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* Appears in ''VideoGame/AliensColonialMarines'' as a peice of True-To-The-[[Film/{{Aliens}} Movie]] equipment. Meaning the motion tracker's a bulky machine you cannot have equipped at the same time as a gun. It also has a proxemity function, the destinctive "mling... mling... mling..." audio clue from the film to let you know how close an enemy is.
* In ''VideoGame/AliensVsPredator2010,'' the motion tracker appears as a HUD element.
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** ''Pokémon'' has one of these for items, creatively called the "Item Finder." Over time it's evolved from a somewhat unhelpful noise maker if you were within 50 yards of something, to a "[=DowsingMCHN=]" that points out the ''EXACT'' location of a hidden item. It wasn't until ''Fire Red'' and ''Leaf Green'' that players got access to the "Vs. Seeker," which could detect trainers. That is, those who wanted to battle or have a rematch ''and'' were onscreen.

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** ''Pokémon'' has one of these for items, creatively called the "Item Finder." Over time it's evolved from a somewhat unhelpful noise maker if you were within 50 yards of something, to a "[=DowsingMCHN=]" that points out the ''EXACT'' location of a hidden item. It wasn't until ''Fire Red'' and ''Leaf Green'' that players got access to the "Vs. Seeker," which could detect trainers. That is, those who wanted to battle or have a rematch ''and'' were onscreen.



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* The 3D ''VideoGame/GrandTheftAuto'' games has a minimap (sometimes called a radar) in-game. At times, it will show a mission objective or a moving enemy.
** The LetsPlay/FreelanceAstronauts made fun of this in their LetsPlay of ''VideoGame/GrandTheftAutoViceCity, coming to the conclusion that most missions involve "Killing the pink dot on the radar."

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* The 3D ''VideoGame/GrandTheftAuto'' games has a minimap (sometimes called a radar) in-game. At times, it will show a mission objective or a moving enemy.
**
enemy. The LetsPlay/FreelanceAstronauts made fun of this in their LetsPlay of ''VideoGame/GrandTheftAutoViceCity, ''VideoGame/GrandTheftAutoViceCity'', coming to the conclusion that most missions involve "Killing "killing the pink dot on the radar."radar".
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* ''VideoGame/EnemyZero''. Picture this: you're on a spaceship out in the middle of nowhere, and a bunch of nasty aliens have come aboard and murdered everyone save you and a few others. Problem is, the aliens are '''completely invisible''', and you get to roam the corridors of the ship, completely unable to see them. Your only way of knowing they're around is a sonar-ish device that starts pulsing louder and faster depending on how close the aliens are, all of which is absolutely nerve-wracking. The slightest peep will have you spooked, to say nothing when the aliens can be heard growling close by. BringMyBrownPants, please.

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* ''VideoGame/EnemyZero''. Picture this: you're on a spaceship out in the middle of nowhere, and a bunch of nasty aliens have come aboard and murdered everyone save you and a few others. Problem is, the aliens are '''completely invisible''', and you get to roam the corridors of the ship, completely unable to see them. Your only way of knowing they're around is a sonar-ish device that starts pulsing louder and faster depending on how close the aliens are, all of which is absolutely nerve-wracking. The slightest peep will have you spooked, to say nothing when the aliens can be heard growling close by. BringMyBrownPants, please.are.
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* ''Franchise/MassEffect'' features both EnemyDetectingRadar and Radar-Jamming Enemies, specifically geth. But the geth radar-jamming is more of a nuisance than anything else: its range is short enough that they only jam you when they're about to attack (meaning they can't really ambush an attentive player), and their flashlight heads are kind of a giveaway as to their location, even in thick fog.

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* ''Franchise/MassEffect'' features both EnemyDetectingRadar Enemy Detecting Radar and Radar-Jamming Enemies, specifically geth. But the geth radar-jamming is more of a nuisance than anything else: its range is short enough that they only jam you when they're about to attack (meaning they can't really ambush an attentive player), and their flashlight heads are kind of a giveaway as to their location, even in thick fog.
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* ''{{VideoGame/Warframe}}'' has this by default for your frames, though it is rather short-range. Ivara's passive grants her increased range by default, and of course there are mods, both for your Frame and Companion / Sentinel that increase its range.
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* Since SpiderMan has a SpiderSense that alerts him to danger, games featuring him have it as part of the gameplay.

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* Since SpiderMan Franchise/SpiderMan has a SpiderSense that alerts him to danger, games featuring him have it as part of the gameplay.
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* In the ''Star Wolf'' series by David Gerrold, due to the distances involved in a space battle no-one ever sees their opponent. In fact the first novel originally ends with the main character discovering that the enemy spacecraft they've been chasing the entire novel is just a sensor glitch (Gerrold later expanded the novel and had this just be an enemy ploy).

