Follow TV Tropes

Following

Context Main / ShowsDamage

Go To

1%% Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1527296222051738900
2%% Please do not replace or remove without starting a new thread.
3%%
4[[quoteright:295:[[VideoGame/PlantsVsZombies https://static.tvtropes.org/pmwiki/pub/images/pvz_walnut.png]]]]
5[[caption-width-right:295:A Wallnut cracking under pressure.]]
6
7->"...In ''VideoGame/{{El Shaddai|AscensionOfTheMetatron}}'' instead of a health bar you see your armor cracking and shattering, revealing that the protagonist doesn't actually have huge man-boobs."
8-->-- '''Website/HardcoreGaming101''', [[http://blog.hardcoregaming101.net/2011/11/ouch-that-looks-like-it-hurt.html Ouch, that looks like it hurt!]]
9
10Rather than just give an enemy - or occasionally your character - a generic LifeMeter, or show the exact number of hit points, some games will show the characters taking damage on-screen. Sometimes this makes sense and looks good, other times, not so much. The bad guy's armor having bullet holes in it is all well and good, but weren't you using a sword?
11
12Sometimes, this can even affect gameplay. Damage the enemy's laser cannon enough, and you'll [[SubsystemDamage disable his most powerful attack]]. Or perhaps discover that [[IAmNotLeftHanded he's not left-handed]], or [[TurnsRed make him angry]], and proceed to get your ass handed back to you.
13
14When done well, having the health of the player and the enemies displayed on themselves can serve a purpose of a diagetic HUD which can often help with the immersion. In addition, rather than player's eyes having constantly wander to enemy's health bar, the health can be checked by just focusing on the enemy, making the user interface less cluttered.
15
16There are several variations of showing damage:
17* '''Color change:''' The simplest form of showing damage is by adding a tint (usually red or orange) to the characters or [[PaletteSwap changing color palette]]. Flashing when being on low health also counts in this category. Usually many older and simpler games or games needing to keep age ratings low belong to this category.
18* '''Flying numbers''': When you hit them, a number pops out and then disappears, showing exactly how much you hurt them. This is often more for the player's sake; the numbers don't actually exist to the characters.
19* '''Particle emit:''' Characters and objects emit or spawn things when they're damaged. For example, damaged character may start sparking, smoking or being on fire. This is usually more for mechanical objects and characters. DamageIsFire also fits here.
20* '''Real signs of damage:''' The character or object [[DidntNeedThoseAnyway shows physical signs of damage]]. When the game uses 3D models, they go into 2 subcategories:
21** '''Retexture:''' Texture Swap: this frequently occurs in polygonal [=3D=] games, with characters getting more and more bloody as they take more damage through the use of so-called "painskins", one or more replacement surface textures (skins) that get swapped in when a creature or individual body part/article of clothing/armor reaches a certain amount of damage. Newer games instead have partially transparent "decals" that are composited over the exact areas where the damage occurred. Mechanical bosses tend to catch fire and/or get dents.
22** '''Model change:''' Full model swap: it's when besides seeing different textures, a model or sprite will be changed even more. Can be a source of NightmareFuel in some cases.
23** '''Pose change:''' Rather than change the model entirely, some games let the combatant assume an "injured" pose and animation especially if they're low on health.
24
25While the boss may [[TurnsRed Turn Red]], and get a power boost, it doesn't necessarily have to do so. Note that Shows Damage is not mutually exclusive with CriticalExistenceFailure, which makes it all the more hilarious when the two overlap. In RTS games, this is typically shown via DamageIsFire, at least for buildings and vehicles.
26
27See also FlashOfPain. SubsystemDamage is a stats-affecting variation of this. VagueHitPoints can be used in conjunction with this trope.
28----
29!!Examples:
30[[foldercontrol]]
31
32[[folder:Colour Change]]
33[[AC:ActionGame]]
34* In ''[[VideoGame/BattleCity Tank Force]]'' armored tanks and bosses will turn redder as they're damaged.
35* The final boss in ''VideoGame/{{Jackal}}'' turns mysteriously red when damaged.
