to survive the night. If you see him running down the hallway through camera 2A, [[YouAreAlreadyDead it may already be too late]]...
** Freddy himself for some players, as when he moves, he is difficult to spot on camera (leaving you vulnerable to the others while you try to find him), gives no warning if he's near the door (unlike Bonnie and Chica, who can be spotted with the door lights, and even Foxy gives some heads up when the curtain moves), and can even at times appear ''in the room with both doors shut''.
** [[VideoGame/FiveNightsAtFreddys2 The sequel]] one-ups the original Foxy with the Marionette/Puppet. To keep it at bay, you have to wind a music box--which means leaving you vulnerable to the other animatronics, because you have to take off your mask (your only line of defense against them) to check the camera to wind it remotely. If the box isn't wound up in time, you're dead unless you're close enough to the end of your shift. Like Foxy in the first game, once it starts moving, there is no way to stop it, and unlike Foxy in the first game, you have no way to counter it once it leaves the Prize Counter.
** The team-up with Balloon Boy and Foxy also counts: Balloon Boy disables your lights if he gets into your room, and your flashlight is your only weapon against Foxy.
* Late into ''VideoGame/TheEvilWithin'', you encounter ''Invisible Haunted''. Bad enough that they're invisible in the first place, but they compound that sin by being {{Damage Sponge}}s who can't be snuck around ''or'' Stealth Killed and are even immune to being burned like regular Haunted! Judicious use of doorways and explosive bolt traps can be a huge help in fighting them as Sebastian, but expect to have lots of fun dealing with them as Kidman in the DLC, where stealth kills are your ''only'' option.
** [=AlterEgos=] likewise suck up a lot more damage than the Haunted do, are far harder to burn, and are much harder to headshot than their counterparts, on account of having two heads.
* ''VideoGame/AlienIsolation'' has the Working Joes, UncannyValley {{Artificial Human}}s who are your primary enemy in several levels of the game. They're dramatically tougher than humans, they can ''block'' your melee attacks, they can kill you very quickly when they get into melee with you, and they're immune to the Alien so you can't sic it on them the way you can on human survivors. It gets even worse when they start showing up in environmental suits, especially since by then you'll have been forced into giving up your guns, as they are now immune to EMP bombs and stun batons, meaning now you can only hope to use pipe bombs and sneak attacks to fight them.
* The Eyesaur in Hard-Boiled mode of ''Videogame/OneNightAtFlumptys''. To start with, it is difficult to track and whenever it catches you with the lights on, your exposure meter will ''skyrocket'' due to how many eyes it has. This naturally gets worse in hard mode almost to the point of being a OneHitKill. While in the normal mode of the game the Eyesaur will only attack near the end of the night, it walks around much earlier in Hard-Boiled mode.
* The mutated rats in part IV of ''VideoGame/LakeviewCabinCollection''. Not only do they cause InterfaceScrew and [[LightningBruiser hit both fast and hard]], they can randomly spawn in any room that has a vent, meaning that there is a likely chance that a character inside one of them is going to die within seconds unless you move them out.
* The Nine-Tailed Fox units in ''VideoGame/SCPContainmentBreach''. Unlike the various [=SCP=] objects the players encounters, the Nine-Tailed Fox have ranged weapons and work as a squad to hunt you down. Players often have to utilize stealth to survive encounters with the squad, which is a rather jarring strategy compared the more direct approach of [=SCPs=] such as 173 and 106.

to:

* Crawlers The Shibito in ''VideoGame/{{Siren}}'' are this to ''VideoGame/ColdFear''. It takes a full clip of shotgun shells to kill one, and they are fantastically speedy and stealthy [[WallMaster Wall Masters]]. They have a nasty habit of jumping on to the ceiling and hiding in a ventilation shaft after you have damaged them, then reemerging from a different ventilation shaft elsewhere in the same room so they can sneak up on you.
** Also, their WeaksauceWeakness was supposed to be a fear of bright light, but that really just makes them wander off so they can attack you from behind later.
* After its transition to 3D, The zombie MMO ''VideoGame/DeadFrontier'' added several "Boss"
giggling, bloody-eyed Japanese farmer zombies throughout who somehow manage to pop you with a headshot from across the maps. Pretty much map through a copse of trees if you make even the only ones slightest error in traversing the level. Apparently becoming Shibito imbues one with the accuracy of a Navy Seal sniper. There's some good news, though—you can actually survive one shot to (hopefully) dive back into cover... and you can use sightjacking to tell exactly where they're looking and when, so you can stay the hell out of the way. Also, not all of them have rifles—although some of the ones that ''aren't'' don't are nearly as bad.
** For
an example are the Bones (which are only moderately more powerful of "nearly as bad," look no further than normal zombies) and the Bloats (which are ungodly slow and whose main gimmick, exploding upon death, is easily avoidable with ranged weaponry). The rest? Oy...
** The Reapers and Tendrils ''will'' oneshot low level players ''easily'' with their insane
Crawlers. Their melee attacks, and attacks can kill you in two good hits, depending on the Tendrils in particular have ungodly speed and a massive attack range.
** Sirens don't even have any actual attacks, and yet they are the bane of many players because
character—the same as soon as they detect you, they emit a scream that alerts pretty much every single zombie in the area to your location, with [[ZergRush predictable results]].
** The Spiders are ungodly
gunshot, for reference—and they're fast and nearly completely immune to knockback.
** One of the more recent updates added Burning Zombies to the mix. They are as (if not ''more'') fast than the Spiders, always spawn with maximum aggro (which means they hone in on you at top speed) and, contrary to what you may expect from a ManOnFire, they have a ''massive'' amount of health. On the plus side, they tend to drop mid to high tier loot when they finally go down.
** Most variants of Zombie Dogs other than the basic one (which is a {{Goddamned Bat|s}}). Give them ''insane'' speed
particularly alert and damage for the "recommended" level, a good amount of health and HitboxDissonance (attacks on their head may not register) and [[LightningBruiser you've got a deadly foe on your hands]]. The Blood Dog is found as early as the green (second) zone, hits as hard as the Reaper (see above), moves ''extremely quickly'' and cannot be outrun even at max Agility, and has a great amount of health for a second-area opponent. Take the Blood Dog, double its already high damage and health to make it even more painful than the Tendril, give it ''even more'' speed, and you get the nightmare that's the Flesh Hound. As for the Hell Hound, take the Flesh Hound, multiply its health and attack by 2.5x, and... you get the idea. Worst of all, since these ''aren't'' the uncommon mutant zombies like Bone/Tendril/Reaper/Spider, they appear ''much'' more frequently than most of the other DemonicSpiders listed above.
* ''VideoGame/RuleOfRose'': Most of the imps count, if nothing else because they usually respawn and/or come in hordes. Some jump onto Jennifer so she can be pummeled by the rest around her. Other types (birds and pigs especially) enjoy knocking Jennifer down... and then doing it [[ComputerIsACheatingBastard again as soon as she stands back up]]. You'd better start getting Brown searching for some sweets...
* ''VideoGame/FiveNightsAtFreddys'':
** [[VideoGame/FiveNightsAtFreddys1 The original game]] has Foxy the Pirate, who first comes into play on the second night and will make your life hell. He usually hides out in Pirate Cove, but once he comes out of hiding, you may only have a few seconds to close him off from your office to survive. Should you succeed, though, he will drain power needed to survive the night. If you see him running down the hallway through camera 2A, [[YouAreAlreadyDead it may already be too late]]...
** Freddy himself for some players, as when he moves, he is
difficult to spot on camera (leaving you vulnerable to the others while you try to find him), gives no warning if he's near the door (unlike Bonnie hide from. Oh, and Chica, who can be spotted with the door lights, and even Foxy gives some heads up when the curtain moves), and of them can even at times appear ''in the room with both doors shut''.
** [[VideoGame/FiveNightsAtFreddys2
walk on walls. The sequel]] one-ups the original Foxy with the Marionette/Puppet. To keep it at bay, you have to wind a music box--which means leaving you vulnerable to the other animatronics, because you have to take off your mask (your only line of defense against them) to check the camera to wind it remotely. If the box isn't wound up in time, you're dead unless you're close enough to the end of your shift. Like Foxy in the first game, once it starts moving, there plus side is no way to stop it, and unlike Foxy in the first game, you have no way to counter it once it leaves the Prize Counter.
** The team-up with Balloon Boy and Foxy also counts: Balloon Boy disables your lights if he gets into your room, and your flashlight is your only weapon against Foxy.
* Late into ''VideoGame/TheEvilWithin'', you encounter ''Invisible Haunted''. Bad enough
that they're invisible in the first place, but since they compound that sin by being {{Damage Sponge}}s who move on all fours, they can't be snuck around ''or'' Stealth Killed and are even immune to being burned like regular Haunted! Judicious use of doorways and explosive bolt traps can be a huge help in fighting them as Sebastian, but expect to have lots of fun dealing with them as Kidman in the DLC, where stealth kills are your ''only'' option.
** [=AlterEgos=] likewise suck up a lot more damage than the Haunted do, are far harder to burn, and are much harder to headshot than their counterparts, on account of having two heads.
* ''VideoGame/AlienIsolation'' has the Working Joes, UncannyValley {{Artificial Human}}s who are your primary enemy in several levels of the game. They're dramatically tougher than humans, they can ''block'' your melee attacks, they can kill you very quickly when they get into melee with you,
open doors... and they're immune to usually found in the Alien so you can't sic it on presence of a Shibito brain, which will knock them all out at once if it's taken out. The bad news ''there'' is that Shibito brains are GoddamnedBats, due to their tendency to be able to tell you're there without seeing or hearing you, then run away quickly.
** Let us not get started on
the way you can on human survivors. It gets even worse flying Shibito, who are essentially snipers with wings.
* Festers in ''VideoGame/TheSuffering'' are bloated corpses that periodically tear open their stomachs to release a swarm of giant rats, which explode
when they start showing up reach you. These rats home in environmental suits, especially since by then on you, and if one hits you, you'll have been forced into giving up your guns, as they are now immune to EMP bombs and stun batons, meaning now you can only hope to use pipe bombs and sneak attacks to fight them.
* The Eyesaur in Hard-Boiled mode of ''Videogame/OneNightAtFlumptys''. To start with, it is difficult to track and whenever it catches you with the lights on, your exposure meter will ''skyrocket'' due to how many eyes it has. This naturally gets worse in hard mode almost to the point of being a OneHitKill. While in the normal mode of the game the Eyesaur will only attack near the end of the night, it walks around much earlier in Hard-Boiled mode.
* The mutated rats in part IV of ''VideoGame/LakeviewCabinCollection''. Not only do they cause InterfaceScrew and [[LightningBruiser hit both fast and hard]], they can randomly spawn in any room that has a vent, meaning that there is a
likely chance that a character inside one of be stunlocked until the entire swarm explodes in your face. (It's possible to shoot the rats, but you'll never get them is going to die within seconds all in time unless you move rapidly equip the tommy-gun, which isn't very good against the Festers themselves.) Axe attacks hurt the Festers quite a bit, potentially allowing you to finish them out.
* The Nine-Tailed Fox units
off before they can release their rats, but their melee attack is quite powerful and [[InstantDeathRadius does damage in ''VideoGame/SCPContainmentBreach''. Unlike the various [=SCP=] objects the players encounters, the Nine-Tailed Fox have ranged a circle around them]], so it's recommended you keep your distance. And as a final fuck-you, killing a Fester with a non-fire attack will automatically release a swarm of rats as it dies, and fire weapons and work as a squad to hunt you down. Players often have to utilize stealth to survive encounters with the squad, which is a rather jarring strategy compared the more direct approach of [=SCPs=] such as 173 and 106.are in short supply in this game.
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* ''Franchise/FiveNightsAtFreddys'':
** [[VideoGame/FiveNightsAtFreddys The original game]] has Foxy the Pirate, who first comes into play on the second night and will make your life hell. He usually hides out in Pirate Cove, but once he comes out of hiding, you may only have a few seconds to close him off from your office to survive. Should you succeed, though, he will drain power needed to survive the night. If you see him running down the hallway through camera 2A, [[YouAreAlreadyDead it may already be too late]]...

