History Main / EverythingFades

27th Jan '17 7:29:40 PM Kadorhal
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* The ''VideoGame/DarkForcesSaga'' dealt with it in different ways. ''VideoGame/JediKnightDarkForcesII'' and its ExpansionPack ''Mysteries of the Sith'' had bodies that wouldn't vanish for some time. Based on the ''id Tech 3'' engine, ''VideoGame/JediKnightIIJediOutcast'' and ''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, ''VideoGame/DarkForces'', being sprite-based, was able to let the stormtrooper bodies pile up like cordwood.

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* The ''VideoGame/DarkForcesSaga'' dealt with it in different ways. ''VideoGame/JediKnightDarkForcesII'' and its ExpansionPack ''Mysteries of the Sith'' had bodies that wouldn't vanish for some time. Based on the ''id Tech 3'' engine, ''VideoGame/JediKnightIIJediOutcast'' and ''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, ''VideoGame/DarkForces'', being sprite-based, was able to let the stormtrooper bodies pile up like cordwood. There is a console command to extend or even remove the time before bodies fade in the latter two games, however.
27th Jan '17 7:29:07 PM Kadorhal
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** ''Outcast'' and ''Academy'' actually have three different ways of removing corpses in multiplayer. If one is hit with enough weapons fire, they'll disintegrate like they were shot with a fully-charged disruptor. If they're let alone long enough, they'll be engulfed in either white light or red lightning, depending on their Force orientation.

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** ''Outcast'' and ''Academy'' actually have three different ways of removing corpses in multiplayer. If one is hit with The corpses will fade on their own if left alone for a long enough weapons fire, they'll disintegrate like they were shot with a fully-charged disruptor. If they're let alone long enough, time, at which point they'll be engulfed in either white light or red lightning, depending on their the Force orientation.orientation of the player in question. Alternatively, civic-minded individuals can clean up corpses instantly by attacking them, causing them to disintegrate in the same manner as a fully-charged shot from the disruptor rifle.
26th Jan '17 7:42:01 AM Morgenthaler
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* In Age of Mythology, only heroes' bodies do not fade-because heroes can be resurrected if your civilization is doing well.

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* In Age of Mythology, ''VideoGame/AgeOfMythology'', only heroes' bodies do not fade-because heroes can be resurrected if your civilization is doing well.



* The ''VideoGame/{{Warcraft}}'' series turned this into a gameplay mechanic. As long as the corpse stays, it can be used for several spells. In ''VideoGame/{{Warcraft}} III'', the undead Scourge, which have the majority of them, even have meatwagons (their siege unit) that can carry corpses to prevent decay (their animation implies they use spares as ammunition). One of their buildings also generates corpses for the same purpose.
** The other Blizzard RTS game, ''{{Starcraft}}'', has the same mechanic of disappearing corpses, almost instantly after a short death animation.
* Infantry units in ''StarWars: Empire at War'' will eventually fade away after dying, though there is a mod that prevents that (same one with the "no unit cap"). Most vehicles on land and fighters in space with instantly explode upon dying, but larger ones will remain for awhile (space units will break apart, float "down", then explode. Capital ships last longer in that regard) then explode, though even then (specifically with the AT-AT) they may still instant-explode. Oh, and sometimes fighters will go spinning out of control first before exploding.

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* The ''VideoGame/{{Warcraft}}'' series turned this into a gameplay mechanic. As long as the corpse stays, it can be used for several spells. In ''VideoGame/{{Warcraft}} III'', ''VideoGame/WarcraftIII'', the undead Scourge, which have the majority of them, even have meatwagons (their siege unit) that can carry corpses to prevent decay (their animation implies they use spares as ammunition). One of their buildings also generates corpses for the same purpose.
** * The other Blizzard RTS game, ''{{Starcraft}}'', ''VideoGame/{{Starcraft}}'', has the same mechanic of disappearing corpses, almost instantly after a short death animation.
* Infantry units in ''StarWars: Empire at War'' ''VideoGame/StarWarsEmpireAtWar'' will eventually fade away after dying, though there is a mod that prevents that (same one with the "no unit cap"). Most vehicles on land and fighters in space with instantly explode upon dying, but larger ones will remain for awhile (space units will break apart, float "down", then explode. Capital ships last longer in that regard) then explode, though even then (specifically with the AT-AT) they may still instant-explode. Oh, and sometimes fighters will go spinning out of control first before exploding.



** Supcom inherits this from its predecessor TotalAnnihilation, which even had multiplayer maps themed around a devastated urban area. These had no normal metal deposits, so the player was expected to reclaim the destroyed buildings, cars, powerpoles etc.
*** Also worth noting is in both games, things destroyed by a powerful blast (such as a nuke) are obliterated and leave no reclaimable wreckage.
* Dead allies and enemies in ''PopulousTheBeginning'' turn into blurred ascending souls a short while after death; sometimes they appear like a transparent version of themselves instead.

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** * Supcom inherits this from its predecessor TotalAnnihilation, ''VideoGame/TotalAnnihilation'', which even had multiplayer maps themed around a devastated urban area. These had no normal metal deposits, so the player was expected to reclaim the destroyed buildings, cars, powerpoles etc.
*** Also worth noting is in both games, things destroyed by a powerful blast (such as a nuke) are obliterated and leave no reclaimable wreckage.
* Dead allies and enemies in ''PopulousTheBeginning'' ''VideoGame/PopulousTheBeginning'' turn into blurred ascending souls a short while after death; sometimes they appear like a transparent version of themselves instead.
26th Dec '16 5:58:13 PM ADrago
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* In ''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 [[FinalDeath die for good]] 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}}.

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* In ''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 [[FinalDeath die for good]] if they 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}}.
26th Dec '16 5:57:22 PM ADrago
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* In ''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}}.

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* In ''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}} [[FinalDeath die for good]] 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}}.
15th Nov '16 2:27:10 PM Kadorhal
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* 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
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** 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.

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** 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.

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* ''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
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* 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.

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* 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
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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
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* 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}}.
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