36* ''VideoGame/MetalWarriors'': Instead of a health bar, your mech becomes darker with damage, eventually producing smoke and flames and missing arms, which prevents you from attacking. Most larger enemies also go through multiple stages of damage before being destroyed.
37* Bosses in ''VideoGame/SunsetRiders'' flash red when their health is getting low, getting more rapid the closer they are to defeat.
38
39[[AC:BeatEmUp]]
40* The evil exes in ''VideoGame/ScottPilgrimVsTheWorldTheGame'' start flashing yellow when their health gets low. When just a few more hits will finish them off, they flash yellow and red.
41* In ''VideoGame/JumpSuperStars'' and its sequel, the arena where your characters fight is designed like the pages of a Manga. Likewise, the controllable characters lose their color the more damage they take: when at 50%, their colors are more muted than at full health, when they have less than 10% HP they're basically black and white linearts.
42* ''VideoGame/DoubleDragonNeon'''s bosses start flashing orange when damaged enough. This is actually lampshaded by [[BigBad Skullmageddon]] if you pause during his fights with the Lee brothers.
43-->'''Skullmageddon:''' I'm flashing orange so quickly! Quick, just hit me a few more times!
44
45[[AC:MazeGame]]
46* The FinalBoss of ''VideoGame/PacManArrangement1996'' takes damage as Pac-Man eats the dots in the maze, and gradually changes colors from silver to yellow to orange, and finally to red.
47
48[[AC:PlatformGame]]
49* Bosses in ''Franchise/TeenageMutantNinjaTurtles'' NES games will start to flash when low on health.
50* The penultimate and final bosses in the NES version of ''VideoGame/JackieChansActionKungFu'' change color when low on health.
51* The ''VideoGame/{{Ristar}}'' bosses do this... well they PaletteSwap a bunch of times at any rate, blurring the line between this and TurnsRed (and yes, they tend to get harder as they take damage).
52* In the first ''{{VideoGame/Contra}}'' game, 2 minibosses on stage 5 and the boss of stage 6 change color when damaged.
53* Almost every boss and mini-boss in the 2-D ''Franchise/{{Metroid}}s'' show damage, mostly through changing colors. One notable example is the SA-X in ''VideoGame/MetroidFusion'' which, like all X-Viruses, must concentrate to stay in its copied form when hit (this is shown by a blurry effect). As it takes more damage, the blurry effect becomes more pronounced.
54* In ''VideoGame/KirbySuperStar'' and its remake, Kirby will flash red if his health gets very low. Helpers also flash at low health, and so does Meta-Knight when you play as him in the remake.
55* In the ''Franchise/SuperMarioBros'' series games, Mario/Luigi will actually shrink after taking enough damage before [[DeathThrows dying.]] This is actually reversed with the "Small Fiery Mario" glitch from the original ''VideoGame/SuperMarioBros1'' (which is triggered by touching both (a fake) Bowser and the ax at the same time at the end of the first seven castles) where big Mario/Luigi will die if taken a hit, while small Mario/Luigi will be the stronger form, causing him to grow if taken damage. As a result, if Mario/Luigi gets a Fire Flower, he will turn into Small Fiery Mario/Luigi!
56* Every boss in ''VideoGame/WonderBoyInMonsterLand'' (and a few of the {{Mooks}}) have a coloured dot on them that changes colour as they weaken.
57* Bosses in ''VideoGame/AdventureIsland'' games change colour to red after they take enough damage.
58* ''VideoGame/AxiomVerge'''s bosses, save for the FinalBoss, gradually turn red as Trace deals damage to them.
59* The ''Franchise/SpyroTheDragon'' games had a variant where Sparx, your dragonfly companion, would change color to indicate how many hits you have left. Yellow, then blue, then green, then he's gone and one more hit will kill you.
60
61[[AC:RealTimeStrategy]]
62* Units in ''VideoGame/{{Mindustry}}'' have a health indicator that starts flashing when they're damaged and flashes faster the less HP they have.
63
64[[AC:RolePlayingGame]]
65* In ''VideoGame/PokemonBlackAndWhite'' and ''VideoGame/PokemonBlack2AndWhite2'', a Pokemon will glow yellow when paralyzed.