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* ''Franchise/FiveNightsAtFreddys'':
''VideoGame/FiveNightsAtFreddys'':
** [[VideoGame/FiveNightsAtFreddys [[VideoGame/FiveNightsAtFreddys1 The original game]] has Foxy the Pirate, who first comes into play on the second night and will make your life hell. He usually hides out in Pirate Cove, but once he comes out of hiding, you may only have a few seconds to close him off from your office to survive. Should you succeed, though, he will drain power needed to survive the night. If you see him running down the hallway through camera 2A, [[YouAreAlreadyDead it may already be too late]]...
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** The [[VideoGame/SilentHill4TheRoom fourth game]] has the Victim Ghosts, {{Invincible Minor Minion}}s who can chase the player anywhere (they can bypass walls), deals damage just by being near and otherwise have no reliable method of defeat that's not rare to find.

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** The [[VideoGame/SilentHill4TheRoom fourth game]] has the Victim Ghosts, {{Invincible Minor Minion}}s who can chase the player anywhere (they can bypass walls), deals deal damage just by being near and otherwise have no reliable method of defeat that's not rare to find.
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** The [[VideoGame/SilentHill4TheRoom fourth game]] has the Victim Ghosts, {{Invincible Minor Minions}} who can chase the player anywhere (they can bypass walls), deals damage just by being near and otherwise have no reliable method of defeat that's not rare to find.

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** The [[VideoGame/SilentHill4TheRoom fourth game]] has the Victim Ghosts, {{Invincible Minor Minions}} Minion}}s who can chase the player anywhere (they can bypass walls), deals damage just by being near and otherwise have no reliable method of defeat that's not rare to find.

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** Schisms, Needlers and Swarms from ''Homecoming'', Victims and Wallsnatchers from ''The Room'', and on occasion, Straitjackets from ''0rigins''. Honorable mention goes to Hanged Scratchers from the original.

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** Schisms, Needlers and Swarms from ''Homecoming'', Victims and Wallsnatchers from ''The Room'', and on occasion, Straitjackets from ''0rigins''. Honorable mention goes to Hanged Scratchers from the original.


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** The [[VideoGame/SilentHill4TheRoom fourth game]] has the Victim Ghosts, {{Invincible Minor Minions}} who can chase the player anywhere (they can bypass walls), deals damage just by being near and otherwise have no reliable method of defeat that's not rare to find.
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* In a game already the stuff of nightmares with its surprise random encounters which can mystically appear in a room you've been through several times already and often appearing with little or no warning directly in front of you (screaming ensues, if the player is particularly into the game), ''FatalFrame'' has its own demonic spider to fear and fear greatly. The Blind Ghosts, especially in one encounter in a cramped corridor, can turn fear and terror into fear and loathing. They can pass through walls (wherein they become difficult to detect and invincible), move much faster than your character, lunge at you when provoked or if you move (being blind of course means they have superhuman hearing), may not flinch when attacked (this counts as provoking them, naturally), can teleport behind you at any time (including when they're invisible because they're eight feet inside a solid wall, leading to more "AGHHH!" moments when you suddenly catch sight of them less than a foot from your face), and have a nasty tendency to kill you in a single hit. And did I mention they like to counterattack?

