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* The Harrier 2 in ''MetalGearSolid 2'' belches out more and more smoke as it gets more damaged. It also unloads less missiles when it attempts a salvo.

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* The Harrier 2 in ''MetalGearSolid 2'' ''MetalGearSolid2'' belches out more and more smoke as it gets more damaged. It also unloads less missiles when it attempts a salvo.
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* The final boss in ''Jackal'' turns mysteriously red when damaged.
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Added DiffLines:

[[AC:DrivingGame]]
* ''NeedForSpeed: Most Wanted'' and ''Carbon''. Because [[ExecutiveMeddling licensing contracts that allow the developers to show damaged cars cost a lot]], Electronic Arts settled for showing scraped paint and shattered windshields when you hit something.
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* In ''{{Quake}} II'', the enemies get bloodier when their hit points drop. However, the blood will always show up on the same spots, since stock painskins are used.

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* In ''{{Quake}} II'', ''QuakeII'', the enemies get bloodier when their hit points drop. However, the blood will always show up on the same spots, since stock painskins are used.



* One of the trademark touches of Id's FPS series like ''Wolfenstein3D'', ''{{Doom}}'', and ''{{Quake}}'' is the presence of a floating representation of the PlayerCharacter's head in the middle of the HUD, which will become more badly wounded as you soak up damage.

to:

* One of the trademark touches of Id's FPS series like ''Wolfenstein3D'', ''{{Doom}}'', and ''{{Quake}}'' ''Game/{{Quake}}'' is the presence of a floating representation of the PlayerCharacter's head in the middle of the HUD, which will become more badly wounded as you soak up damage.
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* '''Type 2:''' Characters and objects emit or spawn decals when they're damaged. For an example, damaged caracter may start sparking, smoking or being on fire. This is usually more of mechanical objects and characters. DamageIsFire also fits here.

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* '''Type 2:''' Characters and objects emit or spawn decals things when they're damaged. For an example, damaged caracter character may start sparking, smoking or being on fire. This is usually more of mechanical objects and characters. DamageIsFire also fits here.
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* Far Gate's Proximan ships start smoking, then catch fire after they've taken enough damage. When the ship finally blows, pieces of the mesh fly in different directions, the speed varying with the size of the unit. Those pieces then themselves explode.

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* Bosses in ''TeenageMutantNinjaTurtles'' NES games will start to flash when low on health.

to:

* Bosses in ''TeenageMutantNinjaTurtles'' NES games will start to flash when low on health.
[[AC:ActionGame]]




[[AC:PlatformGame]]
* Bosses in ''Game/TeenageMutantNinjaTurtles'' NES games will start to flash when low on health.



* The Ristar bosses do this... well they PaletteSwap a bunch of times at any rate, blurring the line between this and TurnsRed (and yes, they tend to get harder as they take damage).
* The core of the core ship of the first ''{{Gradius}}'' game changes its color when low on health.
* Capital ships in NES version of ''{{Zanac}}'' start out as blue, then turn yellow and finally light red.
** Consequently, many units and bosses in ''Zanac Neo'' blink red when damaged.

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* The Ristar ''{{Ristar}}'' bosses do this... well they PaletteSwap a bunch of times at any rate, blurring the line between this and TurnsRed (and yes, they tend to get harder as they take damage).
* The core of the core ship of the first ''{{Gradius}}'' game changes its color when low on health.
* Capital ships in NES version of ''{{Zanac}}'' start out as blue, then turn yellow and finally light red.
** Consequently, many units and bosses in ''Zanac Neo'' blink red when damaged.
damage).




[[AC:ShootEmUp]]
* The core of the core ship of the first ''{{Gradius}}'' game changes its color when low on health.
* Capital ships in NES version of ''{{Zanac}}'' start out as blue, then turn yellow and finally light red.
** Consequently, many units and bosses in ''Zanac Neo'' blink red when damaged.




[[AC:PlatformGame]]
* Egg Cauldron in ''SonicUnleashed'' and Tornado plane will start to smoke and then catch fire when low on HP.

[[AC:RealTimeStrategy]]



* The Harrier 2 in ''MetalGearSolid 2'' belches out more and more smoke as it gets more damaged. It also unloads less missiles when it attempts a salvo.
* All enemies in ''Galactix'' start smoking when they're a few shots from death.



* Egg Cauldron in ''SonicUnleashed'' and Tornado plane will start to smoke and then catch fire when low on HP.

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[[AC:ShootEmUp]]
* Egg Cauldron All enemies in ''SonicUnleashed'' and Tornado plane will ''Galactix'' start to smoking when they're a few shots from death.

[[AC:StealthBasedGame]]
* The Harrier 2 in ''MetalGearSolid 2'' belches out more and more
smoke and then catch fire as it gets more damaged. It also unloads less missiles when low on HP.it attempts a salvo.



* Most of the bosses in the ''MetalSlug'' series show damage, having bullet holes or damage to their armor appear.
* In the 2D ''CommandAndConquer'' series, buildings show damage.

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* Most of the bosses in the ''MetalSlug'' series show damage, having bullet holes or damage to their armor appear.
* In the 2D ''CommandAndConquer'' series, buildings show damage.

[[AC:PlatformGame]]




[[AC:RealTimeStrategy]]
* In the 2D ''CommandAndConquer'' series, buildings show damage.




[[AC:RolePlayingGame]]




[[AC:ShootEmUp]]
* Most of the bosses in the ''MetalSlug'' series show damage, having bullet holes or damage to their armor appear.




[[AC:FightingGame]]
* ''Warpath: Jurassic Park'' for the Playstation 1. As the fight goes on, cuts, lacerations, and even missing flesh (with ribs exposed if on the body) appear on the dinosaurs. The amount and speed of the damage depends on what part of the opponent you attack most often (if you bite at the head a lot, the snout and cheeks become bloody; body blows and throws cause exposed robs and bleeding sides, etc).

