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* In Creator/HudsonSoft's Platform/WiiWare FirstPersonShooter ''VideoGame/{{Onslaught}}'', dying in the multiplayer cooperative/competitive (you have to work together, but compete for score) mode simply means being dead for 10 seconds... then coming back to life on the spot with 1/4 your score gone. Considering the game's main thrust is really cooperation with score as a secondary concern, that's hardly a penalty.

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* In Creator/HudsonSoft's Platform/WiiWare FirstPersonShooter ''VideoGame/{{Onslaught}}'', ''VideoGame/{{Onslaught|2009}}'', dying in the multiplayer cooperative/competitive (you have to work together, but compete for score) mode simply means being dead for 10 seconds... then coming back to life on the spot with 1/4 your score gone. Considering the game's main thrust is really cooperation with score as a secondary concern, that's hardly a penalty.
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* Checkpoints in ''VideoGame/{{Limbo}}'' and ''VideoGame/Inside2016'' are everywhere and lives are infinite. [[NintendoHard Good thing too.]]

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* Checkpoints in ''VideoGame/{{Limbo}}'' ''VideoGame/Limbo2010'' and ''VideoGame/Inside2016'' are everywhere everywhere, and lives are infinite. [[NintendoHard Good thing thing, too.]]

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* In ''Exile'' (the Platform/BBCMicro game), dying simply returns you to your last teleport position and applies a score penalty.

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* In ''Exile'' ''VideoGame/{{Exile|BBCMicro}}'' (the Platform/BBCMicro game), dying simply returns you to your last teleport position and applies a score penalty.



* In ''VideoGame/{{Overcooked}},'' even if you fall into a BottomlessPit, or out of a moving truck, or into burning lava, all you have to is wait five seconds to respawn. It doesn't even affect your end-of-level rank directly, though the loss of time spent cooking may hurt your score.



* Dying in ''VideoGame/{{Ghostrunner}}'' just sets you back to right before the current encounter, with no chance of starting the whole level over or running out of VideoGameLives. You can even respawn the second you die, letting you get right back into the gameplay without having to watch a death animation or go to a game over screen.



* In ''VideoGame/{{Overcooked}},'' even if you fall into a BottomlessPit, or out of a moving truck, or into burning lava, all you have to is wait five seconds to respawn. It doesn't even affect your end-of-level rank directly, though the loss of time spent cooking may hurt your score.
* Dying in ''VideoGame/ResidentEvil6'' just places you back at the checkpoint with a minor penalty (as in, you'd need to die about 5 times to really affect it) to your end-of-level [[RankInflation rank]]. In fact, sometimes it's even beneficial to die as doing so will refill all your health.



* Dying in ''VideoGame/ResidentEvil6'' just places you back at the checkpoint with a minor penalty (as in, you'd need to die about 5 times to really affect it) to your end-of-level [[RankInflation rank]]. In fact, sometimes it's even beneficial to die as doing so will refill all your health.
* Dying in ''VideoGame/{{Ghostrunner}}'' just sets you back to right before the current encounter, with no chance of starting the whole level over or running out of VideoGameLives. You can even respawn the second you die, letting you get right back into the gameplay without having to watch a death animation or go to a game over screen.



* ''VideoGame/TofuTowerNaka'': Death just means being sent back to the town outside the tower, losing all loot collected, except experience.



* ''VideoGame/TofuTowerNaka'': Death just means being sent back to the town outside the tower, losing all loot collected, except experience.



* The Platform/PlaystationNetwork / Platform/XBoxLiveArcade rerelease of ''VideoGame/XMen'' lets you come back to life on the spot simply by hitting X every time you run out of lives. That's because it's an arcade game, except now you have unlimited "quarters". As a result, no matter how bad you are, you can progress just fine.

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* The Platform/PlaystationNetwork / Platform/XBoxLiveArcade rerelease of ''VideoGame/XMen'' ''VideoGame/XMen1992'' lets you come back to life on the spot simply by hitting X every time you run out of lives. That's because it's an arcade game, except now you have unlimited "quarters". As a result, no matter how bad you are, you can progress just fine.






