History Main / RevivingEnemy

20th Jun '17 10:08:19 AM Kadorhal
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** In ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'', ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', [[DemBones Stalfos]] (or at least [[PaletteSwap the most powerful types]]) in often need to be finished off by blowing up their bodies with bombs to stop them from reanimating (this is usually only needed to clear rooms that don't open doors or spawn chests until all the enemies within are defeated, since the games make use of RespawningEnemies). The same applies to the MiniBoss Master Stalfos in ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]''. In ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'', a midboss in the Forest Temple is a [[DualBoss pair of Stalfos]] who must be defeated in relatively close interval to each other, or else they will simply revive. And in ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'', the two skeletal servants which the King of Ikana sends out to fight you have to be defeated in ordinary sword combat first... and will get back up again if you don't quickly finish them off by reflecting light onto them with your Mirror Shield. The same applies to the King himself.

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** In ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'', Past]]'' and ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', [[DemBones Stalfos]] (or at least [[PaletteSwap the most powerful types]]) in often need to be finished off by blowing up their bodies with bombs to stop them from reanimating (this is usually only needed to clear rooms that don't open doors or spawn chests until all the enemies within are defeated, since the games make use of RespawningEnemies). The same applies to the MiniBoss Master Stalfos in ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]''. In ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'', a midboss in the Forest Temple is a [[DualBoss pair of Stalfos]] who must be defeated in relatively close interval to each other, or else they will simply revive. And in ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'', the two skeletal servants which the King of Ikana sends out to fight you have to be defeated in ordinary sword combat first... and will get back up again if you don't quickly finish them off by reflecting light onto them with your Mirror Shield. The same applies to the King himself.



** Multiplayer often has a perk/deathstreak called "Final Stand". When equipped, instead of dying when their health reaches zero, the player will sometimes fall into a "last stand" state where they are injured and reduced to a OneHitPointWonder but able to defend themselves with a pistol and can regenerate enough health to get back up if they survive.

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** Multiplayer often has a perk/deathstreak called "Final Stand". When equipped, instead of dying when their health reaches zero, zero (outside of falling damage, explosive damage, or headshots), the player will sometimes fall into a "last stand" state where they are injured and reduced to a OneHitPointWonder but able to defend themselves with a pistol and (with some games allowing for a variation where they can use their primary weapon) and, depending on the game, can regenerate enough health to get back up if they survive.survive long enough, have someone get to them to revive them, or manage to kill someone while in this state.



* Mercy's ultimate ability in ''VideoGame/Overwatch'' allows both sides to do this, resurrecting all her recently killed teammates in a certain radius.

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* Mercy's ultimate ability in ''VideoGame/Overwatch'' ''VideoGame/{{Overwatch}}'' allows both sides to do this, resurrecting all her recently killed recently-killed teammates in a certain radius. radius.
* ''VideoGame/{{Doom}}'' pulls this in two variations. Archviles have this as an ability, able to revive monsters killed in normal fashions.[[note]]they can revive crushed enemies too, but that tends to glitch out and create "ghost monsters"[[/note]] Nightmare difficulty makes this an inherent ability to ''all'' enemies, letting them revive where they were killed at anywhere between five seconds to eight minutes after they've been killed.
20th Jun '17 9:53:39 AM Kadorhal
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* In ''VideoGame/{{Pikmin 2}}'' Spotty Bulbears and Gatling Groinks do this if not returned to the Onions/research pod, [[LiterallyShatteredLives defeated while petrified with Ultra-Bitter Spray]], or tricked into marching into a bottomless pit. This is part of the reason why they are more {{Boss| In Mooks Clothing}}es than regular enemies.

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* In ''VideoGame/{{Pikmin 2}}'' Spotty Bulbears and Gatling Groinks do this if not returned to the Onions/research pod, [[LiterallyShatteredLives defeated while petrified with Ultra-Bitter Spray]], or tricked into marching into a bottomless pit. This is part of the reason why they are more {{Boss| {{boss| In Mooks Clothing}}es than regular enemies.



