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** ''VideoGame/SonicFrontiers'', similar to ''VideoGame/BreathOfTheWild'', regularly respawns defeated enemies and guardians at regular intervals in "Starfall" events.

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** ''VideoGame/SonicFrontiers'', similar to ''VideoGame/BreathOfTheWild'', regularly respawns defeated enemies and guardians at regular intervals in "Starfall" events.

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* An area of Silver's Kingdom Valley level in ''VideoGame/SonicTheHedgehog2006'' has two enemies that you can down, only for two more to come down onto the opposite side. Defeat those and two more will come down on the opposite side of them and so on and so forth.

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* ''Franchise/SonicTheHedgehog''
**
An area of Silver's Kingdom Valley level in ''VideoGame/SonicTheHedgehog2006'' has two enemies that you can down, only for two more to come down onto the opposite side. Defeat those and two more will come down on the opposite side of them and so on and so forth.forth.
** ''VideoGame/SonicFrontiers'', similar to ''VideoGame/BreathOfTheWild'', regularly respawns defeated enemies and guardians at regular intervals in "Starfall" events.

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* ''VideoGame/ShantaeRiskysRevenge'': Enemies usually respawn when they get off screen.

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* The ''VideoGame/{{Shantae}}'' series:
**
''VideoGame/ShantaeRiskysRevenge'': Enemies usually respawn when they get off screen.screen.
** ''VideoGame/ShantaeAndThePiratesCurse'': Most enemies respawn upon the screen losing visuals of their spawn point, but others are more aggressive about it, respawning on-screen, but drops never stop being possible, at least:
*** Zombies of Spiderweb Island come up from the ground endlessly.
*** Reapers of The Village Of Lost Souls reappear in the same exact location.
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* ''Videogame/AloneInTheDarkTheNewNightmare'' has plenty of monsters that will spontaneously regenerate when the player leaves the room and return. Not too big a deal, until you find out that health and ammunition items ''don't'' self replenish. Ever. This serves as an outstanding example of why the trope is so rarely used in SurvivalHorror. The UsefulNotes/GameBoyColor version does the same thing, but also sports RPG-style RandomEncounters that thrust the player into a [[FightWoosh dedicated combat zone]]. Unfortunately, there are also no melee attacks and no way to flee these monster battles, so running out of ammunition during a fight renders the game UnwinnableByDesign.

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* ''Videogame/AloneInTheDarkTheNewNightmare'' has plenty of monsters that will spontaneously regenerate when the player leaves the room and return. Not too big a deal, until you find out that health and ammunition items ''don't'' self replenish. Ever. This serves as an outstanding example of why the trope is so rarely used in SurvivalHorror. The UsefulNotes/GameBoyColor Platform/GameBoyColor version does the same thing, but also sports RPG-style RandomEncounters that thrust the player into a [[FightWoosh dedicated combat zone]]. Unfortunately, there are also no melee attacks and no way to flee these monster battles, so running out of ammunition during a fight renders the game UnwinnableByDesign.



* In the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] version of ''VideoGame/CoolSpot'', the enemies that Spot destroys respawn after he loses a life. They don't respawn in the [[UsefulNotes/SegaGenesis Genesis]] version.

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* In the [[UsefulNotes/SuperNintendoEntertainmentSystem [[Platform/SuperNintendoEntertainmentSystem SNES]] version of ''VideoGame/CoolSpot'', the enemies that Spot destroys respawn after he loses a life. They don't respawn in the [[UsefulNotes/SegaGenesis [[Platform/SegaGenesis Genesis]] version.



* In ''Plan B'' for the UsefulNotes/BBCMicro, the often numerous MechaMooks in each room spawn and respawn quickly in random locations.

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* In ''Plan B'' for the UsefulNotes/BBCMicro, Platform/BBCMicro, the often numerous MechaMooks in each room spawn and respawn quickly in random locations.



* ''VideoGame/{{Qwak}}'': In the original UsefulNotes/BBCMicro version, enemies would respawn [[TurnsRed faster and tougher]] a few seconds after they were killed. This was removed entirely in later versions.