* ''VideoGame/BladeAndSoul'': If a player character dies, they have eighty seconds to[[CombatResuscitation slowly crawl away from mobs that can kill them]]. If they take a hit again and die, they can return to the nearest spawn point with no consequence other than losing 2 points in weapon durability.

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* ''VideoGame/BladeAndSoul'': If a player character dies, they have eighty seconds to[[CombatResuscitation to [[CombatResuscitation slowly crawl away from mobs that can kill them]]. If they take a hit again and die, they can return to the nearest spawn point with no consequence other than losing 2 points in weapon durability.



* ''Munin'' has no lives or death penalty. All levels are a single screen, so dying just means you lose any feathers you've picked up.

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* ''Munin'' ''VideoGame/{{Munin}}'' has no lives or death penalty. All levels are a single screen, so dying just means you lose any feathers you've picked up.



* In ''Videogame/Gamer2'', the maps are littered with checkpoints, and dying simply respawns you at the furthest one you've reached. Any enemies you killed or objectives you completed don't even reset. [[spoiler:Except in the final boss fight, where the boss has destroyed your checkpoint, forcing a full level restart if you die.]]

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* In ''Videogame/Gamer2'', ''VideoGame/Gamer2'', the maps are littered with checkpoints, and dying simply respawns you at the furthest one you've reached. Any enemies you killed or objectives you completed don't even reset. [[spoiler:Except in the final boss fight, where the boss has destroyed your checkpoint, forcing a full level restart if you die.]]



* ''Videogame/TeslaTheWeatherMan'' gives Tesla unlimited lives and occasional mid-level checkpoints.

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* ''Videogame/TeslaTheWeatherMan'' ''VideoGame/TeslaTheWeatherMan'' gives Tesla unlimited lives and occasional mid-level checkpoints.



* In ''VideoGame/BangDreamGirlsBandParty'', if you're in single-player and your lifebar empties out, you fail the song instantly, unsurprisingly. However, in multiplayer, you'll keep going to the end, albeit with a 90% penalty to all points earned onward. Heck, in many cases, it's entirely possible for one player to carry four failed-out teammates to a clear, though obviously the rewards won't be as great compared to everyone staying alive.



* Your critters in ''VideoGame/{{Patapon}}''. They can die. And again. And again. But as long as you retrieve their caps before they dissapear, you can revive them ''for free'' once the level is finished ''without any penalty at all''. In the sequel, the only drawback of getting your hero unit killed is 20 seconds 'till respawn. However, certain boss battle attacks, like Dodonga's Om Nom Nom, are an one-hit kill which ''not only'' destroys the Patapon, it also destroys his cap, so your little guy will be [[KilledOffForReal gone forever.]] ''Hatapon'' is another exception: If he dies you fail the mission, similarly to what happens when all your army gets destroyed. However this is unlikely, given his ridiculously high HP.
* In the arcade versions of ''VideoGame/GrooveCoaster'', failing a stage does not result in a GameOver; you'll always get a full set of stages. Instead, pass/fail status is used to determine whether you get the 50,000-point Clear Bonus, which can and will greatly impact your grade, especially if you're trying for the coveted S++ rank (990,000 points or more; you won't even have enough points for an S+ if you fail).



* ''VideoGame/FridayNightFunkin'': One click of the screen after failing a song is all you need to try again from the top. The game over screen doesn't even have a visible quit option, just a retry button. [[https://youtu.be/OsSDYf5yMOE It even has music]] that's just as groovy as the other tracks.
* In the arcade versions of ''VideoGame/GrooveCoaster'', failing a stage does not result in a GameOver; you'll always get a full set of stages. Instead, pass/fail status is used to determine whether you get the 50,000-point Clear Bonus, which can and will greatly impact your grade, especially if you're trying for the coveted S++ rank (990,000 points or more; you won't even have enough points for an S+ if you fail).