* In the [=REmake=] of ''VideoGame/ResidentEvil'' for the GameCube, zombies must be killed via decapitation or have their bodies burnt. Otherwise they'll come back to life as the much more powerful Crimson Heads after a set amount of time.

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* In the [=REmake=] of ''VideoGame/ResidentEvil'' ''VideoGame/ResidentEvil1'' for the GameCube, zombies must be killed via decapitation or have their bodies burnt. Otherwise they'll come back to life as the much more powerful Crimson Heads after a set amount of time.



* The [[OurZombiesAreDifferent shibito]] in ''VideoGame/{{Siren}}'' cannot be killed, due to the [[CameBackWrong red water]] permeating the village where the game takes place. They can only be incapacitated just long enough for the player to make their escape.

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* The [[OurZombiesAreDifferent shibito]] in ''VideoGame/{{Siren}}'' cannot be killed, due to the [[CameBackWrong red water]] permeating the village where the game takes place. They can only be incapacitated just long enough for the player to make their escape. The sequel has a variation, where enemies are revived upon being possessed by a shiryo (for the old shibito) or yamirei (for the new yamibito), which can be killed and would allow for permanently removal of enemies in a stage - except that the shiryo and yamirei [[RespawningEnemies infinitely respawn]] after they're introduced.
17th Jun '17 6:08:50 AM Mhazard
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In VideoGames, a Reviving Enemy is what happens when an enemy who is supposedly defeated is able to get back up after a while and start fighting the player again. Defeating these enemies for real may be as simple as simply beating them a second time (expect them to TurnRed and/or go OneWingedAngel after their first knockout), or it may require use of special tactics (such as attacking them when they appear down) or using a specific weakness against them. The term "defeat" can also be taken loosely; enemies which are capable of escaping normally-permanent restraints or traps can also count.

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In VideoGames, a Reviving Enemy is what happens when an enemy who is supposedly defeated is able to get back up after a while and start fighting the player again. Defeating these enemies for real may be as simple as simply beating them a second time (expect them to TurnRed and/or go OneWingedAngel after their first knockout), or it may require use of special tactics (such as attacking them when they appear down) down), or killing the leader of a KeystoneArmy (usually an EnemySummoner or a {{Necromancer}}), or using a specific weakness against them. The term "defeat" can also be taken loosely; enemies which are capable of escaping normally-permanent restraints or traps can also count.



These tend to be useful for SurvivalHorror games, where enemies work best when they're harder to fight off permanently (and having them coming back to life is always good for a scare), or adventure games (particularly {{Metroidvania}}s) where it justifies [[BackTracking old areas]] being inhabited without needing to resort to RespawningEnemies when the player returns and obtaining the means to finish them off can be a BeefGate of sorts. Defeating them might take the form of a StockVideoGamePuzzle where [[BrokenBridge events in the plot]] get rid of them rather than giving the player the means to do so themselves.

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These tend to be useful for SurvivalHorror games, where enemies work best when they're [[ImplacableMan harder to fight off permanently permanently]] (and having them coming back to life is always good for a scare), or adventure games (particularly {{Metroidvania}}s) where it justifies [[BackTracking old areas]] being inhabited without needing to resort to RespawningEnemies when the player returns and obtaining the means to finish them off can be a BeefGate of sorts. Defeating them might take the form of a StockVideoGamePuzzle where [[BrokenBridge events in the plot]] get rid of them rather than giving the player the means to do so themselves.
15th Oct '16 11:32:32 AM NESBoy
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** ''X6'' has "Nightmare Phenomenon". {{Invincible Minor Minion}}s which can only be harmed by [[{{Megamanning}} the weapon you get]] from defeating the boss of that level.