66** Since ''VideoGame/PokemonXAndY'', this has been extended to all status effects. A Pokemon will glow yellow with occasional sparks when paralyzed, red with small flames when burned, purple with bubbles when poisoned, and white with a solid block of ice around it when frozen. When asleep, its eyes will close.
67
68[[AC:ShootEmUp]]
69* EnergyShield in ''VideoGame/EventHorizon'' becomes fainter the more damaged it is.
70* The core of the core ship of the first ''VideoGame/{{Gradius}}'' game changes its color when low on health.
71* The first two bosses in ''Guxt'' lose their armor after enough hits. Then all bosses after the first have multiple eyes to shoot out. The four eyes of the FinalBoss each turn gray after enough hits.
72* Capital ships in NES version of ''VideoGame/{{Zanac}}'' start out as blue, then turn yellow and finally light red.
73** Consequently, many units and bosses in ''Zanac Neo'' blink red when damaged.
74* Dragon-type enemies in ''VideoGame/SpaceHarrier'' do this; Squilla and Godarni run green-blue-slightly different green-red-dead, while Valda and Salpedon start white and get gradually pinker and redder.
75
76[[AC:Other]]
77* In ''VideoGame/BreakbarRPG'', enemies turn more and more transparent as they are damaged.
78[[/folder]]
79
80[[folder:Particle Emit]]
81[[AC:CasualVideoGame]]
82* The robotic punching bag from Rhythm Boxing in ''VideoGame/WiiFit'' will emit smoke after punching it enough times. More landed punches increases the number of places it emits smoke. Regardless of the number of blows, it breaks down and one of its arms falls off after completing the exercise.
83
84[[AC:FightingGame]]
85* The fourth ''VideoGame/SuperSmashBros'' game has characters emit steam if they get heavily damaged.
86* In the ''[[VideoGame/GundamVsSeries Gundam Extreme Vs.]]'' series, when a [[HumongousMecha mobile suit]] is low on life, it gives off electricity. Additionally, when an MS is defeated at the end of a match, part of its body will break away; it's only vaguely associated with the kind of attack that defeated it (for example, explosive weapons will make them break into multiple parts).
87* ''Franchise/MortalKombat'': The Lin Kuei [[CyberNinja robo-ninjas]] bleed MachineBlood, show sparks, and malfunction when they lose all their health.
88
89[[AC:FourX]]
90* In ''VideoGame/GalacticCivilizations 2'', damaged ships and stations show lightning effects arcing over the surface.
91
92[[AC:HackAndSlash]]
93* In ''VideoGame/DynastyWarriorsGundam 2'' (and maybe the first game), boss mobile suits start throwing off sparks as you do damage.
94* In ''VideoGame/SevenSamurai20XX'', Humanoid give off particles and sparks when wounded and killed, with the exception of the most humanoid ones such as [[TokenHeroicOrc Cue]], [[TheBaroness Zwei]] and [[BigBad Ein]].
95* Bosses from ''VideoGame/GoldenForce'' tends to show external damage when their health is depleted enough. The first boss, a Krakken, notably lose it's skin and reveals it's massive skull, while the second boss, a shark submarine, begins emitting smoke as it's surface cracks apart.
96
97[[AC:{{MMORPG}}]]
98* ''VideoGame/StarWarsTheOldRepublic'': During space combat, the player's ship will start smoking and, eventually, will catch on fire should you take enough hull damage. Other ships show this as well, to varying degree - interceptors start smoking after one or two solid hits, frigates and destroyers will start gushing smoke and fire when one of its hardpoints is blown up, and elite [=NPCs=] (which fly ships that players themselves fly) will show the exact same damage that players of the same ship would.
99* ''VideoGame/PlanetSide 2'' has vehicles start to smoke when their health drops below 80%, and the smoke gets progressively worse until the vehicle catches on fire, causing it to slowly bleed out while the engine starts to fail, crippling its acceleration and top speed. Better hope you're not in the air when your [[FutureCopter Liberator's]] engines catch fire!
100
101[[AC:PlatformGame]]
102* In ''VideoGame/SonicUnleashed'', both the Egg Cauldron and the Tornado start to smoke and then catch fire when low on HP.
