History Main / EnemyChatter

18th Apr '18 9:09:06 PM Kadorhal
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* ''Franchise/StarWars VideoGame/DarkForcesIIJediKnight'' and its sequels, ''[[VideoGame/JediKnightIIJediOutcast Jedi Outcast]]'' and ''[[VideoGame/JediKnightJediAcademy Jedi Academy]]'', featured mooks making either funny, humanizing, or disturbing small talk before you murdered them. (Quoth a Stormtrooper in Darth Vader's fortress: "I hope ''I'' never see a lightsaber ..." right before Kyle Katarn rushes past the player -- a different character in this installment -- and hacks them to bits.)

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* ''Franchise/StarWars VideoGame/DarkForcesIIJediKnight'' VideoGame/JediKnightDarkForcesII'' and its sequels, ''[[VideoGame/JediKnightIIJediOutcast Jedi Outcast]]'' and ''[[VideoGame/JediKnightJediAcademy Jedi Academy]]'', featured mooks making either funny, humanizing, or disturbing small talk before you murdered them. (Quoth a Stormtrooper in Darth Vader's fortress: "I hope ''I'' never see a lightsaber ..." right before Kyle Katarn rushes past the player -- a different character in this installment -- and hacks them to bits.)
15th Apr '18 4:45:56 PM Kadorhal
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** However, befitting ''Fallout 4'' being [[LighterAndSofter Lighter and Softer]] than both ''3'' and ''New Vegas'', the game also still has tons of comedic moments given by [[EnemyChatter Enemy Chatter]]. For example, one of the funniest moments in the game is listening in on a group of [[AlwaysChaoticEvil Raiders]] near Trinity Tower (a huge [[OurOrcsAreDifferent Super]] [[ImAHumanitarian Mutant]] stronghold in Boston) talk about [[CloudCuckoolander "Grenade Guy"]], a person [[ConfusionFu so bafflingly bonkers]] that he was able to [[EveryoneHasStandards confuse the Super Mutants enough to just let him go free]] (in part from his "grenades" which were actually rocks that he then made ''explosion voices with his mouth'').

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** However, befitting ''Fallout 4'' being [[LighterAndSofter Lighter and Softer]] LighterAndSofter than both ''3'' and ''New Vegas'', the game also still has tons of comedic moments given by [[EnemyChatter Enemy Chatter]]. Chatter. For example, one of the funniest moments in the game is listening in on a group of [[AlwaysChaoticEvil Raiders]] near Trinity Tower (a huge [[OurOrcsAreDifferent Super]] [[ImAHumanitarian Mutant]] stronghold in Boston) talk about [[CloudCuckoolander "Grenade Guy"]], a person [[ConfusionFu so bafflingly bonkers]] that he was able to [[EveryoneHasStandards confuse the Super Mutants enough to just let him go free]] (in part from his "grenades" which were actually rocks that he then made ''explosion voices noises with his mouth'').



* ''VideoGame/Wolfenstein3D'' featured some of the first in-game speech, when its UsefulNotes/WorldWarII German soldiers would shout at the player in German. By the time ''Return to Castle Wolfenstein'' was released, they were ready to include some standard-issue EnemyChatter... but now it was all in English!
* In ''VideoGame/{{Doom}}'', most of the monsters just spoke meaningless nonsense, except for a few exceptions. The Arch Vile's death cry is a distorted recording of a teenage girl asking "Why?", for example. The makers explained this by saying that since the monster is a healer, it doesn't see any reason that anyone would want to kill it. This is despite the fact that, in the actual game, the Arch-Vile sets the player on fire. In ''Doom 3'', one of the Wraith's death cries sounds suspiciously like "Aw, hell!"