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** ''X6'' has "Nightmare Phenomenon". {{Invincible Minor Minion}}s which can only be harmed by [[{{Megamanning}} [[PowerCopying the weapon you get]] from defeating the boss of that level.
4th Jul '16 9:14:15 AM TheMasterPanda
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Added DiffLines:

* Mercy's ultimate ability in ''VideoGame/Overwatch'' allows both sides to do this, resurrecting all her recently killed teammates in a certain radius.
8th Jun '16 9:28:04 PM MyFinalEdits
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* In ''VideoGame/TheEvilWithin'', The Haunted, barbed wire wrapped zombies, will get back up again after they're killed, unless they're burnt with matches.

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* In ''VideoGame/TheEvilWithin'', ''VideoGame/TheEvilWithin'':
**
The Haunted, barbed wire wrapped zombies, will get back up again after they're killed, unless they're burnt with matches.
8th Jun '16 10:16:31 AM bt8257
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* In the [=REmake=] of ''VideoGame/ResidentEvil'' for the Gamecube, zombies must be killed via decapitation or have their bodies burnt. Otherwise they'll come back to life as the much more powerful Crimson Heads after a set amount of time.

to:

* In the [=REmake=] of ''VideoGame/ResidentEvil'' for the Gamecube, GameCube, zombies must be killed via decapitation or have their bodies burnt. Otherwise they'll come back to life as the much more powerful Crimson Heads after a set amount of time.


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** The Keeper, the boss of Chapter 7. [[spoiler:He respawns at least 3 times, and even ''rips his own head off'' once so he can respawn right next to you!]]
3rd May '16 3:08:09 AM DarkHunter
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Added DiffLines:

** The mechanic returns in ''VideoGame/DarkSoulsIII'': any skeleton with glowing white eyes will revive once, meaning you'll have to kill it twice to put it down for good. Again, you'll know they're truly dead when you absorb souls from them.
26th Sep '15 4:30:32 PM MyFinalEdits
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* [[DemBones Stalfos]] (or at least [[PaletteSwap the most powerful types]]) in ''Franchise/TheLegendOfZelda'' often need to be finished off by blowing up their bodies with bombs to stop them from reanimating (this is usually only needed to clear rooms that don't open doors or spawn chests until all the enemies within are defeated, since the games make use of RespawningEnemies).
** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', a midboss in the Forest Temple is a [[DualBoss pair of Stalfos]] who must be defeated in relatively close interval to each other, or else they will simply revive.
** In ''VideoGame/TheLegendOfZeldaMajorasMask'', the two Stalfos knights which the King of Ikana sends out to fight you have to be defeated in ordinary sword combat first...and will get back up again if you don't quickly finish them off by reflecting light onto them with your Mirror Shield. The same applies to the King himself.

to:

* ''Franchise/TheLegendOfZelda'':
** In ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'', ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'',
[[DemBones Stalfos]] (or at least [[PaletteSwap the most powerful types]]) in ''Franchise/TheLegendOfZelda'' often need to be finished off by blowing up their bodies with bombs to stop them from reanimating (this is usually only needed to clear rooms that don't open doors or spawn chests until all the enemies within are defeated, since the games make use of RespawningEnemies).
**
RespawningEnemies). The same applies to the MiniBoss Master Stalfos in ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]''. In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'', a midboss in the Forest Temple is a [[DualBoss pair of Stalfos]] who must be defeated in relatively close interval to each other, or else they will simply revive.
** In ''VideoGame/TheLegendOfZeldaMajorasMask'',
revive. And in ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'', the two Stalfos knights skeletal servants which the King of Ikana sends out to fight you have to be defeated in ordinary sword combat first...first... and will get back up again if you don't quickly finish them off by reflecting light onto them with your Mirror Shield. The same applies to the King himself.



* A common feature of enemies in the ''VideoGame/CallOfDuty'' series. Sometimes after you kill an enemy, instead of dying normally, the enemy might simply fall down into a wounded state. At first glance, it appears the enemy's dead, but they will pull out a pistol and try and drag themselves to relative safety. They'll die eventually, but it can be a problem for a player who's in a hurry or not very attentive, since rushing forward can end with them getting shot in the back by the NotQuiteDead mook.