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* In a game already the stuff of nightmares with its surprise random encounters which can mystically appear in a room you've been through several times already and often appearing with little or no warning directly in front of you (screaming ensues, if the player is particularly into the game), ''FatalFrame'' ''VideoGame/FatalFrame1'' has its own demonic spider to fear and fear greatly. The Blind Ghosts, especially in one encounter in a cramped corridor, can turn fear and terror into fear and loathing. They can pass through walls (wherein they become difficult to detect and invincible), move much faster than your character, lunge at you when provoked or if you move (being blind of course means they have superhuman hearing), may not flinch when attacked (this counts as provoking them, naturally), can teleport behind you at any time (including when they're invisible because they're eight feet inside a solid wall, leading to more "AGHHH!" moments when you suddenly catch sight of them less than a foot from your face), and have a nasty tendency to kill you in a single hit. And did I mention they like to counterattack?
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* Festers in ''TheSuffering'' are bloated corpses that periodically tear open their stomachs to release a swarm of giant rats, which explode when they reach you. These rats home in on you, and if one hits you, you'll likely be stunlocked until the entire swarm explodes in your face. (It's possible to shoot the rats, but you'll never get them all in time unless you rapidly equip the tommy-gun, which isn't very good against the Festers themselves.) Axe attacks hurt the Festers quite a bit, potentially allowing you to finish them off before they can release their rats, but their melee attack is quite powerful and [[InstantDeathRadius does damage in a circle around them]], so it's recommended you keep your distance. And as a final fuck-you, killing a Fester with a non-fire attack will automatically release a swarm of rats as it dies, and fire weapons are in short supply in this game.

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* Festers in ''TheSuffering'' ''VideoGame/TheSuffering'' are bloated corpses that periodically tear open their stomachs to release a swarm of giant rats, which explode when they reach you. These rats home in on you, and if one hits you, you'll likely be stunlocked until the entire swarm explodes in your face. (It's possible to shoot the rats, but you'll never get them all in time unless you rapidly equip the tommy-gun, which isn't very good against the Festers themselves.) Axe attacks hurt the Festers quite a bit, potentially allowing you to finish them off before they can release their rats, but their melee attack is quite powerful and [[InstantDeathRadius does damage in a circle around them]], so it's recommended you keep your distance. And as a final fuck-you, killing a Fester with a non-fire attack will automatically release a swarm of rats as it dies, and fire weapons are in short supply in this game.
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* The Eyesaur in Hard-Boiled mode of ''Videogame/OneNightAtFlumptys''. To start with, it is difficult to track and whenever it catches you with the lights on, your exposure meter will ''sky-rocket'' due to how many eyes it has. This naturally gets worse in hard mode almost to the point of being a OneHitKill. While in the normal mode of the game the Eyesaur will only attack near the end of the night, it walks around much earlier in Hard-Boiled mode.

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* The Eyesaur in Hard-Boiled mode of ''Videogame/OneNightAtFlumptys''. To start with, it is difficult to track and whenever it catches you with the lights on, your exposure meter will ''sky-rocket'' ''skyrocket'' due to how many eyes it has. This naturally gets worse in hard mode almost to the point of being a OneHitKill. While in the normal mode of the game the Eyesaur will only attack near the end of the night, it walks around much earlier in Hard-Boiled mode.
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** [=AlterEgos=] likewise suck up a lot more damage than the Haunted do, are far harder to burn, and are much harder to headshot than their counterparts.

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** [=AlterEgos=] likewise suck up a lot more damage than the Haunted do, are far harder to burn, and are much harder to headshot than their counterparts.counterparts, on account of having two heads.

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* ''VideoGame/FiveNightsAtFreddys'' has Foxy the Pirate, who first comes into play on the second night and will make your life hell. He usually hides out in Pirate Cove, but once he comes out of hiding, you may only have a few seconds to close him off from your office to survive. Should you succeed, though, he will drain power needed to survive the night. If you see him running down the hallway through camera 2A, [[YouAreAlreadyDead it may already be too late]]...

to:

* ''VideoGame/FiveNightsAtFreddys'' ''Franchise/FiveNightsAtFreddys'':
** [[VideoGame/FiveNightsAtFreddys The original game]]
has Foxy the Pirate, who first comes into play on the second night and will make your life hell. He usually hides out in Pirate Cove, but once he comes out of hiding, you may only have a few seconds to close him off from your office to survive. Should you succeed, though, he will drain power needed to survive the night. If you see him running down the hallway through camera 2A, [[YouAreAlreadyDead it may already be too late]]...



** [[VideoGame/FiveNightsAtFreddys2 The sequel]] one-ups the original Foxy with the Marionette/Puppet. To keep it at bay, you have to wind a music box--which means leaving you vulnerable to the other animatronics, because you have to take off your mask (your only line of defense against them) to check the camera to wind it remotely. If the box isn't wound up in time, you're dead unless you're close enough to the end of your shift. Like Foxy in the first game, once it starts moving, there is no way to stop it, and unlike Foxy in the first game, you have no way to counter it once it leaves the Prize Counter.
** The team-up with Balloon Boy and Foxy also counts: Balloon Boy disables your lights if he gets into your room, and your flashlight is your only weapon against Foxy.



* ''VideoGame/FiveNightsAtFreddys2'' one-ups the original with the Marionette/Puppet. To keep it at bay, you have to wind a music box--which means leaving you vulnerable to the other animatronics, because you have to take off your mask (your only line of defense against them) to check the camera to wind it remotely. If the box isn't wound up in time, you're dead unless you're close enough to the end of your shift. Like Foxy in the first game, once it starts moving, there is no way to stop it, and unlike Foxy in the first game, you have no way to counter it once it leaves the Prize Counter.
** The team-up with Balloon Boy and Foxy also counts: Balloon Boy disables your lights if he gets into your room, and your flashlight is your only weapon against Foxy.


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* The Nine-Tailed Fox units in ''VideoGame/SCPContainmentBreach''. Unlike the various [=SCP=] objects the players encounters, the Nine-Tailed Fox have ranged weapons and work as a squad to hunt you down. Players often have to utilize stealth to survive encounters with the squad, which is a rather jarring strategy compared the more direct approach of [=SCPs=] such as 173 and 106.
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* Late into ''VideoGame/TheEvilWithin'', you encounter ''Invisible Haunted''. Bad enough that they're invisible in the first place, but they compound that sin by being {{Damage Sponge}}s who can't be snuck around ''or'' Stealth Killed and are even immune to being burned like regular Haunted!

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* Late into ''VideoGame/TheEvilWithin'', you encounter ''Invisible Haunted''. Bad enough that they're invisible in the first place, but they compound that sin by being {{Damage Sponge}}s who can't be snuck around ''or'' Stealth Killed and are even immune to being burned like regular Haunted!Haunted! Judicious use of doorways and explosive bolt traps can be a huge help in fighting them as Sebastian, but expect to have lots of fun dealing with them as Kidman in the DLC, where stealth kills are your ''only'' option.
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** The Reapers and Tendrils ''will'' oneshot low level players ''easily'' with their insane melee attacks, and the Tendrils in particular have a massive attack range.

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** The Reapers and Tendrils ''will'' oneshot low level players ''easily'' with their insane melee attacks, and the Tendrils in particular have ungodly speed and a massive attack range.
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** Most variants of Zombie Dogs other than the basic one (which is a {{Goddamned Bat|s}}). Give them ''insane'' speed and damage for the "recommended" level, plus a good amount of health, and [[LightningBruiser you've got a deadly foe on your hands]]. The Blood Dog is found as early as the green (second) zone, hits as hard as the Reaper (see above), moves ''extremely quickly'' and cannot be outrun even at max Agility, and has a great amount of health for a second-area opponent. Take the Blood Dog, double its already high damage and health to make it even more painful than the Tendril, give it ''even more'' speed, and you get the nightmare that's the Flesh Hound. As for the Hell Hound, take the Flesh Hound, multiply its health and attack by 2.5x, and... you get the idea. Worst of all, since these ''aren't'' the uncommon mutant zombies like Bone/Tendril/Reaper/Spider, they appear ''much'' more frequently than most of the other DemonicSpiders listed above.

