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* Invoked on the ''[[YouBastard player's]]'' part in ''VideoGame/{{Pikmin}}''. Over the course of the game, you'll send wave after wave of Pikmin to their inevitable doom, and when they're gone you'll just pull up more without thinking about it. The [[http://www.youtube.com/watch?v=3syya-w9xgw theme song]], however, is a tearjerking, melancholy ballad from the Pikmin's point of view in which they're resigned to their fate.

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* Invoked on the ''[[YouBastard player's]]'' part in ''VideoGame/{{Pikmin}}''. Over the course of the game, you'll send wave after wave of Pikmin to their inevitable doom, and when they're gone you'll just pull up more without thinking about it. The [[http://www.youtube.com/watch?v=3syya-w9xgw theme song]], One of the songs released to promote the game]], however, is a tearjerking, melancholy ballad from the Pikmin's point of view in which they're resigned to their fate.


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*** Furthermore he has [[http://www.youtube.com/watch?v=-T-QHAkDf-8 a song in response to Ai no Uta]] that shows that he does care about his little alien plants. It's just... [[CannotSpitItOut well...]]
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** Kill enough mooks in ''VideoGame/{{Metal Gear Solid 4|GunsOfThePatriots}}, and Snake will have a flashback to when Liquid accused him of enjoying the killing in the first game, and will throw up in disgust.

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** Kill enough mooks in ''VideoGame/{{Metal Gear Solid 4|GunsOfThePatriots}}, 4|GunsOfThePatriots}}'', and Snake will have a flashback to when Liquid accused him of enjoying the killing in the first game, and will throw up in disgust.
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** In terms of actual gameplay, this trope is reversed. If careful, it is possible to avoid killing or even being seen by any of the mooks in the entire game. Not so for the bosses, who must be killed because it's necessary for the story to progress.

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** In terms of actual gameplay, this trope is reversed. If careful, it is possible to avoid killing or even being seen by any of the mooks in the entire game. Not so for the bosses, who must be fought and (in most cases) killed because it's necessary for the story to progress.



** ''VideoGame/MetalGearSolid3SnakeEater'' features a good aversion when you face [[spoiler:The Sorrow - who is backed up by ''everybody you've previously killed in the game''. The more you've killed, the more bodies you have to slog through.]]

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** ''VideoGame/MetalGearSolid3SnakeEater'' features a good aversion when you face [[spoiler:The Sorrow - who is backed up who, rather than fight you as the other Cobras did, makes you wade through a river occupied by ''everybody the ghosts of ''every single person you've previously killed in the game''. The more you've killed, game up to that point'', each one of them [[JacobMarleyApparel having injuries]] and making statements reflecting the more bodies method in which you have to slog through.killed them.]]



** In 2, each soldier has their own dogtags, having their name and info on it,and every different member has a unique one. Raiden become angsty after your fist kill as well, feeling bad about it. You will even get called out on killing too many SEAGULLS.
** Kill enough mooks in 4, and Snake will have a flash back to when Liquid accused him of enjoying the killing in the first game, and will throw up.
** ''VideoGame/MetalGearRisingRevengeance'' takes thorough look at this. Raiden establishes early on that he believes the PMC cyborgs he fights against made their choice to oppose him, and didn't deserve mercy for throwing in with the types of people his enemies were. [[spoiler: Later, he's forced to face the fact that underneath their emotional inhibitors, many of the RedShirt enemies he's been cutting down had no real choice at all, being manipulated by the same system he was trying to protect people from in the first place. Raiden is deeply disturbed by this. [[SuperpoweredEvilSide Jack]]... [[SociopathicHero isn't]].]]

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** In 2, ''VideoGame/MetalGearSolid2SonsOfLiberty'', each soldier has their own dogtags, having their name and info on it,and it, and every different member has a unique one. Raiden become angsty after your fist first kill as well, feeling bad about it. You will even get called out on killing too many SEAGULLS.
seagulls. That said, this is also the game that added the [[NonLethalKO tranquilizer pistol]], realistically allowing the player to complete the entire game, even the forced-combat sections, without killing a single person - except, again, the bosses that are scripted to die from their battle with you.
** Kill enough mooks in 4, ''VideoGame/{{Metal Gear Solid 4|GunsOfThePatriots}}, and Snake will have a flash back flashback to when Liquid accused him of enjoying the killing in the first game, and will throw up.
up in disgust.
** ''VideoGame/MetalGearRisingRevengeance'' takes a thorough look at this. Raiden establishes early on that he believes the PMC cyborgs he fights against made their choice to oppose him, and didn't deserve mercy for throwing in with the types of people his enemies were. [[spoiler: Later, he's forced to face the fact that underneath their emotional inhibitors, many of the RedShirt enemies he's been cutting down had no real choice at all, being manipulated by the same system he was trying to protect people from in the first place. Raiden is deeply disturbed by this. [[SuperpoweredEvilSide Jack]]... [[SociopathicHero isn't]].]]

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* Used disturbingly in ''VideoGame/{{Xenosaga}} I''. The main character Shion is shown conspicuously caring about artificially-created humans called Realians, even helping maintain them and arguing on their behalf. Later on, however, she has no compunctions about mowing down hundreds of them in random battles, right before confronting the bad guy and calling him out for, wait for it, abusing the Realians. Made even worse by the character Momo, who is a realian herself but who will gladly take part in the above-mentioned random battles.
** In all fairness, almost every enemy from the game is either an automated robot, a Gnosis (monster things), or a Gnosis-infectee; we know from the game that once infected, it's impossible to resist, and ''everyone'' who touches a Gnosis winds up infected (unless they have PlotArmor) and become Gnosis themselves. And, since all the soldiers, etc., in the game are in all likelihood Realians, we ''do'' know that they are highly susceptible to Gnosis contamination. The few enemies you fight who ''don't'' fall into one of those three categories are sentient, fully self-aware, and actively trying to kill you (or at least, most of the party/the universe).
*** Uh, ''nope''. Shion and the troupe kills Federation soldiers too, in Episode I no less. Jan Sauer, being a cop and cyborg, has no qualms about killing off any U-TIC soldiers on patrol when he goes to rescue MOMO, either. And once we go through the other Episodes, we see that this trope missed the updates once the games were released; heck, Virgil even calls Shion out '''after''' she gives him the Realians' override code that would make him so dismissive of them.
--->[[AC:Virgil: 'Hypocrite'...the word doesn't even begin to describe you.]]
** This trope is mentioned at one point in Xenogears by a random [=NPC=] in Kislev, which is for a portion of the game portrayed as the EvilEmpire to Aveh's [[TheKingdom Kingdom]]:

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* Used disturbingly in ''VideoGame/{{Xenosaga}} I''. The main character Shion is shown conspicuously caring about artificially-created humans called Realians, even helping maintain them and arguing on their behalf. Later on, however, she has no compunctions about mowing down hundreds of them in random battles, right before confronting the bad guy and calling him out for, wait for it, abusing the Realians. Made even worse by the character Momo, who is a realian herself but who will gladly take part in the above-mentioned random battles.
** In all fairness, almost every enemy from the game is either an automated robot, a Gnosis (monster things), or a Gnosis-infectee; we know from the game that once infected, it's impossible to resist, and ''everyone'' who touches a Gnosis winds up infected (unless they have PlotArmor) and become Gnosis themselves. And, since all the soldiers, etc., in the game are in all likelihood Realians, we ''do'' know that they are highly susceptible to Gnosis contamination. The few enemies you fight who ''don't'' fall into one of those three categories are sentient, fully self-aware, and actively trying to kill you (or at least, most of the party/the universe).
*** Uh, ''nope''. Shion and the troupe kills Federation soldiers too, in Episode I no less. Jan Sauer, being a cop and cyborg, has no qualms about killing off any U-TIC soldiers on patrol when he goes to rescue MOMO, either. And once we go through the other Episodes, we see that this trope missed the updates once the games were released; heck, Virgil even calls Shion out '''after''' she gives him the Realians' override code that would make him so dismissive of them.
--->[[AC:Virgil: 'Hypocrite'...the word doesn't even begin to describe you.]]
**
This trope is mentioned at one point in Xenogears by a random [=NPC=] in Kislev, which is for a portion of the game portrayed as the EvilEmpire to Aveh's [[TheKingdom Kingdom]]:

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* ''VideoGame/{{Mother3}}'' plays with it. In Chapter 2 when Oshe Castle is crawling with [[{{Mooks}} Pigmasks]] they attack you and you bring them down like normal enemies. Come Chapter 3 you're playing as a member of their army, and now you're free to talk to the same Pigmasks in the castle who all have dialogue revealing they're all normal people. From then on you get more than a few reminders that they're people by getting hints to their personal lives, their taste in music, and even one that was a kid from your hometown. It doesn't stop you from bringing them down without abandon, though.

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* ''VideoGame/{{Mother3}}'' ''VideoGame/{{Mother 3}}'' plays with it. In Chapter 2 when Oshe Castle is crawling with [[{{Mooks}} Pigmasks]] they attack you and you bring them down like normal enemies. Come Chapter 3 you're playing as a member of their army, and now you're free to talk to the same Pigmasks in the castle who all have dialogue revealing they're all normal people. From then on you get more than a few reminders that they're people by getting hints to their personal lives, their taste in music, and even one that was a kid from your hometown. It doesn't stop you from bringing them down without abandon, though.



* In ''TheMarkOfKri'', murdered bandits will crawl, squrim, or even cry on the ground for a little while after being killed, unless [[TheChunkySalsaRule Chunky Salsa'd]]. It's not fun to watch.
* In the final mission of ''SyphonFilter 2'', Gabe Logan and [[spoiler:Jason Chance]] have a CirclingMonologue in which [[spoiler:Chance]] calls Logan out on killing hundreds of agents over the course of the game who were just trying to do their job.

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* In ''TheMarkOfKri'', ''VideoGame/TheMarkOfKri'', murdered bandits will crawl, squrim, or even cry on the ground for a little while after being killed, unless [[TheChunkySalsaRule [[ChunkySalsaRule Chunky Salsa'd]]. It's not fun to watch.
* In the final mission of ''SyphonFilter ''VideoGame/SyphonFilter 2'', Gabe Logan and [[spoiler:Jason Chance]] have a CirclingMonologue in which [[spoiler:Chance]] calls Logan out on killing hundreds of agents over the course of the game who were just trying to do their job.



* Averted in [[MagicalGirlLyricalNanoha Fate's]] story mode in ''MagicalBattleArena''. When everyone else fought their [[MirrorMatch illusionary copies]] on the fifth stage, they felt uncomfortable about it because they were beating themselves up. Fate, on the other hand, felt really bad about it because they were still technically alive even though their lives were fake and temporary, [[spoiler:which struck a little [[ArtificialHuman too close to home for her]]]].