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* A common feature of enemies in the ''VideoGame/CallOfDuty'' series. series.
**
Sometimes after you kill an enemy, instead of dying normally, the enemy might simply fall down into a wounded state. At first glance, it appears the enemy's dead, but they will pull out a pistol and try and drag themselves to relative safety. They'll die eventually, but it can be a problem for a player who's in a hurry or not very attentive, since rushing forward can end with them getting shot in the back by the NotQuiteDead mook.



* In various ''Franchise/SuperMarioBros'' games, the undead Dry Bones easily collapse underneath your GoombaStomp, but will get back up after a short while; you generally need something stronger (like a turtle shell) to defeat them for real.
** This carries over into ''PaperMario'', where Dry Bones will automatically revive after 1 or 2 turns of being down unless you KillItWithFire or end the battle before then.

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* In various ''Franchise/SuperMarioBros'' games, the undead Dry Bones easily collapse underneath your GoombaStomp, but will get back up after a short while; you generally need something stronger (like a turtle shell) to defeat them for real. \n** This carries over into ''PaperMario'', ''VideoGame/PaperMario'', where Dry Bones will automatically revive after 1 or 2 turns of being down unless you KillItWithFire or end the battle before then.then.
* In ''VideoGame/WarioWorld'' the larger enemies must be punched two or three times into unconsciousness, at which point they can be thrown around or used for attacks. However, if left alone they will get back up and require the same amount of hits to knock down.



* ''VideoGame/{{Mega Man X}}6'' has "Nightmare Phenomenon". {{Invincible Minor Minion}}s which can only be harmed by [[{{Megamanning}} the weapon you get]] from defeating the boss of that level.

to:

* ''VideoGame/{{Mega Man X}}6'' has "Nightmare Phenomenon". {{Invincible Minor Minion}}s which can only be harmed by [[{{Megamanning}} the weapon you get]] from defeating the boss of that level. ''Franchise/MegaMan'':



* ''VideoGame/MegaMan4'' has the skeleton Mooks in Skull Man's stage. Attacking them with most weapons will cause them to collapse, but get up again (although it will do damage). However, a charged shot will put them out in one hit.
* In ''VideoGame/WarioWorld'' the larger enemies must be punched two or three times into unconsciousness, at which point they can be thrown around or used for attacks. However, if left alone they will get back up and require the same amount of hits to knock down.

to:

* ** ''X6'' has "Nightmare Phenomenon". {{Invincible Minor Minion}}s which can only be harmed by [[{{Megamanning}} the weapon you get]] from defeating the boss of that level.
**
''VideoGame/MegaMan4'' has the skeleton Mooks in Skull Man's stage. Attacking them with most weapons will cause them to collapse, but get up again (although it will do damage). However, a charged shot will put them out in one hit.
* In ''VideoGame/WarioWorld'' the larger enemies must be punched two or three times into unconsciousness, at which point they can be thrown around or used for attacks. However, if left alone they will get back up and require the same amount of hits to knock down.
hit.



** All of the enemies in ''VideoGame/PrinceOfPersiaTheSandsOfTime'' will revive after being knocked down unless you finish them off with the dagger. Later on you lose the dagger but get a sword that one hit kills them.

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** * All of the enemies in ''VideoGame/PrinceOfPersiaTheSandsOfTime'' will revive after being knocked down unless you finish them off with the dagger. Later on you lose the dagger but get a sword that one hit kills them.



