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1-> ''"Was that...was that falling damage? They put ''falling damage'' in their motherfucking 2D ''platform game!?''"''\
2* ''[[SpinningPaper spinning newspaper]] saying "JONTRON QUITS" appears''*
3-->-- '''WebVideo/JonTron''', on ''VideoGame/{{Bubsy}}'s'' use of this trope.
4
5Most video game characters, especially in 2D games, seem to have incredibly durable legs; they can survive just about any fall that isn't into a {{Bottomless Pit|s}}.
6
7This trope is about the ones that can't.
8
9In some video games, characters will get hurt when falling from great heights. Exactly how realistic this is varies. Sometimes, [[MajorInjuryUnderreaction the damage they take is closer to having their foot stepped on than shattering all the bones in their legs]]. Other times, [[ExaggeratedTrope the character dies the moment they fall from any unsafe height]], or something in between, but regardless, it hurts them.
10
11Several games that allow falling damage do have a maximum distance which a character can fall without receiving any damage at all. It just wouldn't be good game design to allow a character to hurt himself every time he goes up or down stairs. Others take it a step further and have velocity checks, dealing damage if you hit the floor while travelling too fast, regardless of how you were moving that fast.
12
13When falling damage is present, the impact damage from other directions is often still not present. For an example, players can smash their head against a ceiling or slam into a wall with as much of a velocity they like.
14
15A SubTrope of JumpPhysics.
16
17Compare & contrast NotTheFallThatKillsYou.
18----
19!Straight examples:
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21[[foldercontrol]]
22
23[[folder:Adventure]]
24* Creator/{{Sierra}}'s ''VideoGame/KingsQuest'' series has three descent scenarios: descending steps or something similar garnered no damage. A minor tumble totaling no more than the player character's height yielded some circling stars, but only nominal damage. A fall greater than the character's height, however, is always fatal. Princess Rosella is especially vulnerable to serious falls.
25[[/folder]]
26
27[[folder:Action-Adventure]]
28* Present in ''VideoGame/{{Terraria}}''; the damage you take increases depending on how far you've fallen. There's even a few death messages for when you die due to falling damage.
29--> <Player name> didn't bounce.
30* ''Franchise/TombRaider'': Lara Croft and broken bones seems to go hand and hand.
31* The ''VideoGame/GrandTheftAuto'' series has this as well. This could prove problematic in ''VideoGame/GrandTheftAutoViceCity'' if you picked up the drug powerup, which drastically increases Tommy's speed and strength. By running over a speed bump, Tommy would stay in the air for a considerable period and the landing would be treated as painful or even lethal, even though the vertical distance was practically nothing.
32* In many ''Franchise/TheLegendOfZelda'' games, you can lose hearts if you fall/ jump too far, but none more than ''VideoGame/TheLegendOfZeldaSkywardSword'', where you're given a magical sailcloth that acts like a parachute right near the start. If you don't use it on high enough drops, then the Wii controller shakes to tell you "ouch", as if Link clutching his chest wasn't enough. Every single time.[[note]]This, however, is plot-specific; usually bottomless pits in the series are [[NonLethalBottomlessPits non-lethal.]][[/note]] ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' kicks it up another notch, and some falls can kill Link outright no matter how many hearts he has.
33* While the original ''VideoGame/MediEvil'' doesn't have falling damage, the sequel adds it. This was not an appreciated change, especially since the sequel has significantly more sections of running on narrow ledges high in the air than the original ever did.
34* In ''VideoGame/PrinceOfPersia1'', falling two levels will subtract one from your LifeMeter, and falling three levels will kill you outright. The former becomes necessary in some levels of ''VideoGame/PrinceOfPersia2''.
35[[/folder]]
36
37[[folder:Action Game]]
38* ''VideoGame/AuraAuraClimber'' takes this concept way further than some others do, as if you fall for just long enough for your fall to be damaging, it doesn't matter whether you're going at terminal velocity or light speed, Aura-Aura is dead when he hits the ground.
39* Played straight in ''VideoGame/DeusExHumanRevolution'', unless you unlock the Icarus Landing System perk, which grants you immunity to Falling Damage with some [[RuleOfCool flashy special effects.]]