[[AC:FirstPersonShooter]]



* ''TeamFortress 2'' does this in a neat way. If shot, spots of blood will appear on player models, and if you have the luxury to look close enough while in the middle of frantic multiplayer combat, their facial expressions change.

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* ''TeamFortress 2'' ''TeamFortress2'' does this in a neat way. If shot, spots of blood will appear on player models, and if you have the luxury to look close enough while in the middle of frantic multiplayer combat, their facial expressions change.



* ''Warpath: Jurassic Park'' for the Playstation 1. As the fight goes on, cuts, lacerations, and even missing flesh (with ribs exposed if on the body) appear on the dinosaurs. The amount and speed of the damage depends on what part of the opponent you attack most often (if you bite at the head a lot, the snout and cheeks become bloody; body blows and throws cause exposed robs and bleeding sides, etc).
* {{MechWarrior}} 3 shows exposed wires when damage is focused on certain areas, and when You take head damage fractures on the cockpit glass will show along with a quite loud and surprising "*CHING*"

to:


[[AC:SimulationGame]]
* ''Warpath: Jurassic Park'' for the Playstation 1. As the fight goes on, cuts, lacerations, and even missing flesh (with ribs exposed if on the body) appear on the dinosaurs. The amount and speed of the damage depends on what part of the opponent you attack most often (if you bite at the head a lot, the snout and cheeks become bloody; body blows and throws cause exposed robs and bleeding sides, etc).
* {{MechWarrior}} 3
''{{MechWarrior}} 3'' shows exposed wires when damage is focused on certain areas, and when You take head damage fractures on the cockpit glass will show along with a quite loud and surprising "*CHING*"



* In the 3D ''CommandAndConquer'' series, buildings show damage.
* The {{Genre Shift}}ed Snatcher remake SD Snatcher had enemies that would show visible damage the more you hit them. In addition, hitting certain parts would decrease specific stats.
* ''Too Human'' does this with Trolls -- you can blow off the outer armor plating of various parts, then destroy the internal components. Their arms can actually be destroyed altogether.

to:

* In the 3D ''CommandAndConquer'' series, buildings show damage.
* The {{Genre Shift}}ed Snatcher remake SD Snatcher had enemies that would show visible damage the more you hit them. In addition, hitting certain parts would decrease specific stats.
* ''Too Human'' does this with Trolls -- you can blow off the outer armor plating of various parts, then destroy the internal components. Their arms can actually be destroyed altogether.

[[AC:FightingGame]]




[[AC:PlatformGame]]




[[AC:RealTimeStrategy]]
* In the 3D ''CommandAndConquer'' series, buildings show damage.

[[AC:RolePlayingGame]]
* The {{Genre Shift}}ed ''Snatcher'' remake ''SD Snatcher'' had enemies that would show visible damage the more you hit them. In addition, hitting certain parts would decrease specific stats.
* ''TooHuman'' does this with Trolls -- you can blow off the outer armor plating of various parts, then destroy the internal components. Their arms can actually be destroyed altogether.




[[AC:FourX]]
* ''SwordOfTheStars'' has Type 2 plasma fires show how damaged a ship section in. When a segment explodes, it undergoes a Type 3b model swap.

[[AC:RealTimeStrategy]]



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



* In ''SagaFrontier'', the final boss of [=T260G=]'s game, Genocide Heart has OminousMultipleScreens which fizzle out as he takes damage.

to:

* In ''SagaFrontier'', the final boss of [=T260G=]'s game, Genocide Heart has OminousMultipleScreens which fizzle out as he takes damage.
[[AC:ActionAdventure]]



* ''Unknown Armies'' for a tabletop example. Players do not keep track of how many hit points they have left. Instead the GM does it and tells them how wounded they are, eventually giving them penalties due to the pain of their wounds.
* Many driving games will at least have your car become emit smoke and pained noises when on its last legs, and usually the cars become battered and lose parts.
** Some games that don't have a damage model, usually for technical reasons or because the licensing contract says the game can't show damaged cars, resort to showing scraped paint, bare metal and shattered windshields.
* Most bosses in ''[[{{Banjo-Kazooie}} Banjo-Tooie]]'' were like this. Targitzan is a totem pole, a layer of which falls off each time he takes damage. Old King Coal's arms and head fall off over the course of the fight. Mr. Patch's patches come off with each hit, in the first half of the Lord Woo Fak Fak battle his boils explode with each hit (leaking blood into the water), and Mingy Jongo's plating comes off each time he takes damage, revealing more of his true robotic self.
* ''KingdomOfLoathing'': First Ed The Undying gets a rip in his hat, then a knocked-out tooth, then another rip, then an arm knocked off, then another rip and a couple more knocked-out teeth, and finally knocked-off legs. And even after that, he's still technically alive.
* Every enemy in ''FinalFantasyMysticQuest'' shows damage as you whittle his HP away. Regular enemies have two sprites (normal and injured), while mid-bosses have three and area bosses four. The [[FinalBoss Dark King]] has four different OneWingedAngel forms (and a whole lot of HP).
* ''MapleStory'': Zakum, a huge, eight-armed statue, does this twice. By the end, it'll have quite a few huge cracks and its teeth will barely be there.
* The Statue of Rhodes from ''God of War 2'' is fought three separate times, with each time causing it to become more and more damaged.

to:

* ''Unknown Armies'' for This was a tabletop example. Players do not keep track major feature of how many hit points they have left. Instead the GM does it and tells them how wounded they are, eventually giving them penalties due to the pain of their wounds.
* Many driving games will at least have your car become emit smoke and pained noises when on its last legs, and usually the cars become battered and lose parts.
** Some games that don't have a damage model, usually for technical reasons or because the licensing contract says
the game can't show damaged cars, resort for ''XMenOriginsWolverine'', occurring to showing scraped paint, bare metal and shattered windshields.
* Most bosses in ''[[{{Banjo-Kazooie}} Banjo-Tooie]]'' were like this. Targitzan is a totem pole, a layer of which falls off each time he takes damage. Old King Coal's arms and head fall off over the course of the fight. Mr. Patch's patches come off with each hit, in the first half of the Lord Woo Fak Fak battle his boils explode with each hit (leaking blood into the water), and Mingy Jongo's plating comes off each time he takes damage, revealing
Wolverine himself. The more of his true robotic self.
* ''KingdomOfLoathing'': First Ed The Undying gets a rip in his hat, then a knocked-out tooth, then another rip, then an arm knocked off, then another rip and a couple more knocked-out teeth, and finally knocked-off legs. And even after that, he's still technically alive.
* Every enemy in ''FinalFantasyMysticQuest'' shows
damage as you whittle he takes, his HP away. Regular enemies have two sprites (normal clothes start to get tattered, and injured), while mid-bosses have three then his flesh starts being ripped up and area bosses four. The [[FinalBoss Dark King]] has four different OneWingedAngel forms (and a whole lot of HP).
* ''MapleStory'': Zakum, a huge, eight-armed statue, does this twice. By the end, it'll have quite a few huge cracks and its teeth will barely be there.
bleeding. No wonder it ended up M.

[[AC:ActionGame]]
* The Statue of Rhodes from ''God of War ''GodOfWar 2'' is fought three separate times, with each time causing it to become more and more damaged.



* Dr. Tongue's final form in ''ZombiesAteMyNeighbors'' is a giant head. As damage is dealt, it starts to mutate, then begins to break. This would be prime NightmareFuel, if it weren't for the fact that the head is revealed to be an android.
* As you progress in ''BatmanArkhamAsylum'', the Batsuit shows more and more damage. By the end of the game, there are noticeably a tear at the chest, a few tatters and holes in the cape, a cut on Batman's cheek and a few bullet holes.

[[AC:AdventureGame]]
* The zombies in ''{{Waxworks}}'' will lose their arms and head if hit in the right spots.

[[AC:BeatEmUp]]



* The ''{{Homeworld}}'' series, for all its scientific accuracy, shows the larger battleships on fire when they are damaged before they finally go boom. In the second game, they don't just blow up; smaller explosions, hulls being ripped off by the explosions, debris flying, and '''then''' the ship goes kablooie.
* The ''{{Gundam}}'' 2D fighter ''Gundam the Battle Master'' (or ''Gundam Battle Assault'' in America) has the mecha show damage if you pound them in one specific area enough times. For example, performing a lot of sweeps will eventually make the armor on your opponent's legs break off, exposing the internal mechanisms.
* Just about every ''enemy'' in the sadly-obscure shooter ''{{Einhander}}'', provided they take more than one shot to kill. The very first miniboss, in fact, has a weapon in each arm that you can destroy. It then pulls out a two-handed energy rifle. Blow that up, and it retreats. Blow up its propulsion source, and it falls to the ground while throwing out parting shots.
* ''TheForceUnleashed'' does this for [[spoiler:Darth Vader. As you fight him, his cape gets more tattered. When he's really taking damage, his armor starts falling off. When he's almost defeated, his ''helmet'' falls off.]]
* In ''PaperMario: The Thousand Year Door'', Grodus's CPU head and staff crack slightly when he's close to defeat.
* Dr. Tongue's final form in ZombiesAteMyNeighbors is a giant head. As damage is dealt, it starts to mutate, then begins to break. This would be prime NightmareFuel, if it weren't for the fact that the head is revealed to be an android.
* All enemies and {{player character}}s in ''BraveStory'' have "healthy" and "weak" forms, for when their HP drop below 20%.
* The original ''{{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.
* In [[SuperMarioBros Super Mario Galaxy]], while the player has a lifebar, bosses are visibly affected when damaged. For example, Dino Piranha starts inside an eggshell, which shatters after the first attack. Subsequent attacks remove petals, and also causes the boss to TurnRed.
* As you progress in ''BatmanArkhamAsylum'', the Batsuit shows more and more damage. By the end of the game, there are noticeably a tear at the chest, a few tatters and holes in the cape, a cut on Batman's cheek and a few bullet holes.



* UFC Undisputed shows damage through bruising, bloody noses, and cuts on the face. Land a solid punch and you can open a gash across your opponent's cheek.
* Every fighter in PunchOut! Wii, including Little Mac, will show all manners of bruises and bandages as they come closer to getting KO'd.
** The original NES game also had it, showing the battered characters inbetween rounds.
* Especially after ''{{Halo}} 2'', vehicles will get broken, have large pieces fall off, and begin sputtering sparks and smoke as they're damaged.
* One of the trademark touches of Id's FPS series like ''Wolfenstein3D'', ''{{Doom}}'', and ''{{Quake}}'' is the presence of a floating representation of the PlayerCharacter's head in the middle of the HUD, which will become more badly wounded as you soak up damage.
* The zombies in {{Waxworks}} will lose their arms and head if hit in the right spots.
* ''EveOnline'' ships catch fire when they start to take structural damage.
* The "vivisection point" of which the game ''Vivisector: Beast Inside'' is named for has the enemies lose big chunks of their armor and flesh with each hit. However, since killing them falls into the CriticalExistenceFailure category, said damage won't actually affect their performance until the killing shot.
* Vehicles in SaintsRow demonstrate this quite well. Ramming things damages your bumper, shooting the tyres makes the wheels spark as you drive, and you can snipe off doors or panels with the right weapons.
* While not an enemy, the normal ax in ''AnimalCrossing'' gets more and more cracked as you use it, until it finally breaks.
* This was a major feature of the game for ''XMenOriginsWolverine'', occurring to Wolverine himself. The more damage he takes, his clothes start to get tattered, and then his flesh starts being ripped up and bleeding. No wonder it ended up M.
* Mechs could smoke and lose limbs in {{Mechwarrior}} 2. You could also active an "image enhancement" mode that rendered everything as wireframes color-coded by damage.