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** The Creator/{{Firaxis}} reboot has two:

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** The Creator/{{Firaxis}} reboot has two:three:
*** The stand-ins for the old base radar arrays are satellites that can be deployed over the Council countries. They detect [=UFOs=] flying over the covered countries, guarantee funding from said countries and are '''critical''' to controlling nation-wide panic in three ways: 1) launching a satellite ''immediately'' reduces the panic level by two points out of five, 2) at the end of each month they have a chance to reduce panic by one point, and the chance increases the higher the panic level is, and 3) they preclude the SadisticChoice that is the "Alien Abductions" mission, where you can only help one country out of three. The flipside to these advantages are that satellites take 20 full days to build until very late in the game[[note]]after you research Advanced Construction in the Foundry, you can spend double the money to halve the time to 10 days[[/note]], require Satellite Uplink or Nexus installations to manage the feeds, and if you ignore a UFO for whatever reason, they can be shot down by a following contact (and instantly raise the country's panic to the breaking point).




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*** In ''VideoGame/XCOM2'', Specialists at Sergeant rank or above have access to Scanning Protocol, a skill where they use their GREMLIN to increase their sight radius and reveal disguised or concealed enemy units. It only lasts one turn, though.
** In both continuities, the Hyperwave Relay is a base structure that complements the radar surveillance with info on the UFO's mission and the species on board.

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* The classic ''VideoGame/XCom'' series uses two types:
** On the geoscape, bases need radar arrays (or sonar in the case of ''[[VideoGame/XCOMTerrorFromTheDeep Terror From the Deep]]'') to locate [=UFOs=]. These come in three sizes with increasing range, and the most advanced type will give detailed information on alien craft and their missions.
** On the battlescape, troopers can carry a Motion Scanner (Particle Disturbance Sensor in ''Terror From the Deep'') that will detect units that have moved since the player's last turn, even through walls. However, it doesn't differentiate between friend or foe, has a VERY basic display (for instance, a large contact can be either a large unit or a small unit moving quickly), and is rather short range.

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* ''VideoGame/XCom''
**
The classic ''VideoGame/XCom'' Creator/MicroProse series uses two types:
** *** On the geoscape, bases need radar arrays (or sonar in the case of ''[[VideoGame/XCOMTerrorFromTheDeep Terror From the Deep]]'') to locate [=UFOs=]. These come in three sizes with increasing range, and the most advanced type will give detailed information on alien craft and their missions.
** *** On the battlescape, troopers can carry a Motion Scanner (Particle Disturbance Sensor in ''Terror From the Deep'') that will detect units that have moved since the player's last turn, even through walls. However, it doesn't differentiate between friend or foe, has a VERY basic display (for instance, a large contact can be either a large unit or a small unit moving quickly), and is rather short range.
** The Creator/{{Firaxis}} reboot has two:
*** The Battle Scanner is a round camera-like device that can be thrown like a grenade, and reveals a section of the FogOfWar without alarming the enemies it sees; it also blows the cover on invisible[[labelnote:+]]Seekers in ''VideoGame/XCOMEnemyUnknown'''s ''Enemy Within'' ExpansionPack[[/labelnote]], disguised[[labelnote:+]]Faceless in ''VideoGame/XCOM2''[[/labelnote]] or concealed[[labelnote:+]]Spectres and the Chosen Assassin in ''VideoGame/XCOM2'''s ''War of the Chosen'' ExpansionPack[[/labelnote]] enemies within its area of effect but does not affect the invisibility or concealment of the soldier that deploys it. In ''VideoGame/XCOMEnemyUnknown'' it's normally a Sniper-exclusive Lieutenant skill[[note]]any soldier can get it at any rank with the ability-shuffling "Training Roulette" Second Wave option introduced in ''Enemy Within''[[/note]] and has two "charges" per mission, while in ''VideoGame/XCOM2'' it's a regular item with only one "charge" developed after performing an autopsy on an ADVENT Trooper.
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* A staple of ''Franchise/MetalGear'' games;

