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** [[VideoGame/SonicTheHedgehog 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. The most straightforward explanation for Gamma's story is that he becomes self-aware and targets his friends for this reason.

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** [[VideoGame/SonicTheHedgehog [[Franchise/SonicTheHedgehog 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. The most straightforward explanation for Gamma's story is that he becomes self-aware and targets his friends for this reason.



** Later, you come across a shrine to the dead, with their names listed on a wall. Additionally, [[spoiler: one of your squadmates is crossed out, as he has been killed.]] The game simply leaves the wall in the room for you to notice it without ever calling it out, but if you look at the memorial, you can see the name and rank of every American soldier the protagonist killed up to that point. Ouch.

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** Later, you come across a shrine to the dead, with their names listed on a wall. Additionally, [[spoiler: one [[spoiler:one of your squadmates is crossed out, as he has been killed.]] killed]]. The game simply leaves the wall in the room for you to notice it without ever calling it out, but if you look at the memorial, you can see the name and rank of every American soldier the protagonist killed up to that point. Ouch.
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* ''VideoGame/XenobladeChronicles3'' has the scenario where the mooks are often the soldiers of Keves and Agnus, to which Ouroboros belonged before they themselves were liberated from the Flame Clock. Early in the story, Noah actually expresses an intention to kill as rarely as possible, and it's implied through dialogue that even when soldiers are defeated in gameplay their lives are spared. Occasions where the party and their allies are required to kill soldiers attacking them (who may or may not be given distinct identities) do come up, but these are still portrayed as moments of significant tragedy.
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* In ''Young Souls,'' hero twins Jenn and Tristan are saddened the first time they kill a goblin general, despite never showing regret over the hundreds of goblin mooks and dozens of bosses they slaughtered on the way there.

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* In ''Young Souls,'' ''VideoGame/YoungSouls,'' hero twins Jenn and Tristan are saddened the first time they kill a goblin general, despite never showing regret over the hundreds of goblin mooks and dozens of bosses they slaughtered on the way there.
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You’re referring to De Pluer. You don’t kill him, you imprison him, even if he is the least evil of the whole lot.


** BigBad Pagan Min has three lieutenants. Only one must be killed, one can be killed or imprisoned, one can be killed or spared.

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** BigBad Pagan Min has three lieutenants. Only one must be killed, one can must be killed or imprisoned, one can be killed or spared.
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** It's discussed in ''VideoGame/MetalGearSolid'' in a way that simultaneously plays it straight ''and'' justifies killing mooks. Master Miller urges Snake not to feel bad about killing enemy soldiers because "they knew the risks, just like Snake", reminding him that it's [[NothingPersonal not personal]] and that they wouldn't hesitate to kill Snake either even ''if'' they felt bad about it.
---> "Don't feel guilty about the soldiers that died from your bullets. They knew the risks they were taking, just like you."
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* In ''Young Souls,'' hero twins Jenn and Tristan are saddened the first time they kill a goblin general, despite never showing regret over the hundreds of goblin mooks and bosses they slaughtered on the way there.

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* In ''Young Souls,'' hero twins Jenn and Tristan are saddened the first time they kill a goblin general, despite never showing regret over the hundreds of goblin mooks and dozens of bosses they slaughtered on the way there.
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* In ''Young Souls,'' hero twins Jenn and Tristan are saddened the first time they kill a goblin general, despite never showing regret over the hundreds of goblin mooks and bosses they slaughtered on the way there.
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** Problem is, however, the Gunners and the raiders will attack you on sight, no matter what you do. Most of the time, you are just acting in self-defense whenever you run into them. You aren't given any real reason to pity them because their entire role in the game is to attack you and loot your body for cool shit, or to raze your settlements to the ground for the lolz. If anything, the humanizing moments bring their cruelty into sharp relief by showing that they ''can'' value life, yet are utterly merciless toward the innocent settlers they prey upon.

