History Main / EverythingFades

15th Nov '16 2:27:10 PM Kadorhal
Is there an issue? Send a Message

Added DiffLines:

* The ''VideoGame/FarCry'' games hide this by only making corpses vanish past a certain distance. This can hamper attempts at stealth, where enemies in a checkpoint or on the road will react to the presence of a dead ally and go on the lookout, though ''VideoGame/FarCry3'' and ''[[VideoGame/FarCry4 4]]'' allow you to alleviate this issue somewhat with the Takedown Drag skill to pull a guy into an out-of-the-way alley or bush after stabbing them, or, in ''4'', being able to simply pick up dead bodies and carry them out of the way.
14th Nov '16 2:27:02 PM Kadorhal
Is there an issue? Send a Message


** Oddly, in a map of the "Death Aboard" custom campaign, bodies start disintegrating as soon as the infected is killed. It's only a trope in that map, the rest of the campaign has the normal corpse stay. Word of mouth is that it's related to the map being set entirely in a beached ship tilted to the side, which wreaks havoc with prop permanence in the Source engine.

to:

** Oddly, in a the penultimate map of the "Death Aboard" custom campaign, bodies of the Infected start disintegrating as soon as the infected is they're killed. It's only a trope present in that map, the rest of the campaign has the normal corpse stay. Word map - word of mouth is that it's related to the map being set entirely in a beached ship tilted to the side, which wreaks havoc with prop permanence in the Source engine.



* ''VideoGame/PAYDAYTheHeist'' has dead bodies vanish after too many are present in the level. Players who bleed out also vanish from the playing field, though this is justified in that they're taken into custody by the police.
** Subverted with [[VideoGame/{{PAYDAY2}} the sequel]] during the stealth portion of a level. Dead bodies will remain in the level during stealth, since any guard or civilian that sees a body will alert the police, thus necessitating the use of body bags to move corpses if simply avoiding the guards or killing everyone isn't an option. If your cover gets blown, bodies will start to vanish as normal.

to:

* ''VideoGame/PAYDAYTheHeist'' has dead bodies vanish after too many are present in the level. Players who bleed out also vanish from the playing field, though this is justified in that they're taken into custody by the police.
police rather than actually dying.
** Subverted with [[VideoGame/{{PAYDAY2}} the sequel]] during the stealth portion of a level. Dead bodies will remain in the level during stealth, since any guard or civilian that sees a body will alert the police, thus necessitating the use of body bags to move corpses into hidden corners or dumpsters if simply avoiding the guards or killing a guard gets lucky and spots you and/or [[CuttingTheKnot murdering everyone that could call in an alarm]] isn't an option. If your cover gets blown, bodies will start to vanish as normal.
27th Oct '16 9:10:46 AM Necrodomo
Is there an issue? Send a Message


* Corpses in ''[[NexusWar Nexus Clash]]'' disappear after 24 hours if not raised by a [[Necromancer Lich]] first. This is because the Nexus' goddess of death wants to [[DontFearTheReaper protect the dead]] from unlimited degradation and has a horde of servitor spirits that collect corpses and ferry them off to her home plane instead of leaving them to rot on the battlefield. If ''you'' are a Lich it's possible to bribe the servitors to deliver some corpses to you instead.

to:

* Corpses in ''[[NexusWar Nexus Clash]]'' disappear after 24 hours if not raised by a [[Necromancer [[OurLichesAreDifferent Lich]] first. This is because the Nexus' goddess of death wants to [[DontFearTheReaper protect the dead]] from unlimited degradation and has a horde of servitor spirits that collect corpses and ferry them off to her home plane instead of leaving them to rot on the battlefield. If ''you'' are a Lich it's possible to bribe the servitors to deliver some corpses to you instead.
27th Oct '16 9:10:07 AM Necrodomo
Is there an issue? Send a Message

Added DiffLines:

* Corpses in ''[[NexusWar Nexus Clash]]'' disappear after 24 hours if not raised by a [[Necromancer Lich]] first. This is because the Nexus' goddess of death wants to [[DontFearTheReaper protect the dead]] from unlimited degradation and has a horde of servitor spirits that collect corpses and ferry them off to her home plane instead of leaving them to rot on the battlefield. If ''you'' are a Lich it's possible to bribe the servitors to deliver some corpses to you instead.
16th Oct '16 9:49:16 AM nombretomado
Is there an issue? Send a Message


* Averted in ''FinalFantasyTacticsAdvance'', where corpses stay on the battlefield for resurrection purposes. On the downside, the judge has to move corpses around from time to time to avoid them being abused as obstacles. The [[FinalFantasyTacticsA2 sequel]] however plays this straight, and resurrected teammates just come back to whatever square you use the appropriate item or spell on.
* In ''FinalFantasyTactics'' dead bodies only stay on the battlefield and can be resurrected during the timespan of three turns, after which they turn into either treasure chests or crystals and are {{Lost Forever}} if were playable units. Plot-important characters never vanish though, indicated by star sign above their heads; and if the player has [[TheProtagonist Ramza]] vanish -- it's an instant {{Game Over}}.

to:

* Averted in ''FinalFantasyTacticsAdvance'', ''VideoGame/FinalFantasyTacticsAdvance'', where corpses stay on the battlefield for resurrection purposes. On the downside, the judge has to move corpses around from time to time to avoid them being abused as obstacles. The [[FinalFantasyTacticsA2 [[VideoGame/FinalFantasyTacticsA2 sequel]] however plays this straight, and resurrected teammates just come back to whatever square you use the appropriate item or spell on.
* In ''FinalFantasyTactics'' ''VideoGame/FinalFantasyTactics'' dead bodies only stay on the battlefield and can be resurrected during the timespan of three turns, after which they turn into either treasure chests or crystals and are {{Lost Forever}} if were playable units. Plot-important characters never vanish though, indicated by star sign above their heads; and if the player has [[TheProtagonist Ramza]] vanish -- it's an instant {{Game Over}}.
12th Oct '16 5:14:05 PM KamenRiderOokalf
Is there an issue? Send a Message


* While this trope is certainly older than ''VideoGame/{{Zork}}'', probably going back to ''{{Spacewar}}!'', Zork was the first to poke a bit of fun at it, with dead bodies, for no reason, vanishing in acrid puffs of smoke.

to:

* While this trope is certainly older than ''VideoGame/{{Zork}}'', probably going back to ''{{Spacewar}}!'', ''VideoGame/{{Spacewar}}'', Zork was the first to poke a bit of fun at it, with dead bodies, for no reason, vanishing in acrid puffs of smoke.
6th Sep '16 6:13:49 AM REV6Pilot
Is there an issue? Send a Message


** Played painfully straight in the gimped Australian version of ''VideoGame/Left4Dead2'', where all enemies fade quickly and conspicuously out of existence, sometimes even before they hit the ground. Just as painfully obvious in the German version, especially when a survivor is killed, and the others will then go "Oh no! Not Francis!" while staring at a piece of ground with nothing on it except maybe a puddle of blood and a medkit.

to:

** Played painfully straight in the gimped Australian version of ''VideoGame/Left4Dead2'', ''VideoGame/Left4Dead2''[[note]]before the creation of the "Adults Only" rating[[/note]], where all enemies fade quickly and conspicuously out of existence, sometimes even before they hit the ground. Just as painfully obvious in the German version, especially when a survivor is killed, and the others will then go "Oh no! Not Francis!" while staring at a piece of ground with nothing on it except maybe a puddle of blood and a medkit.