103* Robotnik's and Tails' mechs in ''VideoGame/SonicAdventure2'' start sparking and smoking when low on HP.
104* The Death Egg Robot in ''VideoGame/SonicGenerations'' also falls in this trope, showing sparks and smoke as the battle goes along.
105
106[[AC:RealTimeStrategy]]
107* In ''VideoGame/StarCraft'', Protoss buildings start catching on blue fire, while the Zerg buildings [[OrganicTechnology bleed]]. This is also played with on Terran buildings: once you damage them beyond a point, they catch on fire, and the fire will slowly damage the building more and more until it explodes. This is balanced by the Terrans being able to repair buildings, and therefore stabilize a critical structure.
108** One nice touch with the Zerg bleeding is that the Terran [[NukeEm Nuke]] uses a red dot to indicate its target...which tends to appear just underneath the bleeding, making it hard to tell the difference between "that building is bleeding" and "holy crap, two-thirds of that building's maximum health is doomed unless I can get an Overlord in there fast!"
109** The HUD diagrams (wireframes for Terran/Protoss, something that resembles a thermal imaging reading for Zerg) for selected forces turn yellow, then red, to ostensibly indicate areas of the unit that've taken damage. In the case of Zerg units, the "thermal image" changes from reds and oranges (indicating higher body temperatures and working metabolism) to blues and purples (indicating weakening life-signs).
110* Many vehicles in ''VideoGame/CommandAndConquer'' series start smoking and sparking when damaged.
111* ''Far Gate'''s Proximan ships start smoking, then catch fire after they've taken enough damage. When the ship finally blows, pieces of the mesh fly in different directions, the speed varying with the size of the unit. Those pieces then themselves explode.
112* The ''VideoGame/{{Homeworld}}'' series, for all its scientific accuracy, shows the larger battleships on fire when they are damaged before they finally go boom. In the second game, they don't just blow up; smaller explosions, hulls being ripped off by the explosions, debris flying, and '''then''' the ship goes kablooie.
113** The fire may be justified as fuel lines and ship atmosphere reacting and the resulting blaze being vented into space by damage control teams.
114
115[[AC:ShootEmUp]]
116* All enemies in ''Galactix'' start smoking when they're a few shots from death.
117* Bosses in ''VideoGame/RaptorCallOfTheShadows'' start emitting little explosions when they're low on health.
118* Both ''VideoGame/StarFox64'' and ''VideoGame/StarFoxAssault'' show this kind of damage when the Arwing is low on shield; smoke for the former and violet particle trails for the latter. The lower the shielding, the more frequent it becomes for both.
119
120[[AC:SimulationGame]]
121* In ''VideoGame/AirfixDogfighter'', the more damage your (or enemy's) plane takes, the more visibly damaged it becomes. At first it's smoking a little, followed by being on fire when close to death.
122
123[[AC:StealthBasedGame]]
124* The Harrier 2 in ''VideoGame/MetalGearSolid2SonsOfLiberty'' belches out more and more smoke as it gets more damaged. It also unloads less missiles when it attempts a salvo.
125
126[[AC:WesternRPG]]
127* The Mako in ''VideoGame/MassEffect1'' starts to smoke and catch fire when critically damaged. Likewise the Hammerhead in ''VideoGame/MassEffect2'' DLC missions, though it recovers quickly.
128[[/folder]]
129
130[[folder:Real Signs of Damage, [=2D=] Games]]
131[[AC:BeatEmUp]]
132* In ''VideoGame/LittleFighter2'', a fighter will bleed a bit from the mouth if he has taken sufficient damage.
133* Certain bosses in ''VideoGame/DynamiteDux'' get "X"s for eyes when close to dying. Also, the player characters start looking tired when low on health.
134
135[[AC:FightingGame]]
136* In ''Gundam Battle Assault'' and related games, doing enough damage to a particular part of the enemy's body (for example, performing lots of leg sweeps) will eventually break their armor, replacing the sprite for that body part with one that shows the internal machinery.