Added DiffLines:


[[AC:DrivingGame]]
* Many driving games will at least have your car become emit smoke and pained noises when on its last legs, and usually the cars become battered and lose parts.
** Some games that don't have a damage model, usually for technical reasons or because the licensing contract says the game can't show damaged cars, resort to showing scraped paint, bare metal and shattered windshields.
* The original ''{{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.

[[AC:FightingGame]]
* The ''{{Gundam}}'' 2D fighter ''Gundam the Battle Master'' (or ''Gundam Battle Assault'' in America) has the mecha show damage if you pound them in one specific area enough times. For example, performing a lot of sweeps will eventually make the armor on your opponent's legs break off, exposing the internal mechanisms.

[[AC:FirstPersonShooter]]
* Especially after ''{{Halo}} 2'', vehicles will get broken, have large pieces fall off, and begin sputtering sparks and smoke as they're damaged.
* One of the trademark touches of Id's FPS series like ''Wolfenstein3D'', ''{{Doom}}'', and ''{{Quake}}'' is the presence of a floating representation of the PlayerCharacter's head in the middle of the HUD, which will become more badly wounded as you soak up damage.
* The "vivisection point" of which the game ''Vivisector: Beast Inside'' is named for has the enemies lose big chunks of their armor and flesh with each hit. However, since killing them falls into the CriticalExistenceFailure category, said damage won't actually affect their performance until the killing shot.

[[AC:MMORPGs]]
* ''KingdomOfLoathing'': First Ed The Undying gets a rip in his hat, then a knocked-out tooth, then another rip, then an arm knocked off, then another rip and a couple more knocked-out teeth, and finally knocked-off legs. And even after that, he's still technically alive.
* ''MapleStory'': Zakum, a huge, eight-armed statue, does this twice. By the end, it'll have quite a few huge cracks and its teeth will barely be there.
* ''EveOnline'' ships catch fire when they start to take structural damage.

[[AC:PlatformGame]]
* Most bosses in ''[[{{Banjo-Kazooie}} Banjo-Tooie]]'' were like this. Targitzan is a totem pole, a layer of which falls off each time he takes damage. Old King Coal's arms and head fall off over the course of the fight. Mr. Patch's patches come off with each hit, in the first half of the Lord Woo Fak Fak battle his boils explode with each hit (leaking blood into the water), and Mingy Jongo's plating comes off each time he takes damage, revealing more of his true robotic self.
* In ''SuperMarioGalaxy'', while the player has a lifebar, bosses are visibly affected when damaged. For example, Dino Piranha starts inside an eggshell, which shatters after the first attack. Subsequent attacks remove petals, and also causes the boss to TurnRed.

[[AC:RealTimeStrategy]]
* The ''{{Homeworld}}'' series, for all its scientific accuracy, shows the larger battleships on fire when they are damaged before they finally go boom. In the second game, they don't just blow up; smaller explosions, hulls being ripped off by the explosions, debris flying, and '''then''' the ship goes kablooie.


Added DiffLines:


[[AC:RolePlayingGame]]
* In ''SagaFrontier'', the final boss of [=T260G=]'s game, Genocide Heart has OminousMultipleScreens which fizzle out as he takes damage.
* Every enemy in ''FinalFantasyMysticQuest'' shows damage as you whittle his HP away. Regular enemies have two sprites (normal and injured), while mid-bosses have three and area bosses four. The [[FinalBoss Dark King]] has four different OneWingedAngel forms (and a whole lot of HP).
* ''TheForceUnleashed'' does this for [[spoiler:Darth Vader. As you fight him, his cape gets more tattered. When he's really taking damage, his armor starts falling off. When he's almost defeated, his ''helmet'' falls off.]]
* In ''PaperMario: The Thousand Year Door'', Grodus's CPU head and staff crack slightly when he's close to defeat.
* All enemies and {{player character}}s in ''BraveStory'' have "healthy" and "weak" forms, for when their HP drop below 20%.

[[AC:ShootEmUp]]
* Just about every ''enemy'' in the sadly-obscure shooter ''{{Einhander}}'', provided they take more than one shot to kill. The very first miniboss, in fact, has a weapon in each arm that you can destroy. It then pulls out a two-handed energy rifle. Blow that up, and it retreats. Blow up its propulsion source, and it falls to the ground while throwing out parting shots.

[[AC:SimulationGame]]
* While not an enemy, the normal ax in ''AnimalCrossing'' gets more and more cracked as you use it, until it finally breaks.
* Mechs could smoke and lose limbs in ''{{Mechwarrior}} 2''. You could also active an "image enhancement" mode that rendered everything as wireframes color-coded by damage.

[[AC:SportsGame]]
* ''UFC Undisputed'' shows damage through bruising, bloody noses, and cuts on the face. Land a solid punch and you can open a gash across your opponent's cheek.
* Every fighter in ''PunchOut! Wii'', including Little Mac, will show all manners of bruises and bandages as they come closer to getting KO'd.
** The original NES game also had it, showing the battered characters inbetween rounds.

[[AC:TabletopGames]]
* ''Unknown Armies'' for a tabletop example. Players do not keep track of how many hit points they have left. Instead the GM does it and tells them how wounded they are, eventually giving them penalties due to the pain of their wounds.

