History Main / ShowsDamage

4th Dec '17 11:21:52 AM Cryoclaste
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* Almost every boss and mini-boss in the 2-D ''{{Metroid}}s'' show damage, mostly through changing colors. One notable example is the SA-X in ''VideoGame/MetroidFusion'' which, like all X-Viruses, must concentrate to stay in its copied form when hit (this is shown by a blurry effect). As it takes more damage, the blurry effect becomes more pronounced.

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* Almost every boss and mini-boss in the 2-D ''{{Metroid}}s'' ''Franchise/{{Metroid}}s'' show damage, mostly through changing colors. One notable example is the SA-X in ''VideoGame/MetroidFusion'' which, like all X-Viruses, must concentrate to stay in its copied form when hit (this is shown by a blurry effect). As it takes more damage, the blurry effect becomes more pronounced.
1st Nov '17 1:30:33 PM Dallenson
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** Inverted with ''VideoGame/DriverSanFrancisco'' where '''most cars!''' (140, not all of them like the made up A.S.Y.M., Caison, Camion, Dykemann, Van Dourn and Y.A.R.E have vehicles based on real models but not named) And it shows full damage and wrecks depending on where and how the car takes damage.

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** Inverted with ''VideoGame/DriverSanFrancisco'' where '''most cars!''' (140, not all of them are licensed like the made up A.S.Y.M., Caison, Camion, Dykemann, Van Dourn and Y.A.R.E have vehicles based on real models but not named) And it shows full damage and wrecks depending on where and how the car takes damage.
1st Nov '17 1:29:33 PM Dallenson
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** Inverted with ''VideoGame/DriverSanFransisco'' where '''every car is licensed!''' (There's 140 fully licensed cars.) And it shows full damage and wrecks depending on where and how the car takes damage.

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** Inverted with ''VideoGame/DriverSanFransisco'' ''VideoGame/DriverSanFrancisco'' where '''every car is licensed!''' (There's 140 fully licensed cars.) '''most cars!''' (140, not all of them like the made up A.S.Y.M., Caison, Camion, Dykemann, Van Dourn and Y.A.R.E have vehicles based on real models but not named) And it shows full damage and wrecks depending on where and how the car takes damage.
27th Jun '17 12:51:14 AM Diask
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->''...In'' [[VideoGame/ElShaddaiAscensionOfTheMetatron El Shaddai]] ''instead of a health bar you see your armor cracking and shattering, revealing that the protagonist doesn't actually have huge man-boobs.''

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->''...In'' [[VideoGame/ElShaddaiAscensionOfTheMetatron El Shaddai]] ''instead In ''VideoGame/{{El Shaddai|AscensionOfTheMetatron}}'' instead of a health bar you see your armor cracking and shattering, revealing that the protagonist doesn't actually have huge man-boobs.''



There are three main variations of showing damage:

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There are three main several variations of showing damage:







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* Bosses in ''VideoGame/AdventureIsland'' games change colour to red after they take enough damage.






* The Mako in ''Franchise/MassEffect'' starts to smoke and catch fire when critically damaged.

[[AC: HackAndSlash]]

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* The Mako in ''Franchise/MassEffect'' ''VideoGame/MassEffect1'' starts to smoke and catch fire when critically damaged.

[[AC: HackAndSlash]]
damaged. Likewise the Hammerhead in ''VideoGame/MassEffect2'' DLC missions, though it recovers quickly.

[[AC:HackAndSlash]]






* X and Zero [[RidiculouslyHumanRobots start to breathe heavily]] when standing idly while low on health. Depending on the game, they'll also be clutching their chest or arm, too.

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* X and Zero from ''VideoGame/MegaManX'' games [[RidiculouslyHumanRobots start to breathe heavily]] when standing idly while low on health. Depending on the game, they'll also be clutching their chest or arm, too.
* Large piranhas in ''VideoGame/{{Spelunky}}'' are already quite terrifying, but hurting them causes them to lose pieces of flesh and ''keep swimming''.



* Bosses in ''[[VideoGame/{{Area 88}} UN Squadron]]'' show damage by having parts explode or start burning.

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* Bosses in ''[[VideoGame/{{Area 88}} ''[[VideoGame/{{Area88}} UN Squadron]]'' show damage by having parts explode or start burning.






