History Main / RespawningEnemies

20th Jun '17 9:40:51 AM Kadorhal
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* ''VideoGame/CallOfDuty 1'' and ''2'' did this to a ridiculous degree, sometimes with odds as lopsided as ten-to-one, particularly during defense missions (i.e. guard this crossroads). The expectation is that the player will have to be aggressive in completing objectives. Turtling, or being pushed to the defensive, will always result in a stalemate at best, or being eventually overrun at worst.
** ''VideoGame/ModernWarfare 1'' also did it, but at a slower rate than the previous games.
** ''Call of Duty: United Offensive'' is criticized for using this system.
** ''Modern Warfare 2'' went to great lengths to avoid this trope, and the dev team swore up and down that almost every group of enemies was finite, if only you had enough ammo to hold out. So when do finally give in to it during the ''Second Sun'' segment, it's highly amusing: Due to an EMP, helicopters are literally falling out of the sky. As soon as the sergeant tells you to "Get to cover!", the game begins aiming for you with a never-ending rain of Blackhawks, Hinds, and even Hornets. Keep your eyes on the sky and step lively.
** ''VideoGame/CallOfDutyBlackOps'' brought it back in various places. One of the most often (rightfully) complained about parts (other than the below mentioned Khe Sanh level) is the hallway at the end of ''Executive Order'', where it seems the entire Red Army is hanging out somewhere behind a corner.
*** In the Khe Sanh level, this doesn't become a problem until you foolish try and play on Veteran. When attempting to descend the hill, all mooks begin to assault you. If, by the grace of God, you make it down the hill and into a bunker, be prepared to run out of ammo before advancing because there are 10-plus enemies that respawn continuously and consecutively. On top of that, the only way to advance is to kick (yes, kick) napalm barrels into the trenches. This wouldn't be a problem if the trench, filled with thousands of enemies, was not refilled with Vietcong shooting at you as you stand up to kick the barrel, an action you cannot avoid, if you wish to advance.
** Roebuck from ''World at War'', which also follows this trope, [[LampshadeHanging lampshades]] this; when under attack by infinitely-respawning Japanese soldiers, he may shout "Where did they come from?!"

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* ''VideoGame/CallOfDuty 1'' and ''2'' did this to a ridiculous degree, sometimes with odds as lopsided as ten-to-one, particularly during defense missions (i.e. guard this crossroads).(and would spam complaints in the console if the player [[OffscreenTeleportation could see where it was trying to spawn all those enemies from]]). The expectation is that the player will have to be aggressive in completing objectives. Turtling, or being pushed to the defensive, will always result in a stalemate at best, or being eventually overrun at worst.
** ''Call of Duty: United Offensive'' in particular is criticized for using this system. It's bad enough that every one in three Germans is now a barely-stoppable avatar of death at ''any'' range because they get the amazing Gewehr 43 rifle - add on that he'll respawn in five seconds every time you think you've taken care of him.
** ''VideoGame/ModernWarfare 1'' also did it, but at a slower rate than the previous games.
** ''Call
games, outside of Duty: United Offensive'' is criticized for using this system.
one segment in the first Marine mission, in which a veritable swarm of insurgents assault you and your squad in the TV station.
** ''Modern Warfare 2'' went to great lengths to avoid this trope, and the dev team swore up and down that almost every group of enemies was finite, if only you had enough ammo to hold out. out; this is particularly highlighted in Special Ops mode, where a decent chunk of missions simply involve clearing a map of enemies, with an on-screen counter showing you how many are left. So when do finally give in to it during the ''Second Sun'' segment, segment of the campaign, it's highly amusing: Due to an EMP, helicopters are literally falling out of the sky. As soon as the sergeant tells you to "Get to cover!", the game begins aiming for you with a never-ending rain of Blackhawks, Hinds, and even Hornets. Keep your eyes on the sky and step lively.
** ''VideoGame/CallOfDutyBlackOps'' brought it back in various places. One of the most often (rightfully) complained about parts (other than the below mentioned Khe Sanh level) is the hallway at the end of ''Executive Order'', where it seems the entire Red Army is hanging out somewhere behind a corner.
*** In the The Khe Sanh level, this doesn't become a problem until level is one of the other most-complained areas of the game for throwing the ''entire'' NVA at you, which is bad enough on Normal but becomes an absolute nightmare when you foolish foolishly try and to play the level on Veteran. When attempting to descend the hill, all mooks begin to assault you. If, by the grace of God, you make it down the hill and into a bunker, be prepared to run out of ammo before advancing because there are 10-plus enemies that respawn continuously and consecutively. On top of that, the only way to advance is to kick (yes, kick) napalm barrels into the trenches. This wouldn't be a problem if the trench, filled with thousands of enemies, was not refilled with Vietcong shooting at you as you stand up to kick the barrel, an action you cannot avoid, if you wish to advance.
advance (or if the game made a better attempt to explain what you're actually supposed to do, but [[GuideDangIt that's a different trope]]).
** Roebuck from ''World at War'', which also follows this trope, War'' [[LampshadeHanging lampshades]] this; when under attack by infinitely-respawning Japanese soldiers, soldiers (who even get camouflaged hatches to crawl out from underneath, since the Marine levels are too open for them to always have a corner to spawn behind), he may shout "Where did they come from?!"
2nd May '17 3:53:22 AM Cryoclaste
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* Certain levels in the ''[[LegoAdaptationGame Lego Star Wars]]'' games will keep sending squads of mooks after you until a certain goal is completed, be it building a path or killing the guy who keeps calling in the mooks.