[[AC:WideOpenSandbox]]
* Vehicles in ''SaintsRow'' demonstrate this quite well. Ramming things damages your bumper, shooting the tyres makes the wheels spark as you drive, and you can snipe off doors or panels with the right weapons.
Is there an issue? Send a MessageReason:
My experience of type 3a from MW 3

Added DiffLines:

* {{MechWarrior}} 3 shows exposed wires when damage is focused on certain areas, and when You take head damage fractures on the cockpit glass will show along with a quite loud and surprising "*CHING*"
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Enemies in ''FinalFantasyMysticQuest'' have different characters models. All enemies have "healthy" and "damaged" models. Minibosses have a "severely damaged" model, while crystal guardians have "grievously damaged" ones. So to sum up: mooks have two, minibosses have three, bosses have four.
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None

Added DiffLines:

* SwordOfTheStars has Type 2 plasma fires show how damaged a ship section in. When a segment explodes, it undergoes a Type 3b model swap.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Warpath: Jurassic Park'' for the Playstation 1. As the fight goes on, cuts, lacerations, and even missing flesh (with ribs exposed if on the body) appear on the dinosaurs. The amount and speed of the damage depends on what part of the opponent you attack most often (if you bite at the head a lot, the snout and cheeks become bloody; body blows and throws cause exposed robs and bleeding sides, etc).

Changed: 133

Is there an issue? Send a MessageReason:
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* The modern remake of the classic horror action game ''{{Splatterhouse}}'' has the hero lose flesh and even body parts as he takes damage.

to:

* The modern remake of the classic horror action game ''{{Splatterhouse}}'' has the hero lose flesh and even body parts as he takes damage. He can use this to his advantage somewhat in that if his arm is removed (he'll grow it back quickly), he can pick it up as a weapon.
Is there an issue? Send a MessageReason:
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* In ''[[SoulSeries Soulcalibur]] IV'', if you deal enough damage to a particular region of your opponent's body, that part of the body loses its armor.
* Dracula from CastlevaniaBloodlines in his OneWingedAngel mode, at one point will TurnRed, but then afterwards will change into more decaying colours until he reaches a pale bone white. And by which point hitting him from that point onwards will cause [[DemBones bones to fly off his body]].

to:

* In ''[[SoulSeries Soulcalibur]] Soul Calibur]] IV'', if you deal enough damage to a particular region of your opponent's body, that part of the body loses its armor.
* Dracula from CastlevaniaBloodlines ''CastlevaniaBloodlines'' in his OneWingedAngel mode, at one point will TurnRed, but then afterwards will change into more decaying colours until he reaches a pale bone white. And by which point hitting him from that point onwards will cause [[DemBones bones to fly off his body]].



** In ''Command & Conquer Generals'' units will smoke, slow down/limp when damaged.

to:

** * In ''Command & Conquer Generals'' units will smoke, slow down/limp when damaged.
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None


** Almost every boss and mini-boss in the 2-D Metroids show damage, mostly through changing colors. One notable example is the SA-X in Fusion 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.

to:

** * Almost every boss and mini-boss in the 2-D Metroids {{Metroid}}s show damage, mostly through changing colors. One notable example is the SA-X in Fusion 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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Dracula from CastlevaniaBloodlines in his OneWingedAngel mode, at one point will TurnRed, but then afterwards will change into more decaying colours until he reaches a pale bone white. And by which point hitting him from that point onwards will cause [[DemBones bones to fly off his body]].

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Changed: 93

Removed: 638

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* '''1:''' The simplest form of showing damage is [[PaletteSwap changing color palette]]. Flashing when being on low health also counts in this category. Usually many older and simpler games or games needing to keep age ratings low belong to this category.
* '''2:''' Characters and objects emit or spawn decals when they're damaged. For an example, damaged caracter may start sparking, smoking or being on fire. This is usually more of mechanical objects and characters. DamageIsFire also fits here.
* '''3:''' The character or object shows physical signs of damage.
** '''3a:''' Texture Swap: this frequently occurs in polygonal [=3D=] games, with characters getting more and more bloody as they take more damage through the use of so-called "painskins", one or more replacement surface textures (skins) that get swapped in when a creature or individual body part/article of clothing/armor reaches a certain amount of damage. Newer games instead have partially transparent "decals" that are composited over the exact areas that damage occurs.
** '''3b:''' Full model swap: it's when besides seeing different textures, a model or sprite will be changed even more. Can be a source of NightmareFuel in some cases.

to:

* '''1:''' '''Type 1:''' The simplest form of showing damage is [[PaletteSwap changing color palette]]. Flashing when being on low health also counts in this category. Usually many older and simpler games or games needing to keep age ratings low belong to this category.
* '''2:''' '''Type 2:''' Characters and objects emit or spawn decals when they're damaged. For an example, damaged caracter may start sparking, smoking or being on fire. This is usually more of mechanical objects and characters. DamageIsFire also fits here.
* '''3:''' '''Type 3:''' The character or object shows physical signs of damage.
damage. When the game uses 3D models, they go into 2 subcategories:
** '''3a:''' '''Type 3a:''' Texture Swap: this frequently occurs in polygonal [=3D=] games, with characters getting more and more bloody as they take more damage through the use of so-called "painskins", one or more replacement surface textures (skins) that get swapped in when a creature or individual body part/article of clothing/armor reaches a certain amount of damage. Newer games instead have partially transparent "decals" that are composited over the exact areas that damage occurs.
** '''3b:''' '''Type 3b:''' Full model swap: it's when besides seeing different textures, a model or sprite will be changed even more. Can be a source of NightmareFuel in some cases.



** Almost every boss and mini-boss in the 2-D Metroids show damage, mostly through changing colors. One notable example is the SA-X in Fusion 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.