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* Averted in [[MagicalGirlLyricalNanoha [[Anime/MagicalGirlLyricalNanoha Fate's]] story mode in ''MagicalBattleArena''.''VideoGame/MagicalBattleArena''. When everyone else fought their [[MirrorMatch illusionary copies]] on the fifth stage, they felt uncomfortable about it because they were beating themselves up. Fate, on the other hand, felt really bad about it because they were still technically alive even though their lives were fake and temporary, [[spoiler:which struck a little [[ArtificialHuman too close to home for her]]]].



* {{Lampshaded}} and statistically measured in ''SecondSight''. Each mission gives you a "morality" score, which starts at 100% and drops each time you kill someone (but not when you trick one mook into killing another one). The player has the option of sneaking past some mooks, and most can be knocked out with tranquilizers. Oddly enough, fisticuffs are lethal.

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* {{Lampshaded}} {{Lampshade|Hanging}}d and statistically measured in ''SecondSight''.''VideoGame/SecondSight''. Each mission gives you a "morality" score, which starts at 100% and drops each time you kill someone (but not when you trick one mook into killing another one). The player has the option of sneaking past some mooks, and most can be knocked out with tranquilizers. Oddly enough, fisticuffs are lethal.



* In ''{{Tenchu}}'', the player can often [[EnemyChatter hear the mooks utter some lines]] while hiding in the Shadows. That includes lines as "The doctor said I should stay away from dangerous business for a while" (said by a ''{{ninja}}'' of all people) and "I need to cut down on my drinking, or my wife will be mad at me again". Though that might not be intentional. You could feel sorry for mooks getting murdered seconds after saying "[[TemptingFate I'm sure tonight will be completely uneventful]]".
* ''ValkyrieProfileCovenantOfThePlume'' plays with this - the protagonist (and by extension, his comrades) are actively encouraged to kill every foe they face, and brutally beat every trace of life from them while they're at it. The protagonist acknowledges what he's doing is morally questionable at best, but considers himself too far gone to care. Depending on the path the player takes, this can come back to seriously bite him in the backside.
* The personal emails that you sometimes find, alongside useful passcodes, security information etc, in dead or unconscious guards' computers in ''SplinterCell'' can be a bit of a guilt trip. In the first mission of ''Chaos Theory'', one of the guards you can grapple and interrogate instead tells you how he knew something like this would happen ever since his family was killed by Americans, and how he's prepared to die so he can meet them again. And he doesn't even have a name. It's a little disturbing, actually; even Sam is creeped out. Averted in ''Conviction'' though.
* ''SinAndPunishment'' has the Armed Volunteers, a military group devoted to defending against the monstrous Ruffians. Unfortunately, they're also creating martial law in Japan, so Achi's group labels them as their enemies. Once one of the main characters becomes [[AttackOfThe50FootWhatever a giant Ruffian]], they mobilize, and the other main character's next mission is wiping out their entire military, a military that most of them joined specifically to protect humanity. If that wasn't enough, Achi laughs at their pathetic deaths, providing an early clue that there is something wrong with her.

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* In ''{{Tenchu}}'', ''VideoGame/{{Tenchu}}'', the player can often [[EnemyChatter hear the mooks utter some lines]] while hiding in the Shadows. That includes lines as "The doctor said I should stay away from dangerous business for a while" (said by a ''{{ninja}}'' of all people) and "I need to cut down on my drinking, or my wife will be mad at me again". Though that might not be intentional. You could feel sorry for mooks getting murdered seconds after saying "[[TemptingFate I'm sure tonight will be completely uneventful]]".
* ''ValkyrieProfileCovenantOfThePlume'' ''VideoGame/ValkyrieProfileCovenantOfThePlume'' plays with this - the protagonist (and by extension, his comrades) are actively encouraged to kill every foe they face, and brutally beat every trace of life from them while they're at it. The protagonist acknowledges what he's doing is morally questionable at best, but considers himself too far gone to care. Depending on the path the player takes, this can come back to seriously bite him in the backside.
* The personal emails that you sometimes find, alongside useful passcodes, security information etc, in dead or unconscious guards' computers in ''SplinterCell'' ''VideoGame/SplinterCell'' can be a bit of a guilt trip. In the first mission of ''Chaos Theory'', one of the guards you can grapple and interrogate instead tells you how he knew something like this would happen ever since his family was killed by Americans, and how he's prepared to die so he can meet them again. And he doesn't even have a name. It's a little disturbing, actually; even Sam is creeped out. Averted in ''Conviction'' though.
* ''SinAndPunishment'' ''VideoGame/SinAndPunishment'' has the Armed Volunteers, a military group devoted to defending against the monstrous Ruffians. Unfortunately, they're also creating martial law in Japan, so Achi's group labels them as their enemies. Once one of the main characters becomes [[AttackOfThe50FootWhatever a giant Ruffian]], they mobilize, and the other main character's next mission is wiping out their entire military, a military that most of them joined specifically to protect humanity. If that wasn't enough, Achi laughs at their pathetic deaths, providing an early clue that there is something wrong with her.



* ''NoMoreHeroes2DesperateStruggle'' deconstructs this hard when it's revealed the whole plot is a revenge scheme against Travis for [[spoiler:killing the Final Boss's father and brothers in a number of side missions where they appeared as mooks only discernible by their lack of hair.]]

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* ''NoMoreHeroes2DesperateStruggle'' ''VideoGame/NoMoreHeroes2DesperateStruggle'' deconstructs this hard when it's revealed the whole plot is a revenge scheme against Travis for [[spoiler:killing the Final Boss's father and brothers in a number of side missions where they appeared as mooks only discernible by their lack of hair.]]



* ''MaxPayne2'' plays with this; it is possible to overhear two mooks having a conversation about the theme park you're all in. One will even spoil the other, and the latter will get pissed at him. After that, they just stand there until you kill them or they see you. It's also possible to come across one mook playing a piano beautifully while the other watches. The two are part of a squad sent to kill everyone in the building, and the second they see you, both try to kill you.

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* ''MaxPayne2'' ''VideoGame/MaxPayne2'' plays with this; it is possible to overhear two mooks having a conversation about the theme park you're all in. One will even spoil the other, and the latter will get pissed at him. After that, they just stand there until you kill them or they see you. It's also possible to come across one mook playing a piano beautifully while the other watches. The two are part of a squad sent to kill everyone in the building, and the second they see you, both try to kill you.



* Textbook use of this in ''TheForceUnleashed''. Using the dark side to kill hundreds, maybe thousands of stormtroopers fighting for their lives? Awesome! Trying to strike down Vader or Palpatine in anger? Bad apprentice! ''Bad!''

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* Textbook use of this in ''TheForceUnleashed''.''VideoGame/TheForceUnleashed''. Using the dark side to kill hundreds, maybe thousands of stormtroopers fighting for their lives? Awesome! Trying to strike down Vader or Palpatine in anger? Bad apprentice! ''Bad!''



* ''ManaKhemia2FallOfAlchemy'' has Punis. They're capable of human language, thoughts, etc, and are friendly, gentle creatures; if you're playing Raze's path, you even get a party-member, a cute little girl, who was ''raised'' by Punis. Except Puniballs (not what you think... probably) are an ingredient in synthesizing, and how do you get those Puniballs? Why, killing Punis in random encounters! Including adorable Baby Puni, who have little pacifiers and everything. I might want to add that Punis look like blue Flan-type monsters, only with a happy little smiley face.

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* ''ManaKhemia2FallOfAlchemy'' ''VideoGame/ManaKhemia2FallOfAlchemy'' has Punis. They're capable of human language, thoughts, etc, and are friendly, gentle creatures; if you're playing Raze's path, you even get a party-member, a cute little girl, who was ''raised'' by Punis. Except Puniballs (not what you think... probably) are an ingredient in synthesizing, and how do you get those Puniballs? Why, killing Punis in random encounters! Including adorable Baby Puni, who have little pacifiers and everything. I might want to add that Punis look like blue Flan-type monsters, only with a happy little smiley face.



* ''VideoGame/CallOfDuty: ModernWarfare 2'' reminds one of this near the end. [[spoiler:The BigBad is then revealed to be a rogue general who has orchestrated the events of the game as one giant BatmanGambit, and now the two main characters shoot up his private guard in a mission to take him out for sheer revenge. While the game implies that these mooks are an elite paramilitary unit handpicked by the general and not really US soldiers at this point, there's no question that most if not all signed up believing they would be doing the right thing and probably aren't even aware of their boss's behind the scenes actions. On the other hand, Shepherd's troops saw him shoot Roach and Ghost, then threw their bodies into a ditch then doused them with gasoline.]] Although the Player is encouraged as [[spoiler:Mactavish]] to treat them such a way when [[spoiler:Sheperd bombs a base with many soldiers STILL INSIDE.]] And a variation of this occurs within the [[spoiler:Airport]] scene, as most people treat the [[spoiler:civilians]] as faceless, even though being encouraged to feel for them (and all the other people they have to kill). Some are [[spoiler:dragging the bodies of their [=FRIENDS=] less than 20m in front of you.]]

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* ''VideoGame/CallOfDuty: ModernWarfare VideoGame/ModernWarfare 2'' reminds one of this near the end. [[spoiler:The BigBad is then revealed to be a rogue general who has orchestrated the events of the game as one giant BatmanGambit, and now the two main characters shoot up his private guard in a mission to take him out for sheer revenge. While the game implies that these mooks are an elite paramilitary unit handpicked by the general and not really US soldiers at this point, there's no question that most if not all signed up believing they would be doing the right thing and probably aren't even aware of their boss's behind the scenes actions. On the other hand, Shepherd's troops saw him shoot Roach and Ghost, then threw their bodies into a ditch then doused them with gasoline.]] Although the Player is encouraged as [[spoiler:Mactavish]] to treat them such a way when [[spoiler:Sheperd bombs a base with many soldiers STILL INSIDE.]] And a variation of this occurs within the [[spoiler:Airport]] scene, as most people treat the [[spoiler:civilians]] as faceless, even though being encouraged to feel for them (and all the other people they have to kill). Some are [[spoiler:dragging the bodies of their [=FRIENDS=] less than 20m in front of you.]]



* In a web flash game series ''{{Mardek}}'', Emela asks this very same thing. She questions the morality of killing henchmen, remarking on how they have lives, and possibly families of their own, that she and her crew are tearing apart. She even exclaims "A killer killer is still a killer" (if you kill a killer, you're a killer as well), confusing the main lead. Her fellow teammates tells her to put it out of her mind, since as soldiers, this is part of the job.

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* In a the web flash game series ''{{Mardek}}'', ''VideoGame/{{Mardek}}'', Emela asks this very same thing. She questions the morality of killing henchmen, remarking on how they have lives, and possibly families of their own, that she and her crew are tearing apart. She even exclaims "A killer killer is still a killer" (if you kill a killer, you're a killer as well), confusing the main lead. Her fellow teammates tells her to put it out of her mind, since as soldiers, this is part of the job.