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* A staple of ''Franchise/MetalGear'' ''VideoGame/MetalGear'' games;
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* Available in ''VideoGame/TerraTech'' as actual radar blocks which can be fitted onto the player's tech. A radar allows enemies to show up on the minimap as red targeting reticules.
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** Calling a UAV or Recon Plane (depending on the setting) will periodically give you all enemy positions every few seconds. Oddly enough, even if said enemies are inside concrete bunkers with no windows. ''Modern Warfare 3'' includes an "Advanced UAV" that updates more often, while the ''[[VideoGame/CallOfDutyBlackOps Black Ops]]'' games include, respectively, an SR-71 Blackbird, an [[VideoGame/CallOfDutyBlackOps2 "Orbital VSAT"]], and a [[VideoGame/CallOfDutyBlackOps3 "High Altitude Telemetry Reconnaissance"]] vehicle that show the positions of enemies in real-time (marking them as red chevrons) and, except for the H.A.T.R., can't be shot down like the standard UAV.
** Using tools/perks like UAV Jammer, Camouflage, Cold Blooded, [[VideoGame/CallOfDutyBlackOps Gh]][[VideoGame/CallOfDutyBlackOps2 o]][[VideoGame/CallOfDutyBlackOps3 s]][[VideoGame/CallOfDutyInfiniteWarfare t]], Assassin, [[VideoGame/CallOfDutyGhosts Off the Grid]], [[VideoGame/CallOfDutyAdvancedWarfare Low Profile]] or even simply shooting the UAV down will hide you from this sort of detection.

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** Calling a UAV or Recon Plane (depending on the setting) will periodically give you all enemy positions every few seconds. Oddly enough, even if said enemies are inside concrete bunkers with no windows. ''Modern Warfare 3'' includes an "Advanced UAV" that updates more often, while the ''[[VideoGame/CallOfDutyBlackOps Black Ops]]'' games include, respectively, an SR-71 Blackbird, an [[VideoGame/CallOfDutyBlackOps2 [[VideoGame/CallOfDutyBlackOpsII "Orbital VSAT"]], and a [[VideoGame/CallOfDutyBlackOps3 [[VideoGame/CallOfDutyBlackOpsIII "High Altitude Telemetry Reconnaissance"]] vehicle that show the positions of enemies in real-time (marking them as red chevrons) and, except for the H.A.T.R., can't be shot down like the standard UAV.
** Using tools/perks like UAV Jammer, Camouflage, Cold Blooded, [[VideoGame/CallOfDutyBlackOps Gh]][[VideoGame/CallOfDutyBlackOps2 o]][[VideoGame/CallOfDutyBlackOps3 Gh]][[VideoGame/CallOfDutyBlackOpsII o]][[VideoGame/CallOfDutyBlackOpsIII s]][[VideoGame/CallOfDutyInfiniteWarfare t]], Assassin, [[VideoGame/CallOfDutyGhosts Off the Grid]], [[VideoGame/CallOfDutyAdvancedWarfare Low Profile]] or even simply shooting the UAV down will hide you from this sort of detection.

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Added X-Wing and sequels as examples; moved Command and Conquer (except Renegade) to RTS section.


** In the original ''VideoGame/CommandAndConquer'' games, you didn't have a minimap unless you built a Radar Dome, which would then show off the entire map (though areas covered by the shroud would appear as black space). Additionally, the later games added ways of detecting stealth units (typically, light vehicles might have sensors which would revealed their location, meaning that players would be well advised to keep a few stealth detecting units around to avoid being ambushed).
** Though there were a few missions in the series that gave you the minimap even without a Communications Center (though those missions usually were the ones before you could build a Comm. Center, or those with no base at all).
* ''VideoGame/CommandAndConquerGenerals'': The USA can use a satellite scan (and have radar access) right off the bat as long as they have Command Centers, an ability that can eventually be researched by the GLA for their Radar Vans. The Chinese don't get it, instead having to rely on the detection capabilities of their troop crawlers.




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* In the original ''VideoGame/CommandAndConquer'' games, you didn't have a minimap unless you built a Radar Dome, which would then show off the entire map (though areas covered by the shroud would appear as black space). Additionally, the later games added ways of detecting stealth units (typically, light vehicles might have sensors which would revealed their location, meaning that players would be well advised to keep a few stealth detecting units around to avoid being ambushed).
** Though there were a few missions in the series that gave you the minimap even without a Communications Center (though those missions usually were the ones before you could build a Comm. Center, or those with no base at all).
* ''VideoGame/CommandAndConquerGenerals'': The USA can use a satellite scan (and have radar access) right off the bat as long as they have Command Centers, an ability that can eventually be researched by the GLA for their Radar Vans. The Chinese don't get it, instead having to rely on the detection capabilities of their troop crawlers.




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* ''VideoGame/XWing'' and its sequels (''VideoGame/TIEFighter'', ''VideoGame/XWingVsTIEFighter'', and ''VideoGame/XWingAlliance'') all featured sensor displays showing any ships nearby using color-coded dots: red for Imperial, green for Rebel, and blue for neutral (or unaligned). Later games added additional colors to represent pirates or otherwise distinguish between multiple unaligned factions.
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* ''VideoGame/FreddyFazbearsPizzeriaSimulator'', unlike the other games in the franchise, only had motion sensors instead of cameras serving as this to monitor the killer animatronics, presumably because you're just starting out with your pizzeria and can't afford the cameras. [[spoiler: Really, though, it's to hide that the 'pizzeria' is a ClosedCircle trap for said killer animatronics so they can be destroyed once and for all in the TwistEnding.]]
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* ''TabletopGame/Warhammer40K'' has the auspex, a handheld or helmet-mounted scanner that can usually detect enemies. Unfortunately ([[PercussiveMaintenance in addition to all the problems with Imperial tech]], against the tyranids it sometimes fails due to being calibrated for one species or the other and not hybrids, and sometimes because the 'nids know to stay ''just'' out of auspex range when building up their forces for a ZergRush.
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* The ''StarOcean'' games have a radar when battling the enemy to show the relative positions of your team and the enemy's.