* Your critters in ''VideoGame/{{Patapon}}''. They can die. And again. And again. But as long as you retrieve their caps before they dissapear, you can revive them ''for free'' once the level is finished ''without any penalty at all''. In the sequel, the only drawback of getting your hero unit killed is 20 seconds 'till respawn. However, certain boss battle attacks, like Dodonga's Om Nom Nom, are an one-hit kill which ''not only'' destroys the Patapon, it also destroys his cap, so your little guy will be [[KilledOffForReal gone forever.]] ''Hatapon'' is another exception: If he dies you fail the mission, similarly to what happens when all your army gets destroyed. However this is unlikely, given his ridiculously high HP.



* In ''VideoGame/BangDreamGirlsBandParty'', if you're in single-player and your lifebar empties out, you fail the song instantly, unsurprisingly. However, in multiplayer, you'll keep going to the end, albeit with a 90% penalty to all points earned onward. Heck, in many cases, it's entirely possible for one player to carry four failed-out teammates to a clear, though obviously the rewards won't be as great compared to everyone staying alive.
* ''VideoGame/FridayNightFunkin'': One click of the screen after failing a song is all you need to try again from the top. The game over screen doesn't even have a visible quit option, just a retry button. [[https://youtu.be/OsSDYf5yMOE It even has music]] that's just as groovy as the other tracks.



* Losing a fight in ''VideoGame/DragonQuest'' only results in being punted back to the last town you were in with half your gold. The worst that can happen in addition to this is you also lose some (non equipment) items and often not enough for you to notice. This penalty is lessened by the bank mechanic in the games. You can store gold with an NPC Banker (in units of 1,000), and it will not be touched even if your party dies. In ''VideoGame/DragonQuestIX'', Stella the ExpositionFairy will encourage you to use it if she thinks you're carrying around too much money.

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* Losing a fight in ''VideoGame/DragonQuest'' ''Franchise/DragonQuest'' only results in being punted back to the last town you were in with half your gold. The worst that can happen in addition to this is you also lose some (non equipment) items and often not enough for you to notice. This penalty is lessened by the bank mechanic in the games. You can store gold with an NPC Banker (in units of 1,000), and it will not be touched even if your party dies. In ''VideoGame/DragonQuestIX'', Stella the ExpositionFairy will encourage you to use it if she thinks you're carrying around too much money.






* ''VideoGame/AWalkInTheWoods'': If your character dies, you respawn.



* ''VideoGame/AWalkInTheWoods'': If your character dies, you respawn.



* A major plot point in ''VideoGame/FutureTacticsTheUprising'' is trying to steal a device from the aliens that lets them AutoRevive some time after death. Until you do, if a party member dies you get a GameOver. Once you have the device, you only need to have one character survive a battle to claim victory. [[spoiler:[[PlotLineDeath Except Pepper, who dies during a cutscene despite having used the device]]. She sort of but maybe not really comes back, but the game is ''really'' vague about it...]]



* A major plot point in ''VideoGame/FutureTacticsTheUprising'' is trying to steal a device from the aliens that lets them AutoRevive some time after death. Until you do, if a party member dies you get a GameOver. Once you have the device, you only need to have one character survive a battle to claim victory. [[spoiler:[[PlotLineDeath Except Pepper, who dies during a cutscene despite having used the device]]. She sort of but maybe not really comes back, but the game is ''really'' vague about it...]]






* ''Webcomic/MageAndDemonQueen'': If you die in the Demon Tower, your body appears in a casket at the local temple. Although they'll throw you out instead of reviving you if you have no money left.



* ''Webcomic/MageAndDemonQueen'': If you die in the Demon Tower, your body appears in a casket at the local temple. Although they'll throw you out instead of reviving you if you have no money left.