* In ''VideoGame/SonicAdventure'', one of the storylines revolves around one of Eggman's robot Mooks, E-102 Gamma. It plays around with this trope a few times, and ends with one of the [[TearJerker most poignant moments in the series]].

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* In ''VideoGame/SonicAdventure'', one of the storylines revolves around one of Eggman's robot Mooks, E-102 Gamma. It plays around with this trope a few times, and ends with one of the [[TearJerker [[TearJerker/SonicAdventure most poignant moments in the series]].



* In ''MegaManZero'', Zero stops short of killing the Guardians when you first fight them, with no explanation offered. Granted, you find out later that they're {{Hero Antagonist}}s, but their subordinates, who are similarly just doing their job, are all fair game for bisection.

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* In ''MegaManZero'', ''VideoGame/MegaManZero'', Zero stops short of killing the Guardians when you first fight them, with no explanation offered. Granted, you find out later that they're {{Hero Antagonist}}s, but their subordinates, who are similarly just doing their job, are all fair game for bisection.



* {{Lampshaded}} in ''UniverseAtWar'': the Novus faction has the Ohm Robos, dirt-cheap MechaMooks who have a self-destruct attack. Their info card states that they ''know'' they're completely expendable... and they have no problem with the logic.
* One of the missions in an expansion for ''VideoGame/CommandAndConquer: [[CommandAndConquerRedAlert Red Alert]]'' gives you a Russian {{cyborg}} SuperSoldier who easily slaughters his way though infantry, tanks, even a battleship and the Allies' MemeticBadass commando Tanya. The {{cutscene}} afterwards shows Tanya's grave...among hundreds of others.
* In ''HeavyRain'', one of the protagonists are given the choice of getting a crime boss you just interrogated his heart medication or leave him to die. Unless you're a really bad guy, you'll probably save him. On the way out you step over dozens of his guards, whom you killed on your way in. You might say they were shooting at you, but that's not an unusual reaction when someone drives a car into the house you're paid to protect.

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* {{Lampshaded}} {{Lampshade|Hanging}}d in ''UniverseAtWar'': ''VideoGame/UniverseAtWar'': the Novus faction has the Ohm Robos, dirt-cheap MechaMooks who have a self-destruct attack. Their info card states that they ''know'' they're completely expendable... and they have no problem with the logic.
* One of the missions in an expansion for ''VideoGame/CommandAndConquer: [[CommandAndConquerRedAlert [[VideoGame/CommandAndConquerRedAlert Red Alert]]'' gives you a Russian {{cyborg}} SuperSoldier who easily slaughters his way though infantry, tanks, even a battleship and the Allies' MemeticBadass commando Tanya. The {{cutscene}} afterwards shows Tanya's grave...among hundreds of others.
* In ''HeavyRain'', ''VideoGame/HeavyRain'', one of the protagonists are given the choice of getting a crime boss you just interrogated his heart medication or leave him to die. Unless you're a really bad guy, you'll probably save him. On the way out you step over dozens of his guards, whom you killed on your way in. You might say they were shooting at you, but that's not an unusual reaction when someone drives a car into the house you're paid to protect.



* ''SengokuBasara'' plays this trope to the hilt. The various warlords you play as playable characters fight each other for practically no reason and are on quite cordial terms even as they're busy smacking the crap out of each other -- the hundreds of people [=KOed=] every battle are never even mentioned. In one case in ''Samurai Heroes'', Ieyasu consents to an alliance with the Hojo clan after the clan's messenger -- the ninja Kotaro Fuuma -- has butchered his way through Ieyasu's guards and doesn't seem to give it a second thought.
* In MMORPG ''{{Runescape}}'', this is parodied when in a quest cutscene an NPC guard openly acknowledges that the guards are killed all the time with no one complaining. His partner is horrified, at least until someone comes and kills both of them.

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* ''SengokuBasara'' ''VideoGame/SengokuBasara'' plays this trope to the hilt. The various warlords you play as playable characters fight each other for practically no reason and are on quite cordial terms even as they're busy smacking the crap out of each other -- the hundreds of people [=KOed=] every battle are never even mentioned. In one case in ''Samurai Heroes'', Ieyasu consents to an alliance with the Hojo clan after the clan's messenger -- the ninja Kotaro Fuuma -- has butchered his way through Ieyasu's guards and doesn't seem to give it a second thought.
* In MMORPG ''{{Runescape}}'', ''VideoGame/{{Runescape}}'', this is parodied when in a quest cutscene an NPC guard openly acknowledges that the guards are killed all the time with no one complaining. His partner is horrified, at least until someone comes and kills both of them.



* Invoked on the ''[[YouBastard player's]]'' part in ''{{Pikmin}}''. Over the course of the game, you'll send wave after wave of Pikmin to their inevitable doom, and when they're gone you'll just pull up more without thinking about it. The [[http://www.youtube.com/watch?v=3syya-w9xgw&feature=related theme song]], however, is a tearjerking, melancholy ballad from the Pikmin's point of view in which they're resigned to their fate.

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* Invoked on the ''[[YouBastard player's]]'' part in ''{{Pikmin}}''.''VideoGame/{{Pikmin}}''. Over the course of the game, you'll send wave after wave of Pikmin to their inevitable doom, and when they're gone you'll just pull up more without thinking about it. The [[http://www.youtube.com/watch?v=3syya-w9xgw&feature=related com/watch?v=3syya-w9xgw theme song]], however, is a tearjerking, melancholy ballad from the Pikmin's point of view in which they're resigned to their fate.



* ''GuildWars Beyond: Winds of Change' - Having spent the better part of a decade at war, your character is increasingly bitter about the thousands he has killed and the pain it has caused to their loved ones and companions. One guard even muses he has spent so long treating a gang as a faceless enemy he never believed any would be there save to act as villains.

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* ''GuildWars ''VideoGame/GuildWars Beyond: Winds of Change' - Having spent the better part of a decade at war, your character is increasingly bitter about the thousands he has killed and the pain it has caused to their loved ones and companions. One guard even muses he has spent so long treating a gang as a faceless enemy he never believed any would be there save to act as villains.



* This is a minor theme in ''[[VideoGame/TombRaider2013 the 2013 reboot of Tomb Raider]]''. While not apparent at first, later portions of the game show that the Solarii forces that Lara massacres her way through are regular people stranded on an island they can't escape, and do everything to survive--[[NotSoDifferent just like her]]. If you return to previous areas, to hunt for collectibles for example, you'll often find Solarii patrolling around and talking about, say, trading smokes for a book or looking for a pet rat called "Sprinkles" that has escaped one guy's pocket. What makes it all the more tragic is that these people can't be reasoned with and, more often than not, have to be killed to advance the game.

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* This is a minor theme in the 2013 reboot of ''[[VideoGame/TombRaider2013 the 2013 reboot of Tomb Raider]]''. While not apparent at first, later portions of the game show that the Solarii forces that Lara massacres her way through are regular people stranded on an island they can't escape, and do everything to survive--[[NotSoDifferent just like her]]. If you return to previous areas, to hunt for collectibles for example, you'll often find Solarii patrolling around and talking about, say, trading smokes for a book or looking for a pet rat called "Sprinkles" that has escaped one guy's pocket. What makes it all the more tragic is that these people can't be reasoned with and, more often than not, have to be killed to advance the game.



* In Act II of ''Videogame/DiabloIII'' you can find a journal in the middle of a mook camp, in which one of the mooks writes about how long time they've been camping waiting for you, the stories he has heard about how strong is your player character, asking himself if they even have a chance to stop you, and wondering if they are not being used as cannon fodder by their superiors.

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* In Act II of ''Videogame/DiabloIII'' ''VideoGame/DiabloIII'' you can find a journal in the middle of a mook camp, in which one of the mooks writes about how long time they've been camping waiting for you, the stories he has heard about how strong is your player character, asking himself if they even have a chance to stop you, and wondering if they are not being used as cannon fodder by their superiors.



* In ''[[Videogame/{{Crysis}} Crysis 3]]'' after spectacularly blowing up a dam, you can find a black box next to the washed-up corpses of some enemy soldiers; Playing it reveals the screams and desperation of the soldiers trying to escape the flood, with their [[AFatherToHisMen commander]] frantically ordering "Stay calm!!!!", "Keep you head above the water!!!!", "Save your breath!!!!". Suddenly the blowing of the dam doesn't look so awesome anymore. And if that wasn't enough, you can also encounter another group of soldiers whose EnemyChatter reveals that they are there to rescue any survivors and their commander instructs them to separate the dead and resuscitate those who can.

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* In ''[[Videogame/{{Crysis}} ''[[VideoGame/{{Crysis}} Crysis 3]]'' after spectacularly blowing up a dam, you can find a black box next to the washed-up corpses of some enemy soldiers; Playing it reveals the screams and desperation of the soldiers trying to escape the flood, with their [[AFatherToHisMen commander]] frantically ordering "Stay calm!!!!", "Keep you head above the water!!!!", "Save your breath!!!!". Suddenly the blowing of the dam doesn't look so awesome anymore. And if that wasn't enough, you can also encounter another group of soldiers whose EnemyChatter reveals that they are there to rescue any survivors and their commander instructs them to separate the dead and resuscitate those who can.

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* In Act II of ''Videogame/DiabloIII'' you can find a journal in the middle of a mook camp, in which one of the mooks writes about how long time they've been camping, the stories he has heard about how powerful is your player character, asking himself if they can even stop you, and wondering if they are not being used as canon fodder by their superiors.

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* In Act II of ''Videogame/DiabloIII'' you can find a journal in the middle of a mook camp, in which one of the mooks writes about how long time they've been camping, camping waiting for you, the stories he has heard about how powerful strong is your player character, asking himself if they can even have a chance to stop you, and wondering if they are not being used as canon cannon fodder by their superiors.


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* In ''[[Videogame/{{Crysis}} Crysis 3]]'' after spectacularly blowing up a dam, you can find a black box next to the washed-up corpses of some enemy soldiers; Playing it reveals the screams and desperation of the soldiers trying to escape the flood, with their [[AFatherToHisMen commander]] frantically ordering "Stay calm!!!!", "Keep you head above the water!!!!", "Save your breath!!!!". Suddenly the blowing of the dam doesn't look so awesome anymore. And if that wasn't enough, you can also encounter another group of soldiers whose EnemyChatter reveals that they are there to rescue any survivors and their commander instructs them to separate the dead and resuscitate those who can.
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* In the first ''VideoGame/MassEffect'' you encounter a situation on The Citadel where you shoot up a bar full of mooks to get to a local crime boss. After clearing the first encounter you go to the next one where you have a choice of talking it through with the guards. You can explain that you just killed a roomful of people to get there and did they want to die too instead of killing them.

