1 Days Left to Support a Troper-Created Project : Personal Space (discuss)

History Main / DeadCharacterWalking

14th May '16 9:39:16 AM PixelKnight
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** Inverted by anything that produces a "Statue" from the corpse after a kill in ''VideoGame/TeamFortress2'' (The Saxxy, Golden Wrench, or Spycicle), where the statue will not only talk, but also sometimes be subjected to ragdoll physics. A patch sort of solved the problem, but they are still subjected to very, very minor physics when they collapse over.

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** Inverted by anything that produces a "Statue" from the corpse after a kill in ''VideoGame/TeamFortress2'' (The Saxxy, Golden Wrench, Golden Frying Pan, or Spycicle), where the statue will not only talk, but also sometimes be subjected to ragdoll physics. A patch sort of solved the problem, but they are still subjected to very, very minor physics when they collapse over.
31st Mar '16 8:29:20 PM Kadorhal
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* The 1997 adventure game adaptation of ''VideoGame/BladeRunner'' has a glitch of this nature involving a character who can possibly be a Replicant. Ending paths that have the player joining up with Clovis and his band of Replicants are supposed to have all the surviving (randomized) Replicants meet up on the moonbus he and his group arrived on. The glitch comes in when one possible Replicant character, Dektora, is allowed to leave at an earlier point in the game, but then shot in the back before she actually gets out the door. She still shows up at the ending, but as a corpse. Nevertheless, except for not talking she'll still be able to do everything she's supposed to do at that point in the game - such as, for instance, coming back to life to shoot you dead if you attempt to pull your gun on Clovis.

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* The 1997 adventure game adaptation of ''VideoGame/BladeRunner'' has a glitch of this nature involving a character who can possibly be a Replicant. Ending paths that have the player joining up with Clovis and his band of Replicants are supposed to have all the surviving (randomized) Replicants meet up on the moonbus he and his group arrived on. The glitch comes in when one possible Replicant character, Dektora, is allowed to leave at an earlier point in the game, but then shot in the back before she actually gets out the door. She moves offscreen - she will still shows show up on the moonbus at the ending, end, but [[http://lparchive.org/Blade-Runner/Update%2039/ as a corpse.corpse]]. Nevertheless, except for not talking she'll still be able to do everything she's supposed to do at that point in the game - such as, for instance, coming back to life to shoot you dead if you attempt to pull your gun on Clovis.
31st Mar '16 8:21:59 PM Kadorhal
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* In ''VideoGame/MarioKart DS'' battle mode, a dead (read:out of the contest) driver can still drive around the battlefield, laying boxes, albeit invisible and intangible.

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* In ''VideoGame/MarioKart DS'' battle mode, a dead (read:out (read: out of the contest) driver can still drive around the battlefield, laying boxes, albeit invisible and intangible.intangible.
** The earlier ''Mario Kart 64'' likewise allowed players that were eliminated to continue driving about as a bomb on wheels, at which point they could try to ram into one of the remaining players to try and eliminate them as well.



* ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'': By a glitch, you could walk [[http://www.youtube.com/watch?v=5Wa5ytBcsOE Zombie Link in a dim world]]. [[http://www.youtube.com/watch?v=1jQHKMe6fiY&feature=watch_response A different method]] allows Zombie Link to walk around in regular lighting, but nothing can be done anyway, everything is frozen, and many features are disabled.

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* ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'': ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': By a glitch, you could walk [[http://www.youtube.com/watch?v=5Wa5ytBcsOE Zombie Link in a dim world]]. [[http://www.youtube.com/watch?v=1jQHKMe6fiY&feature=watch_response A different method]] allows Zombie Link to walk around in regular lighting, but nothing can be done anyway, everything is frozen, and many features are disabled.