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** Most variants of Zombie Dogs other than the basic one (which is a {{Goddamned Bat|s}}). Give them ''insane'' speed and damage for the "recommended" level, plus a good amount of health, health and HitboxDissonance (attacks on their head may not register) and [[LightningBruiser you've got a deadly foe on your hands]]. The Blood Dog is found as early as the green (second) zone, hits as hard as the Reaper (see above), moves ''extremely quickly'' and cannot be outrun even at max Agility, and has a great amount of health for a second-area opponent. Take the Blood Dog, double its already high damage and health to make it even more painful than the Tendril, give it ''even more'' speed, and you get the nightmare that's the Flesh Hound. As for the Hell Hound, take the Flesh Hound, multiply its health and attack by 2.5x, and... you get the idea. Worst of all, since these ''aren't'' the uncommon mutant zombies like Bone/Tendril/Reaper/Spider, they appear ''much'' more frequently than most of the other DemonicSpiders listed above.
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** Most variants of Zombie Dogs other than the basic one (which is a {{Goddamned Bat|s}}). Take the zombie dogs mentioned below, give them ''insane'' speed and damage for the "recommended" level, plus a good amount of health, and [[LightningBruiser you've got a deadly foe on your hands]]. The Blood Dog is found as early as the green (second) zone, hits as hard as the Reaper (see above), moves ''extremely quickly'' and cannot be outrun even at max Agility, and has a great amount of health for a second-area opponent. Take the Blood Dog, double its already high damage and health to make it even more painful than the Tendril, give it ''even more'' speed, and you get the nightmare that's the Flesh Hound. As for the Hell Hound, take the Flesh Hound, multiply its health and attack by 2.5x, and... you get the idea. Worst of all, since these ''aren't'' the uncommon mutant zombies like Bone/Tendril/Reaper/Spider, they appear ''much'' more frequently than most of the other DemonicSpiders listed above.

to:

** Most variants of Zombie Dogs other than the basic one (which is a {{Goddamned Bat|s}}). Take the zombie dogs mentioned below, give Give them ''insane'' speed and damage for the "recommended" level, plus a good amount of health, and [[LightningBruiser you've got a deadly foe on your hands]]. The Blood Dog is found as early as the green (second) zone, hits as hard as the Reaper (see above), moves ''extremely quickly'' and cannot be outrun even at max Agility, and has a great amount of health for a second-area opponent. Take the Blood Dog, double its already high damage and health to make it even more painful than the Tendril, give it ''even more'' speed, and you get the nightmare that's the Flesh Hound. As for the Hell Hound, take the Flesh Hound, multiply its health and attack by 2.5x, and... you get the idea. Worst of all, since these ''aren't'' the uncommon mutant zombies like Bone/Tendril/Reaper/Spider, they appear ''much'' more frequently than most of the other DemonicSpiders listed above.

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* After its transition to 3D, The zombie MMO ''VideoGame/DeadFrontier'' added several "Boss" zombies throughout the maps. Pretty much the only ones of them that ''aren't'' an example are the Bones (which are only moderately more powerful than normal zombies) and the Brutes (which are ungodly slow and whose main gimmick, exploding upon death, is easily avoidable with ranged weaponry). The rest? Oy...

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* After its transition to 3D, The zombie MMO ''VideoGame/DeadFrontier'' added several "Boss" zombies throughout the maps. Pretty much the only ones of them that ''aren't'' an example are the Bones (which are only moderately more powerful than normal zombies) and the Brutes Bloats (which are ungodly slow and whose main gimmick, exploding upon death, is easily avoidable with ranged weaponry). The rest? Oy...


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** Most variants of Zombie Dogs other than the basic one (which is a {{Goddamned Bat|s}}). Take the zombie dogs mentioned below, give them ''insane'' speed and damage for the "recommended" level, plus a good amount of health, and [[LightningBruiser you've got a deadly foe on your hands]]. The Blood Dog is found as early as the green (second) zone, hits as hard as the Reaper (see above), moves ''extremely quickly'' and cannot be outrun even at max Agility, and has a great amount of health for a second-area opponent. Take the Blood Dog, double its already high damage and health to make it even more painful than the Tendril, give it ''even more'' speed, and you get the nightmare that's the Flesh Hound. As for the Hell Hound, take the Flesh Hound, multiply its health and attack by 2.5x, and... you get the idea. Worst of all, since these ''aren't'' the uncommon mutant zombies like Bone/Tendril/Reaper/Spider, they appear ''much'' more frequently than most of the other DemonicSpiders listed above.
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* The mutated rats in part IV of ''VideoGame/LakeviewCabinCollection''. Not only do they cause InterfaceScrew and [[LightningBruiser hit both fast and hard]], they can randomly spawn in any room that has a vent, meaning that there is a likely chance that a character inside one of them is going to die within seconds unless you move them out.
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* The Eyesaur in Hard-Boiled mode of ''Videogame/OneNightAtFlumptys''. To start with, it is difficult to track and whenever it catches you with the lights on, your exposure meter will ''sky-rocket'' due to how many eyes it has. This naturally gets worse in hard mode almost to the point of being a OneHitKill. While in the normal mode of the game the Eyesaur will only attack near the end of the night, it walks around much earlier in Hard-Boiled mode.

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* ''VideoGame/AlienIsolation'' has the Working Joes, UncannyValley {{Artificial Human}}s who are your primary enemy in several levels of the game. They're dramatically tougher than humans, they can ''block'' your melee attacks, they can kill you very quickly when they get into melee with you, and they're immune to the Alien so you can't sic it on them the way you can on human survivors.
** The Alien itself arguably, given its stealth, annoying tendency to pop up out of nowhere constantly, and ability to OneHitKill you, but since you're not ''supposed'' to be able to fight it, only escape it or drive it off with a flaming weapon, it doesn't really count. At least until it learns your tactics.

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* ''VideoGame/AlienIsolation'' has the Working Joes, UncannyValley {{Artificial Human}}s who are your primary enemy in several levels of the game. They're dramatically tougher than humans, they can ''block'' your melee attacks, they can kill you very quickly when they get into melee with you, and they're immune to the Alien so you can't sic it on them the way you can on human survivors.
** The Alien itself arguably, given its stealth, annoying tendency to pop
survivors. It gets even worse when they start showing up out of nowhere constantly, and ability to OneHitKill you, but in environmental suits, especially since you're not ''supposed'' by then you'll have been forced into giving up your guns, as they are now immune to be able EMP bombs and stun batons, meaning now you can only hope to use pipe bombs and sneak attacks to fight it, only escape it or drive it off with a flaming weapon, it doesn't really count. At least until it learns your tactics.them.
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** The Alien itself arguably, given its stealth, annoying tendency to pop up out of nowhere constantly, and ability to OneHitKill you, but since you're not ''supposed'' to be able to fight it, only escape it or drive it off with a flaming weapon, it doesn't really count.

to:

** The Alien itself arguably, given its stealth, annoying tendency to pop up out of nowhere constantly, and ability to OneHitKill you, but since you're not ''supposed'' to be able to fight it, only escape it or drive it off with a flaming weapon, it doesn't really count. At least until it learns your tactics.
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*** The standard feeder is a FragileSpeedster CannonFodder who you'll share a love-hate relationship, because one intense firefight will leave you with an armory's worth of ammo and supplies. However, the Enhanced Versions are complete hellspawn. They're tougher than the standard Slasher and still come in packs!

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*** The standard feeder is a FragileSpeedster CannonFodder who with whom you'll share a love-hate relationship, because one intense firefight will leave you with an armory's worth of ammo and supplies. However, the Enhanced Versions are complete hellspawn. They're tougher than the standard Slasher and still come in packs!

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Added an example.


* ''VideoGame/FiveNightsAtFreddys'' has Foxy the Pirate, who first comes into play on the second night and will make your life hell. He usually hides out in Pirate Cove, but once he comes out of hiding, you may only have a few seconds to close him off from your office to survive. Should you succeed, though, he will drain power needed to survive the night. If you see him running down the hallway through camera 2A, it may already be too late...

to:

* ''VideoGame/FiveNightsAtFreddys'' has Foxy the Pirate, who first comes into play on the second night and will make your life hell. He usually hides out in Pirate Cove, but once he comes out of hiding, you may only have a few seconds to close him off from your office to survive. Should you succeed, though, he will drain power needed to survive the night. If you see him running down the hallway through camera 2A, [[YouAreAlreadyDead it may already be too late...late]]...