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* ''VideoGame/{{Qwak}}'': In the original UsefulNotes/BBCMicro Platform/BBCMicro version, enemies would respawn [[TurnsRed faster and tougher]] a few seconds after they were killed. This was removed entirely in later versions.
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** Used in ''VideoGame/MetalGearSolid4'' as enemies in a few areas will constantly spawn, however there are places in the game that have a ridiculous amount of enemies spawn one after another that it can be mistaken that the whole game has it.

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** Used in ''VideoGame/MetalGearSolid4'' ''VideoGame/MetalGearSolid4GunsOfThePatriots'' as enemies in a few areas will constantly spawn, however there are places in the game that have a ridiculous amount of enemies spawn one after another that it can be mistaken that the whole game has it.
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* ''VideoGame/ShantaeRiskysRevenge'': Enemies usually respawn when they get off screen.
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* ''VideoGame/{{Bug}}'': Most enemies do not respawn, however there are exceptions, usually those enemies that suddenly pop up from the foreground/background for an ambush. Those will respawn as soon as you scroll off the screen far enough from their ambush point. There's also one section in Quaria with never-ending streams of starfish that bounce down a slope.

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* ''VideoGame/{{Bug}}'': ''VideoGame/{{Bug|1995}}'': Most enemies do not respawn, however there are exceptions, usually those enemies that suddenly pop up from the foreground/background for an ambush. Those will respawn as soon as you scroll off the screen far enough from their ambush point. There's also one section in Quaria with never-ending streams of starfish that bounce down a slope.
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* ''VideoGame/EarthBound'' possess a unique respawn system where enemies would be arranged in a mostly random fashion as you traverse an area and would respawn in areas a short distance off screen. While it means that there is no limit to the amount of enemies in a level, it is actually a system that's heavily beneficial to the player. The obvious application being that it is very easy to grind when you want, but since the enemies were randomized each time you moved away from and returned to an area, you could /choose/ whether or not you encountered certain enemies or groups of enemies by waiting till you found a bunch you were willing to fight (or not fight).

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* ''VideoGame/EarthBound'' ''VideoGame/EarthBound1994'' possess a unique respawn system where enemies would be arranged in a mostly random fashion as you traverse an area and would respawn in areas a short distance off screen. While it means that there is no limit to the amount of enemies in a level, it is actually a system that's heavily beneficial to the player. The obvious application being that it is very easy to grind when you want, but since the enemies were randomized each time you moved away from and returned to an area, you could /choose/ whether or not you encountered certain enemies or groups of enemies by waiting till you found a bunch you were willing to fight (or not fight).
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** ''VideoGame/CastlevaniaCircleOfTheMoon'': Bats, unlike most other enemies, respawn after being a certain distance from the player instead of needing to leave and reenter the room to respawn.

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Crosswick.


** In most, if not all, other ''Castlevania'' games, enemies respawn when you leave, then re-enter a room.

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** In most, if not all, other ''Castlevania'' games, enemies respawn when you leave, then re-enter a room.room, such as in ''VideoGame/CastlevaniaHarmonyOfDissonance'', ''VideoGame/CircleOfTheMoon'', and ''VideoGame/CastlevaniaAriaOfSorrow''.



* ''VideoGame/{{Wizardry}} 8'' - not only your enemies respawn when you leave the area or go to sleep, they always "evolve" to match your level.

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* ''VideoGame/{{Wizardry}} 8'' ''VideoGame/Wizardry8'' - not only your enemies respawn when you leave the area or go to sleep, they always "evolve" to match your level.