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* ''VideoGame/Wolfenstein3D'' featured some of the first in-game speech, when its UsefulNotes/WorldWarII German soldiers would shout at the player in German. By the time ''Return to Castle Wolfenstein'' was released, they were ready to include some standard-issue EnemyChatter... enemy chatter... but now it was all in English!
generically-accented English.
* In ''VideoGame/{{Doom}}'', most of the monsters just spoke meaningless nonsense, except for with a few exceptions. The Arch Vile's death cry is a distorted recording of a teenage girl asking "Why?", for example. The makers explained this by saying that since the monster is a healer, it doesn't see any reason that anyone would want to kill it. This is despite the fact that, in the actual game, the Arch-Vile sets the player on fire.fire and revives its comrades specifically so they can continue attacking you. In ''Doom 3'', one of the Wraith's death cries sounds suspiciously like "Aw, hell!"



* And the ''Franchise/MetalGear'' series, although on occasion the guards' chatter is used to convey vital information such as whether they have spotted the player. One scripted sequence has Snake knock over something, and a guard slowly approach him. Before the guard gets to Snake, another guard sneaks up behind the first guard, taps him on the back, and scares the bejesus out of him. The guards joke about it, and go on their way. Completely forgetting about Snake, who is most likely about to die from a heart attack.

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* And the ''Franchise/MetalGear'' ''VideoGame/MetalGear'' series, although on occasion the guards' chatter is used to convey vital information such as whether they have spotted the player. One scripted sequence has Snake knock over something, and a guard slowly approach him. Before the guard gets to Snake, another guard sneaks up behind the first guard, taps him on the back, and scares the bejesus out of him. The guards joke about it, and go on their way. Completely forgetting about Snake, who is most likely about to die from a heart attack.



* VideoGame/{{Drakengard3}} has these from soldiers either shouting to get Zero, as well as soldiers [[BringMyBrownPants fudging]] themselves at the sight of the carnage she's unleashing upon waves of soldiers and monsters.
* ''[[VideoGame/DarkForcesSaga Star Wars Dark Forces: Jedi Knight]]'' and its sequels, ''Jedi Outcast'' and ''Jedi Academy'', featured mooks making either funny, humanizing, or disturbing small talk before you murdered them. (Quoth a Stormtrooper in Darth Vader's fortress: "I hope ''I'' never see a lightsaber ..." right before Kyle Katarn rushes past the player -- a different character in this installment -- and hacks them to bits.)
** The first game in the series, ''Dark Forces'', did this too, though the Stormtroopers were generally confined to more generic phrases like "Stop, Rebel scum!" and "Blast him!"

to:

* VideoGame/{{Drakengard3}} VideoGame/{{Drakengard 3}} has these from soldiers either shouting to get Zero, as well as soldiers [[BringMyBrownPants fudging]] themselves at the sight of the carnage she's unleashing upon waves of soldiers and monsters.
* ''[[VideoGame/DarkForcesSaga Star Wars Dark Forces: Jedi Knight]]'' ''Franchise/StarWars VideoGame/DarkForcesIIJediKnight'' and its sequels, ''Jedi Outcast'' ''[[VideoGame/JediKnightIIJediOutcast Jedi Outcast]]'' and ''Jedi Academy'', ''[[VideoGame/JediKnightJediAcademy Jedi Academy]]'', featured mooks making either funny, humanizing, or disturbing small talk before you murdered them. (Quoth a Stormtrooper in Darth Vader's fortress: "I hope ''I'' never see a lightsaber ..." right before Kyle Katarn rushes past the player -- a different character in this installment -- and hacks them to bits.)
** The first game in the series, ''Dark Forces'', ''VideoGame/DarkForces'', did this too, though the Stormtroopers were generally confined to more generic phrases like "Stop, Rebel scum!" and "Blast him!"



** In ''Jedi Outcast'' and ''Academy'', gran mooks (and possibly mooks from other species as well) say "Apxmasi kipunya!", which means "Don't shoot!" in Hutteese. While they [[GrenadeSpam continue throwing thermal detonators at you]].