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* ''VideoGame/FiveNightsAtFreddys2'' one-ups the original with the Marionette/Puppet. To keep it at bay, you have to wind a music box--which means leaving you vulnerable to the other animatronics, because you have to take off your mask (your only line of defense against them) to check the camera to wind it remotely. If the box isn't wound up in time, you're dead unless you're close enough to the end of your shift. Like Foxy in the first game, once it starts moving, there is no way to stop it, and unlike Foxy in the first game, you have no way to counter it once it leaves the Prize Counter.
** The team-up with Balloon Boy and Foxy also counts: Balloon Boy disables your lights if he gets into your room, and your flashlight is your only weapon against Foxy.

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* Late into ''VideoGame/TheEvilWithin'', you encounter ''Invisible Hunters''. Bad enough that they're invisible in the first place, but they compound that sin by being {{Damage Sponge}}s who can't be snuck around ''or'' Stealth Killed and are even immune to being burned like regular Hunters!

to:

* Late into ''VideoGame/TheEvilWithin'', you encounter ''Invisible Hunters''. Haunted''. Bad enough that they're invisible in the first place, but they compound that sin by being {{Damage Sponge}}s who can't be snuck around ''or'' Stealth Killed and are even immune to being burned like regular Hunters!Haunted!
** [=AlterEgos=] likewise suck up a lot more damage than the Haunted do, are far harder to burn, and are much harder to headshot than their counterparts.
* ''VideoGame/AlienIsolation'' has the Working Joes, UncannyValley {{Artificial Human}}s who are your primary enemy in several levels of the game. They're dramatically tougher than humans, they can ''block'' your melee attacks, they can kill you very quickly when they get into melee with you, and they're immune to the Alien so you can't sic it on them the way you can on human survivors.
** The Alien itself arguably, given its stealth, annoying tendency to pop up out of nowhere constantly, and ability to OneHitKill you, but since you're not ''supposed'' to be able to fight it, only escape it or drive it off with a flaming weapon, it doesn't really count.
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* Late into ''VideoGame/TheEvilWithin'', you encounter ''Invisible Hunters''. Bad enough that they're invisible in the first place, but they compound that sin by being {{Damage Sponge}}s who can't be snuck around ''or'' Stealth Killed and are even immune to being burned like regular Hunters!

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** It should also be noted that the whole while, the armless upper torso that is the core of the Guardian is letting out screams of apparent agony the whole while. Not only is it really disturbing, but can prove to be a major distraction while fighting the pods and the Guardian itself.

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** It should also be noted that the whole while, the armless upper torso that is the core of the Guardian is letting out screams of apparent agony the whole while.agony. Not only is it really disturbing, but can prove to be a major distraction while fighting the pods and the Guardian itself.



** For an example of "nearly as bad," look no further than the Crawlers. Their melee attacks can kill you in two good hits, depending on the character—the same as a gunshot, for reference—and they're fast and particularly alert and difficult to hide from. Oh, and some of them can walk on walls. The plus side is that since they move on all fours, they can't open doors... and they're usually found in the presence of a shibito brain, which will knock them all out at once if it's taken out. The bad news ''there'' is that shibito brains are GoddamnedBats, due to their tendency to be able to tell you're there without seeing or hearing you, then run away quickly.

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** For an example of "nearly as bad," look no further than the Crawlers. Their melee attacks can kill you in two good hits, depending on the character—the same as a gunshot, for reference—and they're fast and particularly alert and difficult to hide from. Oh, and some of them can walk on walls. The plus side is that since they move on all fours, they can't open doors... and they're usually found in the presence of a shibito Shibito brain, which will knock them all out at once if it's taken out. The bad news ''there'' is that shibito Shibito brains are GoddamnedBats, due to their tendency to be able to tell you're there without seeing or hearing you, then run away quickly.



* Crawlers are this to ''VideoGame/ColdFear''. It takes a full clip of shotgun shells to kill one, and they are fantastically speedy and stealthy [[WallMaster wall masters]]. They have a nasty habit of jumping on to the ceiling and hiding in a ventilation shaft after you have damaged them, then reemerging from a different ventilation shaft elsewhere in the same room so they can sneak up on you.

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* Crawlers are this to ''VideoGame/ColdFear''. It takes a full clip of shotgun shells to kill one, and they are fantastically speedy and stealthy [[WallMaster wall masters]].Wall Masters]]. They have a nasty habit of jumping on to the ceiling and hiding in a ventilation shaft after you have damaged them, then reemerging from a different ventilation shaft elsewhere in the same room so they can sneak up on you.



** One of the more recent updates added Burning Zombies to the mix. They are as (if not ''more'') fast than the Spiders, always spawn with maximum aggro (which means they home in on you at top speed) and, contrary to what you may expect from a ManOnFire, they have a ''massive'' amount of health. On the plus side, they tend to drop mid to high tier loot when they finally go down.

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** One of the more recent updates added Burning Zombies to the mix. They are as (if not ''more'') fast than the Spiders, always spawn with maximum aggro (which means they home hone in on you at top speed) and, contrary to what you may expect from a ManOnFire, they have a ''massive'' amount of health. On the plus side, they tend to drop mid to high tier loot when they finally go down.



* ''VideoGame/FiveNightsAtFreddys'' has Foxy the Pirate, who first comes into play on the second night and will make your life hell. He usually hides out in Pirate Cove, but once he comes out of hiding, you may only have a few moments to close him off from your office to survive. Should you succeed, though, he will drain power needed to survive the night. If you see him running down the hallway through camera 2A, it may already be too late...

to:

* ''VideoGame/FiveNightsAtFreddys'' has Foxy the Pirate, who first comes into play on the second night and will make your life hell. He usually hides out in Pirate Cove, but once he comes out of hiding, you may only have a few moments seconds to close him off from your office to survive. Should you succeed, though, he will drain power needed to survive the night. If you see him running down the hallway through camera 2A, it may already be too late...late...
** Freddy himself for some players, as when he moves, he is difficult to spot on camera (leaving you vulnerable to the others while you try to find him), gives no warning if he's near the door (unlike Bonnie and Chica, who can be spotted with the door lights, and even Foxy gives some heads up when the curtain moves), and can even at times appear ''in the room with both doors shut''.
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* ''VideoGame/FiveNightsAtFreddy'' has Foxy the Pirate, who first comes into play on the second night and will make your life hell. He usually hides out in Pirate Cove, but once he comes out of hiding, you may only have a few moments to close him off from your office to survive. Should you succeed, though, he will drain power needed to survive the night. If you see him running down the hallway through camera 2A, it may already be too late...

to:

* ''VideoGame/FiveNightsAtFreddy'' ''VideoGame/FiveNightsAtFreddys'' has Foxy the Pirate, who first comes into play on the second night and will make your life hell. He usually hides out in Pirate Cove, but once he comes out of hiding, you may only have a few moments to close him off from your office to survive. Should you succeed, though, he will drain power needed to survive the night. If you see him running down the hallway through camera 2A, it may already be too late...
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Added DiffLines:

* ''VideoGame/FiveNightsAtFreddy'' has Foxy the Pirate, who first comes into play on the second night and will make your life hell. He usually hides out in Pirate Cove, but once he comes out of hiding, you may only have a few moments to close him off from your office to survive. Should you succeed, though, he will drain power needed to survive the night. If you see him running down the hallway through camera 2A, it may already be too late...
Is there an issue? Send a MessageReason:
Moving Resident Evil entries to the new Resident Evil page.