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** Problem is, however, the Gunners and the raiders will attack you on sight, no matter what you do. Most of the time, you are just acting in self-defense whenever you run into them. You aren't given any real reason to pity them because their entire role in the game is to attack you and loot your body for cool shit, or to raze your settlements to the ground for the lolz. If anything, the humanizing moments bring their cruelty into sharp relief by showing that they ''can'' value they're ''perfectly'' capable of valuing human life, yet nevertheless are utterly merciless and brutal toward the innocent settlers they prey upon.
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** 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]].

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** 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, ATF alongside the "FBI" (who are actually NSA), but soon switch over to the Survivalists when you realise realize the ATF's NSA's more devious intentions of a Waco-style cover up]].
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** 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.

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** 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. Interestingly, the Russian gulag guards are all expendable, implying that they measure lower than the other enemies that are just doing their job.
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*** This trope is inverted in the ending where all the bosses are killed, but no mooks, as among all the neutral endings save the one where everything enemy is spared, it's considered to be the best for the remaining inhabitants of the Underworld. Sans even comments on this. This is the "dog ending".

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*** This trope is inverted in the ending where all the bosses are killed, but no mooks, as among all the neutral endings save the one where everything every enemy is spared, it's considered to be the best for the remaining inhabitants of the Underworld. Sans even comments on this. This is the "dog ending".



* 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.]]

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* 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 the Iron, one of the Aces that you probably gunned down with glee.]]
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* ''Franchise/{{Halo}}'' centers on The Covenant waging a genocidal war against humanity, so it makes sense that no one ever bothers to seek nonviolent solutions. Still, the various alien mooks do display affection for each other. The [[IneffectualSympatheticVillain Grunts]] are particularly prone to lamenting when you kill one, which will either make you pity them or [[VideoGameCrueltyPotential amuse you]].
-->'''Grunt:''' Brother! No!
-->'''Grunt:''' He was my best friend!
** Brutes operate in packs, are angered as you kill your way through them, and will swear vengeance. Some of their comments are clearly PlayedForLaughs:
-->"He was my lover!"
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* ''Franchise/KirbyFightersDeluxe'' has a special pause screen description for the thundercloud Kracko, which gives a sympathetic view to an otherwise character-free RecurringBoss.

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* ''Franchise/KirbyFightersDeluxe'' ''VideoGame/KirbyFightersDeluxe'' has a special pause screen description for the thundercloud Kracko, which gives a sympathetic view to an otherwise character-free RecurringBoss.
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* In ''VideoGame/FTLFasterThanLight'', if you come across a notorious SpacePirate and defeat his entire crew without destroying his spaceship, you may get an option of saving his life and getting him to join your crew, along with getting some of his loot. No word is ever given on saving his henchmen. Or all those other space pirates, rebels or {{obstructive bureaucrat}}s you might have killed without second thoughts.

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* In ''VideoGame/FTLFasterThanLight'', if you come across a notorious SpacePirate {{space pirate|s}} and defeat his entire crew without destroying his spaceship, you may get an option of saving his life and getting him to join your crew, along with getting some of his loot. No word is ever given on saving his henchmen. Or all those other space pirates, rebels or {{obstructive bureaucrat}}s you might have killed without second thoughts.
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*Played with in ''VideoGame/TwoDark'', as the game considers essentially all of the people on each level who aren't bosses and who can be bypassed without killing "innocents", and adds their kills to a respectively named tally. Even when it's people like Petronelli's thugs, who are clearly involved in what's going on, or members of the cannibal family.
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** The vast majority of {{mook}}s in the first game are [[MechaMooks geth]] (who individually have the sapience of a dog, and are AlwaysChaoticEvil besides, so killing them is of course totally fine), brainwashed beings like the rachni or creepers (who you, of course, can't negotiate with), or generic SpacePirates and criminals who shoot you on sight. Other enemy factions, such as the ideologically motivated biotic terrorists or the PunchClockVillain mercenaries on Noveria, you can generally at least try to reason with, sometimes successfully. A single group of terrorists from ''Bringing Down the Sky'' DLC will try and negotiate with you, citing they came here for a slave raid, not to crash an asteroid into a planet. You can treat with them and let them leave, or cite the fact that they're [[SlaveryIsASpecialKindOfEvil slavers]] as reason enough to kill them.
** On a planet called Noveria, you can blast your way through over a dozen asari commandos only to have a tear-jerker scene with Matriarch Benezia. Where did Benezia get those commandos? Why don't you offer any of them terms of surrender or a chance to listen to reason, as you do Benezia? Because they're mooks! The commandos ''are'' BrainWashedAndCrazy, so negotiating with them wouldn't be possible anyway, but their deaths being casually ignored is still playing this straight.