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** In ''Jedi Outcast'' and ''Academy'', gran Gran mooks (and possibly mooks from other species as well) say "Apxmasi kipunya!", which means "Don't shoot!" in Hutteese. While they [[GrenadeSpam continue throwing thermal detonators at you]].



-->'''Guard #1''': So what are you going to do when this is over?
-->'''Guard #2''': Me? I'm Teegar, I'm going to take the money and buy a hotel!
-->'''Guard #1''': Yeah, right. You'll be poor to death in two weeks.
-->'''Guard #2''': Yeah, well what are you gonna do?
-->'''Guard #1''': I hear they're hiring up in Kabul. Big money! Lots of action! You'll be able to start ''two'' hotels. Start a chain!
-->'''Guard #2''': Hmmmm, maybe I'll think about it.
-->'''Guard #1''': You keep thinking. That's what you're good at.
* All of the English-speaking enemies (and their victims!) in the MMORPG ''VideoGame/CityOfHeroes'' have surprisingly extensive (and amusing!) repertoires of dialogue -- repertoires that get larger and more varied with each major update of the game (and which have recently started to include some LampshadeHanging and NoFourthWall comments about the setting).
** *In a canyon zone* "I'm bored. Let's go find a hero and toss him over the edge. Make sure he's a superspeeder.").

to:

-->'''Guard #1''': So what are you going to do when this is over?
-->'''Guard
over?\\
'''Guard
#2''': Me? I'm Teegar, I'm going to take the money and buy a hotel!
-->'''Guard
hotel!\\
'''Guard
#1''': Yeah, right. You'll be poor to death in two weeks.
-->'''Guard
weeks.\\
'''Guard
#2''': Yeah, well what are you gonna do?
-->'''Guard
do?\\
'''Guard
#1''': I hear they're hiring up in Kabul. Big money! Lots of action! You'll be able to start ''two'' hotels. Start a chain!
-->'''Guard
chain!\\
'''Guard
#2''': Hmmmm, maybe I'll think about it.
-->'''Guard
it.\\
'''Guard
#1''': You keep thinking. That's what you're good at.
* All of the English-speaking enemies (and their victims!) in the MMORPG ''VideoGame/CityOfHeroes'' have surprisingly extensive (and amusing!) repertoires of dialogue -- repertoires that get larger and more varied with each major update of the game (and which have recently started to include some LampshadeHanging and NoFourthWall comments about the setting).
** *In While in a canyon zone* zone: "I'm bored. Let's go find a hero and toss him over the edge. Make sure he's a superspeeder.").



--->"This supersoldier serum tastes digusting."
--->"What do you want it to taste like, cherries?"
--->"That would be nice, actually."
--->"What? Cherry-flavored supersoldier serum? We'd be a laughingstock!"
** When encountering a Rikti

to:

--->"This supersoldier serum tastes digusting."
--->"What
"\\
"What
do you want it to taste like, cherries?"
--->"That
cherries?"\\
"That
would be nice, actually."
--->"What?
"\\
"What?
Cherry-flavored supersoldier serum? We'd be a laughingstock!"
** When encountering a RiktiRikti:



* Subversion: In the PC game ''Vivisector: Beast Inside'', only some versions of the human enemies and the Black and White Wolf Overbrutes have some form of distinguishable EnemyChatter; the rest can only growl and make other animal noises. This is, for the most part, explained away as the animalistic enemies not being taught human speech by their creator, with the exception of the HumAnimal leader Lion.

to:

* Subversion: In the PC game ''Vivisector: Beast Inside'', only some versions of the human enemies and the Black and White Wolf Overbrutes have some form of distinguishable EnemyChatter; enemy chatter; the rest can only growl and make other animal noises. This is, for the most part, explained away as the animalistic enemies not being taught human speech by their creator, with the exception of the HumAnimal leader Lion.



