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** The ''Rogue Squadron'' series also features comm lines from friendly ships during escort missions, who will call you CONSTANTLY to let you know just how badly they're doing against the Imperial fighters.
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Fixed a work link.


* ''VideoGame/TeenageMutantNinjaTurtles1988'' has an alarm clock-style health warning beep.

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* ''VideoGame/TeenageMutantNinjaTurtles1988'' ''VideoGame/TeenageMutantNinjaTurtles1989'' has an alarm clock-style health warning beep.
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* ''VideoGame/{{Astronite}}'' has sparks emit from the player character when on their last hit point, and if using a controller, will periodically rumble.


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* ''VideoGame/HyperLightDrifter'' uses visual rather than audio cues. When the Drifter is on his last two health points, he'll periodically drip blood, and his drone will constantly display a health cross symbol to remind the player to use their health packs.
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Crosswicking

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* ''VideoGame/LEGOLegendsOfChimaOnline'': When the player's health drops to sufficiently low levels, the game makes a few chirp-like beeping sounds to draw attention to this fact.

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* ''VideoGame/AxiomVerge'' has the stereotypical "doot doot doot" beeping when Trace is on low health. The "annoyance" part, however, is cleverly averted because the beeping is actually always on beat with the music. So, instead of being annoying and taking the player out of the game, it only serves to heighten the tension, especially in a boss fight. The volume also starts out loud to let the player know that Trace is on low health, but gets quieter the longer he stays that way.

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* ''VideoGame/AxiomVerge'' has and its sequel have the stereotypical "doot doot doot" "heart monitor" beeping when Trace is on low health. The "annoyance" part, however, is cleverly averted because the beeping is actually always on beat with the music. So, instead of being annoying and taking the player out of the game, it only serves to heighten the tension, especially in a boss fight. The volume also starts out loud to let the player know that Trace is on they're low on health, but gets quieter the longer he stays that way.over time.



* ''Franchise/{{Doom}}'':
** In the first two games, Doomguy's HUD portrait would [[ShowsDamage look increasingly more bloody and mangled]], barely able to keep his eyes open while under 25 health. The screen also turns red when taking damage, with bigger impacts (such as Revenant rockets) leaving the player blind for about a second or so.
** In ''VideoGame/Doom2016'' and ''VideoGame/DoomEternal'', the screen gets a red border and a "LOW HEALTH" warning appears when the Doom Slayer is at 25 health or lower, accompanied by a shrill beep when taking damage.



* ''VideoGame/{{Iji}}'' has a subtle variant where Iji will exclaim "Hhh, dammit..." when her health falls either under a certain threshold (depending on her max health) or to 1.



** Then ''VideoGame/SuperMetroid'' brought it down to 30 before starting the same sound from the first one again. It's also what makes the Baby Metroid recognize her.

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** Then ''VideoGame/SuperMetroid'' brought it down to 30 before starting the same sound from the first one again. It's [[spoiler:The suit's alarm is also what makes reminds the mutated Baby Metroid recognize her.that the thing whose energy it's siphoning is actually Samus]].



* ''VideoGame/{{Psychonauts}}'' has a loud, irritating heartbeat noise when your Mental Health runs down. Given that DeathIsASlapOnTheWrist it's enough to drive a player to suicide.

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* ''VideoGame/{{Psychonauts}}'' has a loud, irritating heartbeat noise when your Mental Health runs down. Given that DeathIsASlapOnTheWrist it's enough to drive a player to suicide. ''VideoGame/Psychonauts2'' instead uses a red overlay, mostly concentrated on one side of the screen, when Raz is on low health.



* From ''VideoGame/TeamFortress2'':

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* From ''VideoGame/TeamFortress2'': ''VideoGame/TeamFortress2'':
** The HUD will display a blinking red cross around the health meter when the player's health is under half their maximum, and gets larger the closer they are to death. The game also has an inversion, where the same effect (albeit solid white) will appear when overhealed.



** In Mann versus Machine, the various "[Class] is dead!" responses can be this if your team gets overrun.

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** In Mann versus Versus Machine, the various "[Class] is dead!" responses can be this if your team gets overrun.
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Spelling/grammar fix


* When ''Franchise/SonicTheHedgehog'' is about to drown, the music changes to another theme. The drowning music gets louder and more frantic as time goes on until he dies, gets a bubble or resurfaces. This is usually accompanied by numbers appearing over his head to indicate how much time he has left. And given his SuperDrowningSkills, the drowning music always plays for a short [[HellIsThatNoise and disturbing]] time until air is gotten. 'Ding' noises are hears at intervals before this happens, which is useful because Sonic's OxygenMeter isn't actually visible.