* It's a tradition for the ''Franchise/ResidentEvil'' series to have these, particularly later in each game.
** Most famous are probably the Hunter class B.O.Ws, various ititerations of which appear throughout the series, being absent only in ''VideoGame/ResidentEvil4'', ''VideoGame/ResidentEvil5'' and ''VideoGame/ResidentEvil6''. They're fast, jump at you from across the room, sometimes team up on you (in which case the fight can spiral out of your control with frightening speed), and have their notorious DeadlyLunge attack that instakills by decapitation. Much deadlier than the literal spiders of the series. And they can poison you in parts of ''Code Veronica''. They are at their absolute worst in the original PlayStation version, where [[FakeDifficulty they have no hitbox when leaping through the air so they can't be shot out of their primary attack]]. Thanks to that, the only way to prevent damage is to not be standing where they land, and 90% of encounters happen in narrow hallways where juking them is impossible.
** As if Hunters aren't bad enough, several games have similar nasties, which can often be even worse:
*** ''VideoGame/ResidentEvil'' has the Chimeras in the laboratory power room of, which can also instantly decapitate you and are made even worse in the remake, where you have to [[NitroExpress walk slowly while carrying the power generator fuel]].
*** ''VideoGame/ResidentEvil2'' has the lickers and particularly the advanced lickers, who are capable of leaping onto the player from off-screen and have far-reaching [[CombatTentacles tongue-whip attacks]].
*** ''VideoGame/ResidentEvil3Nemesis'' has the facehugger-like Drain Deimos and Brain Sucker (at least they don't give you a FaceFullOfAlienWingWong).
*** ''VideoGame/ResidentEvilTheDarksideChronicles'' has the small, quick, far-leaping, ammo-sucking Anubis, which has been known to attack in groups.
** ''[[VideoGame/ResidentEvilCodeVeronica Code Veronica]]'' has its poisonous moths, made infamous for a frustrating late-game section where one corridor has an endlessly respawning number of the things. Moth lays larva on you, which poisons you, you use blue herb, then go back through the corridor only to get bitten and poisoned again. Whoops, no herbs left, :dies:
*** There is an infinite-use blue herb tray in the corridor, but good luck using it and then getting back out before another moth can land on you.
** ''VideoGame/ResidentEvil4'' has:
*** Regenerators and Iron Maidens are similar entities; both can regenerate (unless you shoot them in the right place) and grab you from across the room, and the latter can kill you instantly.
*** Then there's Novistadors; they latch onto you, and must be shaken off, but their attacks do a lot of damage to you while you try to shake them. Oh, and the worst part? ''[[ParanoiaFuel They're invisible]]'' the first time you encounter them.
*** Berserk Dr. Salvador in the Mercenaries level. Can leap to the top of five-story battlements, barely stumbles from all but the most physically devastating attacks, constantly in a state of frenzied swinging of a double-bladed supercharged chainsaw and rampaging balls-out in your direction . Also, those attacks that hurt him? ''Bring a lot''.
** Where do we start with the Plagas? These damn things spawn at random, always emerge from their host when you kill them no matter whether you deliver a headshot or not[[note]]some guides falsely advise that one avoid headshotting Ganados to prevent spawning, but the reality is that the Plagas will spawn no matter where you hit the Ganado[[/note]], suck up more ammo than the actual Ganados themselves, and the type 2s have the ability to bite your head off if they get too close, which translates into [[ChunkySalsaRule instant death]]. True, they have a WeaksauceWeakness ([[spoiler: flash grenades kill exposed Plagas instantly]]), but it's not exactly obvious. And, worse, type 3s (the spider/bat ones that detach and start fluttering around on their own after their host is killed for the second time) take two grenades by default; one to make them leave their Ganado, and a second to kill them.
** ''VideoGame/ResidentEvil5'' has the Reapers. They move frighteningly fast and just love to use their unavoidable instant kill attack as soon as they get within range (which is often.) And the best part? They are immune to damage until they randomly decide to reveal their weak spots to you.
*** They ''can'' be damaged - what would "shredding one of its limbs" count as? It just takes an eternity to kill them that way.
*** Note that hitting one with an electric grenade not only paralyzes it, but also immediately exposes the weak spots. God bless the level designers for placing a batch of electric rounds right before you meet the 2nd one of these. On the other hand if you don't have a grenade launcher with you...
**** ... You use the stun rod. It will make the thing flinch, rip arms off and force it to reveal its gas sacs. If it manages to retaliate, it'll be a slash for minimal damage. Hell, you can even bash it to death with it alone. [[AttackAttackAttack You can't let up on the offensive]], though, or it'll recover.
** ''VideoGame/ResidentEvil0'' has:
** Eliminators. You'd think a [[NinjaPirateZombieRobot zombie]] [[EverythingsBetterWithMonkeys monkey]] would be an awesome enemy, but holy ''shit'' would you be wrong: they're extremely small targets, ungodly fast in both attacking and avoiding your shots, deal significant damage in a small amount of time, nearly always attack in groups of three or more, tend to appear in open areas with lots of room to get behind you, '''and''' they take a minimum of three shotgun shells each—''each!''—to kill. Compared to these nasty little fuckers, Hunters are about as troublesome as a mild sneeze.
*** Not if they are alone. And though they're severely watered down in ''VideoGame/ResidentEvilTheUmbrellaChronicles'', they're ''still'' annoying as hell, since they can take at least two shotgun shots to kill, they attack in groups, and they can leap at you from across the screen with considerable speed
*** Also the Leech Zombies. They're sturdy, able to hit you from far away, ''explode'' for even more damage unless you invoke KillItWithFire, and have [[http://www.youtube.com/watch?v=F89LW0dfUjc an incredibly creepy theme]] that plays when you face one.
** The Cerberus/zombie dogs are another annoyance present throughout the series. They are difficult to hit with the clunky aiming controls and lock-on, and usually attack in pairs or more, so while you're attacking one, the others can get the jump on you.
*** Unless you use auto-aim and are smart enough to either trap them in a narrow bottleneck corridor or put yourself back against a wall. Then you can unload on them pretty much with impunity until they die.
*** Worse are the Adjules from ''ResidentEvil5'', who can TurnRed and sport [[CombatTentacles slashing tentacles]] and [[VaginaDentata vertical jaws]] that are very difficult to shake off before they decapitate your character.
** ''VideoGame/ResidentEvilCodeVeronica'' has the Bandersnatches. They can take plenty of bullets, their [[CombatTentacles stretchy arms]] deal great damage, they have [[InstantDeathRadius a large rape radius]] and they can use them to grapple across rooms. And they have [[http://www.youtube.com/watch?v=fhi0KfO4Aig a fairly creepy]] {{leitmotif}}. And when you first encounter one, you don't have any powerful weapons, making it somewhat of a BossInMookClothing.
** The [[VideoGame/ResidentEvilOutbreak ''Outbreak'']] series has a couple as well, from the Hunter Rs (all the fun of the normal Hunters), to the Wasps (only GoddamnedBats if you have a handgun, which is no guarantee by any means). The Lionesses from the "Wild Things" scenario are the worst though. They have a tendency to attack anything in melee range when struck, they can chase you down with little trouble and they soak up a lot of damage, wasting bullets for the scenario bosses. And the best part? An instant-kill pounce. You have plenty of warning before that one though.
** The Crimson Heads in the VideoGame/ResidentEvil [=REmake=] are also a serious pain. These creatures inevitably appear if you do not burn the bodies of zombies you kill ([[BoomHeadshot or kill by blowing their heads off]]), they can run as fast as your character can, do a decent amount of damage, and even worse will sometimes not get up from the ground until you walk right over them. And there is not enough oil to burn all of the zombies in the mansion (and better still, none of your weapons are guaranteed to take off their heads every single time -- not even the magnum!), so sometimes it is simply best to let the zombies live in order to avoid them turning into Crimson Heads.
*** The [=REmake=] also features the aptly-named 'one dangerous zombie' mode. The titular zombie behaves like a crimson head, except that he's [[ActionBomb strapped with explosives]]. He can't use them on his own, thankfully, but if any of your attacks so much as graze him the whole mansion goes boom.
** ''VideoGame/ResidentEvil6'' distinguishes itself by making one of its ''most common enemies'' into this, especially for inexperienced players. J'avo replace zombies throughout most of the game's campaigns, they attack in packs and, oh, did we mention that not only are they capable of ''using guns'', but they have an AdaptiveAbility where shooting them will randomly cause them to develop traits like [[InASingleBound super-leaping legs]], torso armor, a huge shield for a hand, a giant mouth that they can [[OneHitKill bite you in half with]], or becoming an ActionBomb.
*** That not bad enough? They can also, completely at random, undergo what is called "Complete Mutation", and transform into a random C-Virus B.O.W. Possibilities include a hulking MightyGlacier that needs its organic armor blown off, a WallCrawling lizard-creature that fires bone spikes at you, and a [[TheWormThatWalks hive-mind colony of giant bees]] that takes minimal damage from most attacks and can quickly whittle down your health.