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* Certain levels in the ''[[LegoAdaptationGame Lego Star Wars]]'' ''VideoGame/LEGOStarWars'' games will keep sending squads of mooks after you until a certain goal is completed, be it building a path or killing the guy who keeps calling in the mooks.
18th Mar '17 8:31:16 AM Morgenthaler
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* ''KingdomHearts'' games have enemies that appear while fighting, but they aren't random; there's a set amount of enemies that will appear and then you'll have "cleared" the area. You need to go three screens away and come back to get them to reappear, except in ''VideoGame/KingdomHeartsBirthBySleep'', where it is only one screen.

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* ''KingdomHearts'' ''VideoGame/KingdomHearts'' games have enemies that appear while fighting, but they aren't random; there's a set amount of enemies that will appear and then you'll have "cleared" the area. You need to go three screens away and come back to get them to reappear, except in ''VideoGame/KingdomHeartsBirthBySleep'', where it is only one screen.



* In ''GliderPRO'', balloons, copters and darts are the only things you can shoot down with rubber bands. The moment one leaves the screen, either by reaching the edge or being shot down, it respawns after a fixed interval, or perhaps immediately.

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* In ''GliderPRO'', ''VideoGame/GliderPRO'', balloons, copters and darts are the only things you can shoot down with rubber bands. The moment one leaves the screen, either by reaching the edge or being shot down, it respawns after a fixed interval, or perhaps immediately.
9th Mar '17 10:55:29 AM haxxr
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** In ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'', monsters stay dead for a long time. However, every time a [[BadMoonRising Blood Moon]] comes around, it revives ''everything''.
30th Oct '16 7:23:06 PM ChaoticNovelist
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This could be pleasurable for people who like to endlessly slaughter things, mildly to extremely tedious for most people, and ''absolutely horrible'' for people who feel guilty about killing them (which does prompt the question: so why are you playing a game that requires you to do exactly that?).

With very few exceptions, this applies to pretty much every online combat game ever created. (One of those exceptions: some early [=MUDs=] removed slain enemies from the game semi-permanently; they would only return when the game was reset.)

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This could be pleasurable for people who like to endlessly slaughter things, mildly to extremely tedious for most people, and ''absolutely horrible'' for people who feel guilty about killing them (which does prompt prompts the question: so why are you playing a game that requires you to do exactly that?).

With very few exceptions, this applies to pretty much every online combat game ever created. (One of those exceptions: some early [=MUDs=] removed slain enemies from the game semi-permanently; they would only return when the game was reset.)


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*''Literature/JourneyToChaos'': Monsters are created by a natural phenomenon called "mana mutation". No matter how many are killed by hunters and the like there will always be more. Studying this monster re-spawning is a major plot point in both ''Literature/LoomingShadow'' as well as ''Literature/ManaMutationMenace''.
8th Oct '16 7:11:29 PM Mullon
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** As one person on a certain ImageBoard put it:

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** As one person on a certain ImageBoard Website/FourChan put it:
16th Sep '16 12:57:02 AM Sleeping_Beauty
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* Enemies that respawn every time room is reentered.

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* Enemies that respawn every time a room is reentered.
13th Aug '16 9:15:55 PM UmbrellasWereAwesome
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* ''VideoGame/HaloCombatEvolved'' approaches this, especially in the Library, especially on Legendary difficulty level. The Flood will eventually stop respawning but in some areas it takes a ''really'' long time and killing them all can take more ammo than you have available.

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* ''Franchise/{{Halo}}'':
**
''VideoGame/HaloCombatEvolved'' approaches this, especially in the Library, especially ''especially'' on Legendary difficulty level. The Flood will eventually stop respawning but in some areas it takes a ''really'' long time and killing them all can take more ammo than you have available.
11th Jun '16 10:21:11 PM Prfnoff
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* In ''VideoGame/HolyUmbrella'', enemies will respawn as soon as their spawn point is offscreen.
9th Jun '16 2:54:41 PM StFan
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* ''VideoGame/{{La-Mulana}}'' has these. Considering that most of the enemies in that game are classified as GoddamnedBats and main character can get easily kicked back to the other screen, it can cause frustration quite frequently.

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* ''VideoGame/{{La-Mulana}}'' ''VideoGame/LaMulana'' has these. Considering that most of the enemies in that game are classified as GoddamnedBats and main character can get easily kicked back to the other screen, it can cause frustration quite frequently.
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