** Oddly, in a map of the "Death Aboard" custom campaign, bodies start disintegrating as soon as the infected is killed. It's only a trope in that map, the rest of the campaign has the normal corpse stay.

to:

** Oddly, in a map of the "Death Aboard" custom campaign, bodies start disintegrating as soon as the infected is killed. It's only a trope in that map, the rest of the campaign has the normal corpse stay. Word of mouth is that it's related to the map being set entirely in a beached ship tilted to the side, which wreaks havoc with prop permanence in the Source engine.
4th Sep '16 4:18:40 PM nombretomado
Is there an issue? Send a Message


* A bit irritating in the ''AlienVsPredator'' series. The predator can collect the skulls from enemy corpses for points. He does this by using his melee weapons, so close proximity is required. The corpses vanish really quickly though, so a Predator player wishing to amass a lot of points necessarily has to come out of cover and get to where the corpse is, giving plenty of opportunities for enemies to shoot him full of lead. A Predator player will also wish to use the less powerful weapons, as a careless shot from the plasma weapons can vaporize a target's head, making it impossible to collect the skull.

to:

* A bit irritating in the ''AlienVsPredator'' ''Franchise/AlienVsPredator'' series. The predator can collect the skulls from enemy corpses for points. He does this by using his melee weapons, so close proximity is required. The corpses vanish really quickly though, so a Predator player wishing to amass a lot of points necessarily has to come out of cover and get to where the corpse is, giving plenty of opportunities for enemies to shoot him full of lead. A Predator player will also wish to use the less powerful weapons, as a careless shot from the plasma weapons can vaporize a target's head, making it impossible to collect the skull.
3rd Sep '16 10:36:03 PM Kadorhal
Is there an issue? Send a Message


* In ''OneMustFall2097'', every hit knocks bolts and scraps of metal off of the robot, which dissolve shortly after hitting the ground. However, there's a cheat code that makes them reappear at the top of the screen and continuously rain down until the match is over.

to:

* In ''OneMustFall2097'', ''VideoGame/OneMustFall 2097'', every hit knocks bolts and scraps of metal off of the robot, which dissolve shortly after hitting the ground. However, there's a cheat code that makes them reappear at the top of the screen and continuously rain down until the match is over.



** In ''Doom 3'', the hell creatures fizzle away to nothing when killed; the zombified humans, logically enough, do not unless you hit them.

to:

** In ''Doom 3'', ''VideoGame/{{Doom 3}}'', the hell creatures fizzle away to nothing when killed; the zombified humans, logically enough, do not unless you hit them.



* Varies in the ''Videogame/HalfLife'' series. For example in [[VideoGame/HalfLife1 the first game]], most enemies placed in the map directly would leave corpses unless blown up by explosives, but ones made by a MookMaker would fade. In ''Videogame/HalfLife2'' there were fifty-foot enemies called Striders, whose bodies stayed behind if you had a sufficiently powerful machine, but otherwise just disappear in a small cloud of sparkles at their CriticalExistenceFailure...

to:

* Varies in the ''Videogame/HalfLife'' series. For example in [[VideoGame/HalfLife1 the first game]], most enemies placed in the map directly would leave corpses unless blown up by explosives, but ones made by a MookMaker would fade. In ''Videogame/HalfLife2'' there were fifty-foot enemies called Striders, whose bodies stayed behind if you had a sufficiently powerful machine, but otherwise just disappear in a small cloud of sparkles at their CriticalExistenceFailure...CriticalExistenceFailure.



* In the ''{{Area 51|FPS}}'' FirstPersonShooter, this is [[HandWave handwaved]] as being an effect of the alien biotech used to create the monsters and clone soldiers you fight, and the first time it happens, a character '''does''' act like corpses vanishing is bizarre.

to:

* In the ''{{Area ''VideoGame/{{Area 51|FPS}}'' FirstPersonShooter, this is [[HandWave handwaved]] as being an effect of the alien biotech used to create the monsters and clone soldiers you fight, and the first time it happens, a character '''does''' act like corpses vanishing is bizarre.