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* In the first ''VideoGame/MassEffect'' ''VideoGame/MassEffect1'' you encounter a situation on The Citadel where you shoot up a bar full of mooks to get to a local crime boss. After clearing the first encounter encounter, you go to the next one one, where you have a choice of talking it through with the guards. You can explain that you just killed a roomful of people to get there and did they should leave if they don't want to die too too, instead of killing them.

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* In Act II of ''Videogame/DiabloIII'' you can find a journal in the middle of a mook camp, in which one of the mooks writes about how long time they've been camping, the stories he has heard about how powerful is your player character, asking himself if they can even stop you, and wondering if they are not being used as canon fodder by their superiors.

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* In Act II of ''Videogame/DiabloIII'' you can find a journal in the middle of a mook camp, in which one of the mooks writes about how long time they've been camping, the stories he has heard about how powerful is your player character, asking himself if they can even stop you, and wondering if they are not being used as canon fodder by their superiors. superiors.
* In the first ''VideoGame/MassEffect'' you encounter a situation on The Citadel where you shoot up a bar full of mooks to get to a local crime boss. After clearing the first encounter you go to the next one where you have a choice of talking it through with the guards. You can explain that you just killed a roomful of people to get there and did they want to die too instead of killing them.
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* In Act II of ''Videogame/DiabloIII'' you can find a journal in the middle of a mook camp, in which one of the mooks writes about how he has heard how strong is your player character, asking himself if they can even stop you, and wondering if they are not being used as canon fodder by their superiors.

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* In Act II of ''Videogame/DiabloIII'' you can find a journal in the middle of a mook camp, in which one of the mooks writes about how long time they've been camping, the stories he has heard about how strong powerful is your player character, asking himself if they can even stop you, and wondering if they are not being used as canon fodder by their superiors.
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* In Act II of ''Videogame/DiabloIII'' you can find a journal in the middle of a mook camp, in which one of the mooks writes about how he has heard how strong is your player character, asking himself if they can even stop you, and wondering if they are not being used as canon fodder by their superiors.
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->[[AC:Virgil: Hypocrit doesn't even ''begin'' to describe YOU.]]

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->[[AC:Virgil: Hypocrit --->[[AC:Virgil: 'Hypocrite'...the word doesn't even ''begin'' begin to describe YOU.you.]]
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* The first two ''{{Thief}}'' games make a point of averting this. On the hardest difficulty you must never kill. Even at easy difficulty there are some major guilt trips awaiting the kill-crazy thief. Ironically the most effective of these is a spider. His name is Longdaddy, he is avoidable and the owner of the garden he lurks in is overjoyed at the work he puts in keeping his garden free from pests.

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* The first two ''{{Thief}}'' ''VideoGame/{{Thief}}'' games make a point of averting this. On the hardest difficulty you must never kill. Even at easy difficulty there are some major guilt trips awaiting the kill-crazy thief. Ironically the most effective of these is a spider. His name is Longdaddy, he is avoidable and the owner of the garden he lurks in is overjoyed at the work he puts in keeping his garden free from pests.
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* ''VideoGame/{{Mother3}}'' plays with it. In Chapter 2 when Oshe Castle is crawling with [[{{Mooks}} Pigmasks]] they attack you and you bring them down like normal enemies. Come Chapter 3 you're playing as a member of their army, and now you're free to talk to the same Pigmasks in the castle who all have dialogue revealing they're all normal people. From then on you get more than a few reminders that they're people by getting hints to their personal lives, their taste in music, and even one that was a kid from your hometown. It doesn't stop you from bringing them down without abandon, though.
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** This even extends to the reactions of the enemies in combat. When their allies are killed, they don't scream insults or curses at you. Instead, they scream out [[BigNo "NOOOOO!"]] as their comrades fall, or beg them to [[PleaseWakeUp get back up]]. There's even a moment late in the game where a [[GiantMook rather large Solarii]] accuses you of having killed Vladimir. At no point is a Vladimir introduced- [[TheDeadHaveNames he was just one of the faceless mooks to you.]]
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*** ''VideoGame/FireEmblemAwakening'' discusses this in Henry and Ricken's B support. After Henry tells Ricken about some of his fellow Plegian soldiers Ricken becomes depressed, realizing he can't see the enemy as faceless blobs with axes anymore. [[AngstWhatAngst Henry, on the other hand, doesn't mind.]] He even thinks Ricken's weird for caring so much.
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* In ''{{Half-Life}}'', both {{Mook}} and OneManArmy are [[{{Deconstruction}} deconstructed]]; sneaky players can listen in on the [[ArmiesAreEvil Army]] as they have weird self-hating conversations about [[CavalryBetrayal slaughtering hundreds of scientists who expected them to RESCUE them]] - and later their rage at the player, who they believe was the mastermind behind the invasion and have been slaughtering their comrades wholesale. On the other hand, one of the Marines laments having none of the scientists fight back.

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* In ''{{Half-Life}}'', ''VideoGame/HalfLife1'', both {{Mook}} and OneManArmy are [[{{Deconstruction}} deconstructed]]; {{Deconstruct|ion}}ed; sneaky players can listen in on the [[ArmiesAreEvil Army]] {{Arm|iesAreEvil}}y as they have weird self-hating conversations about [[CavalryBetrayal slaughtering hundreds of scientists who expected them to RESCUE them]] - and later their rage at the player, who they believe was the mastermind behind the invasion and have been slaughtering their comrades wholesale. On the other hand, one of the Marines laments having none of the scientists fight back.
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** There is also a [[http://borderlands.wikia.com/wiki/Morningstar weapon]] directly referencing the XKCD [[http://xkcd.com/873/ strip]] that parodies this trope.
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*** Uh, ''nope''. Shion and the troupe kills Federation soldiers too, in Episode I no less. Jan Sauer, being a cop and cyborg, has no qualms about killing off any soldiers on patrol when he goes to rescue MOMO. And once we go through the other Episodes, we see that this trope missed the updates once the games were released; heck, Virgil even calls Shion out '''after''' she gives him the Realians' override code that would make him so dismissive of them.

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*** Uh, ''nope''. Shion and the troupe kills Federation soldiers too, in Episode I no less. Jan Sauer, being a cop and cyborg, has no qualms about killing off any U-TIC soldiers on patrol when he goes to rescue MOMO.MOMO, either. And once we go through the other Episodes, we see that this trope missed the updates once the games were released; heck, Virgil even calls Shion out '''after''' she gives him the Realians' override code that would make him so dismissive of them.
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Item outdated. Minor fix.

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*** Uh, ''nope''. Shion and the troupe kills Federation soldiers too, in Episode I no less. Jan Sauer, being a cop and cyborg, has no qualms about killing off any soldiers on patrol when he goes to rescue MOMO. And once we go through the other Episodes, we see that this trope missed the updates once the games were released; heck, Virgil even calls Shion out '''after''' she gives him the Realians' override code that would make him so dismissive of them.
->[[AC:Virgil: Hypocrit doesn't even ''begin'' to describe YOU.]]
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* At one point in ''VideoGame/{{TombRaider2013}}'' you'll come across 2 mooks searching for one's pet rat Sprinkles. YMMV but it's heartbreaking for rat owners such as myself and really adds to the despair and bleakness of the game.

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* At one point This is a minor theme in ''VideoGame/{{TombRaider2013}}'' ''[[VideoGame/TombRaider2013 the 2013 reboot of Tomb Raider]]''. While not apparent at first, later portions of the game show that the Solarii forces that Lara massacres her way through are regular people stranded on an island they can't escape, and do everything to survive--[[NotSoDifferent just like her]]. If you return to previous areas, to hunt for collectibles for example, you'll come across 2 mooks searching often find Solarii patrolling around and talking about, say, trading smokes for one's a book or looking for a pet rat Sprinkles. YMMV but it's heartbreaking for rat owners such as myself and really adds to called "Sprinkles" that has escaped one guy's pocket. What makes it all the despair and bleakness of more tragic is that these people can't be reasoned with and, more often than not, have to be killed to advance the game.game.
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** Given the nature of the science staff's employment, the military staff's terms may have been equally unbelievable.

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* ''VideoGame/{{Dishonored}}'' averts this handily - not only are the guards humanized through idle conversations and letters, but there's actually a valid reason to avoid wholesale murder - the fewer city guards you kill, the less the city falls into chaos from the plague that turns people into ghouls (as the guards keep them in check.) Not even the main antagonists of the game have to be killed (though leaving them alive often involves setting them up for a FateWorseThanDeath.) Should you finish the game without killing a single soul, you'll be rewarded the "Clean Hands" achievement.
** [[FridgeLogic However, killing the Weepers (basically people so infected with plague they become zombie-like) counts against this achievement, even though the game itself states that they're brain damaged beyond repair and only serve to transmit the disease to other innocent victims.]]
*** That's because [[spoiler:in the best ending, the cure for the Weepers gets developed, meaning you murdered the innocent people who could have been saved.]]

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* ''VideoGame/{{Dishonored}}'' averts this handily - not only are the guards humanized through idle conversations and letters, but there's actually a valid reason to avoid wholesale murder - the fewer city guards you kill, the less the city falls into chaos from the plague that turns people into ghouls (as the guards keep them in check.) Not even the main antagonists of the game have to be killed (though leaving them alive often involves setting them up for a FateWorseThanDeath.) Should you finish the game without killing a single soul, you'll be rewarded the "Clean Hands" achievement.
** [[FridgeLogic However, killing
achievement. Even the Weepers (basically - people so terribly infected with plague they become zombie-like) counts against this achievement, even though the game itself states that they're brain damaged beyond repair and only serve to transmit the disease to other innocent victims.]]
*** That's
that they are little more than mindless zombies - count toward this, because [[spoiler:in [[spoiler: in the best ending, the a cure for the Weepers gets developed, meaning you murdered the innocent people who could have been saved.]] is developed to save them]].
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*** That's because [[spoiler:in the best ending, the cure for the Weepers gets developed, meaning you murdered the innocent people who could have been saved.]]
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*** Shown in VideoGame/PennyArcade's [[TearJerker comic]] [[http://www.penny-arcade.com/comic/2009/10/19/ Ambiguitas]].

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*** Shown in VideoGame/PennyArcade's ''Webcomic/PennyArcade'''s [[TearJerker comic]] [[http://www.penny-arcade.com/comic/2009/10/19/ Ambiguitas]].
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* Zig zagged in VideoGame/SuperRobotWars: original generation. your battalion cuts through what amounts to an intermediate army of mooks without mention, then there's one that's portrayed as sympathetic, but he joins your battalion and you go back to killing an army of mooks without a second thought.