40[[/folder]]
41
42[[folder:Action/Role-Playing]]
43* ''VideoGame/AssassinsCreedOdyssey'': The protagonist starts with an ability that makes it impossible to die from falling damage (presumably this is how they survived getting tossed off a cliff as a child), and a later upgrade makes them simply immune. Enemies don't have these advantages, however, and one of the easiest ways to deal with tough enemies is to kick them off a cliff.
44* ''[[VideoGame/{{Driver}} Driv3r]]'' implements this. Jumping off, say, an elevated train track in Miami will damage you, if not outright kill you. GoodBadBugs reveal that this affects [=NPCs=] as well. You may occasionally find a random citizen falling from a building or.... the sky, inevitably dying upon contact with Earth.
45* ''VideoGame/TheElderScrollsVSkyrim'' takes this trope to an extreme level. There is a small distance you can fall without taking damage at all, but once you pass that, the damage increases '''dramatically'''. Once you pass the cutoff distance for fall damage, your only thoughts will be "just reload the save before the death animation plays".
46* ''VideoGame/NierAutomata'' has falling damage, though you have to fall from a pretty significant height for it to kick in. If 2B slams into the ground instead of landing normally, falling damage kicks in, and if she assumes a skydiving pose mid-fall she's likely to take a ton of it on impact.
47* In ''VideoGame/{{Warframe}}'', the warframes are immune to falling damage, but will be stunned for a little bit if they hit the ground too fast (with the exception for Valkyr). Enemies are not, but it's pretty rare to be in a situation where you can take advantage. The open-world zones have flying transports that you can destroy so that enemies die from falling damage, but it's situational. [[spoiler:The Operators who pilot the warframes]], however, ''do'' take falling damage, highlighting their SquishyWizard status, which can take a bit for players to adapt to.
48[[/folder]]
49
50[[folder:Beat-Em-Up/Hack And Slash]]
51* ''VideoGame/DeadRising'' predictably has this in effect. However, once you learn the knee drop and time it properly, you can negate all the fall damage.
52[[/folder]]
53
54[[folder:First Person Shooter]]
55* In ''VideoGame/BioShockInfinite'', falling from too high will damage you, even though [[NonLethalBottomlessPits falling off the floating city of Columbia only returns you to where you fell with no damage taken]].
56* Build Engine throwback ''VideoGame/IonFury'' includes this, with the game even prompting you to "Press [USE] to scream" if the fall would be fatal.
57* The original ''VideoGame/{{Borderlands}}'' does have falling damage; it was later removed on ''VideoGame/Borderlands2'' and ''VideoGame/BorderlandsThePreSequel''. The lack of fall damage is also lampshaded in ''Borderlands 2'', where after finishing a quest that requires getting to the top of a huge, tall tower overlooking the rest of the level, if you decide to just jump away towards the level exit, Brick will be shocked at how badass you just looked.
58* 3DRealms games ''VideoGame/DukeNukem3D'', ''VideoGame/Blood1997'', ''VideoGame/ShadowWarrior1997'', and ''VideoGame/RedneckRampage'' all have falling damage inflict death and other hazards, complete with the player character screaming his lungs out when falling from great heights.
59* ''Franchise/{{Halo}}'': The player does not take fall damage in ''VideoGame/Halo2'', ''VideoGame/Halo3'', and ''VideoGame/Halo5Guardians'', but does in ''VideoGame/HaloCombatEvolved'', ''VideoGame/Halo3ODST'', and ''VideoGame/HaloReach''. There are still BottomlessPits in the former games, though.
60* ''VideoGame/{{Hexen}}'' has two thresholds based on falling speed: one where the player takes damage and one where the player automatically dies regardless of health. A fall between these two values can't kill but will reduce health to 1.
61* ''VideoGame/Left4Dead'' and ''VideoGame/Left4Dead2'' has fall damage, though it is not too common since most maps rarely have different elevations. Depending on the length of your fall and your current health, you'll either take some damage, a lot of damage, get incapacitated, or just outright die. Getting punched by a Tank can send you flying and if there's any elevation difference, you'll also suffer additional fall damage.
62* In ''VideoGame/{{Outlaws}}'', you can take possibly lethal damage by falling.
63* ''VideoGame/{{Quake}}'' games have falling damage. Usually it takes quite a distance for characters to receive fall damage.