[[folder:Type 3a]]

to:

[[folder:Type 3a]]3, 2D]]



* In the 2D ''CommandAndConquer'' series, buildings show damage.
* The aptly named Nightmare boss in ''{{Metroid}} Fusion''. As you damage it, its mask begins to crack; then its mask breaks, and as you attack it, its face melts as you damage it. It's almost [[NightmareFuel indescribably freaky]].
* Buildings and some vehicles in ''{{Patapon}}'' series look broken when damaged.
[[/folder]]

[[folder:Type 3a]]



* In the ''CommandAndConquer'' series, buildings show damage.
* The aptly named Nightmare boss in ''{{Metroid}} Fusion''. As you damage it, its mask begins to crack; then its mask breaks, and as you attack it, its face melts as you damage it. It's almost [[NightmareFuel indescribably freaky]].
** Almost every boss and mini-boss in the 2-D Metroids show damage, mostly through changing colors. One notable example is the SA-X in Fusion 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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* In the 3D ''CommandAndConquer'' series, buildings show damage.
* The aptly named Nightmare boss in ''{{Metroid}} Fusion''. As you damage it, its mask begins to crack; then its mask breaks, and as you attack it, its face melts as you damage it. It's almost [[NightmareFuel indescribably freaky]].
** Almost every boss and mini-boss in the 2-D Metroids show damage, mostly through changing colors. One notable example is the SA-X in Fusion 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.
damage.



* Buildings and some vehicles in ''{{Patapon}}'' series look broken when damaged.
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** Consequently, many units and bosses in ''Zanac Neo'' blink red when damaged.
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* Subverted in the original releases of both parts of ''SeriousSam I'' when they were dropped but played straight in the HD release of these games where they have painskins.
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* In the first ''{{Contra}}'' game, 2 minibosses on stage 5 and the boss of stage 6 change color when damaged.


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* Buildings and some vehicles in ''{{Patapon}}'' series look broken when damaged.

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* Many vehicles in ''CommandAndConquer'' series start smoking and sparking when damaged.
* Egg Cauldron in ''SonicUnleashed'' and Tornado plane will start to smoke and then catch fire when low on HP.



* Many vehicles in ''CommandAndConquer'' series start smoking and sparking when damaged.
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* Capital ships in NES version of ''{{Zanac}}'' start out as blue, then turn yellow and finally light red.

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* '''1:''' The simplest form of showing damage is changing color palette. Flashing when being on low health also counts in this category. Usually many older and simpler games or games needing to keep age ratings low belong to this category.

to:

* '''1:''' The simplest form of showing damage is [[PaletteSwap changing color palette.palette]]. Flashing when being on low health also counts in this category. Usually many older and simpler games or games needing to keep age ratings low belong to this category.



* The Ristar bosses do this... well they PaletteSwap a bunch of times at any rate, blurring the line between this and TurnsRed (and yes, they tend to get harder as they take damage).
* The core of the core ship of the first ''{{Gradius}}'' game changes its color when low on health.



* The Ristar bosses do this... well they PaletteSwap a bunch of times at any rate, blurring the line between this and TurnsRed (and yes, they tend to get harder as they take damage).

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* Bosses in ''TeenageMutantNinjaTurtles'' NES games will start to flash when low on health.
* In ''[[BattleCity Tank Force]]'' armored tanks and bosses will turn redder as they're damaged.
* The penultimate and final bosses in the NES port of ''Jackie Chan's Action Kung Fu'' change color when low on health.



* All enemies in ''Galactix'' start smoking when they're a few shots from death.



* ''TeamFortress 2'' does this in a neat way. If shot, spots of blood will appear on player models, and if you have the luxury to look close enough while in the middle of frantic multiplayer combat, their facial expressions change.



* In ''[[SoulSeries Soulcalibur]] IV'', if you deal enough damage to a particular region of your opponent's body, that part of the body loses its armor.



* All enemies in ''Galactix'' start smoking when they're a few shots from death.
* In ''[[SoulSeries Soulcalibur]] IV'', if you deal enough damage to a particular region of your opponent's body, that part of the body loses its armor.



* ''TeamFortress 2'' does this in a neat way. If shot, spots of blood will appear on player models, and if you have the luxury to look close enough while in the middle of frantic multiplayer combat, their facial expressions change.

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* '''1:''' The simplest form of showing damage is changing color palette. Flashing when being on low health also counts in this category. Usually many older games or simpler games fit here.

to:

* '''1:''' The simplest form of showing damage is changing color palette. Flashing when being on low health also counts in this category. Usually many older games or and simpler games fit here.or games needing to keep age ratings low belong to this category.



** '''3b:''' Full model swap: it's when besides seeing different textures, a model or sprite will be changed even more.

to:

** '''3b:''' Full model swap: it's when besides seeing different textures, a model or sprite will be changed even more.
more. Can be a source of NightmareFuel in some cases.



* In ''SagaFrontier'', the final boss of [=T260G=]'s game, Genocide Heart has OminousMultipleScreens which fizzle out as he takes damage.
* Most of the bosses in the ''MetalSlug'' series show damage, having bullet holes or damage to their armor appear
* In ''TheLegendOfZelda: [[TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'', during the Ganondorf battle, Ganondorf's cape gets more tattered as Link damages him.
** The same thing applies to a boss in ''[[TheLegendOfZeldaTwilightPrincess Twilight Princess]]''. [[spoiler:It's him again.]]
* The aptly named Nightmare boss in ''{{Metroid}} Fusion''. As you damage it, its mask begins to crack; then its mask breaks, and as you attack it, its face melts as you damage it. It's almost [[NightmareFuel indescribably freaky]].
** Almost every boss and mini-boss in the 2-D Metroids show damage, mostly through changing colors. One notable example is the SA-X in Fusion 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.
* In ''{{Quake}} II'', the enemies get bloodier when their hit points drop. However, the blood will always show up on the same spots, since stock painskins are used.
* In the ''CommandAndConquer'' series, buildings show damage.
** In Generals units will smoke, slow down/limp when damaged.

to:

* In ''SagaFrontier'', the final boss of [=T260G=]'s game, Genocide Heart has OminousMultipleScreens which fizzle out as he takes damage.
* Most of the bosses in the ''MetalSlug'' series show damage, having bullet holes or damage to their armor appear
* In ''TheLegendOfZelda: [[TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'', during the Ganondorf battle, Ganondorf's cape gets more tattered as Link damages him.
** The same thing applies to a boss in ''[[TheLegendOfZeldaTwilightPrincess Twilight Princess]]''. [[spoiler:It's him again.]]
* The aptly named Nightmare boss in ''{{Metroid}} Fusion''. As you damage it, its mask begins to crack; then its mask breaks, and as you attack it, its face melts as you damage it. It's almost [[NightmareFuel indescribably freaky]].
** Almost every boss and mini-boss in the 2-D Metroids show damage, mostly through changing colors. One notable example is the SA-X in Fusion 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.
* In ''{{Quake}} II'', the enemies get bloodier when their hit points drop. However, the blood will always show up on the same spots, since stock painskins are used.
* In the ''CommandAndConquer'' series, buildings show damage.
** In Generals units will smoke, slow down/limp when damaged.

[[foldercontrol]]

[[folder:Type 1]]
[[/folder]]

[[folder:Type 2]]



* ''Unknown Armies'' for a tabletop example. Players do not keep track of how many hit points they have left. Instead the GM does it and tells them how wounded they are, eventually giving them penalties due to the pain of their wounds.
* Many driving games will at least have your car become emit smoke and pained noises when on its last legs, and usually the cars become battered and lose parts.
** Some games that don't have a damage model, usually for technical reasons or because the licensing contract says the game can't show damaged cars, resort to showing scraped paint, bare metal and shattered windshields.
* Most bosses in ''[[{{Banjo-Kazooie}} Banjo-Tooie]]'' were like this. Targitzan is a totem pole, a layer of which falls off each time he takes damage. Old King Coal's arms and head fall off over the course of the fight. Mr. Patch's patches come off with each hit, in the first half of the Lord Woo Fak Fak battle his boils explode with each hit (leaking blood into the water), and Mingy Jongo's plating comes off each time he takes damage, revealing more of his true robotic self.



* ''KingdomOfLoathing'': First Ed The Undying gets a rip in his hat, then a knocked-out tooth, then another rip, then an arm knocked off, then another rip and a couple more knocked-out teeth, and finally knocked-off legs. And even after that, he's still technically alive.
* Every enemy in ''FinalFantasyMysticQuest'' shows damage as you whittle his HP away. Regular enemies have two sprites (normal and injured), while mid-bosses have three and area bosses four. The [[FinalBoss Dark King]] has four different OneWingedAngel forms (and a whole lot of HP).

to:

[[/folder]]

[[folder:Type 3a]]
* ''KingdomOfLoathing'': First Ed Most of the bosses in the ''MetalSlug'' series show damage, having bullet holes or damage to their armor appear.
* In ''{{Quake}} II'', the enemies get bloodier when their hit points drop. However, the blood will always show up on the same spots, since stock painskins are used.
* Many vehicles in ''CommandAndConquer'' series start smoking and sparking when damaged.
[[/folder]]

[[folder:Type 3b]]
* In the ''CommandAndConquer'' series, buildings show damage.
*
The Undying gets a rip aptly named Nightmare boss in his hat, ''{{Metroid}} Fusion''. As you damage it, its mask begins to crack; then a knocked-out tooth, then another rip, then an arm knocked off, then another rip its mask breaks, and a couple more knocked-out teeth, and finally knocked-off legs. And even after that, he's still technically alive.as you attack it, its face melts as you damage it. It's almost [[NightmareFuel indescribably freaky]].
* Every enemy in ''FinalFantasyMysticQuest'' shows damage as you whittle his HP away. Regular enemies have two sprites (normal ** Almost every boss and injured), while mid-bosses have three and area bosses four. The [[FinalBoss Dark King]] has four different OneWingedAngel forms (and mini-boss in the 2-D Metroids show damage, mostly through changing colors. One notable example is the SA-X in Fusion which, like all X-Viruses, must concentrate to stay in its copied form when hit (this is shown by a whole lot of HP).blurry effect). As it takes more damage, the blurry effect becomes more pronounced.


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[[/folder]]

[[folder:Multiple]]
** In ''Command & Conquer Generals'' units will smoke, slow down/limp when damaged.
[[/folder]]

[[folder:Uncategorized]]
* In ''SagaFrontier'', the final boss of [=T260G=]'s game, Genocide Heart has OminousMultipleScreens which fizzle out as he takes damage.
* In ''TheLegendOfZelda: [[TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'', during the Ganondorf battle, Ganondorf's cape gets more tattered as Link damages him.
** The same thing applies to a boss in ''[[TheLegendOfZeldaTwilightPrincess Twilight Princess]]''. [[spoiler:It's him again.]]
* ''Unknown Armies'' for a tabletop example. Players do not keep track of how many hit points they have left. Instead the GM does it and tells them how wounded they are, eventually giving them penalties due to the pain of their wounds.
* Many driving games will at least have your car become emit smoke and pained noises when on its last legs, and usually the cars become battered and lose parts.
** Some games that don't have a damage model, usually for technical reasons or because the licensing contract says the game can't show damaged cars, resort to showing scraped paint, bare metal and shattered windshields.
* Most bosses in ''[[{{Banjo-Kazooie}} Banjo-Tooie]]'' were like this. Targitzan is a totem pole, a layer of which falls off each time he takes damage. Old King Coal's arms and head fall off over the course of the fight. Mr. Patch's patches come off with each hit, in the first half of the Lord Woo Fak Fak battle his boils explode with each hit (leaking blood into the water), and Mingy Jongo's plating comes off each time he takes damage, revealing more of his true robotic self.
* ''KingdomOfLoathing'': First Ed The Undying gets a rip in his hat, then a knocked-out tooth, then another rip, then an arm knocked off, then another rip and a couple more knocked-out teeth, and finally knocked-off legs. And even after that, he's still technically alive.
* Every enemy in ''FinalFantasyMysticQuest'' shows damage as you whittle his HP away. Regular enemies have two sprites (normal and injured), while mid-bosses have three and area bosses four. The [[FinalBoss Dark King]] has four different OneWingedAngel forms (and a whole lot of HP).