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** The vast majority of {{mook}}s in the first game are [[MechaMooks geth]] (who individually have the sapience of a dog, and are AlwaysChaoticEvil besides, so killing them is of course totally fine), brainwashed beings like the rachni or creepers (who you, of course, can't negotiate with), or generic SpacePirates and criminals who shoot you on sight. Other enemy factions, such as the ideologically motivated biotic terrorists or the PunchClockVillain mercenaries on Noveria, you can generally at least try to reason with, sometimes successfully. A single group of terrorists from ''Bringing Down the Sky'' DLC will try and negotiate with you, citing they came here for a slave raid, not [[EvenEvilHasStandards not]] to [[ColonyDrop crash an asteroid into a planet.planet]]. You can treat with them and let them leave, or cite the fact that they're [[SlaveryIsASpecialKindOfEvil slavers]] as reason enough to kill them. \n The BigBad of the DLC you can ultimately execute, or turn over to the local authorities to stand trial; but the various mooks he has with him you simply kill.
** On a planet called Noveria, you can blast your way through over a dozen asari commandos only to have a tear-jerker scene with Matriarch Benezia. Where did Benezia get those commandos? Why don't you offer any of them terms of surrender or a chance to listen to reason, as you do Benezia? Because they're mooks! The commandos ''are'' BrainWashedAndCrazy, so negotiating with them wouldn't be possible anyway, but their deaths being casually ignored is still playing this straight.



** ''Franchise/MassEffect'' as a franchise uses some dehumanization of its major antagonists to justify the trope at times. In the first game, the geth aren't people or even real artificial intelligences (not until ''Mass Effect 3''). In the second game, the Collectors are similarly dehumanized with Mordin even saying they don't have souls, though the ([[EqualOpportunityEvil multi-species]]) mercenary/pirate groups you spend most of the game fighting aren't. And in ''Mass Effect 3'', we get a trifecta of this: the geth are still just virtual intelligence until they can no longer be fought, Cerberus agents are thoroughly dehumanized due to being brainwashed SlaveMooks, and the Reapers' minions are [[ArtificialZombie artificial cyborg-zombies]] controlled by {{Eldritch|Abomination}} [[HordeOfAlienLocusts Alien Locusts]]. The only enemy {{mooks}} who even have free will are the [=CAT6=] mercenaries in the ''Citadel'' DLC; in that case, their slaughter at the hands of your team is PlayedForLaughs.

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** ''Franchise/MassEffect'' as a franchise uses some dehumanization of its major antagonists to justify the trope at times. In the first game, the geth aren't people or even real artificial intelligences (not until ''Mass Effect 3''). In the second game, the Collectors are similarly dehumanized with Mordin even saying they don't have souls, though the ([[EqualOpportunityEvil multi-species]]) mercenary/pirate groups you spend most of the game fighting aren't. And in ''Mass Effect 3'', we get a trifecta of this: the geth are still just virtual intelligence until they can no longer be fought, Cerberus agents are thoroughly dehumanized due to being brainwashed SlaveMooks, and the Reapers' minions are [[ArtificialZombie artificial cyborg-zombies]] controlled by {{Eldritch|Abomination}} [[HordeOfAlienLocusts Alien Locusts]]. The only enemy {{mooks}} who even have free will are the [=CAT6=] mercenaries in the ''Citadel'' DLC; in that case, [[MookHorrorShow their slaughter at the hands of your team team]] is PlayedForLaughs.PlayedForLaughs. Glyph ''does'' ask them to surrender at one point, noting how low their chance of survival is, but that's it.