64* In ''Franchise/StarWars: VideoGame/DarkForces'', you can take damage by hitting the ground hard enough. ''VideoGame/JediKnightDarkForcesII'' expanded this to a full-on collision damage system with the introducing of mobility-based Force powers - Force-jumping into a low ceiling or running into a wall with Force speed will damage you in the same way falling too far would.
65* ''VideoGame/TeamFortress2'' includes fall damage, which is a concern when RocketJumping, since you also take damage from your rocket as well, so you better not be too low on health. Failing to stick the landing after an explosive jump is widely known as 'cratering.' The Soldier's Mantreads unlock actually encourages him to risk falling damage--by aiming his landing point so that he ends up {{Goomba Stomp}}ing his enemies instead, ''they'' will take the damage as opposed to him.
66* It is possible to die from fall damage in ''VideoGame/{{Unreal}}'' games when falling speed is too high.
67
68[[/folder]]
69
70[[folder:Mecha Game]]
71* In the ''VideoGame/MechWarrior'' games that implement falling damage, mechs will take leg damage from hitting the ground too hard, primarily caused by using a JumpJetPack and not saving enough fuel to slow down before impact. In ''[=MechWarrior=]: Living Legends'', mechs and PoweredArmor are immune to falling damage, but some vehicles can take heavy damage from collisions with terrain, and aerospace fighters landing gear will crumple and explode if you land with too much vertical velocity.
72[[/folder]]
73
74[[folder:MMORPG]]
75* ''VideoGame/DungeonsAndDragonsOnline'' has player characters take variable amount of fall damage based on how far they fell (but with no other adverse lingering effects). Increasing certain skills (Jump and Tumble) can allow a character to mitigate this damage, as can the 'slow fall' class feature of the Monk.
76* In ''VideoGame/{{Guild Wars 2}}'', the player character takes fall damage - more damage the higher the fall is. This, however, can be negated by landing in deep water, and each profession has an optional trait that can reduce the damage taken (rangers, for example, can create muddy ground when they fall).
77* In ''VideoGame/TheLordOfTheRingsOnline'', player characters take a variable amount of fall damage based on how far they fell. A short fall leaves the character uninjured. A longer fall leaves the character limping and with most of their defensive skills disabled; the length this debuff lasts depends on the length of the fall. A fall over a great enough distance renders the character "incapacitated by misadventure" upon impact. The game averts SoftWater, so the character gets just as injured (or killed) from falling into water as from falling onto land.
78* In ''VideoGame/StarTrekOnline'', players who fall a comparably high distance (about 12-15 feet at the lowest) will suffer a small but negligible amount of damage.
79[[/folder]]
80
81[[folder:Platform Game]]
82* Falling from too high of a height without gliding in the ''VideoGame/{{Bubsy}}'' games will result in instant death. Less of an issue in the first game due to being a OneHitPointWonder.
83* ''VideoGame/BanjoKazooie'': The amount of damage taken by falling down will depend on the height. If Banjo falls down for ''too long'', then he'll plummet to his death after crashing into the ground.
84* ''VideoGame/ConkersBadFurDay'' has some nasty fall damage - if Conker falls from any height above his own jump height, he will take damage, to the extent that falling off a raised ledge will cause the fall damage. Falling from a high enough place also causes instant death, complete with Conker's whole body splattering into LudicrousGibs.
85* ''VideoGame/DonkeyKong'':
86** [[OlderThanTheNES This goes at least as far back as the original]] arcade game (1981). If Mario falls through a hole in the floor, goes over the edge of a platform, or falls too far before hitting a surface while jumping onto or off an elevator in Screen 3, he dies on impact. In general, a fall height of more than two girders is fatal. [[VideoGame/DonkeyKong94 The Game Boy version]] is a bit more generous, after falling for a little while Mario will begin to spin, if he lands on his face he'll simply be stunned momentarily, he won't die unless he lands on his head.
87** ''VideoGame/DonkeyKong64'': Damage by falling happens whenever a Kong falls from a great height. Luckily, this game allows the Kongs to fall at a limit of at least 50 feet to the ground without taking damage. Anything above that, however, will elicit some damage, via losing only a quarter of a melon.
88* Zig-zagged in ''VideoGame/AHatInTime''. If Hat Kid falls from a height, she'll merely fall on her rear without taking any damage, taking a moment to get back up. If she falls from a greater height, however, she'll take a single point of damage.
89* ''VideoGame/LesterTheUnlikely'': Jump or fall off a ledge that's too high, and you'll get injured.