* There is an infamous glitch which crept from the infamous ''[[VideoGame/SonicTheHedgehog2006 Sonic the Hedgehog (2006)]]'' to the otherwise excellent ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations'' which makes Sonic, if he receives mortal damage while on a autoscrolling sequence, still slide with his dead body on the track. He can even be controlled sometimes with the directional pad!

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* There is an infamous glitch which crept from the infamous ''[[VideoGame/SonicTheHedgehog2006 Sonic the Hedgehog (2006)]]'' ''VideoGame/SonicTheHedgehog2006'' to the otherwise excellent ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations'' which makes Sonic, if he receives mortal damage while on a autoscrolling sequence, still slide with his dead body on the track. He can even be controlled sometimes with the directional pad!



* In ''{{STALKER}} Call of Pripyat'', theres a stalker called Crab in Skadovsk that was severely injured by a Chimera after [[DirtyCoward Magpie]] betrays Gonta's squad, and it's (supposed to be) laying in a bed (Okay, he's not ''dead'', but he isn't supposed to move from there until he recovers, so it counts). Sometimes Crab can be seen walking around Skadovsk, if that isn't weird enough, he walks in a very erratic manner ''with his torso rotated 180 degrees only for him to suddenly stop, lay in the ground and '''float''' up to his bed''. [[https://www.youtube.com/watch?v=WikVYjAw7Hs You can't make this stuff up]]

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* In ''{{STALKER}} ''VideoGame/{{STALKER}}: Call of Pripyat'', theres there's a stalker called Crab in Skadovsk that was severely injured by a Chimera after [[DirtyCoward Magpie]] betrays Gonta's squad, and it's (supposed squad. He's supposed to be) be laying in a bed (Okay, he's not ''dead'', but he isn't supposed to move from there until he recovers, so it counts). Sometimes Crab counts), but sometimes he can be seen walking around Skadovsk, if Skadovsk. If that isn't weird enough, he walks in a very erratic manner ''with his torso rotated 180 degrees only for him to suddenly stop, lay in the ground and '''float''' up to his bed''. [[https://www.youtube.com/watch?v=WikVYjAw7Hs You can't make this stuff up]]up]].



** The game was prone to this in earlier builds which were much buggier. The game could occasionally forget that someone was dead and bring them pack to life upon reloading a save. If you had hacked or exploded someones limbs or head off, the game would creepily reassemble them from all the gibs and severed parts. The resulting abomination would walk around and talk as if nothing was wrong.
** Some respawning NPC can also coexist with their corpse or, more frequently the pile of ash or plasma that was there past self. When you try to loot the glitched corpse or ash pile, the living version will respond to you as if you just tried to talk to them. The most prominent place this occurs is the guards outside camp McCarren, who are already likely to die multiple times thanks to the Fiends that spawn near them. These [=NPCs=], and all other that trigger this glitch, are counted as unique, and thus have saved facial structures and load outs, but use the same code as generic re spawning [=NPCs=]. This results in creating another instance of that NPC when they respawn, without necessarily removing the old instance (their corpse) in the process. In the game's eyes, the corpse and the person are the same thing.
** Both this game and ''VideoGame/{{Fallout 3}}'' occasionally have dead-on-arrival NPC's spawn alive, with no dialogue options. On other occasions, enemies killed offscreen [[https://www.youtube.com/watch?v=LASKohDRQKU will have their corpse continue to animate in some fashion as if they're alive]] once you catch up to them.