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* ''VideoGame/RuphandAnApothecarysAdventure'': In the Ice Orb's dungeon, there's a poem on a plaque on the wall, that talks about the respawning, since it's required to progress if mistakes are made:
--> '''Brill:''' "Walking upstairs\\
after walking on down\\
helps your foes pick themselves\\
up off the ground."\\
I've noticed most monsters recover after I leave the area they're in, and are ready for a rematch. If I have to use them as a brake again, that might be handy...
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* In ''{{TabletopGame/Zombicide}}'', the undead spawn from specific points every turn. Even better, characters have an experience track that progresses with each kill and grants them new abilities whenever they pass a threshold. But when that happens, the spawn points are designed to LevelUp as well and release more and/or tougher ennemies.

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* In ''{{TabletopGame/Zombicide}}'', the undead spawn from specific points every turn. Even better, characters have an experience track that progresses with each kill and grants them new abilities whenever they pass a threshold. But when that happens, the spawn points are designed to LevelUp level as well and release more and/or tougher ennemies.enemies.
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* Towards the end of ''[[VideoGame/TouhouProject Fantasy Explorer Nitroid]]'''s Extra Stage, there are red-color Kedamas that explode upon hitting something and are the only normal enemies that can die. They endlessly spawn from a red-color smiley face and you need to guide them into walls that they can break.

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* Towards the end of ''[[VideoGame/TouhouProject Fantasy ''Franchise/TouhouProject'' fangame ''Fantasy Explorer Nitroid]]'''s Nitroid'''s Extra Stage, there are red-color Kedamas that explode upon hitting something and are the only normal enemies that can die. They endlessly spawn from a red-color smiley face and you need to guide them into walls that they can break.
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* ''VideoGame/GunWitch'': Defeated enemies reappear by fading in after a while.

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* ''VideoGame/BloodstainedRitualOftheNight'': Scythe Mites spawn and respawn due to a location trigger that can be activated repeatedly by Miriam moving in and out of the location, instead of having to leave the "room" they appear in, like how most enemies respawn.



** In ''VideoGame/{{Halo 2}}'', the [[ThatOneBoss Prophet of Regret]] and Tartarus both have respawning reinforcements On Easy, it's the ''player'' who has respawning reinforcements in the fight against Tartarus..

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** In ''VideoGame/{{Halo 2}}'', ''VideoGame/Halo2'', the [[ThatOneBoss Prophet of Regret]] and Tartarus both have respawning reinforcements On Easy, it's the ''player'' who has respawning reinforcements in the fight against Tartarus..
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* ''Fanfic/IWokeUpAsADungeonNowWhat'': Dungeons have the option to purchase "spawn rooms", each of which can be linked to a certain number of minions. If those minions are killed, they reincarnate in the spawn room after sufficient time has passed. After Taylor gets spawners and confirms that respawned minions retain their memories and personalities, she starts allowing the inhabitants of Fort Aresya to kill her minions for loot drops.
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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': Monsters stay dead for a long time. However, every time a [[BadMoonRising Blood Moon]] comes around, it revives ''everything''.

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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' and ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'': Monsters stay dead for a long time. However, every time a [[BadMoonRising Blood Moon]] comes around, it revives ''everything''.

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* Every ''Franchise/TheLegendOfZelda'' game uses respawning enemies, who can drop items. Generally they don't respawn until you go a few screens away and come back.
** In the original ''VideoGame/TheLegendOfZelda'', it was possible to save yourself a lot of fighting if you knew that enemies only respawn ''if you kill all of them on a screen''. If you killed all the enemies but one, it would stay like that for the rest of the session, making it a lot safer to walk through the rooms you've cleaned out.

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* ''Franchise/TheLegendOfZelda'': Every ''Franchise/TheLegendOfZelda'' game uses respawning enemies, who can drop items. Generally they don't respawn until you go a few screens away and come back.
** In the original ''VideoGame/TheLegendOfZelda'', it was ''VideoGame/TheLegendOfZeldaI'': It's possible to save yourself a lot of fighting if you knew know that enemies only respawn ''if you kill all of them on a screen''. If you killed kill all the enemies but one, it would stay stays like that for the rest of the session, making it a lot safer to walk through the rooms you've cleaned out.out.
** ''VideoGame/ZeldaIITheAdventureOfLink'': Wosu respawn endlessly, in a steady stream from offscreen. As a result, they don't drop any experience when killed to prevent infinite experience farming.
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** The game does this understandably as the in-game Manhattan [[SpaceCompression very much downsized]], therefore you'd run out of things to kill very quickly with your obscenely powerful abilities. Most of the entity regeneration occurs off-camera.