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** "Phoenix Fire" once again puts you in Drake's corporate building, this time fighting your way out. The men in suits with guns are still fair game. There are also women in the building who are simple employees, and killing them makes you fail the mission. (Frustratingly, if an enemy {{Mook}} kills one of them, the game acts like you did and you still fail).

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** "Phoenix Fire" once again puts you in Drake's corporate building, this time fighting your way out. The men in suits Anyone with guns are a gun is still fair game. There are also women in the building who are simple employees, and killing them makes you fail the mission. (Frustratingly, if an enemy {{Mook}} kills one of them, the game acts like you did and you still fail).
** In most, but not all, missions, you get additional points for forcing mooks to surrender and/or non lethally subduing some. You have to want the points however, ''and'' figure out how to do it.


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* ''VideoGame/TheWorldIsNotEnough'' tries to avoid this.
** The first level is set in Lachaise's bank. Mooks in suits you can kill, even though it is unclear how involved with Renard they are. The bank's security guards however are treated as innocents, who you may not kill. On higher difficulties, you'll occasionally face both types at once, complicating the fight.
** The level "Night Shift" has a DramaticIrony variant. You're warned that if you get spotted outside your room at night, the guards will "mistake" you for an intruder and "accidentally" kill you. At this point in the game, Bond still thinks Elektra is the target and not the BigBad, so you can't kill any of her people.
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* ''VideoGame/CallOfDuty: 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:Shepherd 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: 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:Shepherd 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]] [[spoiler:civillans]] 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. On the other hand, you're playing as someone pretending to be a terrorist, it is possible to play the mission and not kill a single civilian, or you can just skip the mission outright.]]



** The vast majority of {{mook}}s in the first game are [[MechaMooks geth]] (who individually have the sapience of a dog, and are AlwaysChaoticEvil besides, so killing them is of course totally fine), brainwashed beings like the rachni or creepers (who you, of course, can't negotiate with), or generic SpacePirates and criminals who shoot you on sight. Other enemy factions, such as the ideologically motivated biotic terrorists or the PunchClockVillain mercenaries on Noveria, you can generally at least try to reason with, sometimes successfully.
** On a planet called Noveria, you can blast your way through over a dozen asari commandos only to have a tear-jerker scene with Matriarch Benezia. Where did Benezia get those commandos? Why don't you offer any of them terms of surrender or a chance to listen to reason, as you do Benezia? Because they're mooks! The commandos ''are'' BrainWashedAndCrazy, so negotiating with them wouldn't be possible anyway, but they're deaths being casually ignored is still playing this straight.
** Helena Blake, the biotic extremists, the Dantius sister feud, Wrex's family armor, the entire Bringing Down the Sky DLC, and quite a few more side quests all feature remote bases where you can kill tons of nameless antagonists without so much as an explanation before getting to the end and either making a Bioware-style moral choice regarding the villain or else advancing your relationships with your crew.

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** The vast majority of {{mook}}s in the first game are [[MechaMooks geth]] (who individually have the sapience of a dog, and are AlwaysChaoticEvil besides, so killing them is of course totally fine), brainwashed beings like the rachni or creepers (who you, of course, can't negotiate with), or generic SpacePirates and criminals who shoot you on sight. Other enemy factions, such as the ideologically motivated biotic terrorists or the PunchClockVillain mercenaries on Noveria, you can generally at least try to reason with, sometimes successfully. A single group of terrorists from ''Bringing Down the Sky'' DLC will try and negotiate with you, citing they came here for a slave raid, not to crash an asteroid into a planet. You can treat with them and let them leave, or cite the fact that they're [[SlaveryIsASpecialKindOfEvil slavers]] as reason enough to kill them.
** On a planet called Noveria, you can blast your way through over a dozen asari commandos only to have a tear-jerker scene with Matriarch Benezia. Where did Benezia get those commandos? Why don't you offer any of them terms of surrender or a chance to listen to reason, as you do Benezia? Because they're mooks! The commandos ''are'' BrainWashedAndCrazy, so negotiating with them wouldn't be possible anyway, but they're their deaths being casually ignored is still playing this straight.
** Helena Blake, the biotic extremists, the Dantius sister feud, Wrex's family armor, the entire Bringing Down the Sky DLC, and quite a few more side quests all feature remote bases where you can kill tons of nameless antagonists without so much as an explanation before getting to the end and either making a Bioware-style moral choice regarding the villain or else advancing your relationships with your crew.