* ''VideoGame/DestroyAllHumans'' had an interesting variation on the trope--the PlayerCharacter, an alien, is psychic and needs to absorb psychic energy to be recharge, much of the EnemyChatter is in fact the hidden ''thoughts'' of the various humans (many of which reveal hidden sexual predilections, deep-seated stupidity and numerous pop culture {{Shout Out}}s) that the player encounters. The standard kind of chatter can also be heard as well. And scanning an agent's mind in the first game might have him wondering why does Silhouette give him the shitty jobs, then says that maybe he hit on her at a party, then scratches the thought because no one is supposed to know that Silhouette is a chick.

to:

* ''VideoGame/DestroyAllHumans'' had an interesting variation on the trope--the PlayerCharacter, an alien, is psychic and needs to absorb psychic energy to be recharge, much of the EnemyChatter enemy chatter is in fact the hidden ''thoughts'' of the various humans (many of which reveal hidden sexual predilections, deep-seated stupidity and numerous pop culture {{Shout Out}}s) that the player encounters. The standard kind of chatter can also be heard as well. And scanning an agent's mind in the first game might have him wondering why does Silhouette give him the shitty jobs, then says that maybe he hit on her at a party, then scratches the thought because no one is supposed to know that Silhouette is a chick.



* One of the few high points of the [[TheProblemWithLicensedGames largely disappointing]] ''WesternAnimation/AvatarTheLastAirbender'' games was the highly amusing EnemyChatter in one sequence of the first game, with Fire Nation soldiers swapping recipes and debating what birthday presents to buy their kids.
* Most ''Delta Force'' games. But not always in English though, so [[BilingualBonus bonus points if you understand the language they speak]] which includes Russian, Arabic, Indonesian, Spanish, and many other. Trust me, you will laugh hard if you understand what they are saying.

to:

* One of the few high points of the [[TheProblemWithLicensedGames largely disappointing]] ''WesternAnimation/AvatarTheLastAirbender'' games was the highly amusing EnemyChatter chatter in one sequence of the first game, with Fire Nation soldiers swapping recipes and debating what birthday presents to buy their kids.
* Most ''Delta Force'' ''VideoGame/DeltaForce'' games. But not always in English though, so [[BilingualBonus bonus points if you understand the language they speak]] which includes Russian, Arabic, Indonesian, Spanish, and many other. Trust me, you will laugh hard if you understand what they are saying.



* ''VideoGame/{{Iji}}'' has the protagonist reading computer logbooks written by enemies that function more like EnemyChatter than an ApocalypticLog.

to:

* ''VideoGame/{{Iji}}'' has the protagonist reading computer logbooks written by enemies that function more like EnemyChatter enemy chatter than an ApocalypticLog.
30th Mar '18 2:56:46 PM XenMon2
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* ''VideoGame/TheIncredibleHulkUltimateDestruction'' and its SpiritualSuccessor ''VideoGame/{{Prototype}}'' had frequent enemy chatter ranging from the amusing (police officer: You have the right to re... aww, what's the point!) to nonsensical (Let's hear it for the Fighting Badgers of Alpha Squadron!). Though considering a good deal of it was ''radio'' chatter, it led to FridgeLogic about how the Hulk/Alex Mercer (respectively) could hear it.

to:

* ''VideoGame/TheIncredibleHulkUltimateDestruction'' and its SpiritualSuccessor ''VideoGame/{{Prototype}}'' had frequent enemy chatter ranging from the amusing (police officer: You have the right to re... aww, what's the point!) to nonsensical (Let's hear it for the Fighting Badgers of Alpha Squadron!). Though considering a good deal of it was ''radio'' chatter, it led to FridgeLogic about how
** Prototype deserves special mention for
the Hulk/Alex Mercer (respectively) could hear it.sheer quantity of it. There's well over 30 minutes worth of unique lines for strike team chatter alone.
1st Mar '18 8:27:28 PM nombretomado
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** ''VideoGame/TheKingOfFighters XIII'' features this as well. Luckily, the quality of {{SNK}}'s localizations has improved since ''SVC Chaos'' and the pre-''KOF 2003'' era, so the exchanges don't usually come across as silly.