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* Zig zagged in VideoGame/SuperRobotWars: original generation. your Your battalion cuts through what amounts to an intermediate army of mooks without mention, then there's one that's portrayed as sympathetic, but he joins your battalion and you go back to killing an army of mooks without a second thought.
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** [[FridgeLogic However, killing the Weepers (basically people so infected with plague they become zombie-like) counts against this achievement, even though the game itself states that they're brain damaged beyond repair and only serve to transmit the disease to other innocent victims.]]
* At one point in ''VideoGame/{{TombRaider2013}}'' you'll come across 2 mooks searching for one's pet rat Sprinkles. YMMV but it's heartbreaking for rat owners such as myself and really adds to the despair and bleakness of the game.
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*** At the end of ''Broken Steel'', you invade the Enclave's main base, killing a number of scientists along with their soldiers. Tragically, it is revealed in ''Fallout New Vegas'' that one of those people was [[RobotBuddy ED-E]]'s creator.
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** Also, in ''VideoGame/{{Portal 2}}'' they are said to feel very real pain, according to [[spoiler:Wheatley]].

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** Also, in ''VideoGame/{{Portal 2}}'' they are said to feel very real pain, according to [[spoiler:Wheatley]].Wheatley.

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* ''VideoGame/NinjaGaiden 3''. The [[http://www.youtube.com/watch?v=AYjO2Hs1zRU&feature=player_embedded teaser trailer]] indicates that this will be a major theme in the game.
* In ''{{Uncharted}} 2'', Drake has the [[BigBad Lazarevic]] at his mercy finally, and he tries to tell Drake that "We're NotSoDifferent, you and I". This immediately makes him unable to pull the trigger on him, despite having no problems killing hundreds of human enemies throughout the game.

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* ''VideoGame/NinjaGaiden 3''. The [[http://www.youtube.com/watch?v=AYjO2Hs1zRU&feature=player_embedded com/watch?v=AYjO2Hs1zRU teaser trailer]] indicates that this will be a major theme in the game.
* In ''{{Uncharted}} ''VideoGame/{{Uncharted}} 2'', Drake has the [[BigBad Lazarevic]] at his mercy finally, and he tries to tell Drake that "We're NotSoDifferent, you and I". This immediately makes him unable to pull the trigger on him, despite having no problems killing hundreds of human enemies throughout the game.



** There's another, slightly strange instance of this early in ''{{Uncharted}} 2''; in the early museum break-in level, there's a scene where Harry offers Nate a pair of pistols. Nate is horrified by the prospect of shooting at the innocent guards until Harry reassures him that they're just non-lethal tranquillizers. Shortly after this scene though, there's an in-game sequence where Nate, hanging from a ledge, tosses an unsuspecting guard off the roof and hundreds of feet down the cliff below. Harry makes a quip about the guard's demise, and the two proceed as though nothing had happened.

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** There's another, slightly strange instance of this early in ''{{Uncharted}} ''Uncharted 2''; in the early museum break-in level, there's a scene where Harry offers Nate a pair of pistols. Nate is horrified by the prospect of shooting at the innocent guards until Harry reassures him that they're just non-lethal tranquillizers. Shortly after this scene though, there's an in-game sequence where Nate, hanging from a ledge, tosses an unsuspecting guard off the roof and hundreds of feet down the cliff below. Harry makes a quip about the guard's demise, and the two proceed as though nothing had happened.



*** Shown in PennyArcade's [[TearJerker comic]] [[http://www.penny-arcade.com/comic/2009/10/19/ Ambiguitas]].
** Penny Arcade also dealt with the seemingly suicidal Uncharted henchmen in [[http://penny-arcade.com/comic/2011/11/04 Working Conditions]].
* Commented on in ''GhostTrick''. One of Sissel's powers is saving the lives of others by changing their fates. However, he defeats hitmen Jeego and Tengo by dropping heavy objects on them, crushing them apparently to death (we even see Jeego's body comedically flattened against a rolling wrecking ball). Sissel muses whether, if he killed Tengo, he'd then have to go back and save ''his'' life. [[spoiler: He doesn't. In fact they're not mentioned again, even in the epilogue.]]

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*** Shown in PennyArcade's VideoGame/PennyArcade's [[TearJerker comic]] [[http://www.penny-arcade.com/comic/2009/10/19/ Ambiguitas]].
** Penny Arcade also dealt with the seemingly suicidal Uncharted ''Uncharted'' henchmen in [[http://penny-arcade.com/comic/2011/11/04 Working Conditions]].
* Commented on in ''GhostTrick''.''VideoGame/GhostTrick''. One of Sissel's powers is saving the lives of others by changing their fates. However, he defeats hitmen Jeego and Tengo by dropping heavy objects on them, crushing them apparently to death (we even see Jeego's body comedically flattened against a rolling wrecking ball). Sissel muses whether, if he killed Tengo, he'd then have to go back and save ''his'' life. [[spoiler: He doesn't. In fact they're not mentioned again, even in the epilogue.]]



* ''Borderlands2'' parodies this mercilessly when you escort Claptrap to his ship and kill some mooks on the way -

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* ''Borderlands2'' ''VideoGame/{{Borderlands 2}}'' parodies this mercilessly when you escort Claptrap to his ship and kill some mooks on the way -



* ''SpecOpsTheLine'' features this multiple times when your squad can overhear some random conversations between enemy soldiers they go off break and start patrolling again. Typically, they're sympathetic and even a little charming, and you're going to shoot them dead anyway because you're playing a shooter game. This is also invoked (to the point of parody) by The Radioman when your squad starts killing the last few soldiers guarding his compound:

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* ''SpecOpsTheLine'' ''VideoGame/SpecOpsTheLine'' features this multiple times when your squad can overhear some random conversations between enemy soldiers they go off break and start patrolling again. Typically, they're sympathetic and even a little charming, and you're going to shoot them dead anyway because you're playing a shooter game. This is also invoked (to the point of parody) by The Radioman when your squad starts killing the last few soldiers guarding his compound:



* ''{{Dishonored}}'' averts this handily - not only are the guards humanized through idle conversations and letters, but there's actually a valid reason to avoid wholesale murder - the fewer city guards you kill, the less the city falls into chaos from the plague that turns people into ghouls (as the guards keep them in check.) Not even the main antagonists of the game have to be killed (though leaving them alive often involves setting them up for a FateWorseThanDeath.) Should you finish the game without killing a single soul, you'll be rewarded the "Clean Hands" achievement.

to:

* ''{{Dishonored}}'' ''VideoGame/{{Dishonored}}'' averts this handily - not only are the guards humanized through idle conversations and letters, but there's actually a valid reason to avoid wholesale murder - the fewer city guards you kill, the less the city falls into chaos from the plague that turns people into ghouls (as the guards keep them in check.) Not even the main antagonists of the game have to be killed (though leaving them alive often involves setting them up for a FateWorseThanDeath.) Should you finish the game without killing a single soul, you'll be rewarded the "Clean Hands" achievement.
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* Subverted frequently in ''VideoGame/NoOneLivesForever''. The player can listen to conversations between mooks which are often fairly long and go into a wide variety of subjects, including, quite often, their personal lives. The player almost always has no choice but to kill them during or after the conversation. How are those German guys going to start a band now?
* ''VideoGame/NinjaGaiden 3''. The [[http://www.youtube.com/watch?v=AYjO2Hs1zRU&feature=player_embedded teaser trailer]] indicates that this will be a major theme in the game.
* In ''{{Uncharted}} 2'', Drake has the [[BigBad Lazarevic]] at his mercy finally, and he tries to tell Drake that "We're NotSoDifferent, you and I". This immediately makes him unable to pull the trigger on him, despite having no problems killing hundreds of human enemies throughout the game.
** Or, he saw an opportunity for the guy to experience some poetic justice and be torn apart by the Guardians. Besides, Drake was using an M4, which is just a pea-shooter on someone who drank from the Tree of Life.
*** It also acts as something of a subtle ShutUpHannibal to Lazarevic, whose entire world view is based upon being TheUnfettered.
** There's another, slightly strange instance of this early in ''{{Uncharted}} 2''; in the early museum break-in level, there's a scene where Harry offers Nate a pair of pistols. Nate is horrified by the prospect of shooting at the innocent guards until Harry reassures him that they're just non-lethal tranquillizers. Shortly after this scene though, there's an in-game sequence where Nate, hanging from a ledge, tosses an unsuspecting guard off the roof and hundreds of feet down the cliff below. Harry makes a quip about the guard's demise, and the two proceed as though nothing had happened.
*** If you look closely enough you will see that the guard lands in water and swims away.
*** Shown in PennyArcade's [[TearJerker comic]] [[http://www.penny-arcade.com/comic/2009/10/19/ Ambiguitas]].
** Penny Arcade also dealt with the seemingly suicidal Uncharted henchmen in [[http://penny-arcade.com/comic/2011/11/04 Working Conditions]].
* Commented on in ''GhostTrick''. One of Sissel's powers is saving the lives of others by changing their fates. However, he defeats hitmen Jeego and Tengo by dropping heavy objects on them, crushing them apparently to death (we even see Jeego's body comedically flattened against a rolling wrecking ball). Sissel muses whether, if he killed Tengo, he'd then have to go back and save ''his'' life. [[spoiler: He doesn't. In fact they're not mentioned again, even in the epilogue.]]
* Partially subverted in the ending of the first ''VideoGame/MetalSlug'', where a paper airplane is shown flying over past stages full of the bodies of mooks you slaughtered. Towards the end, you see a grave with a crying woman standing before it.
** Or, if you finish the game with two players, you could see them relaxing and having a time doing stuff other than being, you know, evil.
** It's exacerbated if you [[AllThereInTheManual know the backstory]]. The whole war is a result of [[BigBad General Morden's]] RoaringRampageOfRevenge after his son was killed in an attack that the hideously corrupt military higher-ups knew about. His soldiers followed him out of loyalty.
* Used disturbingly in ''VideoGame/{{Xenosaga}} I''. The main character Shion is shown conspicuously caring about artificially-created humans called Realians, even helping maintain them and arguing on their behalf. Later on, however, she has no compunctions about mowing down hundreds of them in random battles, right before confronting the bad guy and calling him out for, wait for it, abusing the Realians. Made even worse by the character Momo, who is a realian herself but who will gladly take part in the above-mentioned random battles.
** In all fairness, almost every enemy from the game is either an automated robot, a Gnosis (monster things), or a Gnosis-infectee; we know from the game that once infected, it's impossible to resist, and ''everyone'' who touches a Gnosis winds up infected (unless they have PlotArmor) and become Gnosis themselves. And, since all the soldiers, etc., in the game are in all likelihood Realians, we ''do'' know that they are highly susceptible to Gnosis contamination. The few enemies you fight who ''don't'' fall into one of those three categories are sentient, fully self-aware, and actively trying to kill you (or at least, most of the party/the universe).
** This trope is mentioned at one point in Xenogears by a random [=NPC=] in Kislev, which is for a portion of the game portrayed as the EvilEmpire to Aveh's [[TheKingdom Kingdom]]:
-->'''Unnamed Kislev soldier:''' Even nameless soldiers have lives to live. Remember that...
* Played with in ''VideoGame/TalesOfTheAbyss''. Most of the party has no qualms with cutting down a dozen mooks who get in their way (even the 13 year old girl), but TheHero Luke goes into a brief HeroicBSOD after he first kills an enemy soldier. Afterwards, it's mentioned that whenever he kills someone, visions of their death haunts his dreams, and he has a unique victory dialogue against human enemies.
* ''[[VideoGame/FireEmblemJugdral Fire Emblem: Thracia 776]]'' averts this by giving the option to spare {{Mook}}s and bosses. Though the game is already NintendoHard enough and doing this only makes it more difficult (except it allows you to steal their stuff- so it's give or take, because the path to many of the GameBreaker items is by sparing them).
** ''Franchise/FireEmblem'' touches on it in a few other areas, for example one chapter in the 9th game has you fighting rebels fighting against an underground slave ring, in this chapter you are awarded for killing as few as possible, in another, a villager mentioned you killed her son in the last battle. In the 10th game, the perspective is flipped to that of the enemy side from the 9th game, and it is portrayed in a significantly different light.
* In ''TheMarkOfKri'', murdered bandits will crawl, squrim, or even cry on the ground for a little while after being killed, unless [[TheChunkySalsaRule Chunky Salsa'd]]. It's not fun to watch.
* In the final mission of ''SyphonFilter 2'', Gabe Logan and [[spoiler:Jason Chance]] have a CirclingMonologue in which [[spoiler:Chance]] calls Logan out on killing hundreds of agents over the course of the game who were just trying to do their job.
** Though in balance to this, the ''Syphon Filter'' series had several missions where you were forced to avoid killing certain enemies, even assisting them in battles despite the fact that if they saw you, they would shoot you on sight. ''Syphon Filter 2'' especially loved doing this with escaping the airfield guarded by military police, the Moscow club and streets with Russian police, and avoiding as well as assisting the NYPD in the streets of New York.
** And in one particular example, there was [[spoiler:Teresa]]'s flashback mission in ''Syphon Filter 3'' of her time in the ATF dealing with a Survivalist compound, where [[spoiler:at first you work for the ATF, but soon switch over to the Survivalists when you realise the ATF's more devious intentions of a Waco-style cover up]].
* ''VideoGame/PerfectDark'', being a FPS, has tons of mooks to mow down. No moral problems on shooting the folks intending to ventilate the President or your personal friends. But many levels take place in regular old buildings, where it is fairly obvious that the guards were just hired hands. Relatedly, the same production team made ''Goldeneye 64'', with all original levels full of guards on patrol in public places (such as the streets or a junkyard) being mowed down for the crime of being ordered to stop the intruder.
* ''VideoGame/GoldenEye1997''. It's perfectly fine to shoot soldiers, who have no say in what they're doing and are really just being paid to defend whatever complex. Even the ones who are just standing in a bathroom stall taking a whiz. But kill a scientist, who is ''actively involved'' in creating weapons of mass destruction, and you fail the mission. You CAN knock them out and disarm them with your fists, but with the exception of a single named villain (who has a key card you need that stops working if she dies) and 1 objective that requires you KO someone (so they can be interrogated) not expected or required. To be fair, the missions where scientists are in Soviet installations (like Facility and Missile Silo), and the USSR's scientists were more or less forced at gunpoint to work on whatever project the Kremlin decided they should work on, it may be justifiable. That, and the fact that the West has interests in getting them to defect rather than killing them, which also justifies this.
* In the original ''VideoGame/{{Fallout|1}}'', the mooks consist of raiders who KickTheDog for laughs, ghouls who have all the sentience of a rabid cheetah, and ordinary men and women who were forcibly mutated and brainwashed by the Master. And you kill all three indiscriminately. Appropriately enough, after you kill one Super Mutant, you can find his girlfriend in another room, sobbing inconsolably and cursing your name (in ''VideoGame/{{Fallout 2}}'', many of the surviving Super Mutants have settled down following the Master's death and aren't quite so hostile).
** This being ''VideoGame/{{Fallout}}'', you can kill everyone you see ''or'' never kill anyone (unless the plot calls for it).
*** And in ''VideoGame/{{Fallout 1}}'', you can avoid killing anyone, even setting off an Evac alarm when you blow up an enemy base.
** Plus, the Super Mutant-ization process typically reduces them to a beast-like state, and many or all of them have been brainwashed by [[PathOfInspiration The Children]] prior to being dipped.
** ''VideoGame/{{Fallout 3}}'' has plenty of raiders, soldiers, and guards that constantly respawn for you to kill and are indistinguishable from one another. In the case of raiders, the majority are torturers, murderers, and rapists, so it's hard to feel any regret for decapitating them with a chainsaw and placing their head on a pedestal for all to see. This still does occur near the end of the main campaign, when the player faces off against TheDragon and has the option of sparing him. Sparing him is treated as a moral and noble action by others you speak to, despite the fact that you've slaughtered several dozen of his soldiers to get to that point. To be fair, said Dragon was painted in-game to be a WellIntentionedExtremist with some KickTheDog moments to compensate, and a comparatively sane goal. The main reason you are fighting him is because he happens to be loyal to The Enclave.
*** On the other hand, have this option taken, you can spare two Mooks along with TheDragon. Otherwise, they are doomed.
** ''VideoGame/FalloutNewVegas'' plays this trope straight at the conclusion of its ''Honest Hearts'' expansion. [[spoiler:If you choose to destroy the White Legs, you'll find Joshua Graham holding their leader at gunpoint, and you have the option to tell Joshua to let him go or kill him, with either choice affecting your karma and the ending. That said, not only did you mow down dozens of mooks to get to this point, but Joshua executes two kneeling-in-surrender White Legs himself.]]
*** In this case, it's less about saving the villain as it is [[spoiler:saving Graham from his own rage. Salt-Upon-Wounds is stated to be [[CruelMercy doomed either way]].]]
* ''VideoGame/{{Iji}}'' completely averts this trope. How and which identical mooks you kill actually affects how the enemy sees you (though they do still all mostly attack on sight after the third level).
** According to the logs, this may be because they still don't know who you're fighting for.
** In fact, there is one specific faceless mook early in the game who has an effect on the plot near the end--whether or not you kill her determines whether in sector nine Iji will [[spoiler:have a crisis of faith as she finds the log of a close friend of hers]] or find a log stating how [[spoiler:the two of them found a safe place to flee to and will become two of the only three Tasen who are capable of surviving the end of the game]]. There will be no evidence at all that this mook was different from the others until you've reached sector nine (or more likely, read some of the earlier logs ''after'' reaching sector nine on a previous playthrough), and you have to infer which one she was. The mook in question is all by herself and little threat and can be easily killed or easily run past [[spoiler:(and thanks to the truce won't attack you at all if you've followed the pacifist path up to that point)]], so it's probably a fair bet that most first-time players will kill her for her nano if they're playing a killer and spare her if they're playing a pacifist.
** Iji actually apologizes after her first few kills.
* Averted in [[MagicalGirlLyricalNanoha Fate's]] story mode in ''MagicalBattleArena''. When everyone else fought their [[MirrorMatch illusionary copies]] on the fifth stage, they felt uncomfortable about it because they were beating themselves up. Fate, on the other hand, felt really bad about it because they were still technically alive even though their lives were fake and temporary, [[spoiler:which struck a little [[ArtificialHuman too close to home for her]]]].
* In ''VideoGame/{{Marathon}}'', there's no sympathy at all for the thousands of Pfhor you kill through the games (only one has been explicitly referred to, and that was as "that pile of chitin and fluids cooling on the floor behind you"). In the ''Marathon'' 3rd party scenario ''Rubicon'', however, the player comes across [[http://img6.imageshack.us/img6/9402/37191514.png this]] terminal after killing a whole lot of Enforcers. (The kind of mook seen in the picture.)