* Played with in ''VideoGame/{{Haze}}''. The soldiers/mercenaries from the Mantel corporation are under the influence of a super-drug called "Nectar". While on this chemical bodies appear to fade away and there is no blood or gore. Unfortunately, when off the chemical the engine is so poor that bodies ''still'' disappear after a while, this time for no reason at all, and the gore system is so anaemic it doesn't even product impact marks on bodies, something ''[[VideoGame/GoldenEye1997 GoldenEye]]'' managed.

to:

* Played with in ''VideoGame/{{Haze}}''. The soldiers/mercenaries from the Mantel corporation are under the influence of a super-drug called "Nectar". While on this chemical bodies appear to fade away and there is no blood or gore. Unfortunately, when off the chemical the game's engine is so poor that bodies ''still'' disappear after a while, this time for no reason at all, and the gore system is so anaemic it doesn't even product produce impact marks on bodies, something ''[[VideoGame/GoldenEye1997 GoldenEye]]'' managed.managed. An otherwise-unique game mechanic even forces the player's attention to this, as after they switch sides they can play dead when low on health to make themselves invisible to the Nectar-enhanced soldiers - and, appropriate given the engine issues above, half the time enemies who aren't supposed to see you anymore will continue shooting you anyway.



* The ''VideoGame/MetroidPrime'' series has a few variations. Smaller enemies will typically explode when defeated, with the bits evaporating. Larger enemies will go through a RagdollPhysics animation, then disappear. But anything killed by a Metroid will become a fragile husk, which turns to dust at the slightest provocation; this last one is used to creepy effect in ''Metroid Prime 3'', when you find a derelict starship filled with such bodies.
** Also, there's the burning animation. When you kill an enemy with the game's fire-based beam (Plasma Beam for Prime, Light Beam for Prime 2, and Plasma Beam or Nova Beam for Prime 3), they will completely burn up into black dust.
** In the rest of the ''VideoGame/{{Metroid}}'' series, enemies explode to nothingness when killed. Some lingering corpses can be seen in some of the games, including Metroid Prime games, but they usually died offscreen.
*** The only exception being ''Metroid Fusion''. Since all the enemies are actually shapeshifting parasites, they dissolve and turn into floating protoplasm when you "kill" them. If you don't absorb them, they'll eventually fly somewhere else in the room and turn back into monsters.
* The ''VideoGame/DarkForcesSaga'' dealt with it in different ways. ''Jedi Knight'' and ''Mysteries of the Sith'' had bodies that wouldn't vanish for some time. Based on the ''Id Tech 3'' engine, ''Jedi Outcast'' and ''Jedi Academy'' had bodies that would vanish almost the instant you turned your back (mechanical enemies just exploded). It was kind of disappointing, when ''Jedi Knight'''s predecessor, ''Dark Forces'', being sprite-based, was able to let the stormtrooper bodies pile up like cordwood.

to:

* The ''VideoGame/MetroidPrime'' series has a few variations. Smaller enemies will typically explode when defeated, with the bits evaporating. Larger enemies will go through a RagdollPhysics animation, then disappear. But anything killed by a Metroid will become a fragile husk, which turns to dust at the slightest provocation; this last one is used to creepy effect in ''Metroid Prime 3'', ''VideoGame/MetroidPrime3Corruption'', when you find a derelict starship filled with such bodies.
** Also, there's the burning animation. When you kill an enemy with the game's fire-based beam (Plasma Beam for Prime, Light Beam for [[VideoGame/MetroidPrime2Echoes Prime 2, 2]], and Plasma Beam or Nova Beam for Prime 3), they will completely burn up into black dust.
** In the rest of the ''VideoGame/{{Metroid}}'' series, enemies explode to nothingness when killed. Some lingering corpses can be seen in some of the games, including Metroid Prime the ''Prime'' games, but they usually died offscreen.
*** The only exception being ''Metroid Fusion''.''VideoGame/MetroidFusion''. Since all the enemies are actually shapeshifting parasites, they dissolve and turn into floating protoplasm when you "kill" them. If you don't absorb them, they'll eventually fly somewhere else in the room and turn back into monsters.
monsters. Even then there's an exception to that exception, as human corpses in the reception area of the station can be revived by these parasites, and after shooting them the body will crumble and release the parasite again - and those remains will stay there until another parasite takes control of them again.
* The ''VideoGame/DarkForcesSaga'' dealt with it in different ways. ''Jedi Knight'' ''VideoGame/JediKnightDarkForcesII'' and its ExpansionPack ''Mysteries of the Sith'' had bodies that wouldn't vanish for some time. Based on the ''Id ''id Tech 3'' engine, ''Jedi Outcast'' ''VideoGame/JediKnightIIJediOutcast'' and ''Jedi Academy'' ''VideoGame/JediKnightJediAcademy'' had bodies that would vanish almost the instant you turned your back (mechanical enemies just exploded). It was kind of disappointing, when ''Jedi Knight'''s predecessor, ''Dark Forces'', ''VideoGame/DarkForces'', being sprite-based, was able to let the stormtrooper bodies pile up like cordwood.