Added: 2625

Changed: 6424

Removed: 730

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* The Hunters in the ''Franchise/ResidentEvil'' series. They're fast, jump at you from across the room, sometimes team up on you (in which case the fight can spiral out of your control with frightening speed), and have their notorious DeadlyLunge attack that instakills by decapitation. Much deadlier than the literal spiders of the series. And they can poison you in parts of ''Code Veronica''. They are at their absolute worst in the original PlayStation version, where [[FakeDifficulty they have no hitbox when leaping through the air so they can't be shot out of their primary attack]]. Thanks to that, the only way to prevent damage is to not be standing where they land, and 90% of encounters happen in narrow hallways where juking them is impossible.
** Other possibly worse examples: the Chimeras in the laboratory power room of ''VideoGame/ResidentEvil'' (which can also instantly decapitate you, even worse in the remake where you have to [[NitroExpress walk slowly while carrying the power generator fuel]]), the lickers (particularly the advanced lickers) in ''VideoGame/ResidentEvil2'' (e.g. "caution" status, licker jumps on you from off screen, you die, thrown controller), and the facehugger-like Drain Deimos in ''VideoGame/ResidentEvil3Nemesis'' (at least they don't give you a FaceFullOfAlienWingWong).
** The infamous poison moths in ''[[VideoGame/ResidentEvilCodeVeronica Code Veronica]]''. Moth lays larva on you, which poisons you, you use blue herb, then go back through the corridor only to get bitten and poisoned again. Whoops, no herbs left, :dies:

to:

* The Hunters in It's a tradition for the ''Franchise/ResidentEvil'' series.series to have these, particularly later in each game.
** Most famous are probably the Hunter class B.O.Ws, various ititerations of which appear throughout the series, being absent only in ''VideoGame/ResidentEvil4'', ''VideoGame/ResidentEvil5'' and ''VideoGame/ResidentEvil6''.
They're fast, jump at you from across the room, sometimes team up on you (in which case the fight can spiral out of your control with frightening speed), and have their notorious DeadlyLunge attack that instakills by decapitation. Much deadlier than the literal spiders of the series. And they can poison you in parts of ''Code Veronica''. They are at their absolute worst in the original PlayStation version, where [[FakeDifficulty they have no hitbox when leaping through the air so they can't be shot out of their primary attack]]. Thanks to that, the only way to prevent damage is to not be standing where they land, and 90% of encounters happen in narrow hallways where juking them is impossible.
** Other possibly worse examples: As if Hunters aren't bad enough, several games have similar nasties, which can often be even worse:
*** ''VideoGame/ResidentEvil'' has
the Chimeras in the laboratory power room of ''VideoGame/ResidentEvil'' (which of, which can also instantly decapitate you, you and are made even worse in the remake remake, where you have to [[NitroExpress walk slowly while carrying the power generator fuel]]), the lickers (particularly the advanced lickers) in fuel]].
***
''VideoGame/ResidentEvil2'' (e.g. "caution" status, licker jumps on you has the lickers and particularly the advanced lickers, who are capable of leaping onto the player from off screen, you die, thrown controller), off-screen and the facehugger-like Drain Deimos in have far-reaching [[CombatTentacles tongue-whip attacks]].
***
''VideoGame/ResidentEvil3Nemesis'' has the facehugger-like Drain Deimos and Brain Sucker (at least they don't give you a FaceFullOfAlienWingWong).
*** ''VideoGame/ResidentEvilTheDarksideChronicles'' has the small, quick, far-leaping, ammo-sucking Anubis, which has been known to attack in groups.
** The infamous poison moths in ''[[VideoGame/ResidentEvilCodeVeronica Code Veronica]]''.Veronica]]'' has its poisonous moths, made infamous for a frustrating late-game section where one corridor has an endlessly respawning number of the things. Moth lays larva on you, which poisons you, you use blue herb, then go back through the corridor only to get bitten and poisoned again. Whoops, no herbs left, :dies:



** Regenerators and Iron Maidens in ''VideoGame/ResidentEvil4''. Both can regenerate (unless you shoot them in the right place) and grab you from across the room, and the latter can kill you instantly.
** What about Novistadors? They latch onto you, and must be shaken off, but their attacks do a lot of damage to you while you try to shake them. Oh, and the worst part? ''[[ParanoiaFuel They're invisible]]'' the first time you encounter them.
** Berserk Dr. Salvador in the Mercenaries level. Can leap to the top of five-story battlements, barely stumbles from all but the most physically devastating attacks, constantly in a state of frenzied swinging of a double-bladed supercharged chainsaw and rampaging balls-out in your direction . Also, those attacks that hurt him? ''Bring a lot''.
** The Reapers in ''VideoGame/ResidentEvil5''. They move frighteningly fast and just love to use their unavoidable instant kill attack as soon as they get within range (which is often.) And the best part? They are immune to damage until they randomly decide to reveal their weak spots to you.

to:

** ''VideoGame/ResidentEvil4'' has:
***
Regenerators and Iron Maidens in ''VideoGame/ResidentEvil4''. Both are similar entities; both can regenerate (unless you shoot them in the right place) and grab you from across the room, and the latter can kill you instantly.
** What about Novistadors? They *** Then there's Novistadors; they latch onto you, and must be shaken off, but their attacks do a lot of damage to you while you try to shake them. Oh, and the worst part? ''[[ParanoiaFuel They're invisible]]'' the first time you encounter them.
** *** Berserk Dr. Salvador in the Mercenaries level. Can leap to the top of five-story battlements, barely stumbles from all but the most physically devastating attacks, constantly in a state of frenzied swinging of a double-bladed supercharged chainsaw and rampaging balls-out in your direction . Also, those attacks that hurt him? ''Bring a lot''.
** The Reapers in ''VideoGame/ResidentEvil5''.Where do we start with the Plagas? These damn things spawn at random, always emerge from their host when you kill them no matter whether you deliver a headshot or not[[note]]some guides falsely advise that one avoid headshotting Ganados to prevent spawning, but the reality is that the Plagas will spawn no matter where you hit the Ganado[[/note]], suck up more ammo than the actual Ganados themselves, and the type 2s have the ability to bite your head off if they get too close, which translates into [[ChunkySalsaRule instant death]]. True, they have a WeaksauceWeakness ([[spoiler: flash grenades kill exposed Plagas instantly]]), but it's not exactly obvious. And, worse, type 3s (the spider/bat ones that detach and start fluttering around on their own after their host is killed for the second time) take two grenades by default; one to make them leave their Ganado, and a second to kill them.
** ''VideoGame/ResidentEvil5'' has the Reapers.
They move frighteningly fast and just love to use their unavoidable instant kill attack as soon as they get within range (which is often.) And the best part? They are immune to damage until they randomly decide to reveal their weak spots to you.