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** In ''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, 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 they should leave if they don't want to die too, instead of killing them.

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** In ''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, 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 they should leave if they don't want to die too, instead of killing them. The first room of mooks open fire on you the moment they see you whereas the second just make threats (and are clearly terrified), excusing this somewhat.



** On a planet called Noveria, you can blast your way through over a dozen asari commandos only to have a tear-jerker scene with Matriarch Benezia. Where did Benezia get those commandos? Why don't you offer any of them terms of surrender or a chance to listen to reason, as you do Benezia? Because they're mooks!

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** On a planet called Noveria, you can blast your way through over a dozen asari commandos only to have a tear-jerker scene with Matriarch Benezia. Where did Benezia get those commandos? Why don't you offer any of them terms of surrender or a chance to listen to reason, as you do Benezia? Because they're mooks!mooks! The commandos ''are'' BrainWashedAndCrazy, so negotiating with them wouldn't be possible anyway, but they're deaths being casually ignored is still playing this straight.



* ''VideoGame/{{Nightfire}}'' is pretty good about this:
** The third mission centers on you trying to get to an extraction point while being pursued. [[BigBad Drake's]] men continue to be fair game, but killing the local cops results in mission failure.
** The mission "Night Shift" revolves around you infiltrating Drake's building at night. The security guards are considered innocent people who must be avoided or subdued nonlethally. Anyone in a suit is apparently aware of what Drake is up to, and as such can be killed. They may or may not be Yakuza members as well.
** "Phoenix Fire" once again puts you in Drake's corporate building, this time fighting your way out. The men in suits with guns are still fair game. There are also women in the building who are simple employees, and killing them makes you fail the mission. (Frustratingly, if an enemy {{Mook}} kills one of them, the game acts like you did and you still fail).



* ''VideoGame/PerfectDark'', being an 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. 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 one objective that requires you KO someone (so they can be interrogated), not expected or required.

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* ''VideoGame/PerfectDark'', being an 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. 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 one objective that requires you KO someone (so they can be interrogated), not expected or required. In an aversion, the Alaskan base guards, Air Force One staff, and Secret Service are all treated as innocents, who you may not kill. It is also pointed out in a conversation that while it is unknown how much of the NSA is involved with the conspiracy, any ones you encounter are involved enough to be fair game.
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* Appropriately for a game where the CycleOfRevenge and the humanity of the enemy are major themes, ''VideoGame/FinalFantasyXII'' plays with this at several points:
** Most of the [[BonusBoss Marks]] you kill are essentially large animals or magical constructs gone berserk and murderous, but one is a [[PlantPerson cactoid]] that has become a [[DesertBandits desert bandit]]. It's not even clear early on that cactoids are sapient, but later a whole group of cactoids takes half of a human village hostage to demand the return of their relative. It seems that the cactoid they're looking for is ''the same one you killed'', causing the other villagers (and the player) to react with a MyGodWhatHaveIDone. You can then find the missing cactoid alive, but it still puts your earlier quest in a very different light.
** The [[FishPeople Urutan-Yensa]] are stated to be entirely hostile to humans, but it's also noted that this is mostly because the Rozarrian Empire [[NoBloodForPhlebotinum invaded their lands to drill for oil]] and you also meet an Urutan-Yensa who attempts to overcome the language barrier to ask for your help against a giant tortoise known as [[BonusBoss the Urutan Eater]].
** You'll probably fight plenty of faceless Imperial soldiers, but there are also plenty you can speak to in the towns, some of whom are quite nice and reasonable people (such as [[ShoutOut Gibbs and Deweg]], the two guys guarding the path from Nalbina to the Mosphoran Highwaste). There's also quest-giver Sherril, an Imperial soldier you meet in Rabanastre who has paid out of their own pocket for a bounty on the head of the Wyvern Lord because they suspect it's going to attack the city and kill people. Sherril points out that they may be an Imperial, but they care about Dalmascans.