** In one of the early missions of ''Marathon 2: Durandal'', you encounter a Sph't compiler at a terminal, who quickly notices you and is summarily dispatched. What was he programming? A message for you, apologizing for his incapacity to resist the compulsion to kill you, and forgiving your for your inevitable response. He encourages you to make haste and fight hard, for the sake his fellow Sph't, yet to be freed.
** ''Infinity'' turns the ButThouMust nature of the series and this trope on its head, at some points pitting you as [[RightHandVersusLeftHand a pawn in an internecine Pfhor power struggle]] cutting down Enforcers and Troopers alongside Fighters and Hunters, at other points as a slaver ruthlessly mopping up uncooperative humans.
* {{Lampshaded}} and statistically measured in ''SecondSight''. Each mission gives you a "morality" score, which starts at 100% and drops each time you kill someone (but not when you trick one mook into killing another one). The player has the option of sneaking past some mooks, and most can be knocked out with tranquilizers. Oddly enough, fisticuffs are lethal.
* The first ''VideoGame/DeusEx'' has several instances where the question of killing mooks is mentioned. The most memorable instance, however, is in Paris where JC encounters a couple in a café. The couple are discussing the recruitment of their son to Majestic 12. When JC enters the conversation and makes his intents for Majestic 12 clear, the mother begs JC to keep an eye on for their son even though "those gas masks make them indistinguishable from each other". The whole game can be considered an example of this as well as it is possible to finish the whole game without killing a single mook.
** Additionally, [[spoiler:JC eventually defects, and the masked mooks he (optionally) slaughtered in the game's early stages become his allies. While some of them are to some degree humanized, the rest become, essentially, {{Red Shirt}}s.]]
** ''VideoGame/DeusEx'' actually does an astonishingly good job of letting you choose whether this trope is in effect. Aside from a straight PacifistRun, from the very start the game offers a variety of non-lethal ways to take out mooks, and [[spoiler:up until you leave for the resistance]] your efforts to either cheerfully indulge in or stringently avoid wanton mook killing are noted by the game and commented on by other agents, for better or worse.
** You get bonus experience in ''VideoGame/DeusExHumanRevolution'' if you avoid killing anyone save for bosses. You get even more points if you're never seen.
** All three games feature hackable computers, complete with email messages to and from random, even otherwise unidentified characters that do much to humanize them - revealing bits of their personal lives, for example, or even that they have the same ethical concerns about their bosses as the player does.
*** One email series in particular in ''[[VideoGame/DeusExHumanRevolution Human Revolution's]]'' "The Missing Link" DLC reveals that (1) the bad guys have a chaplain, and (2) said chaplain has been getting more and more visits from rank-and-file troopers upset and questioning the morality of what they've seen and done.
* In ''{{Tenchu}}'', the player can often [[EnemyChatter hear the mooks utter some lines]] while hiding in the Shadows. That includes lines as "The doctor said I should stay away from dangerous business for a while" (said by a ''{{ninja}}'' of all people) and "I need to cut down on my drinking, or my wife will be mad at me again". Though that might not be intentional. You could feel sorry for mooks getting murdered seconds after saying "[[TemptingFate I'm sure tonight will be completely uneventful]]".
* ''ValkyrieProfileCovenantOfThePlume'' plays with this - the protagonist (and by extension, his comrades) are actively encouraged to kill every foe they face, and brutally beat every trace of life from them while they're at it. The protagonist acknowledges what he's doing is morally questionable at best, but considers himself too far gone to care. Depending on the path the player takes, this can come back to seriously bite him in the backside.
* The personal emails that you sometimes find, alongside useful passcodes, security information etc, in dead or unconscious guards' computers in ''SplinterCell'' can be a bit of a guilt trip. In the first mission of ''Chaos Theory'', one of the guards you can grapple and interrogate instead tells you how he knew something like this would happen ever since his family was killed by Americans, and how he's prepared to die so he can meet them again. And he doesn't even have a name. It's a little disturbing, actually; even Sam is creeped out. Averted in ''Conviction'' though.
* ''SinAndPunishment'' has the Armed Volunteers, a military group devoted to defending against the monstrous Ruffians. Unfortunately, they're also creating martial law in Japan, so Achi's group labels them as their enemies. Once one of the main characters becomes [[AttackOfThe50FootWhatever a giant Ruffian]], they mobilize, and the other main character's next mission is wiping out their entire military, a military that most of them joined specifically to protect humanity. If that wasn't enough, Achi laughs at their pathetic deaths, providing an early clue that there is something wrong with her.
* ''VideoGame/GrandTheftAutoSanAndreas'' follows this trope in order to FollowThePlottedLine. CJ is told by some corrupt cops that if he leaves town, they'll pin the murder of another cop on him. Thing is, during the game you can murder cops and civilians by the dozens with your comeuppance being...respawning at the police station or hospital less 10% of your money.
** Tenpenny and later Toreno stonewalls any attempts to put CJ away for good. And besides, it's knocking out a few fellow officers off the ladder.
* ''NoMoreHeroes2DesperateStruggle'' deconstructs this hard when it's revealed the whole plot is a revenge scheme against Travis for [[spoiler:killing the Final Boss's father and brothers in a number of side missions where they appeared as mooks only discernible by their lack of hair.]]
* In ''{{Half-Life}}'', both {{Mook}} and OneManArmy are [[{{Deconstruction}} deconstructed]]; sneaky players can listen in on the [[ArmiesAreEvil Army]] as they have weird self-hating conversations about [[CavalryBetrayal slaughtering hundreds of scientists who expected them to RESCUE them]] - and later their rage at the player, who they believe was the mastermind behind the invasion and have been slaughtering their comrades wholesale. On the other hand, one of the Marines laments having none of the scientists fight back.
** There's also the ''Opposing Force'' expansion pack for the original game, where you play as a HECU marine. While said Marine is comatose for most of the original game and wakes up just as the military begins pulling out, your allies are all trying to work together to pull out.
* ''MaxPayne2'' plays with this; it is possible to overhear two mooks having a conversation about the theme park you're all in. One will even spoil the other, and the latter will get pissed at him. After that, they just stand there until you kill them or they see you. It's also possible to come across one mook playing a piano beautifully while the other watches. The two are part of a squad sent to kill everyone in the building, and the second they see you, both try to kill you.
** The EnemyChatter in the original game paints the mooks as actual people with lives and families -- who just so happen to all be remorseless bastards.
* Textbook use of this in ''TheForceUnleashed''. Using the dark side to kill hundreds, maybe thousands of stormtroopers fighting for their lives? Awesome! Trying to strike down Vader or Palpatine in anger? Bad apprentice! ''Bad!''
** The {{novelization}} does have the apprentice's pilot/love interest tell him that one of the TIE pilots he casually slaughtered was an old friend of hers, and killing's not so easy when you know who's under the helmet. But as soon as he apologizes she tells him that it's okay, she hadn't talked to that friend in years, and it never comes up again. Well, sort of. At one point the apprentice looks at Vader's plan to get all the rebel leaders in one place, which involved sacrificing thousands of loyal Imperials, and thinks that those lives mean nothing to Vader and the Emperor. Even though those loyal Imperials meant nothing to the apprentice either, and he killed a good percent of them anyway.
** [[JustifiedTrope Vader said no witnesses.]] And seeing as how every single ONE of them will attack with the aim of killing you first, self-defense is hardly unjustified. To say nothing of the fact that the stormtroopers are genuinely on Vader's side, whereas to Starkiller they were either obstacles he was obliged to neutralize on orders of his master or genuine enemies, and that Vader and Palpy are quite capable of manipulating attacks on them to turn the tables (and the near-certainty that Palpy is playing possum) means that there is some justification for this.
** With that said Vader himself is actually a known subversion of this trope. While he knows that his troops are expendable and can be replaced, he acknowledges the fact that they are actual people underneath their helmets. Hence why his Stormtroopers are so loyal to him, he is always fighting on the front lines with them, and he never orders them to do something he himself would not.
* ''VideoGame/WorldOfWarcraft'' subverts this with two mooks, one each for the Alliance and the Horde. When you kill the Alliance one, you find a letter on her corpse. Turns out she was forced to fight for the bad guys, was sabotaging them from the inside where she could, and she loved her daddy. Much the same applies to the Horde one, except the letter is addressed to his sister.
* ''ManaKhemia2FallOfAlchemy'' has Punis. They're capable of human language, thoughts, etc, and are friendly, gentle creatures; if you're playing Raze's path, you even get a party-member, a cute little girl, who was ''raised'' by Punis. Except Puniballs (not what you think... probably) are an ingredient in synthesizing, and how do you get those Puniballs? Why, killing Punis in random encounters! Including adorable Baby Puni, who have little pacifiers and everything. I might want to add that Punis look like blue Flan-type monsters, only with a happy little smiley face.
* If you've seen the capabilities of ''Milo and Kate'' with the new Project Natal technology, you won't be surprised to see this kind of thing happen in future games. The game demo has shown that AI can be programmed to be almost indistinguishable from a normal human, which could lead to some very poignant moments in a game: Talking to another randomly spawned ally in ''VideoGame/CallOfDuty'' and hearing him give his views on the war or talk about his family, and then watching as a rogue grenade promptly takes him out. Or an enemy begging for his life after watching his squad get slaughtered and allowing you to talk to him just like you would a real man pleading to be spared. The humanizing aspects that modern AI technology is demonstrating could be enough to make you question senseless killing of the mooks.
* ''VideoGame/CallOfDuty: ModernWarfare 2'' reminds one of this near the end. [[spoiler:The BigBad is then revealed to be a rogue general who has orchestrated the events of the game as one giant BatmanGambit, and now the two main characters shoot up his private guard in a mission to take him out for sheer revenge. While the game implies that these mooks are an elite paramilitary unit handpicked by the general and not really US soldiers at this point, there's no question that most if not all signed up believing they would be doing the right thing and probably aren't even aware of their boss's behind the scenes actions. On the other hand, Shepherd's troops saw him shoot Roach and Ghost, then threw their bodies into a ditch then doused them with gasoline.]] Although the Player is encouraged as [[spoiler:Mactavish]] to treat them such a way when [[spoiler:Sheperd bombs a base with many soldiers STILL INSIDE.]] And a variation of this occurs within the [[spoiler:Airport]] scene, as most people treat the [[spoiler:civilians]] as faceless, even though being encouraged to feel for them (and all the other people they have to kill). Some are [[spoiler:dragging the bodies of their [=FRIENDS=] less than 20m in front of you.]]
* This is probably one of the biggest complaints of new-to-MMORPG ''Franchise/StarTrek'' fans about ''VideoGame/StarTrekOnline''. Since about 98% of the enemies in the game are members of other sentient species, and there are (at the moment) no alternatives to destroying them en masse, first-time RPG players often complain on the forums in a shocked state about the number of Klingons they just vaporized. The fact that several missions involve being tricked or manipulated into slaying innocents doesn't help in most cases.
** The trickery runs you into WhatTheHellHero territory when you slaughter a base of Romulans on the orders of [[spoiler:an admiral who turns out to be a member of Species 8472.]] And any even mildly GenreSavvy player should have realized that by now.
* In a web flash game series ''{{Mardek}}'', Emela asks this very same thing. She questions the morality of killing henchmen, remarking on how they have lives, and possibly families of their own, that she and her crew are tearing apart. She even exclaims "A killer killer is still a killer" (if you kill a killer, you're a killer as well), confusing the main lead. Her fellow teammates tells her to put it out of her mind, since as soldiers, this is part of the job.
** Judging by one of said teammates' comments, that little speech got to him, too. Also, the speech was brought on by a semi-accidental UnfriendlyFire ShootTheDog moment when [[SaveTheVillain Saving The Villain]].
** However, it's also explicitly stated a few times that most of the monsters in the series are made of "Miasma" which randomly forms into monsters to attack you, and have no mind or soul. It goes on to say that this solves a whole lot of tricky ethical questions.
* Although it doesn't come up in gameplay, in ''VideoGame/MetalGearSolid'', Snake's practically self-hating codec conversations reveal that he does take this trope to heart, although it is infused with some IDidWhatIHadToDo.