* In ''VideoGame/TheElderScrollsVSkyrim'' some enemies will surrender and might flee or invoke this trope (there's no real penalty for finishing them off). [[AllTrollsAreDifferent Trolls]] and [[DemonicSpiders Frost Trolls]]' animation for this has them play dead (referencing the fact that they have fast regeneration) which could invoke this trope if the player doesn't notice that they've got some health left.

to:

* In ''VideoGame/TheElderScrollsVSkyrim'' some ''VideoGame/TheElderScrollsVSkyrim'':
** Some
enemies will surrender and might flee or invoke this trope (there's no real penalty for finishing them off). [[AllTrollsAreDifferent Trolls]] and [[DemonicSpiders Frost Trolls]]' animation for this has them play dead (referencing the fact that they have fast regeneration) which could invoke this trope if the player doesn't notice that they've got some health left.



** There is actually a ''third'' way to kill them permanently. The stage is arranged such that there are many steep falls throughout. Simply kicking them all the way to fall off a cliff will actually kill them, since lethal fall kills also applies to them.
* ''VideoGame/EpicBattleFantasy 4'' has an enemy called the Spirit, which enters battle with AutoRevive. If the player fails to use a StatusBuffDispel it before defeating it (or waiting enough turns for the auto-revive to run out), it comes back to life again.
** The Zombie Hydras are annoying example of this in Epic Battle Fantasy 2 as they can revive each other, and they have an instant kill attack.

to:

** There is actually a ''third'' way to kill them permanently. The stage is arranged such that there are many steep falls throughout. Simply kicking them all the way to fall off a cliff will actually kill them, since lethal fall kills also applies to them.
* ''VideoGame/EpicBattleFantasy 4'' has an enemy called the Spirit, which enters battle with AutoRevive. If the player fails to use a StatusBuffDispel it before defeating it (or waiting enough turns for the auto-revive to run out), it comes back to life again.
** The
again. Also, the Zombie Hydras are annoying example of this in Epic Battle Fantasy 2 as they can revive each other, and they have an instant kill attack.
26th Sep '15 2:12:22 PM Berrenta
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In VideoGames, a RevivingEnemy is what happens when an enemy who is supposedly defeated is able to get back up after a while and start fighting the player again. Defeating these enemies for real may be as simple as simply beating them a second time (expect them to TurnRed and/or go OneWingedAngel after their first knockout), or it may require use of special tactics (such as attacking them when they appear down) or using a specific weakness against them. The term "defeat" can also be taken loosely; enemies which are capable of escaping normally-permanent restraints or traps can also count.

to:

In VideoGames, a RevivingEnemy Reviving Enemy is what happens when an enemy who is supposedly defeated is able to get back up after a while and start fighting the player again. Defeating these enemies for real may be as simple as simply beating them a second time (expect them to TurnRed and/or go OneWingedAngel after their first knockout), or it may require use of special tactics (such as attacking them when they appear down) or using a specific weakness against them. The term "defeat" can also be taken loosely; enemies which are capable of escaping normally-permanent restraints or traps can also count.



This might involve ISurrenderSuckers for human(oid) enemies and DeaderThanDead for supernatural ones. It often overlaps with RoamingEnemy (particularly in adventure games) so that the player can avoid them. [[MechaMooks Robotic]] and [[TheUndead Undead]] enemies are especially prone to this. Sister trope to AttackItsWeakPoint and subtrope of ForMassiveDamage. Contrast RespawningEnemies, and some cases of MookMedic for enemies that revive others instead. If they are the sort with a specific weakness, means for defeating this sort of enemy can include an AchillesHeel (which may be a WeaksauceWeakness) or FinishingMove (particularly a CoupDeGrace).

to:

This might involve ISurrenderSuckers for human(oid) enemies and DeaderThanDead for supernatural ones. It often overlaps with RoamingEnemy (particularly in adventure games) so that the player can avoid them. [[MechaMooks Robotic]] and [[TheUndead Undead]] enemies are especially prone to this. Sister trope to AttackItsWeakPoint and subtrope of ForMassiveDamage. Contrast RespawningEnemies, and some cases of MookMedic for enemies that revive others instead. If they are the sort with a specific weakness, means for defeating this sort of enemy can include an AchillesHeel (which may be a WeaksauceWeakness) or FinishingMove (particularly a CoupDeGrace).
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