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** The first game does this understandably as is a major offender, nearly every mission (bar some escort missions and the in-game Manhattan [[SpaceCompression very much downsized]], therefore you'd run out of things like) will spawn endless hunters and/or helicopters for Mercer to kill very quickly with your obscenely powerful abilities. Most contend with. Some of the entity regeneration occurs off-camera.more annoying missions give the military and unlimited supply of super soldiers and tanks which roll in off-screen to replace any you’ve destroyed. Even outside of missions, the Marines can call in new strike teams just as soon as you’ve defeated the last one. The sequel thankfully cuts down on this.
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* The sequel to ''VideoGame/NoOneLivesForever'' added this mechanic.
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** This was kept up throughout the Lego series, and the one level in each game in which you ''can't'' stem the flow of infinitely respawning baddies is usually the most hated in the game: Defense of Kashyyyk ''(Lego Star Wars)'', Pursuing the Ark ''(Lego Indiana Jones)'', and A Poisonous Appointment ''(Lego Batman)''.

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** This was kept up throughout the Lego ''VideoGame/LegoAdaptationGame'' series, and the one level in each game in which you ''can't'' stem the flow of infinitely respawning baddies is usually the most hated in the game: Defense of Kashyyyk ''(Lego Star Wars)'', Pursuing the Ark ''(Lego Indiana Jones)'', and A Poisonous Appointment ''(Lego Batman)''.
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* The Nightmare difficulty in the ''VideoGame/{{Doom}}'' games has this as part of what makes it so hard, where ''any'' enemy that leaves a corpse would get back up after a random interval that could be anywhere from eight seconds to five minutes (usually closer to the former).

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* The Nightmare difficulty in the ''VideoGame/{{Doom}}'' ''Franchise/{{Doom}}'' games has this as part of what makes it so hard, where ''any'' enemy that leaves a corpse would get back up after a random interval that could be anywhere from eight seconds to five minutes (usually closer to the former).
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* ''VideoGame/{{Manafinder}}'': Enemies only respawn if the party rests in the Settlement tent or at a campsite. The only exception is in Allaror's Wrath, where enemies will endlessly spawn and home in on Lambda's location. However, the Plains' Crown accessory prevents the Allaror's Wrath enemies from spawning.
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* Averted in the early ''VideoGame/MedalOfHonor'' games, where there are a fixed amount of enemies in each level. Installments from ''Allied Assault'' onwards, however, occasionally employ this trope.

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* Averted in the early ''VideoGame/MedalOfHonor'' games, where there are a fixed amount of enemies in each level. Installments from ''Allied Assault'' ''[[VideoGame/MedalOfHonorAlliedAssault Allied Assault]]'' onwards, however, occasionally employ this trope. Two notable examples from the aforementioned are ''Escape From Trondheim'' and ''The Communications Blackout''.
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* Endless respawning enemies often occur in the ''VideoGame/MedalOfHonor'' games, particularly "Escape from Trondheim" and "The Communications Blackout" in ''Allied Assault'', and the bridge level in ''Frontline''. They usually spawn BehindTheBlack, but can sometimes teleport in in plain sight.

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* Endless respawning enemies often occur Averted in the early ''VideoGame/MedalOfHonor'' games, particularly "Escape where there are a fixed amount of enemies in each level. Installments from Trondheim" and "The Communications Blackout" in ''Allied Assault'', and the bridge level in ''Frontline''. They usually spawn BehindTheBlack, but can sometimes teleport in in plain sight.Assault'' onwards, however, occasionally employ this trope.
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* ''VideoGame/AbyssCrossing'': Floor Enemies will respawn upon reentering the map. This is actually a good thing, since it hastens the process of farming their rare drops.

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