* Justified in ''VideoGame/QuakeIV''; when a Strogg is killed, the Nexus (the Strogg's sentient techno-organic communication system) teleports the dead body to a facility to be broken down for future usage.
** This was averted in ''VideoGame/QuakeII'', which ''IV'' directly follows. Corpses stay where they are. Apparently, in between one OneManArmy going and completely wrecking their homeworld, and the next OneManArmy showing up, they finally got those teleporters working. Bizarrely enough, gibs disappear, but bodies don't.
** Since it's based on the same technology as Doom 3, it's save to assume that the change in the CanonDiscontinuity was not caused by some new technology but by a more convenient development.
* The many, many corpses created by the [=PCs=] in ''VideoGame/Left4Dead'' fade at different rates, depending on how many enemies are currently around; sometimes they'll stick around indefinitely, other times they'll fade before they even finish their death animations. It's a testament to the atmosphere and intensity of the game that many players don't even notice when the corpses disappear.
** Played painfully straight in the gimped Australian version of ''VideoGame/Left4Dead2'', where all enemies fade quickly and conspicuously out of existence, sometimes even before they hit the ground.
** Just as painfully obvious in the German version, especially when a survivor is killed, and the others will then go "Oh no! Not Francis!" while staring at a piece of ground with nothing on it except maybe a puddle of blood.

to:

* Justified in ''VideoGame/QuakeIV''; when a Strogg is killed, the Nexus (the Strogg's sentient techno-organic communication system) teleports the dead body to a facility to be [[HumanResources broken down for future usage.
usage]].
** This was averted in ''VideoGame/QuakeII'', which ''IV'' directly follows. Corpses stay where they are. Apparently, in between one OneManArmy going and completely wrecking their homeworld, and the next OneManArmy one-man army showing up, they finally got those teleporters working. Bizarrely enough, gibs disappear, but bodies don't.
** Since it's based on the same technology as Doom 3, ''Doom 3'', it's save safe to assume that the change in the CanonDiscontinuity was not caused by some new technology but by a more convenient development.
* The many, many corpses created by the [=PCs=] in ''VideoGame/Left4Dead'' fade at different rates, depending on how many enemies are currently around; sometimes they'll stick around indefinitely, other times they'll fade before they even finish their death animations.touch the ground. It's a testament to the atmosphere and intensity of the game that many players don't even notice when the corpses disappear.
** Played painfully straight in the gimped Australian version of ''VideoGame/Left4Dead2'', where all enemies fade quickly and conspicuously out of existence, sometimes even before they hit the ground.
**
ground. Just as painfully obvious in the German version, especially when a survivor is killed, and the others will then go "Oh no! Not Francis!" while staring at a piece of ground with nothing on it except maybe a puddle of blood.blood and a medkit.



* ''{{Painkiller}}'' enemies 'pop' out existence leaving their souls to be collected.
* Mostly averted in the ''S.T.A.L.K.E.R.'' series. bodies will stay around for in-game days to weeks, and guns will stay as well, however: if you leave the area and come back, strangely they will stick up, rather than lying on the ground.

to:

* ''{{Painkiller}}'' ''VideoGame/{{Painkiller}}'' enemies 'pop' out existence leaving their souls to be collected.
* Mostly averted in the ''S.T.A.L.K.E.R.'' ''VideoGame/{{STALKER}}'' series. bodies will stay around for in-game days to weeks, and guns will stay as well, however: if you leave the area and come back, strangely they will stick up, rather than lying on the ground.



