History Main / EnemyChatter

10th Jul '16 10:32:51 AM nombretomado
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* ''VideoGame/StarWarsTheOldRepublic'': It's a BioWare game, so most everyone loves to talk. Some of the chatter is repetitive phrases, but sometimes (especially on Operation bosses), what the bosses say is important since it indicates a shift in mechanics.

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* ''VideoGame/StarWarsTheOldRepublic'': It's a BioWare Creator/BioWare game, so most everyone loves to talk. Some of the chatter is repetitive phrases, but sometimes (especially on Operation bosses), what the bosses say is important since it indicates a shift in mechanics.
23rd Jun '16 2:00:36 PM EternalLurker
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* ''VideoGame/RedSteel'': You'll get very tired of hearing "Stop, you bastard!" from damn near every enemy.
15th May '16 1:20:17 PM Morgenthaler
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* ''VideoGame/EscapeFromButcherBay'': The guards in Butcher Bay can sometimes be overheard talking about how bad they think their job is, demonstrating that they're not all just sadistic bullies.
2nd May '16 6:00:09 AM jormis29
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* ''Film/TheMatrix: Path of Neo'', also had both kinds, although the "pre-selected phrases" got somewhat repetitive. ("We've gotta stop this guy". Or "Dammit! Drop this guy!" repeated over and over)

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* ''Film/TheMatrix: Path of Neo'', ''VideoGame/TheMatrixPathOfNeo'', also had both kinds, although the "pre-selected phrases" got somewhat repetitive. ("We've gotta stop this guy". Or "Dammit! Drop this guy!" repeated over and over)
25th Apr '16 10:53:14 AM erforce
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* ''VideoGame/SystemShock 2'' put this trope to good use. Every single formerly human enemy had dialogue that mainly served as a reminder that they were out there, stalking you. The enemies would beg you to run away or stay hidden, or in an alien voice simply say the opposite... and some would cry and bemoan their fate.

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* ''VideoGame/SystemShock 2'' ''VideoGame/SystemShock2'' put this trope to good use. Every single formerly human enemy had dialogue that mainly served as a reminder that they were out there, stalking you. The enemies would beg you to run away or stay hidden, or in an alien voice simply say the opposite... and some would cry and bemoan their fate.



* ''VideoGame/TimeSplitters: Future Perfect'' contained a lot of Enemy Chatter that the player could listen in on if he snuck up on enemies, and each level contained a drunk grunt somewhere which provided some of the game's funniest dialogue if the player stays around long enough to listen to the whole thing.

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* ''VideoGame/TimeSplitters: Future Perfect'' ''VideoGame/TimeSplittersFuturePerfect'' contained a lot of Enemy Chatter that the player could listen in on if he snuck up on enemies, and each level contained a drunk grunt somewhere which provided some of the game's funniest dialogue if the player stays around long enough to listen to the whole thing.
24th Apr '16 6:06:34 AM kawaiineko333
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* 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.
30th Mar '16 1:34:15 PM StFan
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->'''[[SmashMook Thug #1]]:''' You're dreaming, Louie. Turner's Law clearly stipulates that ultra high band energy interactions are inherently unstable. You can't just energize a quark and expect it to act like a tachyon.\\
'''Thug #2:''' All I'm saying is that Heisenberg clearly postulates- oh no! [[PlayerCharacter Hero-types]]! Get in character!\\

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->'''[[SmashMook Thug #1]]:''' You're dreaming, Louie. Turner's Law clearly stipulates that ultra high ultra-high band energy interactions are inherently unstable. You can't just energize a quark and expect it to act like a tachyon.\\
'''Thug #2:''' All I'm saying is that Heisenberg clearly postulates- postulates-- oh no! [[PlayerCharacter Hero-types]]! Get in character!\\



* The ''VideoGame/HalfLife'' series had both kinds; the soldiers in [[VideoGame/{{Half-Life1}} the original game]] were ''meant'' to be considered faceless enemies for the player to kill, though they had dialog of their own, such as one who gripes that he "killed twelve dumbass scientists and not one of them fought back", or two soldiers wondering if Freeman sabotaged the experiment and angrily muttering about how Freeman had been "killing [their] buddies", and that "he will definitely pay." VideoGame/HalfLife2 also contains instances of chatter, mostly from Civil Protection officers who radio for backup when attacked, but also have stock radio dispatch broadcasts playing in the first part of the game.

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* The ''VideoGame/HalfLife'' series had both kinds; the soldiers in [[VideoGame/{{Half-Life1}} [[VideoGame/HalfLife1 the original game]] were ''meant'' to be considered faceless enemies for the player to kill, though they had dialog of their own, such as one who gripes that he "killed twelve dumbass scientists and not one of them fought back", or two soldiers wondering if Freeman sabotaged the experiment and angrily muttering about how Freeman had been "killing [their] buddies", and that "he will definitely pay." VideoGame/HalfLife2 also contains instances of chatter, mostly from Civil Protection officers who radio for backup when attacked, but also have stock radio dispatch broadcasts playing in the first part of the game.
24th Mar '16 10:30:53 PM TSBasilisk
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* ''VideoGame/ShadowWarrior2013'' has a limited number of encounters with human enemies. The yakuza curse at you, becoming increasingly frantic as they are killed off while the police give increasingly frantic radio reports. Both have special lines from the last survivors of the squad.
6th Mar '16 1:16:34 PM DarthWalrus
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** Amusingly, there's a pair of non-aggressive enemies in the early Deadmines dungeon who do nothing ''but'' act as enemy chatter [[FailedASpotCheck not noticing the wholesale slaughter of their fellows]]. [[NotSoDifferent Most players don't notice them either]].
5th Feb '16 4:09:43 PM nombretomado
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* ''VideoGame/{{Berzerk}}'', one of the first {{Arcade Game}}s to feature speech, has RoboSpeak voices urging the robots to attack and destroy the player-controlled humanoid. The voice also taunts the humanoid, calling him a "chicken" if he leaves a room without destroying all the robots first.

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* ''VideoGame/{{Berzerk}}'', one of the first {{Arcade UsefulNotes/{{Arcade Game}}s to feature speech, has RoboSpeak voices urging the robots to attack and destroy the player-controlled humanoid. The voice also taunts the humanoid, calling him a "chicken" if he leaves a room without destroying all the robots first.
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