90* The ''Film/LooneyTunesBackInAction'' [[LicensedGame video game]] had this. In fact, there are unique falling animations for Bugs and Daffy that let you know falling damage is going to occur. Bugs will actually [[LampshadeHanging lampshade]] this in the Area 52 stage if you're playing as him. At one point, you need to ride a player-controlled platform across the room from ''very'' high up. One of Bugs' remarks when stepping on it is "One wrong move, and I'm an ex-rabbit."
91* In ''VideoGame/MonkeyShines'', if you fall from a great height, you lose energy (or die if you fall from too high). However, there are [[TimedPowerUp wings]] that allow you to fall from any height unharmed.
92* ''[[VideoGame/Rayman3HoodlumHavoc Rayman 3]]'' is the first game in the series to implement this; if the main character falls for too long, he gets squished into a pancake for a brief period of time. The first two games avert this.
93* ''VideoGame/{{Spelunker}}'' took this to [[ExaggeratedTrope ridiculous levels.]] If you fall less than your own height, you die. (The UsefulNotes/ArcadeGame adaptation wasn't quite as absurd, with distances appearing larger.) You die midair, too, not even needing to hit the ground.
94* Occurs in ''VideoGame/SteamWorldDig'' before you get the upgrade that stops it from happening (which only exists in the first game, although there is a blueprint that reduces fall damage in the second). Human enemies aren't immune to it either-- it's possible to kill one by digging the ground out from under them.
95* ''VideoGame/SuperMario64'' has this. In this case, Mario can GroundPound just before impact to avoid this. Falling damage also doesn't exist in places with snow or sand, since Mario will just get partially stuck before quickly releasing himself. Later games just have characters get stuck in the ground after falling long distances, stunning them briefly.
96[[/folder]]
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98[[folder:Puzzle Game]]
99* In ''VideoGame/{{Lemmings}}'', the eponymous critters will crumble to pieces if they hit the ground from a sufficient height. This can be mitigated by giving them {{parasol parachute}}s.
100* Played straight in all ''VideoGame/{{Quadrax}}'' games. Falling from anything higher than 1.5x the height of a stone block will kill a character. Justified in it being one of main principles of the game. The character also won't try to descend any unsafe height on their own, they have to fall through closing trapdoor, pushing a stone block, etc.
101[[/folder]]
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103[[folder:Role Playing Game]]
104* ''VideoGame/Fallout3'' and ''VideoGame/FalloutNewVegas'' play it straight, with one subversion ([[TheCoconutEffect compared to genre conventions]], that is), thanks to the advanced physics engine. Like in other games, [[SoftWater landing in water]] can negate falling damage... but in these games, the depth of the water actually matters. The higher you fall from, the higher your momentum on impact; the deeper the water, the more momentum it can absorb if you fall into it. If you fall from so high that the water can't negate all of your momentum before you hit the bottom, it's going to hurt. Leaping off the flight deck of the Rivet City carrier in particular requires about five meters deep water to survive; land on any of the underground rocks and you will die instantly. There is a console command that can increase the physical size of the player's model. However, it does not translate into increased resistance against falling damage: if you make yourself [[AttackOfThe50FootWhatever 50 feet tall]], [[EpicFail even an ordinary jump will deal lethal falling damage on landing]].
105** In ''VideoGame/Fallout4'' and ''VideoGame/Fallout76'', PowerArmor negates all fall damage, and falling from great heights even sends out a shockwave that damages nearby enemies.
106* In ''VideoGame/TheWitcher3WildHunt,'' the titular player character Geralt has undergone mutations that make him stronger, faster, more agile, and more resilient than normal humans, but can be killed falling from heights that wouldn't injure most people in the real world.
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109[[folder:Run N' Gun]]
110* The dangers of fall damage in most ''VideoGame/BlasterMaster'' games becomes quickly apparent as soon as you step out of your tank. A drop of one tile from a full jump is okay. Two tiles and you take some damage. Anything higher than that is almost always lethal. Resist the urge to jump into lower platforms.
111[[/folder]]
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113[[folder:Sandbox]]
114* In ''VideoGame/{{Minecraft}}'', falls deal 1 point of damage per block (meter) fallen after the third, so a 23-block fall will kill you even at full health. This may sound unlikely, but since the game involves a lot of exploration of enormous, dark caves full of monsters that love to unexpectedly knock you off of things, death by falling is extremely common.