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** The game was prone to this in earlier builds which were much buggier. The game could occasionally forget that someone was dead and bring them pack back to life upon reloading a save. If you had hacked or exploded someones someone's limbs or head off, the game would creepily reassemble them from all the gibs and severed parts. The resulting abomination would walk around and talk as if nothing was wrong.
** Some respawning NPC [=NPCs=] can also coexist with their corpse or, more frequently the pile of ash or plasma that was there past self. When you try to loot the glitched corpse or ash pile, the living version will respond to you as if you just tried to talk to them. The most prominent place this occurs is the guards outside camp McCarren, Camp [=McCarren=], who are already likely to die multiple times thanks to the Fiends that spawn near them. These [=NPCs=], and all other that trigger this glitch, are counted as unique, and thus have saved facial structures and load outs, but use the same code as generic re spawning [=NPCs=]. This results in creating another instance of that NPC when they respawn, without necessarily removing the old instance (their corpse) in the process. In the game's eyes, the corpse and the person are the same thing.
** Both this game and ''VideoGame/{{Fallout 3}}'' occasionally have dead-on-arrival NPC's [=NPCs=] spawn alive, with no dialogue options. On other occasions, enemies killed offscreen [[https://www.youtube.com/watch?v=LASKohDRQKU will have their corpse continue to animate in some fashion as if they're alive]] once you catch up to them.



* Occasionally in ''VideoGame/{{Conduit 2}}'''s online multiplayer, a killed enemy's model will remain in their standing pose, even though they are counted as killed. Continuing to shoot at these model (which other people will most certainly do if you don't) will give you a "Double Tap" medal.
* In [[Website/FunOrb ''Steel Sentinels'']], a minor programming oversight causes mecha to not die until their hit points are negative- meaning that mechs with precisely zero hit points will cling to life with an empty health bar until they are felled by a stray point of damage. Although this glitch isn't much use against [[MoreDakka machine guns]] or [[DeathOfAThousandCuts lasers]], it is immensely satisfying to complete a [[PvP Fleet]] CaptureTheFlag objective while technically dead.
* ''VideoGame/{{Minecraft}}'' mobs have a glitch where if you kill them, and exit quickly and on return they will be alive and moving around in whatever position in their dying animation they was in when you exited.

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* Occasionally in ''VideoGame/{{Conduit 2}}'''s online multiplayer, a killed enemy's model will remain in their standing pose, even though they are counted as killed. Continuing to shoot at these model models (which other people will most certainly do if you don't) will give you a "Double Tap" medal.
* In [[Website/FunOrb ''Steel Sentinels'']], ''[[Website/FunOrb Steel Sentinels]]'', a minor programming oversight causes mecha to not die until their hit points are negative- meaning that mechs with precisely zero hit points will cling to life with an empty health bar until they are felled by a stray point of damage. Although this glitch isn't much use against [[MoreDakka machine guns]] or [[DeathOfAThousandCuts lasers]], it is immensely satisfying to complete a [[PvP Fleet]] CaptureTheFlag objective while technically dead.
* ''VideoGame/{{Minecraft}}'' mobs have a glitch where if you kill them, and exit quickly and on return they will be alive and moving around in whatever position in their dying animation they was were in when you exited.



* Certain versions of ''VideoGame/{{Touhou}} 7: Perfect Cherry Blossom'' has Merlin Prismriver continue attacking even after the Prismriver sisters are supposed to be defeated, potentially killing your character. So much for sisterly solidarity. This bug has been [[MemeticMutation mercilessly ridiculed]] by {{doujin}} artists.

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* Certain versions of ''VideoGame/{{Touhou}} 7: Perfect Cherry Blossom'' has have a glitch where Merlin Prismriver fails to transition into the Prismriver sisters' final spellcard properly, and thus will continue attacking you even after the Prismriver sisters are supposed to be have been defeated, potentially killing your character. So much for sisterly solidarity. This bug has been [[MemeticMutation mercilessly ridiculed]] by {{doujin}} artists.



* In Hitman: Silent Assassin's final level, the player can stealth-kill the final boss through a confession booth door with the fiber wire. This doesn't actually complete the level, but when the player triggers the cutscene where the final boss leaves the confession booth, the boss's corpse will ragdoll across the ground.

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* In Hitman: Silent Assassin's ''VideoGame/Hitman2SilentAssassin''[='=]s final level, the player can stealth-kill the final boss through a confession booth door with the fiber wire. This doesn't actually complete the level, but when the player triggers the cutscene where the final boss leaves the confession booth, the boss's corpse will ragdoll across the ground.