* ''VideoGame/{{Art of Fighting}}''. The first two games had characters getting visibly bruised to the face, based on the damage that was done. Furthermore, characters will go into a tired looking stance when low on health, and the games even had a sort of sprite-change clothing damage mechanic for some characters such as being able to knock off John's sunglasses or Eiji's mask. Surprisingly, {{SNK}} never used this concept in anymore of their 2D fighting games.

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* ''VideoGame/{{Art of Fighting}}''.''VideoGame/ArtOfFighting''. The first two games had characters getting visibly bruised to the face, based on the damage that was done. Furthermore, characters will go into a tired looking stance when low on health, and the games even had a sort of sprite-change clothing damage mechanic for some characters such as being able to knock off John's sunglasses or Eiji's mask. Surprisingly, {{SNK}} never used this concept in anymore of their 2D fighting games.












* in ''VideoGame/TheLegendOfZeldaTheWindWaker'', certain enemies, most notably Ganondorf, spew particles when Link hits them with his sword (type 2) and the capes of Mighty Darknuts become more damaged as Link slices them into rags (type 3A).

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* in ''VideoGame/TheLegendOfZeldaTheWindWaker'', certain enemies, most notably Ganondorf, spew particles when Link hits them with his sword (type 2) and the capes of Mighty Darknuts become more damaged as Link slices them into rags (type 3A).
rags.



* ''VideoGame/SwordOfTheStars'' has Type 2 plasma fires show how damaged a ship section in. When a segment explodes, it undergoes a Type 3b model swap.

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* ''VideoGame/SwordOfTheStars'' has Type 2 plasma fires show how damaged a ship section in. When a segment explodes, it undergoes a Type 3b model swap.



** Type 2: 'Mechs start to emit smoke and sometimes even visible flames when they are heavily damaged.
** Type 3a: in [=MW3=], 'Mechs show exposed wires when damage is focused on certain areas, and taking head damage can cause fractures on the cockpit glass along with a quite loud and surprising "*CHING*". [=MW4=] uses scorch marks instead. In ''Living Legends'', the [[PoweredArmor BattleArmor's]] DiegeticInterface visor will become [[CameraAbuse permanently cracked]] if damaged, along with temporary suit sealant and blood stains.
** Type 3b: Limbs (and in [=MW4=], missile racks as well as various gun mounts) can be blown off entirely, leaving only twisted bits of metal and wiring hanging from the stump. In ''Living Legends'', destroyed components will actually fall off the mech and smack into the ground, which can crush oblivious [=BattleArmor=] into [[LudicrousGibs giblets]].

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** Type 2: 'Mechs start to emit smoke and sometimes even visible flames when they are heavily damaged.
** Type 3a: in In [=MW3=], 'Mechs show exposed wires when damage is focused on certain areas, and taking head damage can cause fractures on the cockpit glass along with a quite loud and surprising "*CHING*". [=MW4=] uses scorch marks instead. In ''Living Legends'', the [[PoweredArmor BattleArmor's]] DiegeticInterface visor will become [[CameraAbuse permanently cracked]] if damaged, along with temporary suit sealant and blood stains.
** Type 3b: Limbs (and in [=MW4=], missile racks as well as various gun mounts) can be blown off entirely, leaving only twisted bits of metal and wiring hanging from the stump. In ''Living Legends'', destroyed components will actually fall off the mech and smack into the ground, which can crush oblivious [=BattleArmor=] into [[LudicrousGibs giblets]].



** Buildings and armor are 3A until destroyed, which then become 3B. 3B'd armor are debris able to be picked and thrown.
** Aircraft are also 3A. Once popped, they undergo 3B until they descend to several meters above a surface, then undergo 3B yet again to become debris that can be picked and thrown.
** Civilian vehicles are type 2 and 3B. These vehicles, which can be picked and thrown right away(except the coach/bus and the garbage truck), will undergo deformation and finally catching fire before blowing up as they take damage. You can also run them over with a tank to just flatten them without blowing them up unless you damage them in another way.
*** Military trucks toss in types 2, 3A, and 3B. They suffer 3A decal-ing, getting 3B-ish window and chassis busting, and finally catching fire in a type 2 manner before a final 3B-resulting ka-boom. Entirely possible [[CherryTapping from just landing on it from ceiling heights within a military base sufficient times]].