115** Landing in/on [[SoftWater water]], vines, slime blocks, powdered snow, or spiderweb cancels the damage--with quick reflexes, you can survive a fall unharmed by emptying a bucket of water under yourself--and Feather Falling and/or Protection-enchanted boots will reduce it. Landing on a hay bale or block of honey reduces fall damage taken by 80%, while landing on a bed reduces it by 50%.
116** In the Dripstone Caves deep underground, falling onto a [[SpikesOfDoom stalagmite]] doubles fall damage.
117** Teleportation by ender pearl [[TeleportationSickness causes 5 points of damage]] per use, which is counted as falling damage by the game. As such, it's possible to reduce the amount of damage taken using Feather Falling and/or Protection-enchanted boots.
118** Most mobs also take falling damage at the same rate as the player, but a number take reduced damage (such as horses, frogs, goats, and llamas) or no damage (such as chickens, cats, both iron and snow golems, and magma cubes).
119* ''VideoGame/PhoningHome'': If [[PlayerCharacter [=ION=]]] falls from too high up, he takes damage. This is demonstrated near the beginning of the game when [=ION=] gets back to the ship.
120[[/folder]]
121
122[[folder:Survival Horror]]
123* ''VideoGame/{{Pigsaw}}'': If the PlayerCharacter hits the ground from too high up, he will get hurt.
124* In ''VideoGame/SystemShock2'', falling long enough will cause you to take damage which is larger the smaller your agility stat is. This also applies to hitting ''any'' surface fast enough, as one can attest in the semi-final stage featuring vents that can propel you upwards and sideways in not quite roomy corridors.
125[[/folder]]
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127[[folder:Other]]
128* Many of the platform games of ''VideoGame/{{Action 52}}'' {{exaggerate|dTrope}} this to an absurd degree where the OneHitPointWonder characters die '''in midair'''. This even happens in ''Cheetahmen'' and its sequel despite providing a LifeMeter.
129* In the video game based on ''Film/SpyKids3DGameOver'', Juni falls several floors when he enters the virtual reality world he was assigned to infiltrate. Upon regaining consciousness, he loses a life.
130[[/folder]]
131
132
133!Non-straight examples:
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135[[foldercontrol]]
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137[[folder:Action-Adventure]]
138* ''VideoGame/JustCause2'' has a strange example, where you can easily die if you hit the ground from a sizeable height - ''except'' if you fire your hookshot before landing to pull yourself ''towards'' the ground (at an even higher speed than you were falling at it in the first place), in which case you are totally fine.
139* ''VideoGame/MetroidPrimeTrilogy'':
140** When Samus falls from a fairly tall height in ''VideoGame/MetroidPrime'' she will grunt and be stunned for a moment when she hits the ground, but then stand up no worse for the wear physically. Of course, that PoweredArmor she's wearing is probably absorbing enough of the impact to prevent damage.
141** Played straight in ''VideoGame/MetroidPrimeHunters'', which also includes instant death bottomless pits.
142* {{Zig|ZaggingTrope}}zagged in ''VideoGame/SaintsRowTheThird'': You normally take damage after falling from significant heights—unless you got your parachute out in time. Otherwise, there are still special {{perk}}s that allow you to reduce the damage you take from falling—and, at the highest respect levels, ignore falling damage entirely, ''no matter how far you fell.''
143* Used weirdly in ''VideoGame/ZanZarahTheHiddenPortal'': Amy doesn't have HitPoints, so she can fall from crazy heights and act like nothing happened; however, if the fall takes too long, the game thinks you fell into a {{Bottomless Pit|s}} and resets Amy's position back to the location entrance.
144* In ''VideoGame/LaMulana'' and it's sequel, falling from a great height will cause you to land on your ass but otherwise be completely fine. It's one of the only graces the game gives you, however the fall will still stun you for a bit, allowing enemies to hit you as you recover. Falling too far will cause you to lose the ability to whip or double jump though. [[spoiler: Landing like that in front of a mural is needed for a puzzle in ''La-Mulana 2'']]
145* ''VideoGame/GhostOfTsushima'' has fall damage, but also a technique you can learn that lets you cancel the damage by rolling right as you hit the ground. However, some falls are simply too long for you to save yourself - if the screen [[HitFlash flashes red]] as you're falling, you're doomed. Depending on the height of the fall, you may be able to resurrect yourself with another technique that gives you a LastChanceHitPoint.