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[[/folder]]

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* '''3:''' The character or object shows physical signs. This frequently occurs in polygonal [=3D=] games, with characters getting more and more bloody as they take more damage through the use of so-called "painskins", one or more replacement surface textures (skins) that get swapped in when a creature or individual body part/article of clothing/armor reaches a certain amount of damage. Newer games instead have partially transparent "decals" that are composited over the exact areas that damage occurs.

to:

* '''3:''' The character or object shows physical signs. This signs of damage.
** '''3a:''' Texture Swap: this
frequently occurs in polygonal [=3D=] games, with characters getting more and more bloody as they take more damage through the use of so-called "painskins", one or more replacement surface textures (skins) that get swapped in when a creature or individual body part/article of clothing/armor reaches a certain amount of damage. Newer games instead have partially transparent "decals" that are composited over the exact areas that damage occurs.
** '''3b:''' Full model swap: it's when besides seeing different textures, a model or sprite will be changed even more.
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* '''1:'''The simplest form of showing damage is changing color palette. Flashing when being on low health also counts in this category. Usually many older games or simpler games fit here.
* '''2:'''Characters and objects emit or spawn decals when they're damaged. For an example, damaged caracter may start sparking, smoking or being on fire. This is usually more of mechanical objects and characters. DamageIsFire also fits here.
* '''3:'''The character or object shows physical signs. This frequently occurs in polygonal [=3D=] games, with characters getting more and more bloody as they take more damage through the use of so-called "painskins", one or more replacement surface textures (skins) that get swapped in when a creature or individual body part/article of clothing/armor reaches a certain amount of damage. Newer games instead have partially transparent "decals" that are composited over the exact areas that damage occurs.

to:

* '''1:'''The '''1:''' The simplest form of showing damage is changing color palette. Flashing when being on low health also counts in this category. Usually many older games or simpler games fit here.
* '''2:'''Characters '''2:''' Characters and objects emit or spawn decals when they're damaged. For an example, damaged caracter may start sparking, smoking or being on fire. This is usually more of mechanical objects and characters. DamageIsFire also fits here.
* '''3:'''The '''3:''' The character or object shows physical signs. This frequently occurs in polygonal [=3D=] games, with characters getting more and more bloody as they take more damage through the use of so-called "painskins", one or more replacement surface textures (skins) that get swapped in when a creature or individual body part/article of clothing/armor reaches a certain amount of damage. Newer games instead have partially transparent "decals" that are composited over the exact areas that damage occurs.

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This frequently occurs in polygonal [=3D=] games, with characters getting more and more bloody as they take more damage through the use of so-called "painskins", one or more replacement surface textures (skins) that get swapped in when a creature or individual body part/article of clothing/armor reaches a certain amount of damage. Newer games instead have partially transparent "decals" that are composited over the exact areas that damage occurs. The simplest form of showing damage is changing color palette which often appears in older games.

to:

There are three main variations of showing damage:
*'''1:'''The simplest form of showing damage is changing color palette. Flashing when being on low health also counts in this category. Usually many older games or simpler games fit here.
*'''2:'''Characters and objects emit or spawn decals when they're damaged. For an example, damaged caracter may start sparking, smoking or being on fire. This is usually more of mechanical objects and characters. DamageIsFire also fits here.
*'''3:'''The character or object shows physical signs.
This frequently occurs in polygonal [=3D=] games, with characters getting more and more bloody as they take more damage through the use of so-called "painskins", one or more replacement surface textures (skins) that get swapped in when a creature or individual body part/article of clothing/armor reaches a certain amount of damage. Newer games instead have partially transparent "decals" that are composited over the exact areas that damage occurs. The simplest form of showing damage is changing color palette which often appears in older games.\n
Is there an issue? Send a MessageReason:
None


This frequently occurs in polygonal [=3D=] games, with characters getting more and more bloody as they take more damage through the use of so-called "painskins", one or more replacement surface textures (skins) that get swapped in when a creature or individual body part/article of clothing/armor reaches a certain amount of damage. Newer games instead have partially transparent "decals" that are composited over the exact areas that damage occurs.

to:

This frequently occurs in polygonal [=3D=] games, with characters getting more and more bloody as they take more damage through the use of so-called "painskins", one or more replacement surface textures (skins) that get swapped in when a creature or individual body part/article of clothing/armor reaches a certain amount of damage. Newer games instead have partially transparent "decals" that are composited over the exact areas that damage occurs.
occurs. The simplest form of showing damage is changing color palette which often appears in older games.
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* In ''TheLegendOfZelda: Ocarina of Time'', during the Ganondorf battle, Ganondorf's cape gets more tattered as Link damages him.
** The same thing applies to a boss in ''Twilight Princess''. [[spoiler:It's him again.]]

to:

* In ''TheLegendOfZelda: [[TheLegendOfZeldaOcarinaOfTime Ocarina of Time'', Time]]'', during the Ganondorf battle, Ganondorf's cape gets more tattered as Link damages him.
** The same thing applies to a boss in ''Twilight Princess''.''[[TheLegendOfZeldaTwilightPrincess Twilight Princess]]''. [[spoiler:It's him again.]]
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* The zombies in {{Waxworks}} will lose their arms and head if hit in the right spots.

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