* Enemies killed in ''TheConduit'' fade out with a nifty evaporation effect.

to:

* Enemies killed in ''TheConduit'' ''VideoGame/TheConduit'' fade out with a nifty evaporation effect.



* In ''VideoGame/Prey2006'', bodies remain there before you obtain the power of Deathwalking. After you get it, they dissolve into a white ectoplasmic residue while you absorb their souls. The implication is that a body cannot exist if its soul is destroyed.
** Trivia: this was discussed by HumanHead in a restaurant. After a developer made this suggestion, another exclaimed "Finally we know how to get rid of the bodies!" attracting worried looks from other patrons.
* ''VideoGame/PAYDAYTheHeist'' has dead bodies vanish after too many are present in the level. Players who bleed out and get taken into custody also vanish from the playing field.
** Subverted with the sequel during the stealth portion of a level. All dead bodies during stealth will remain in the playing field since any guard or civilian that sees a body will alert the police. Once your cover is blown, bodies start to vanish as normal.

to:

* In ''VideoGame/Prey2006'', bodies remain there before you obtain the power of Deathwalking. After you get it, they dissolve into a white ectoplasmic residue while you absorb their souls. The implication is that a body cannot continue to exist if its soul is destroyed.
** Trivia: this was discussed by HumanHead developers in a restaurant. After a developer one of them made this suggestion, another exclaimed "Finally we know how to get rid of the bodies!" bodies!", attracting worried looks from other patrons.
* ''VideoGame/PAYDAYTheHeist'' has dead bodies vanish after too many are present in the level. Players who bleed out and get taken into custody also vanish from the playing field.
field, though this is justified in that they're taken into custody by the police.
** Subverted with [[VideoGame/{{PAYDAY2}} the sequel sequel]] during the stealth portion of a level. All dead Dead bodies during stealth will remain in the playing field level during stealth, since any guard or civilian that sees a body will alert the police. Once police, thus necessitating the use of body bags to move corpses if simply avoiding the guards or killing everyone isn't an option. If your cover is gets blown, bodies will start to vanish as normal.
28th Jul '16 2:11:48 PM KamenRiderOokalf
Is there an issue? Send a Message


* In fighting games with weapons, such as ProfessionalWrestling and the ''VideoGame/SuperSmashBros.'' series, it isn't bodies that fade but weapons, usually after only 3 or 4 hits. This is largely for reasons of gameplay balance, and to make the actions on screen more interesting: while a real person wrestling on TV might hit someone three times with a chair and then toss it aside to keep things from getting tedious, someone playing on a console might be all to happy to eschew doing any moves in favor of hitting their opponent thirty times with the ring bell.

to:

* In fighting games with weapons, such as ProfessionalWrestling and the ''VideoGame/SuperSmashBros.'' ''VideoGame/SuperSmashBros'' series, it isn't bodies that fade but weapons, usually after only 3 or 4 hits. This is largely for reasons of gameplay balance, and to make the actions on screen more interesting: while a real person wrestling on TV might hit someone three times with a chair and then toss it aside to keep things from getting tedious, someone playing on a console might be all to happy to eschew doing any moves in favor of hitting their opponent thirty times with the ring bell.



* If playing Stamina Mode in ''VideoGame/SuperSmashBros.'', your character will remain on the stage if you lose all your health. Other players can still knock you around, and even pick you up to block attacks.

to:

* If playing Stamina Mode in ''VideoGame/SuperSmashBros.'', ''VideoGame/SuperSmashBros'', your character will remain on the stage if you lose all your health. Other players can still knock you around, and even pick you up to block attacks.
This list shows the last 10 events of 87. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.EverythingFades