146[[/folder]]
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148[[folder:Action/Role-Playing]]
149* In the ''VideoGame/DarkSouls'' games, damage is based on the height fallen and your equip load.
150** In the first game, you could use the spell "Fall Control", which negates falling damage as long as the distance wouldn't have killed the player.
151** In the second game, you also get equipment which negates damage based on hard amounts. So even fatal distances can be leaped and survived (while still needing to take a healing item).
152* ''VideoGame/TheElderScrollsIVOblivion'' plays with this trope in the final Thieves Guild quest. Usually, you take damage proportional to the length of the fall upon landing, which is mitigated by your Acrobatics SkillScore. In the end of said quest, you are supposed to leap off an insane height that would kill you--had it not been for a pair of magic shoes you acquired earlier and are supposed to put on before the jump. Too bad they are [[SingleUseShield destroyed upon landing.]] ''VideoGame/TheElderScrollsVSkyrim'' does away with the Acrobatics skill but has a heavy armor perk that reduces fall damage, there is also the shout "become ethereal" which temporary makes you immune to all damage, allowing you take short cuts by jumping off mountains. ''Morrowind'' works like ''Oblivion'', but has means to negate fall damage that ''aren't'' destroyed upon landing -- the Slow Fall spell effect, in addition to slowing falling speed, negates falling damage even at the lowest power, and if Acrobatics is boosted to 125 (25 beyond the normal maximum) no falling damage is taken.
153* Early in ''VideoGame/XenobladeChroniclesX'', Elma suggests to the Player Character that they jump off a hundred-foot-plus-high cliff with the only concern being the tougher monsters on the beach below. [[spoiler:It's the first hint that neither she nor the PC are normal Humans]].
154[[/folder]]
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156[[folder:Action/Platformer]]
157* In the NES ''{{Franchise/Castlevania}}'' games, if Simon or Trevor falls from a great distance, they'll be stunned briefly upon landing and crouch, but will otherwise be unharmed.
158[[/folder]]
159
160[[folder:First Person Shooter]]
161* ''VideoGame/{{Doom}}'' and its sequel avert this trope, but some mods add it back in.
162* In ''VideoGame/KingpinLifeOfCrime'' you take falling damage, but the character damage is segmented to head, torso and legs, and falling damage hits your legs. In practice this meant that you could survive higher falls by wearing a pair of pants (which counted as leg armor).
163* ''VideoGame/{{Overwatch}}'' has no fall damage (which [[AntiFrustrationFeatures is really helpful]] as certain heroes focus on [[FlyingFirepower aerial combat]] and RocketJumping, and some maps can be pretty vertical), but maps still have areas that count as a RingOut if you fall into them. Most of them are in the form of BottomlessPits or [[SuperDrowningSkills water]], but then you get some wackier ones that heroes look like they could otherwise survive but can't for gameplay purposes, such as the shallow cliffsides in Necropolis and Ayutaya or the single-storey drop onto an off-map street in Eichenwalde.
164[[/folder]]
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166[[folder:Third Person Shooter]]
167* Averted in the ''VideoGame/BloodRayne'' series: Regardless of how ridiculous a height Rayne falls from, she never takes any damage at all. This is implied to be one of the perks of being a half-vampire.
168[[/folder]]
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170[[folder:MMORPG]]
171* ''VideoGame/CityOfHeroes'' Zigzagged this trope. While you did take falling damage, it was incapable of [[HPTo1 actually killing you.]] Savvy players without appropriate flying powers would take shortcuts to ground level by jumping off buildings, crashing to the ground, and waiting to heal up.
172* ''VideoGame/WorldOfWarcraft'' has some fun [[PlayingWithATrope playing with this trope.]]
173** Classes like Rogue and Druid (when in [[{{Shapeshifting}} Cat Form]]) take less falling damage than other classes. Also, Priests and Mages have spells like [[NotQuiteFlight Levitate and Slow Fall]], that turn the fall into a soft glide.
174** Falling in water [[SoftWater completely negates the damage]]... unless you have a spell that grants the ability to WalkOnWater [[SurprisinglyRealisticOutcome active at the time of impact]]. Some abilities, like the Paladin's Divine Shield, [[NotTheFallThatKillsYou can also be used to]] [[BlockingStopsAllDamage negate the damage]].