** In terms of actual gameplay, this trope is reversed. If careful, it is possible to avoid killing or even being seen by any of the mooks in the entire game. Not so for the bosses, who must be killed because it's necessary for the story to progress.
** In the non-{{Canon}} ''VideoGame/MetalGearGhostBabel'', Pyro Bison [[TheDevTeamThinksOfEverything actually cites the player's current Mook body count on that save file]] as proof of Snake's murderous tendencies in a WhatTheHellHero monologue. Does create some ValuesDissonance given that the PsychoForHire boss also describes how glorious [[KillItWithFire burning someone to death with a flamethrower is]].
** ''VideoGame/MetalGearSolid3SnakeEater'' features a good aversion when you face [[spoiler:The Sorrow - who is backed up by ''everybody you've previously killed in the game''. The more you've killed, the more bodies you have to slog through.]]
*** Before that, you can befriend the guard in the Groznyj Grad cells by throwing the food he gives you back out to him. He then shows you a photo of his family and tells you a little about his history. Unfortunately, Snake gets on bad terms with him after proposing the guard let him out.
** ''VideoGame/MetalGearSolidPeaceWalker'' actively encourages the player at every turn to avoid killing enemies. Paz will plead for you to spare the lives of the men gunning for you over the radio (and balk when you do kill them), and every single human soldier in the game can be [[DefeatMeansFriendship defeated, brought back to your base and added to your army]].
** In 2, each soldier has their own dogtags, having their name and info on it,and every different member has a unique one. Raiden become angsty after your fist kill as well, feeling bad about it. You will even get called out on killing too many SEAGULLS.
** Kill enough mooks in 4, and Snake will have a flash back to when Liquid accused him of enjoying the killing in the first game, and will throw up.
** ''VideoGame/MetalGearRisingRevengeance'' takes thorough look at this. Raiden establishes early on that he believes the PMC cyborgs he fights against made their choice to oppose him, and didn't deserve mercy for throwing in with the types of people his enemies were. [[spoiler: Later, he's forced to face the fact that underneath their emotional inhibitors, many of the RedShirt enemies he's been cutting down had no real choice at all, being manipulated by the same system he was trying to protect people from in the first place. Raiden is deeply disturbed by this. [[SuperpoweredEvilSide Jack]]... [[SociopathicHero isn't]].]]
* Featured in ''VideoGame/RedDeadRedemption'' when bounty hunting. Bounties brought in alive give bigger cash and honor awards - but the bounty's gang of mooks are worth jack squat alive or dead. Which was often TruthInTelevision.
* In ''VideoGame/FinalFantasyVII'', the protagonists storm an underwater reactor under the city of Junon. They have to take the elevator to get there --and it's presently occupied by a girl, and two random Shinra mooks who are desperately trying to work up the courage to speak with her and ask her out. When they discover Cloud, though, they're bound by duty to try and stop him, and a [[CurbStompBattle brief battle ensues]]. The girl is horrified and laments the soldiers' death; Cloud and company don't even flinch. Similarly, another squad of Shinra soldiers tries to stop the invasion and scream "For Junon!" as they rush Cloud, and meet the same fate as their compatriots. The fact that Cloud ''himself'' was a faceless, nameless grunt a few years ago doesn't seem to bother him at all.
* In ''VideoGame/SonicAdventure'', one of the storylines revolves around one of Eggman's robot Mooks, E-102 Gamma. It plays around with this trope a few times, and ends with one of the [[TearJerker most poignant moments in the series]].
** The Sonic series is actually generally an aversion. Robotnik's MechaMooks (in most games) are actually Sonic's animal friends that have been brainwashed and put in a robot body, and by destroying their robotic shell the player is actually freeing them. Granted Gamma's story adds a rather tragic sense of ambiguity into this concept.
* In ''MegaManZero'', Zero stops short of killing the Guardians when you first fight them, with no explanation offered. Granted, you find out later that they're {{Hero Antagonist}}s, but their subordinates, who are similarly just doing their job, are all fair game for bisection.
** The Guardians also apply this as What Measure is a RedShirt. In the second game, Harpuia chooses to spare Zero when Zero is at his mercy, even though he spent the previous game [[DeadlyEuphemism retiring]] Resistance soldiers left and right. Later on, they also let Zero leave with Elpizo after slaughtering his entire army.
* The first two ''{{Thief}}'' games make a point of averting this. On the hardest difficulty you must never kill. Even at easy difficulty there are some major guilt trips awaiting the kill-crazy thief. Ironically the most effective of these is a spider. His name is Longdaddy, he is avoidable and the owner of the garden he lurks in is overjoyed at the work he puts in keeping his garden free from pests.
* {{Lampshaded}} in ''UniverseAtWar'': the Novus faction has the Ohm Robos, dirt-cheap MechaMooks who have a self-destruct attack. Their info card states that they ''know'' they're completely expendable... and they have no problem with the logic.
* One of the missions in an expansion for ''VideoGame/CommandAndConquer: [[CommandAndConquerRedAlert Red Alert]]'' gives you a Russian {{cyborg}} SuperSoldier who easily slaughters his way though infantry, tanks, even a battleship and the Allies' MemeticBadass commando Tanya. The {{cutscene}} afterwards shows Tanya's grave...among hundreds of others.
* In ''HeavyRain'', one of the protagonists are given the choice of getting a crime boss you just interrogated his heart medication or leave him to die. Unless you're a really bad guy, you'll probably save him. On the way out you step over dozens of his guards, whom you killed on your way in. You might say they were shooting at you, but that's not an unusual reaction when someone drives a car into the house you're paid to protect.
** This might qualify as FridgeBrilliance [[spoiler: as it turns out that the character in question is the main killer of the game and is searching for a father willing to go to lengths to protect his son unlike his father over his late brother. And covering up events protecting his son is exactly what the villain in the scenario was doing.]]
* Variation in ''VideoGame/ValkyriaChronicles'': You get bonuses for killing [[EliteMooks the Aces]], who actually do have names, but the game treats them like miniature boss fights and they have no lines. Then Selvaria's DLC came out and let you play as the Empire. The player character's face is never seen. This comes with a bit of a gut punch when you realize that [[spoiler:you're playing as Oswald The Iron, one of the Aces that you probably gunned down with glee.]]
** In one cutscene Welkin and Alicia come upon a wounded enemy soldier and tend to his wounds. He dies the next morning, but the enemy general who finds them decides to allow them to return to their unit rather than having his men shot them, as a sign of gratitude, even if their compassion had been in vain.
*** The ''Gallian'' military doesn't get that much compassion. Squad 7 is built on VideoGameCaringPotential and the enemies have the above scene to remind us how they're human too, but the complete annihilation of most of the army proper doesn't have ''any'' attention paid to it except how tragic it was for ''the person who caused it'', and how without the army, it's up to Squad 7 to save the day. AMillionIsAStatistic, indeed.
* ''VideoGame/{{Portal}}'''s turrets shouldn't invoke this, as they're just mass-produced robotic gun turrets. But their [[CuteMachines cute]] characterisation, saying things like "I don't hate you" when you knock them down made more sensitive players feel guilty, and that was before they start saying "I'm different."
** Also, in ''VideoGame/{{Portal 2}}'' they are said to feel very real pain, according to [[spoiler:Wheatley]].
--->"All simulated, of course, but real enough to them, I suppose."
* ''SengokuBasara'' plays this trope to the hilt. The various warlords you play as playable characters fight each other for practically no reason and are on quite cordial terms even as they're busy smacking the crap out of each other -- the hundreds of people [=KOed=] every battle are never even mentioned. In one case in ''Samurai Heroes'', Ieyasu consents to an alliance with the Hojo clan after the clan's messenger -- the ninja Kotaro Fuuma -- has butchered his way through Ieyasu's guards and doesn't seem to give it a second thought.
* In MMORPG ''{{Runescape}}'', this is parodied when in a quest cutscene an NPC guard openly acknowledges that the guards are killed all the time with no one complaining. His partner is horrified, at least until someone comes and kills both of them.
** This is also lampshaded in the Vengeance! saga, to an extremely depressing effect. In the saga, you start off as following a party of adventurers that is working to fight through a dungeon. After fighting through the first room, the focus shifts, and you take control of one of the warriors they failed to finish off. This warrior is very pissed off because you killed her brother. [[spoiler:She then proceeds to kill every adventurer in the party one by one.]]
* Zig zagged in VideoGame/SuperRobotWars: original generation. your battalion cuts through what amounts to an intermediate army of mooks without mention, then there's one that's portrayed as sympathetic, but he joins your battalion and you go back to killing an army of mooks without a second thought.
* ''VideoGame/NieR'': You ''will'' hate yourself when you learn what the [[LivingShadow Shades]] are.
* Like its predecessor (er, [[{{Prequel}} technical successor]]), ''VideoGame/DeusExHumanRevolution'' gives the player many, ''many'' options besides murder. Adam's monologue at the end of the game is either [[HumansAreBastards pessimistic]], [[HumansAreFlawed neutral]], or [[HumansAreGood optimistic]], based on what kind of body count he [[TriggerHappy did]] or [[PacifistRun didn't]] rack up. On top of that, in every building Adam enters, he can hack the computers to read personal e-mail exchanges; a few have people talking about [[PunchClockVillain getting together for drinks]] later, another with an employee [[NotWhatISignedOnFor expressing doubt in their cause]], and at least one mentions [[EvenMooksHaveLovedOnes talking to his kids]] on the phone. In fact, the player can even invert this trope: It is entirely possible to get through the entire game [[PacifistRun without killing]] a single {{mook}}, but the [[BossBattle bosses]] -- who actually ''are'' evil -- must be killed.
* Invoked on the ''[[YouBastard player's]]'' part in ''{{Pikmin}}''. Over the course of the game, you'll send wave after wave of Pikmin to their inevitable doom, and when they're gone you'll just pull up more without thinking about it. The [[http://www.youtube.com/watch?v=3syya-w9xgw&feature=related theme song]], however, is a tearjerking, melancholy ballad from the Pikmin's point of view in which they're resigned to their fate.
-->''We'll work together, fight, and be eaten,''
-->''But we won't ask you to love us.''
** Olimar, the main character of the game, shows shades of remorse as well. In his closing day remarks, he mentions how he feels bad about the fate that ultimately follows when Pikmin are left at the end of the day outside of the pod (they'll get eaten), and expresses outright guilt when all of his Pikmin followers have been destroyed, lamenting on how his absolute carelessness got his followers killed.
* ''GuildWars Beyond: Winds of Change' - Having spent the better part of a decade at war, your character is increasingly bitter about the thousands he has killed and the pain it has caused to their loved ones and companions. One guard even muses he has spent so long treating a gang as a faceless enemy he never believed any would be there save to act as villains.
** Seen earlier but not expanded on during the ''Nightfall'' Pogahn Passage mission. While disguised as a Kournan, it was possible to overhear the enemy talking about how Varesh was a visionary who planned to bring prosperity to all the nations. Most telling was one who talked about how his poor family had been promised fertile land in Istan for their role in the war.
* ''Borderlands2'' parodies this mercilessly when you escort Claptrap to his ship and kill some mooks on the way -
--> '''Claptrap''': My God, what have you done? These were people...with lives and families - I'm totally kidding. '''Screw''' those guys!
* ''SpecOpsTheLine'' features this multiple times when your squad can overhear some random conversations between enemy soldiers they go off break and start patrolling again. Typically, they're sympathetic and even a little charming, and you're going to shoot them dead anyway because you're playing a shooter game. This is also invoked (to the point of parody) by The Radioman when your squad starts killing the last few soldiers guarding his compound:
--> '''The Radioman''': (''soldier dies'') [[{{Retirony}} He was just three days away from retirement!]] (''soldier dies'') Well, there goes our fantasy football league. (''soldier dies'') He had...um...a dog? I didn't really know him that well. (''soldier dies'') Okay, you can have that one. That guy was an asshole.
* ''{{Dishonored}}'' averts this handily - not only are the guards humanized through idle conversations and letters, but there's actually a valid reason to avoid wholesale murder - the fewer city guards you kill, the less the city falls into chaos from the plague that turns people into ghouls (as the guards keep them in check.) Not even the main antagonists of the game have to be killed (though leaving them alive often involves setting them up for a FateWorseThanDeath.) Should you finish the game without killing a single soul, you'll be rewarded the "Clean Hands" achievement.
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