* In ''ShadowsOfTheEmpire'', if you use the [[{{BFG}} Disruptor]] while in the Outrider at the end of the second level, Dash will come back to life as a "zombie" after the cutscene.
* In ''VideoGame/{{Halo3}}'', it's possible to [[http://www.youtube.com/watch?v=aXYt6-2OasM save Sergeant Johnson at the end of the game and have him ride along with you in the final escape sequence]]...but pulling it off can be quite difficult and time consuming.

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* In ''ShadowsOfTheEmpire'', ''Literature/ShadowsOfTheEmpire'', if you use the [[{{BFG}} Disruptor]] while in the Outrider at the end of the second level, Dash will come back to life as a "zombie" after the cutscene.
* In ''VideoGame/{{Halo3}}'', ''VideoGame/{{Halo 3}}'', it's possible to [[http://www.youtube.com/watch?v=aXYt6-2OasM save Sergeant Johnson at the end of the game and have him ride along with you in the final escape sequence]]...but pulling it off can be quite difficult and time consuming.



* In the video game adaptation of ''VideoGame/{{ToyStory2}}'', pausing the game when the player dies (specifically, when Buzz yells), and then quitting will resurrect Buzz and make him invincible. However, the spin attack will no longer inflict damage, and because a few bosses can only be damaged that way, it will become impossible to complete the game.

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* In the video game adaptation of ''VideoGame/{{ToyStory2}}'', ''VideoGame/ToyStory2'', pausing the game when the player dies (specifically, when Buzz yells), and then quitting will resurrect Buzz and make him invincible. However, the spin attack will no longer inflict damage, and because a few bosses can only be damaged that way, it will become impossible to complete the game.



* ''VideoGame/StarWarsBattlefront'': Players that was in craft that crashed sometimes turn into immortal players that can't be killed. Company is banning those who abuse this. [[http://arstechnica.co.uk/gaming/2015/11/star-wars-battlefront-suffers-immortal-player-glitch/ Here.]]

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* ''VideoGame/StarWarsBattlefront'': Players that was were in a craft that crashed sometimes turn into immortal players that can't be killed. Company is The developers are banning those players who abuse this. [[http://arstechnica.co.uk/gaming/2015/11/star-wars-battlefront-suffers-immortal-player-glitch/ Here.]]
* ''VideoGame/{{Postal}} 2'' has a fair share of these, particularly in ''Paradise Lost''. For instance, Enhanced Mode is supposed to make the Revolver be able to deal instant-kill headshots even without using its secondary fire, but [[http://www.imfdb.org/images/7/7f/P2-Revolver.jpg some tougher NPCs can take the "instant-kill" part out of that]].
* The 1997 adventure game adaptation of ''VideoGame/BladeRunner'' has a glitch of this nature involving a character who can possibly be a Replicant. Ending paths that have the player joining up with Clovis and his band of Replicants are supposed to have all the surviving (randomized) Replicants meet up on the moonbus he and his group arrived on. The glitch comes in when one possible Replicant character, Dektora, is allowed to leave at an earlier point in the game, but then shot in the back before she actually gets out the door. She still shows up at the ending, but as a corpse. Nevertheless, except for not talking she'll still be able to do everything she's supposed to do at that point in the game - such as, for instance, coming back to life to shoot you dead if you attempt to pull your gun on Clovis.


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** The original ''VideoGame/UnrealTournament'' allowed a similar glitch by typing "walk" (the code for disabling flying or noclip) into the console while in spectator mode after dying, where the player would be able to move around as if they're still alive. It's less useful, however, as they can't pick up weapons and any damage puts them back down until they actually respawn or type in the code again.
5th Jan '16 3:14:09 AM Rolf
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* A rare plot-related example occurs in ''VideoGame/FinalFantasyV'' where Galuf [[SugarWiki/AwesomeMoments successfully fights off Exdeath at 0 HP.]] [[spoiler: He dies immediately after that, though.]]