175** Creator/{{Blizzard|Entertainment}} even {{lampshade|Hanging}}s the unrealistic sides of this mechanic (like the CriticalExistenceFailure) with [[CosmeticAward achievements]] like "Going Down?" and "Almost Blind Luck" in which you have to [[SchmuckBait fall at least 65 yards without dying.]]
176[[/folder]]
177
178[[folder:Platformer]]
179* Falling long distances in ''VideoGame/{{Spelunky}}'' not only damages the player but also stuns him, [[NotTheFallThatKillsYou unless he manages to grab a ledge (or ladder, or rope)]], [[GoombaStomp bounce off an enemy]] or land into SoftWater or spider web.
180[[/folder]]
181
182[[folder:Puzzle Game]]
183* ''VideoGame/{{Portal}}'' and ''VideoGame/{{Portal 2}}'' have no falling damage. {{Justified|Trope}} in that Chell is wearing "Advanced Knee Replacements" (replaced with "Long Fall Boots" in ''Portal 2'') designed to cushion her against any such damage. These were apparently added when the playtesters felt Chell surviving those falls without harm was a bit hard to swallow.
184* ''VideoGame/{{Quadrax}}'' played it completely straight until ''Neverending'' - any fall from more and 1.5x height of [=PC=] would kill them, which was actually part of puzzles. It still plays it straight in ''Neverending'' - for the most part. The falling damage is, quite logically, completely negated in underwater levels. To allow for specific puzzles, the [=PCs=] still can't jump down on their own accord from higher height they would normally survive, but if released by trap doors and such they won't be harmed. [[DamnYouMuscleMemory Good luck when you return to regular levels afterwards though]].
185[[/folder]]
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187[[folder:Role-Playing Game]]
188* ''Franchise/FinalFantasy'' series:
189** ''VideoGame/LightningReturnsFinalFantasyXIII'': Lightning does not suffer any falling damage. However, if she falls from nearly-the-top of the Temple Of Chaos all the way down to the bottom ... then it's a long way back up again.
190** Generally, falling from high enough in ''VideoGame/FinalFantasyXIV'' deals damage past a certain height, though it cannot kill you under normal circumstances, at worst bringing you down to 1 hitpoint. There are two exceptions: falling a long way in the field while targeted by an enemy ''can'' kill you, while falling a long way if it's required as part of a dungeon, raid, event, or what have you won't damage you at all.
191* ''VideoGame/TechnoMageReturnOfEternity'' plays around with this. Falling is dangerous, and it will actually play Melvin's death animation, this isn't treated as a true death by the game, as it will not deal any damage, and instead just send him back to a respawn point.
192[[/folder]]
193
194[[folder:Run N' Gun]]
195* ''VideoGame/BlasterMasterZeroII'' has this trope behave differently based on who or what is experiencing it. All fall damage is negated on immersion in SoftWater, for better or worse.
196** Jason still takes fall damage; one unit from one block of height over his jump reach, sixteen units from anything higher. EX Characters are immune to it, since gaining height is trivial for them.
197** The [[CoolTank G-SOPHIA]] actually inverts it; long falls are beneficial because it triggers the tank's "Gaia System", which restores ManaMeter from plummeting for particularly long periods of time by absorbing the energy created by the impact. [[spoiler:In fact, this is how you fight the DiscOneFinalBoss: by falling on it repeatedly until it dies.]]
198[[/folder]]
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200[[folder:Other]]
201* ''VideoGame/TheCorridor'': At one point the narrator puts the button at the bottom of a deep pit and claims that if you fall from a great height you [[{{Permadeath}} die and lose forever]]. [[spoiler:Given that he clearly made this up just now, it's no surprise when [[SubvertedTrope you jump down and nothing happens]].]]
202* Parodied in an Creator/AchievementHunter LetsPlay of ''VideoGame/TroubleInTerroristTown'' when Ray Narvaez Jr., hunting for the last terrorist, idly wonders if there's fall damage in the game just after he jumps off the roof. [[spoiler:There is, he dies and the terrorists win the round.]] In fact, this was actually one of Ray's RunningGags in their Let's Plays.
203-->'''Ray''': "I wonder if there's fall damage..." ''(Falls, dies)'' "Yep."
204[[/folder]]

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