* ''WesternAnimation/DrawnTogether'' plays this trope to hell and back thanks to NegativeContinuity. It's also [[LampshadeHanging lampshaded]] many times, [[http://youtu.be/kluNJbvuZl8 as Captain Hero demonstrates here.]]
* ''WesternAnimation/TheHollow'': [[spoiler: Somewhat [[AvertedTrope averted]], as we never know what the actual consequences of dying in the game would be when functioning normally. The other group assumed that you would regenerate, before believing that it's actually KilledOffForReal when Kai and Mira try tricking them into believing Adam died while the two groups were separated. Meanwhile, the host's reactions to the glitches heavily imply that whatever happened to the game's code would result in actual death.]]



* ''WesternAnimation/DrawnTogether'' plays this trope to hell and back thanks to NegativeContinuity. It's also [[LampshadeHanging lampshaded]] many times, [[http://youtu.be/kluNJbvuZl8 as Captain Hero demonstrates here.]]
* ''WesternAnimation/TheHollow'': [[spoiler: Somewhat [[AvertedTrope averted]], as we never know what the actual consequences of dying in the game would be when functioning normally. The other group assumed that you would regenerate, before believing that it's actually KilledOffForReal when Kai and Mira try tricking them into believing Adam died while the two groups were separated. Meanwhile, the host's reactions to the glitches heavily imply that whatever happened to the game's code would result in actual death.]]

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* In ''WebAnimation/BattleForDreamIsland'', someone dying usually happens OncePerEpisode. And when someone dies, all you need to do is just head on over to a recovery center and bring them back to life. BFDIA and IDFB usually parody the use of recovery centers and how characters are overly dependent on them, while in BFB there are no recovery centers and Four (and later X) is used for this purpose.
* ''WebAnimation/CultOfPersonality'' [[GameplayAndStoryIntegration uses [=TF2's=] respawn in-story.]] Characters who die respawn, feeling the pain of what killed them, but shake that off eventually.
* ''WebAnimation/InanimateInsanity'' doesn't feature death as often as BFDI, but the way characters are brought back to life just as easily is explained during season 2 by [=MePhone=] using an application within him to bring them back to life. [[spoiler:This also justifies why Bow was KilledOffForReal, as [=MePhone=] had been killed at the moment when Bow died.]]



* In ''WebAnimation/BattleForDreamIsland'', someone dying usually happens OncePerEpisode. And when someone dies, all you need to do is just head on over to a recovery center and bring them back to life. BFDIA and IDFB usually parody the use of recovery centers and how characters are overly dependent on them, while in BFB there are no recovery centers and Four (and later X) is used for this purpose.
* ''WebAnimation/CultOfPersonality'' [[GameplayAndStoryIntegration uses [=TF2's=] respawn in-story.]] Characters who die respawn, feeling the pain of what killed them, but shake that off eventually.
* ''WebAnimation/InanimateInsanity'' doesn't feature death as often as BFDI, but the way characters are brought back to life just as easily is explained during season 2 by [=MePhone=] using an application within him to bring them back to life. [[spoiler: This also justifies why Bow was KilledOffForReal, as [=MePhone=] had been killed at the moment when Bow died.]]
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** ''VideoGame/TheLegendOfZeldaMajorasMask'' doesn't have any actual game over screens. Dying just respawns you at the beginning of the area you came through or the beginning of the dungeon. Most likely a necessity since you're on a strict time limit to save the world from a falling moon.
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' and ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'' makes dying relatively painless. Because the game autosaves frequently, your last autosave is loaded after dying so you don't respawn too far from where you died. The state of your inventory is also reset to what it was from your last autosave so you don't have to worry about losing any items you used. Dying during a boss fight will have the battle reset from the beginning however.