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** ''VideoGame/TheKingOfFighters XIII'' features this as well. Luckily, the quality of {{SNK}}'s {{Creator/SNK}}'s localizations has improved since ''SVC Chaos'' and the pre-''KOF 2003'' era, so the exchanges don't usually come across as silly.
19th Jan '18 9:31:14 AM blkwhtrbbt
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Added DiffLines:

** VideoGame/Hitman2016 introduces the Opportunities, which allows you to set up elaborate accident kills based on scripted conversations you can overhear. Usually, the start locations for these opportunities can be revealed by various conversations around the maps.
6th Nov '17 5:57:37 AM Quanyails
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--> '''Guard1:''' She's accurate, isn't she?
--> '''Guard2:''' You 'think'?!

to:

--> '''Guard1:''' '''Guard 1:''' She's accurate, isn't she?
--> '''Guard2:''' '''Guard 2:''' You 'think'?!
14th Oct '17 10:49:44 AM FGHIK
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** "I saw a mudcrab the other day." "Nasty creatures, I avoid them when I can!" - to the point where discussing mudcrabs is considered a stock response to everything amongst the Elder Scrolls community. It's even [[AscendedMeme referenced]] by [[MetaGuy M'aiq the Liar]] in [[VideoGame/TheElderScrollsSkyrim Skyrim]].

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** "I saw a mudcrab the other day." "Nasty creatures, I avoid them when I can!" - to the point where discussing mudcrabs is considered a stock response to everything amongst the Elder Scrolls community. It's even [[AscendedMeme referenced]] by [[MetaGuy M'aiq the Liar]] in [[VideoGame/TheElderScrollsSkyrim [[VideoGame/TheElderScrollsVSkyrim Skyrim]].
14th Oct '17 10:49:19 AM FGHIK
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** "I saw a mudcrab the other day." "Nasty creatures, I avoid them when I can!" - to the point where discussing mudcrabs is considered a stock response to everything amongst the Elder Scrolls community.

to:

** "I saw a mudcrab the other day." "Nasty creatures, I avoid them when I can!" - to the point where discussing mudcrabs is considered a stock response to everything amongst the Elder Scrolls community. It's even [[AscendedMeme referenced]] by [[MetaGuy M'aiq the Liar]] in [[VideoGame/TheElderScrollsSkyrim Skyrim]].
14th Oct '17 10:44:52 AM FGHIK
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They're ''still'' mindless {{NPC}}s whose sole purpose is to provide a threat to the player, but [[MauveShirt now they have personality]], and the player may feel sorry about killing them (well, depending on circumstances, the dialogue might just as well establish the [=NPC=]s as being major {{Jerkass}}es anyway). {{Retirony}} may also be used to further hammer the point home. If the chatter shows how terrified the {{NPC}}s are of you, you're participating in a MookHorrorShow.

to:

They're ''still'' mindless {{NPC}}s whose sole purpose is to provide a threat to the player, but [[MauveShirt now they have personality]], and the player may feel sorry about killing them (well, [[AssholeVictim depending on circumstances, circumstances]], the dialogue might just as well establish the [=NPC=]s as being major {{Jerkass}}es anyway). {{Retirony}} may also be used to further hammer the point home. If the chatter shows how terrified the {{NPC}}s are of you, you're participating in a MookHorrorShow.
2nd Sep '17 2:37:27 PM v-n-n-n-n
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** One of the unlockable perks in the Modern Warfare multiplayer allows you to listen in onto the chatter of nearby opposing players.

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** One of the unlockable perks in the Modern Warfare ''Modern Warfare'' multiplayer allows you to listen in onto the chatter of nearby opposing players.
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