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* When ''Franchise/SonicTheHedgehog'' is about to drown, the music changes to another theme. The drowning music gets louder and more frantic as time goes on until he dies, gets a bubble or resurfaces. This is usually accompanied by numbers appearing over his head to indicate how much time he has left. And given his SuperDrowningSkills, the drowning music always plays for a short [[HellIsThatNoise and disturbing]] time until air is gotten. 'Ding' noises are hears heard at intervals before this happens, which is useful because Sonic's OxygenMeter isn't actually visible.
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* ''VideoGame/CarmenSandiegoJuniorDetectiveEdition'' has DeeJay's "Red alert! My power is running low. Please make an arrest soon."

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* ''VideoGame/CarmenSandiegoJuniorDetectiveEdition'' has DeeJay's Dee Jay's "Red alert! My power is running low. Please make an arrest soon."
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* ''VideoGame/CarmenSandiegoJuniorDetectiveEdition'' has DeeJay's "Red alert! My power is running low. Please make an arrest soon."
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* ''VideoGame/MysteryQuest'' for the UsefulNotes/NintendoEntertainmentSystem beeps constantly when the player character runs low on health.

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* ''VideoGame/MysteryQuest'' for the UsefulNotes/NintendoEntertainmentSystem Platform/NintendoEntertainmentSystem beeps constantly when the player character runs low on health.



* In the early UsefulNotes/AmstradCPC game ''VideoGame/{{Tubaruba}}'', when your energy bar depleted enough, the constant background music became rather wonky and unsettling...

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* In the early UsefulNotes/AmstradCPC Platform/AmstradCPC game ''VideoGame/{{Tubaruba}}'', when your energy bar depleted enough, the constant background music became rather wonky and unsettling...

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* In the original ''VideoGame/FZero'', you need to be above a particular rank as you cross the finish line, with the required rank getting higher with every lap (starting at 15 for the first lap and topping off at 3 for the final one). If you're at the minimum rank or lower, regardless of what lap you're on, a warning beep starts to play, and if you aren't at the minimum rank or higher as you cross the finish line, or if you fall to 20th place, you die.
** In ''F-Zero X'' and ''GX'', a similar klaxon sound is played when your energy is running low, and gets faster as your energy gets lower.

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* ''VideoGame/FZero'':
**
In the original ''VideoGame/FZero'', ''VideoGame/FZero1990'', you need to be above a particular rank as you cross the finish line, with the required rank getting higher with every lap (starting at 15 for the first lap and topping off at 3 for the final one). If you're at the minimum rank or lower, regardless of what lap you're on, a warning beep starts to play, and if you aren't at the minimum rank or higher as you cross the finish line, or if you fall to 20th place, you die.
** In ''F-Zero X'' ''VideoGame/FZeroX'' and ''GX'', ''VideoGame/FZeroGX'', a similar klaxon sound is played when your energy is running low, and gets faster as your energy gets lower.
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** Then ''VideoGame/SuperMetroid'' brought it down to 30 before starting the same sound from the first one again.

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** Then ''VideoGame/SuperMetroid'' brought it down to 30 before starting the same sound from the first one again. It's also what makes the Baby Metroid recognize her.
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None

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** The pinging noise that plays if you're playing Medic and enabled the option for teammates to auto-call for healing also applies, alongside said teammates ''manually'' calling for you to heal them.

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Misalphabetized.


** The earlier ''Franchise/{{Kirby}}'' games have a quick beeping sound when you drop to one health point. The later ones use this when the health bar gets low. The beep only occurs once per "room", though; if you go through a door with your vitality still low, the beep plays again once the new room fades in.

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** The earlier ''Franchise/{{Kirby}}'' ''Kirby'' games have a quick beeping sound when you drop to one health point. The later ones use this when the health bar gets low. The beep only occurs once per "room", though; if you go through a door with your vitality still low, the beep plays again once the new room fades in.



* In ''VideoGame/KlonoaHeroesDensetsuNoStarMedal'', on low health, the player's portrait will glow red and a booping sound will repeatedly play.



* When ''VideoGame/SonicTheHedgehog'' is about to drown, the music changes to another theme. The drowning music gets louder and more frantic as time goes on until he dies, gets a bubble or resurfaces. This is usually accompanied by numbers appearing over his head to indicate how much time he has left. And given his SuperDrowningSkills, the drowning music always plays for a short [[HellIsThatNoise and disturbing]] time until air is gotten. 'Ding' noises are hears at intervals before this happens, which is useful because Sonic's OxygenMeter isn't actually visible.