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** %%** Buildings and armor are 3A until destroyed, which then become 3B. 3B'd armor are debris able to be picked and thrown.
** %%** Aircraft are also 3A. Once popped, they undergo 3B until they descend to several meters above a surface, then undergo 3B yet again to become debris that can be picked and thrown.
** Civilian vehicles are type 2 and 3B. These vehicles, which can be picked and thrown right away(except away (except the coach/bus and the garbage truck), will undergo undergoing deformation and finally catching fire before blowing up as they take damage. You can also run them over with a tank to just flatten them without blowing them up unless you damage them in another way.
*** %%*** Military trucks toss in types 2, 3A, and 3B. They suffer 3A decal-ing, getting 3B-ish window and chassis busting, and finally catching fire in a type 2 manner before a final 3B-resulting ka-boom. Entirely possible [[CherryTapping from just landing on it from ceiling heights within a military base sufficient times]].



* The original ''VideoGame/{{F-Zero}}'' has your machine blink red, shake, and emit smoke when its life meter gets low. To make matters worse, ''your top speed will decrease''. Interestingly, if your life meter drops to zero, you'll regain all your top speed. One more tap, though, and you suffer CriticalExistenceFailure.

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* The original ''VideoGame/{{F-Zero}}'' ''VideoGame/FZero'' has your machine blink red, shake, and emit smoke when its life meter gets low. To make matters worse, ''your top speed will decrease''. Interestingly, if your life meter drops to zero, you'll regain all your top speed. One more tap, though, and you suffer CriticalExistenceFailure.
8th Jun '17 3:39:07 AM jormis29
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* Bosses in ''[[Manga/{{Area 88}} UN Squadron]]'' show damage by having parts explode or start burning.

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* Bosses in ''[[Manga/{{Area ''[[VideoGame/{{Area 88}} UN Squadron]]'' show damage by having parts explode or start burning.
7th May '17 9:22:31 PM Getta
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Added DiffLines:

* '''Flying numbers''': When you hit them, a number pops out and then disappears, showing exactly how much you hurt them. This is often more for the player's sake; the numbers don't actually exist to the characters.
7th May '17 5:27:14 PM nombretomado
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* In ''{{Starcraft}}'', Protoss buildings start catching on blue fire, while the Zerg buildings [[OrganicTechnology bleed]]. This is also played with on Terran buildings: once you damage them beyond a point, they catch on fire, and the fire will slowly damage the building more and more until it explodes. This is balanced by the Terrans being able to repair buildings, and therefore stabilize a critical structure.

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* In ''{{Starcraft}}'', ''VideoGame/StarCraft'', Protoss buildings start catching on blue fire, while the Zerg buildings [[OrganicTechnology bleed]]. This is also played with on Terran buildings: once you damage them beyond a point, they catch on fire, and the fire will slowly damage the building more and more until it explodes. This is balanced by the Terrans being able to repair buildings, and therefore stabilize a critical structure.
3rd May '17 9:48:13 PM Getta
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* '''Real signs of damage:''' The character or object shows physical signs of damage. When the game uses 3D models, they go into 2 subcategories:

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* '''Real signs of damage:''' The character or object [[DidntNeedThoseAnyway shows physical signs of damage.damage]]. When the game uses 3D models, they go into 2 subcategories:
19th Mar '17 8:12:14 PM Kinitawowi
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* Every boss in ''VideoGame/WonderBoyInMonsterLand'' (and a few of the {{Mooks}}) have a coloured dot on them that changes colour as they weaken.


Added DiffLines:

* Dragon-type enemies in ''VideoGame/SpaceHarrier'' do this; Squilla and Godarni run green-blue-slightly different green-red-dead, while Valda and Salpedon start white and get gradually pinker and redder.
10th Feb '17 2:18:14 AM Morgenthaler
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* All enemies and {{player character}}s in ''BraveStory'' have "healthy" and "weak" forms, for when their HP drop below 20%.

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* All enemies and {{player character}}s in ''BraveStory'' ''Literature/BraveStory'' have "healthy" and "weak" forms, for when their HP drop below 20%.
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