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** ''VideoGame/TheLegendOfZeldaMajorasMask'' doesn't have any actual game over screens. Dying In ''VideoGame/TheLegendOfZeldaMajorasMask'', dying just respawns you at the beginning of the area you came through or the beginning of the dungeon. Most likely The only way to actually get a necessity since you're on a strict GameOver and lose progress is if time limit to save runs out and [[ColonyDrop the world from a falling moon.
moon crashes into Termina]].
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' and ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'' makes make dying relatively painless. Because the game autosaves games autosave frequently, your last autosave is loaded after dying dying, so you don't respawn too far from where you died. The state of your inventory is also reset to what it was from your last autosave autosave, so you don't have to worry about losing any items you used. Dying during a boss fight will have the battle reset from the beginning beginning, however.
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[[folder:Live Action TV]]

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[[folder:Live Action [[folder:Live-Action TV]]

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[[folder:Films -- Live-Action]]
* ''Film/HappyDeathDay'': Used as a plot point towards the end. [[DownplayedTrope Downplayed]] as every time Tree dies she wakes up she wakes up weaker and weaker and she feels the after effects of whatever killed her last. If the cycle goes on too long she won't even be strong enough to wake up at all.
[[/folder]]



[[folder:Live-Action Films]]
* ''Film/HappyDeathDay'': Used as a plot point towards the end. [[DownplayedTrope Downplayed]] as every time Tree dies she wakes up she wakes up weaker and weaker and she feels the after effects of whatever killed her last. If the cycle goes on too long she won't even be strong enough to wake up at all.

[[/folder]]

[[folder:Live Action Television ]]

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[[folder:Live-Action Films]]
* ''Film/HappyDeathDay'': Used as a plot point towards the end. [[DownplayedTrope Downplayed]] as every time Tree dies she wakes up she wakes up weaker and weaker and she feels the after effects of whatever killed her last. If the cycle goes on too long she won't even be strong enough to wake up at all.

[[/folder]]

[[folder:Live Action Television ]]TV]]

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* In ''Manga/DeliciousInDungeon'', anyone who ventures into the dungeon has their soul automatically tethered to their body until they exit again. This means they're able to be brought back from the dead with healing magic fairly easily as long as their body is relatively intact. The main characters mention their previous deaths in a very casual way, and a character who gets killed and resurrected is more annoyed by the circumstances than anything else.
** Ultimately said character, Namari, cautions against this belief though. She cites that having a part of the body missing, even if it's just one thirteenth of total mass, makes resurrection more likely to fail. Supplementary material mentions that healing magic, resurrection included, are CastFromCalories on the part of the person being healed, so the process consumes fat and muscle, and someone who's too thin may be unable to be revived. A body with a great deal of missing mass or that is particularly deteriorated has fewer, weaker tethers to its soul, tethers that may be broken by something as simple as moving them, and in this case fresh meat and blood are required to form new flesh and bring the body to life. [[spoiler: The main party is able to find the bones of their cleric after she was eaten by a dragon, and since moving them to the surface is so risky they instead use the body of the dragon to bring her back - however, that leaves the dragon's soul mingled with hers, and leaves ''her'' subject to control by the dragon's master.]]

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* In ''Manga/DeliciousInDungeon'', anyone who ventures into the dungeon has their soul automatically tethered to their body until they exit again. This means they're able to be brought back from the dead with healing magic fairly easily as long as their body is relatively intact. The main characters mention their previous deaths in a very casual way, and a character who gets killed and resurrected is more annoyed by the circumstances than anything else.
**
else. Ultimately said character, Namari, cautions against this belief though. She cites that having a part of the body missing, even if it's just one thirteenth of total mass, makes resurrection more likely to fail. Supplementary material mentions that healing magic, resurrection included, are CastFromCalories on the part of the person being healed, so the process consumes fat and muscle, and someone who's too thin may be unable to be revived. A body with a great deal of missing mass or that is particularly deteriorated has fewer, weaker tethers to its soul, tethers that may be broken by something as simple as moving them, and in this case fresh meat and blood are required to form new flesh and bring the body to life. [[spoiler: The main party is able to find the bones of their cleric after she was eaten by a dragon, and since moving them to the surface is so risky they instead use the body of the dragon to bring her back - however, that leaves the dragon's soul mingled with hers, and leaves ''her'' subject to control by the dragon's master.]]

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