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* A rare plot-related example occurs in ''VideoGame/FinalFantasyV'' where Galuf [[SugarWiki/AwesomeMoments successfully fights off Exdeath at 0 HP.]] HP. [[spoiler: He dies immediately after that, though.]]
1st Jan '16 4:48:45 PM mariofan1000
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* A rare plot-related example occurs in ''VideoGame/FinalFantasyV'' where Galuf [[SugarWiki/AwesomeMoments successfully fights of Exdeath at 0 HP.]] [[spoiler: He dies immediately after that, though.]]

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* A rare plot-related example occurs in ''VideoGame/FinalFantasyV'' where Galuf [[SugarWiki/AwesomeMoments successfully fights of off Exdeath at 0 HP.]] [[spoiler: He dies immediately after that, though.]]
1st Jan '16 4:48:09 PM mariofan1000
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* A rare plot-related example occurs in ''VideoGame/FinalFantasyV'' where Galuf [[SugarWiki/AwesomeMoments successfully fights of Exdeath at 0 HP.]] [[spoiler: He dies immediately after that, though.]]
29th Dec '15 9:25:38 PM ElectricBoogaloo
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Added DiffLines:

** In the console multiplayer mode of ''VideoGame/GrandTheftAutoSanAndreas'', equip your second player with a katana, make him kill the first player by beheading him. As the game resumes single player mode and CJ wakes up in the hospital, watch his head still being missing, with his neck stump continuously spurting blood.
19th Nov '15 1:18:40 PM Rolf
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* ''VideoGame/StarWarsBattlefront'': Players that was in craft that crashed sometimes turn into immortal players that can't be killed. Company is banning those who abuse this. [[http://arstechnica.co.uk/gaming/2015/11/star-wars-battlefront-suffers-immortal-player-glitch/ Here.]]
25th Jul '15 4:20:43 PM Vios
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* There was a bug in ''VideoGame/BaldursGate 2'' that would occasionally cause a monster not to register that it has died, rendering it undead in a manner the authors hadn't anticipated. This required either a reload or a hasty escape as the player would be chased around the area by an unkillable cloud of flying LudicrousGibs.

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* There was a bug in ''VideoGame/BaldursGate 2'' ''VideoGame/BaldursGateII'' that would occasionally cause a monster not to register that it has died, rendering it undead in a manner the authors hadn't anticipated. This required either a reload or a hasty escape as the player would be chased around the area by an unkillable cloud of flying LudicrousGibs.
22nd Jul '15 9:23:53 AM VPhantom
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** Some respawning NPC can also coexist with their corpse or, more frequently the pile of ash or plasma that was there past self. When you try to loot the glitched corpse or ash pile, the living version will respond to you as if you just tried to talk to them. The most prominent place this occurs is the guards outside camp McCarren, who are already likely to die multiple times thanks to the Fiends that spawn near them. These NPCs, and all other that trigger this glitch, are counted as unique, and thus have saved facial structures and load outs, but use the same code as generic re spawning NPCs. This results in creating another instance of that NPC when they respawn, without necessarily removing the old instance (their corpse) in the process. In the game's eyes, the corpse and the person are the same thing.

to:

** Some respawning NPC can also coexist with their corpse or, more frequently the pile of ash or plasma that was there past self. When you try to loot the glitched corpse or ash pile, the living version will respond to you as if you just tried to talk to them. The most prominent place this occurs is the guards outside camp McCarren, who are already likely to die multiple times thanks to the Fiends that spawn near them. These NPCs, [=NPCs=], and all other that trigger this glitch, are counted as unique, and thus have saved facial structures and load outs, but use the same code as generic re spawning NPCs.[=NPCs=]. This results in creating another instance of that NPC when they respawn, without necessarily removing the old instance (their corpse) in the process. In the game's eyes, the corpse and the person are the same thing.
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