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* ''VideoGame/{{Bioshock2}}'' two Houdini Splicers dance together in Dionysus Park. While they both immediately attack you on sight, killing one results in the other breaking combat and running over to their dead lover and collapsing to their knees in grief, {{You Monster}}

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* ''VideoGame/{{Bioshock2}}'' In ''VideoGame/BioShock2'', two Houdini Splicers dance together in Dionysus Park. While they both immediately attack you on sight, killing one results in the other breaking combat and running over to their dead lover and collapsing to their knees in grief, {{You Monster}}YouMonster

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Aversions are not examples and should not be listed as such.


* ''Franchise/{{Kirby}} Fighters Deluxe'' has a special pause screen description for the thundercloud Kracko, which gives a sympathetic view to an otherwise character-free RecurringBoss.
--> ''“YOU...! Did you think I'd forget? The time [[VideoGame/KirbysAdventure you smashed into me with your Hi-Jump]]! That time [[VideoGame/KirbySuperStar I was betrayed by Helpers]]! Or when [[VideoGame/KirbySqueakSquad I was replaced by that mechanical cloud]]! I-I... Sniff... there's something in my eye...”''

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* ''Franchise/{{Kirby}} Fighters Deluxe'' ''Franchise/KirbyFightersDeluxe'' has a special pause screen description for the thundercloud Kracko, which gives a sympathetic view to an otherwise character-free RecurringBoss.
--> ''“YOU...''"YOU...! Did you think I'd forget? The time [[VideoGame/KirbysAdventure you smashed into me with your Hi-Jump]]! That time [[VideoGame/KirbySuperStar I was betrayed by Helpers]]! Or when [[VideoGame/KirbySqueakSquad I was replaced by that mechanical cloud]]! I-I... Sniff...sniff... there's something in my eye...”''"''



* In ''VideoGame/TheLegendOfSpyro'', Spyro kills countless apes easily throughout the first two games, yet at the end of the second, he hesitates to kill their king, Gaul, who is the highest up the chain of evil he's encountered thus far, is planning to release [[BigBad the ultimate evil Malefor]], and is directly responsible for Cynder's corruption ''when she was inside her egg''. And you'd think Spyro would be ''less'' merciful after being affected by dark energy. Only once Spyro's clear Gaul will kill him otherwise does he finish him off.
* Averted in [[Anime/MagicalGirlLyricalNanoha Fate's]] story mode in ''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]]]].

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* In ''VideoGame/TheLegendOfSpyro'', ''VideoGame/TheLegendOfSpyro'': Spyro kills countless apes easily throughout the first two games, yet at the end of the second, ''The Eternal Night'' he hesitates to kill their king, Gaul, who is the highest up the chain of evil he's encountered thus far, is planning to release [[BigBad the ultimate evil Malefor]], and is directly responsible for Cynder's corruption ''when she was inside her egg''. And you'd You'd think Spyro would be ''less'' merciful after being affected by dark energy. Only once Spyro's clear Gaul will kill him otherwise does he finish him off.
* Averted in [[Anime/MagicalGirlLyricalNanoha Fate's]] story mode in ''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]]]].
off.



* 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 a certain terminal after killing a whole lot of Enforcers. (The kind of mook seen in the picture.)

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* In ''VideoGame/{{Marathon}}'', there's ''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 a certain terminal after killing a whole lot of Enforcers. (The kind of mook seen in the picture.)



* In the web flash game series ''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.

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* In the web flash game series ''VideoGame/{{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.
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** ''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.

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** ''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. Although the game was criticised for failing to distinguish between non-lethal and lethal takedowns, being unable to distinguish the difference between pepper spraying a guard and knocking him unconscious with a baton, and blowing him into LudicrousGibs with a GEP Gun.