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* The ''StarOcean'' ''VideoGame/StarOcean'' games have a radar when battling the enemy to show the relative positions of your team and the enemy's.
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* ''VideoGame/CosmicAvenger'' has one appearing on the top of the screen, which can detect where [=UFOs=] will appear from.
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* The [[OurAngelsAreDifferent Divine Herald]] from ''[[NexusWar Nexus Clash]]'' can detect when there are demons in the area. Unlike some examples of this trope, the Herald can only find out how many demons are nearby this way and not quite exactly where they are, and it may take a few pings of the radar to triangulate the location of their target.

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* The [[OurAngelsAreDifferent Divine Herald]] from ''[[NexusWar Nexus Clash]]'' ''VideoGame/NexusClash'' can detect when there are demons in the area. Unlike some examples of this trope, the Herald can only find out how many demons are nearby this way and not quite exactly where they are, and it may take a few pings of the radar to triangulate the location of their target.
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* ''FatalFrame'' has two: the Camera Obscura's filament, and the main character's heartbeat. The filament glows when a ghost is nearby, and glows brighter if you're facing the ghost and/or getting closer to it. The character's heartbeat also speeds up the closer a ghost is. This is quite handy, because it is a common situation that ghost can be near you and you can't ''see'' it, either because it's in a wall or it's invisible at the time.

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* ''FatalFrame'' ''VideoGame/FatalFrame'' has two: the Camera Obscura's filament, and the main character's heartbeat. The filament glows when a ghost is nearby, and glows brighter if you're facing the ghost and/or getting closer to it. The character's heartbeat also speeds up the closer a ghost is. This is quite handy, because it is a common situation that ghost can be near you and you can't ''see'' it, either because it's in a wall or it's invisible at the time.

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* All three ''VideoGame/MetroidPrimeTrilogy'' games have this as a function of Samus' suit; in prior ''Franchise/{{Metroid}}'' titles, the overworld map screen (if there even was one) just showed whether Samus had already been in a room and if it had an item hidden in it.

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* ''Franchise/{{Metroid}}'':
**
All three ''VideoGame/MetroidPrimeTrilogy'' games have this as a function of Samus' suit; in prior ''Franchise/{{Metroid}}'' ''Metroid'' titles, the overworld map screen (if there even was one) just showed whether Samus had already been in a room and if it had an item hidden in it.it.
** In ''VideoGame/MetroidSamusReturns'', the Metroid counter from the original ''VideoGame/MetroidIIReturnOfSamus'' gets a slight upgrade; it now blinks whenever a Metroid is close. The closer the Metroid, the darker the color of the icon and the more quickly it blinks. The Metroid amiibo takes this further by marking the nearest Metroid on your map screen.
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* Aircraft have something referred to as "IFF", the International Friend-or-Foe system. By transmitting certain signals, aircraft can be identified as "friendly", "hostile", "civilian/neutral" or "unknown". This is a way that pilots can quickly identify which aircraft belong to their allies to avoid blowing them out of the sky.

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* Aircraft have something referred to as "IFF", the International Identification Friend-or-Foe system. By transmitting certain signals, aircraft can be identified as "friendly", "hostile", "civilian/neutral" or "unknown". This is a way that pilots can quickly identify which aircraft belong to their allies to avoid blowing them out of the sky.
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** ''VideoGame/MetalGearSolidPeaceWalker'' did not feature one traditionally, being set just 10 years after ''Snake Eater''. However, you can acquire specs to build your own [[AnachronismStew battery-powered Soliton Radar]], continuity be damned, which functions identically to its appearance in previous games. Unfortunately, the battery consumption means that it's all but AwesomeButImpractical until the very last upgrade, whereupon it stops consuming battery.
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* ''VideoGame/KingdomOfLoathing'' has a radar function in the ''[[{{Metroid}} Meteoid]]'' subgame. It doesn't begin detecting enemies until it's been upgraded, though.

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* ''VideoGame/KingdomOfLoathing'' has a radar function in the ''[[{{Metroid}} ''[[Franchise/{{Metroid}} Meteoid]]'' subgame. It doesn't begin detecting enemies until it's been upgraded, though.

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