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* When ''VideoGame/SonicTheHedgehog'' ''Franchise/SonicTheHedgehog'' is about to drown, the music changes to another theme. The drowning music gets louder and more frantic as time goes on until he dies, gets a bubble or resurfaces. This is usually accompanied by numbers appearing over his head to indicate how much time he has left. And given his SuperDrowningSkills, the drowning music always plays for a short [[HellIsThatNoise and disturbing]] time until air is gotten. 'Ding' noises are hears at intervals before this happens, which is useful because Sonic's OxygenMeter isn't actually visible.



* In ''VideoGame/KlonoaHeroesDensetsuNoStarMedal'', on low health, the player's portrait will glow red and a booping sound will repeatedly play.
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Crosswicking.

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* In ''VideoGame/KlonoaHeroesDensetsuNoStarMedal'', on low health, the player's portrait will glow red and a booping sound will repeatedly play.
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Crosswicking

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* In ''VideoGame/DevilMayCry5'', the background music is muffled if you only have one vitality bar or a fraction of it remaining.

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* ''VideoGame/{{Robotica}}'' sees your robot's alarm going off and beeping constantly once your armor hits below 20%. It gets even louder once you reach 10%, and if you're unfortunate enough to hit 5% it ''depletes'' itself.


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* ''VideoGame/{{Robotica}}'' sees your robot's alarm going off and beeping constantly once your armor hits below 20%. It gets even louder once you reach 10%, and if you're unfortunate enough to hit 5% it ''depletes'' itself.
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''(For the proper experience, run the "music" from [[https://www.youtube.com/watch?v=JWTJRLW6uRM this video]] while reading this page.)''

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''(For [[AC: For the proper experience, run the "music" from [[https://www.youtube.com/watch?v=JWTJRLW6uRM this video]] while reading this page.)''
]]
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* ''VideoGame/RetroCityRampage''uses the ''VideoGame/TeenageMutantNinjaTurtles'' low health beep, though not continuously.

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* ''VideoGame/RetroCityRampage''uses the ''VideoGame/TeenageMutantNinjaTurtles'' ''VideoGame/TeenageMutantNinjaTurtles1989'' low health beep, though not continuously.



* ''VideoGame/TeenageMutantNinjaTurtles'' (The Original NES game) has an alarm clock-style health warning beep.

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* ''VideoGame/TeenageMutantNinjaTurtles'' (The Original NES game) ''VideoGame/TeenageMutantNinjaTurtles1988'' has an alarm clock-style health warning beep.
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index wick


* The English dub of ''Manga/{{Chobits}}'', with Sumomo's [[CatchPhrase frequent]] high-pitched "WARNING! WARNING! WARNING!", almost always indicating an extremely trivial threat. It's amazing no one ever smashes her with a hammer to get that noise to stop.

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* The English dub of ''Manga/{{Chobits}}'', with Sumomo's [[CatchPhrase frequent]] frequent high-pitched "WARNING! WARNING! WARNING!", almost always indicating an extremely trivial threat. It's amazing no one ever smashes her with a hammer to get that noise to stop.
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False information


** When calling for a medic, characters will sound increasingly desperate and insistent as their health drops.
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* In earlier ''VideoGame/DanceDanceRevolution'' titles, bringing your LifeMeter down to critical levels causes some sort of "Danger!" screen to flash in the background. ''Dance Dance Revolution Extreme'' is particularly bad with this, with a terrifying clip of a shark jumping out at you.

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* In earlier ''VideoGame/DanceDanceRevolution'' titles, bringing your LifeMeter [[LifeMeter dance meter]] down to critical levels causes some sort of "Danger!" screen to flash in the background. ''Dance Dance Revolution Extreme'' is particularly bad with this, with a terrifying clip of a shark jumping out at you. Later games have more benign warning signs that don't interfere with your concentration, such as by coloring your dance meter red, or darkening your playing lane.
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* ''VideoGame/CyClones'' will let out a blinking red "DAMAGE CRITICAL" onscreen when your health rating is too low. It disappears if you found a medi-kit or die.
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* ''VideoGame/{{Robotica}}'' sees your robot's alarm going off and beeping constantly once your armor hits below 20%. It gets even louder once you reach 10%, and if you're unfortunate enough to hit 5% it ''depletes'' itself.

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