** The Eliminators from ''VideoGame/ResidentEvil0''. You'd think a [[NinjaPirateZombieRobot zombie]] [[EverythingsBetterWithMonkeys monkey]] would be an awesome enemy, but holy ''shit'' would you be wrong: they're extremely small targets, ungodly fast in both attacking and avoiding your shots, deal significant damage in a small amount of time, nearly always attack in groups of three or more, tend to appear in open areas with lots of room to get behind you, '''and''' they take a minimum of three shotgun shells each—''each!''—to kill. Compared to these nasty little fuckers, Hunters are about as troublesome as a mild sneeze.
*** Not if they are alone. And they're severely watered down in ''The Umbrella Chronicles''.

to:

** The Eliminators from ''VideoGame/ResidentEvil0''.''VideoGame/ResidentEvil0'' has:
** Eliminators.
You'd think a [[NinjaPirateZombieRobot zombie]] [[EverythingsBetterWithMonkeys monkey]] would be an awesome enemy, but holy ''shit'' would you be wrong: they're extremely small targets, ungodly fast in both attacking and avoiding your shots, deal significant damage in a small amount of time, nearly always attack in groups of three or more, tend to appear in open areas with lots of room to get behind you, '''and''' they take a minimum of three shotgun shells each—''each!''—to kill. Compared to these nasty little fuckers, Hunters are about as troublesome as a mild sneeze.
*** Not if they are alone. And though they're severely watered down in ''The Umbrella Chronicles''.''VideoGame/ResidentEvilTheUmbrellaChronicles'', they're ''still'' annoying as hell, since they can take at least two shotgun shots to kill, they attack in groups, and they can leap at you from across the screen with considerable speed



** What about the Plagas from ''VideoGame/ResidentEvil4''? These damn things spawn at random, always emerge from their host when you kill them no matter whether you deliver a headshot or not, suck up more ammo than the actual Ganados themselves, and the type 2s have the ability to bite your head off if they get too close, which translates into [[ChunkySalsaRule instant death]]. True, they have a WeaksauceWeakness ([[spoiler: flash grenades kill exposed Plagas instantly]]), but it's not exactly obvious. And, worse, type 3s (the spider/bat ones that detach and start fluttering around on their own) take two hits by default; one to make them leave their Ganado, and a second to kill them.
** The Cerberus dogs throughout the series. They are difficult to hit with the clunky aiming controls and lock-on, and usually attack in pairs or more, so while you're attacking one, the others can get the jump on you.

to:

** What about the Plagas from ''VideoGame/ResidentEvil4''? These damn things spawn at random, always emerge from their host when you kill them no matter whether you deliver a headshot or not, suck up more ammo than the actual Ganados themselves, and the type 2s have the ability to bite your head off if they get too close, which translates into [[ChunkySalsaRule instant death]]. True, they have a WeaksauceWeakness ([[spoiler: flash grenades kill exposed Plagas instantly]]), but it's not exactly obvious. And, worse, type 3s (the spider/bat ones that detach and start fluttering around on their own) take two hits by default; one to make them leave their Ganado, and a second to kill them.
** The Cerberus Cerberus/zombie dogs are another annoyance present throughout the series. They are difficult to hit with the clunky aiming controls and lock-on, and usually attack in pairs or more, so while you're attacking one, the others can get the jump on you.



** The Bandersnatches in VideoGame/ResidentEvilCodeVeronica. They can take plenty of bullets, their stretchy [[CombatTentacles arms]] deal great damage, they have [[InstantDeathRadius a large rape radius]] and they can use them to grapple across rooms. And they have [[http://www.youtube.com/watch?v=fhi0KfO4Aig a fairly creepy]] {{leitmotif}}. And when you first encounter one, you don't have any powerful weapons, making it somewhat of a BossInMookClothing.

to:

** The Bandersnatches in VideoGame/ResidentEvilCodeVeronica. ''VideoGame/ResidentEvilCodeVeronica'' has the Bandersnatches. They can take plenty of bullets, their stretchy [[CombatTentacles stretchy arms]] deal great damage, they have [[InstantDeathRadius a large rape radius]] and they can use them to grapple across rooms. And they have [[http://www.youtube.com/watch?v=fhi0KfO4Aig a fairly creepy]] {{leitmotif}}. And when you first encounter one, you don't have any powerful weapons, making it somewhat of a BossInMookClothing.



** The Crimson Heads in the VideoGame/ResidentEvil [=REmake=] are also a serious pain if you do not burn the dead zombie bodies ([[BoomHeadshot or blow their heads off]]) before they can come back as Crimson Heads, they can run as fast as your character can, do a decent amount of damage, and even worse will sometimes not get up from the ground until you walk right over them. And there is not enough oil to burn all of the zombies in the mansion (and better still, none of your weapons are guaranteed to take off their heads every single time -- not even the magnum!), so sometimes it is simply best to let the zombies live in order to avoid them turning into Crimson Heads.
** The [=REmake=] also features the aptly-named 'one dangerous zombie' mode. The titular zombie behaves like a crimson head, except that he's [[ActionBomb strapped with explosives]]. He can't use them on his own, thankfully, but if any of your attacks so much as graze him the whole mansion goes boom.
** The Hunters make a comeback in ''VideoGame/ResidentEvilRevelations''. While probably not to the levels of previous examples, still neatly fit into this trope, due to the fact that they're very quick, usually have to be fought in enclosed spaces, and tend to travel in packs. Some of them can also turn invisible.
** J'avo in ''VideoGame/ResidentEvil6'' can be this to the inexperienced. They're as common as zombies throughout most of the game's campaigns, they attack in packs and, oh, did we mention that not only are they capable of ''using guns'', but they have an AdaptiveAbility where shooting them will randomly cause them to develop traits like [[InASingleBound super-leaping legs]], torso armor, a huge shield for a hand, a VerticalMouth that they can [[OneHitKill bite you in half with]], or becoming an ActionBomb.

to:

** The Crimson Heads in the VideoGame/ResidentEvil [=REmake=] are also a serious pain pain. These creatures inevitably appear if you do not burn the dead zombie bodies of zombies you kill ([[BoomHeadshot or blow kill by blowing their heads off]]) before they can come back as Crimson Heads, off]]), they can run as fast as your character can, do a decent amount of damage, and even worse will sometimes not get up from the ground until you walk right over them. And there is not enough oil to burn all of the zombies in the mansion (and better still, none of your weapons are guaranteed to take off their heads every single time -- not even the magnum!), so sometimes it is simply best to let the zombies live in order to avoid them turning into Crimson Heads.
** *** The [=REmake=] also features the aptly-named 'one dangerous zombie' mode. The titular zombie behaves like a crimson head, except that he's [[ActionBomb strapped with explosives]]. He can't use them on his own, thankfully, but if any of your attacks so much as graze him the whole mansion goes boom.
** The Hunters make a comeback in ''VideoGame/ResidentEvilRevelations''. While probably not to the levels of previous examples, still neatly fit into this trope, due to the fact that they're very quick, usually have to be fought in enclosed spaces, and tend to travel in packs. Some of them can also turn invisible.
** J'avo in
''VideoGame/ResidentEvil6'' can be this to the inexperienced. They're as distinguishes itself by making one of its ''most common as enemies'' into this, especially for inexperienced players. J'avo replace zombies throughout most of the game's campaigns, they attack in packs and, oh, did we mention that not only are they capable of ''using guns'', but they have an AdaptiveAbility where shooting them will randomly cause them to develop traits like [[InASingleBound super-leaping legs]], torso armor, a huge shield for a hand, a VerticalMouth giant mouth that they can [[OneHitKill bite you in half with]], or becoming an ActionBomb.
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Added DiffLines:

** J'avo in ''VideoGame/ResidentEvil6'' can be this to the inexperienced. They're as common as zombies throughout most of the game's campaigns, they attack in packs and, oh, did we mention that not only are they capable of ''using guns'', but they have an AdaptiveAbility where shooting them will randomly cause them to develop traits like [[InASingleBound super-leaping legs]], torso armor, a huge shield for a hand, a VerticalMouth that they can [[OneHitKill bite you in half with]], or becoming an ActionBomb.
*** That not bad enough? They can also, completely at random, undergo what is called "Complete Mutation", and transform into a random C-Virus B.O.W. Possibilities include a hulking MightyGlacier that needs its organic armor blown off, a WallCrawling lizard-creature that fires bone spikes at you, and a [[TheWormThatWalks hive-mind colony of giant bees]] that takes minimal damage from most attacks and can quickly whittle down your health.

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