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* ''VideoGame/Borderlands2'' parodies this mercilessly when you escort Claptrap to his ship and kill some mooks on the way --
--> '''Claptrap''': [[PlayerCharacter Minion]], what have you done? These were people...with lives and families -- I'm totally kidding. '''Screw''' those guys!

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* ''VideoGame/Borderlands2'' ''VideoGame/Borderlands2'':
** The game
parodies this mercilessly when you escort Claptrap to his ship and kill some mooks on the way --
--> '''Claptrap''':
way.
--->'''Claptrap''':
[[PlayerCharacter Minion]], what have you done? These were people...people... with lives and families -- I'm totally kidding. '''Screw''' those guys!

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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. [[https://youtu.be/3syya-w9xgw 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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* ''VideoGame/{{Pikmin}}'': Invoked on the ''[[YouBastard player's]]'' part in ''VideoGame/{{Pikmin}}''. part. Over the course of the a 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. [[https://youtu.be/3syya-w9xgw 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.



** 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.
*** Furthermore he has [[https://youtu.be/-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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** 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.
***
killed. Furthermore he has [[https://youtu.be/-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...]]



* ''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 Wheatley.
--->"All simulated, of course, but real enough to them, I suppose."

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* ''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 Wheatley.
--->"All -->"All simulated, of course, but real enough to them, I suppose."
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** ''VideoGame/TheLastOfUs2'' has been criticized for invoking this trope by forcing the player to spare Abby at the end while forcing them to kill mooks, most controversially a dog.

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** ''VideoGame/TheLastOfUs2'' has been criticized for invoking this trope by forcing * ''VideoGame/TheLastOfUs2'': While the player to spare Abby at countless human enemies you face in the end while forcing them to kill mooks, most controversially a dog. game are realistically detailed and their names are even cried out by their comrades upon their death, they have no story significance like the characters who die or are threatened in cutscenes.
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** Problem is, however, the Gunners and the raiders will attack you on sight, no matter what you do. Most of the time, you are just acting in self-defense whenever you run into them. You aren't given any real reason to pity them because their entire role in the game is to attack you and loot your body for cool shit, or to raze your settlements to the ground for the lolz.

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** Problem is, however, the Gunners and the raiders will attack you on sight, no matter what you do. Most of the time, you are just acting in self-defense whenever you run into them. You aren't given any real reason to pity them because their entire role in the game is to attack you and loot your body for cool shit, or to raze your settlements to the ground for the lolz. If anything, the humanizing moments bring their cruelty into sharp relief by showing that they ''can'' value life, yet are utterly merciless toward the innocent settlers they prey upon.
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Never mind, wrong trope — Zero doesn't spare anybody, really.


* In VideoGame/KatanaZero, one generic mook, [[ButThouMust whose death is inevitable]], turns out to be [[spoiler:the in-universe MemeticBadass "Strong Terry" you've heard so much about in EnemyChatter]]. Like virtually everyone in the game, [[RocketTagGameplay he goes down in one hit]], but the news mentions him by name, and later EnemyChatter includes those swearing that he will be avenged.
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* In VideoGame/KatanaZero, one generic mook, [[ButThouMust whose death is inevitable]], turns out to be [[spoiler:the in-universe MemeticBadass "Strong Terry" you've heard so much about in EnemyChatter]]. Like virtually everyone in the game, [[RocketTagGameplay he goes down in one hit]], but the news mentions him by name, and later EnemyChatter includes those swearing that he will be avenged.
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-->'''Flowey:''' [[spoiler:"So you were able to play by your own rules. You spared the life of a single person. [lists off each monster] Think about those names. Do you think those monsters had friends? Do you think they had families? Each one could have been someone else's Toriel. Selfish brat. Someone is dead because of you."]]

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-->'''Flowey:''' --->'''Flowey:''' [[spoiler:"So you were able to play by your own rules. You spared the life of a single person. [lists off each monster] Think about those names. Do you think those monsters had friends? Do you think they had families? Each one could have been someone else's Toriel. Selfish brat. Someone is dead because of you."]]

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