137
138[[AC:PlatformGame]]
139* Nightmare boss ''VideoGame/MetroidFusion'' is a particularly nightmarish example. When you first start the fight, [[https://static.giantbomb.com/uploads/original/2/29615/1500403-nightmare02.png it has a gravity manipulator and a sort of "mask" for a face]]. After it TurnsRed and activates the gravity manipulator, a strange green... [[BuffySpeak fluid]] begins dripping out of the mask's eye holes. Then you destroy the gravity manipulator... which is followed by Nightmare's "mask" breaking, revealing its ''[[https://i.ytimg.com/vi/LrMebTzuAVY/maxresdefault.jpg true,]]'' ''utterly horrifying face''. [[FromBadToWorse And it gets worse;]] as you attack it, [[BodyHorror its face melts more and more as damage is dealt]]. And it's ''[[NightmareFuel terrifying]]''. Nettori from the same game also loses its arms and head after enough damage.
140* Some enemies (mostly machines) in ''VideoGame/CannonDancer'' break apart as Kirin hits them. Most notably, the second boss Gamran falls apart as the player strikes specific parts of its body.
141* Dracula from ''VideoGame/CastlevaniaBloodlines'' in his OneWingedAngel mode, at one point will TurnRed, but then afterwards will change into more decaying colours until he reaches a pale bone white. And by which point hitting him from that point onwards will cause [[DemBones bones to fly off his body]].
142* Sentinel Proxima in ''VideoGame/{{Iji}}'' loses parts of its chassis and has exposed wires hanging out from it as its health bar drops. Doesn't affect its [[MadeOfIron weapon resistances]] any, however.
143* X and Zero from ''VideoGame/MegaManX'' games [[RidiculouslyHumanRobots start to breathe heavily]] when standing idly while low on health. Depending on the game, they'll also be clutching their chest or arm, too.
144** The same patterns are replicated with Nina and X in SpiritualSuccessor ''VideoGame/TwentyXX''.
145* [[IHaveManyNames Old Bitey/O' Jaws/Megamouth/the giant piranha]] at the bottom of the lake located in certain levels of ''VideoGame/{{Spelunky}}'' is already quite terrifying, but hurting it causes it to [[https://vignette.wikia.nocookie.net/spelunky/images/4/46/SJawsDecay.gif/revision/latest?cb=20090130162655 lose pieces of flesh and]] ''[[OnlyAFleshWound casually keep swimming]]''.
146
147[[AC:PuzzleGame]]
148* In ''VideoGame/{{Nibblers}}'', durable Lizards will sport black eyes if damaged, while Cactus Lizards get ClothingDamage instead. Blocks that take more than one hit will show cracks once hit.
149
150[[AC:RealTimeStrategy]]
151* In the 2D ''VideoGame/CommandAndConquer'' series, buildings have a "damaged" sprite that's used when at less than half HP.
152* Buildings and some vehicles in ''VideoGame/{{Patapon}}'' series look broken when damaged.
153
154[[AC:RolePlayingGame]]
155* Enemies in ''VideoGame/FinalFantasyMysticQuest'' have different sprites. All enemies have "healthy" and "damaged" sprites. Minibosses have a "severely damaged" sprite, while crystal guardians have "grievously damaged" ones. So to sum up: mooks have two, minibosses have three, bosses have four.
156* ''VideoGame/DragonsCrown'' has a rather disturbing example with the Chimera, who starts slowly rotting and falling apart the more it's damaged.
157* In ''VideoGame/LiveALive'', player characters' posture is affected by taking damage, falling to one knee and finally collapsing.
158* In ''VideoGame/PaperMario64'', Huff N. Puff shrinks the more you damage him.
159* Horde enemies in ''VideoGame/ShinMegamiTenseiIV'' comprise a large group of opponents represented mechanically as a single foe that takes multiple actions per turn. The horde visibly thins out as you wear down its collective health.
160* In ''VideoGame/WorldOfHorror'', your character's portrait will show signs of damage, including cuts and scrapes as their Stamina depletes, and baggy eyes as their Reason depletes. Some curses also show on your portrait, such as visible gills when afflicted with the Insmasu Look, and facial branding with a [[BlackEyesOfCrazy Black Eye of Crazy]] with Cursed Signs.
161
162[[AC:ShootEmUp]]
163* The War God from ''VideoGame/ForgottenWorlds'' gets his armor cracked and starts losing chunks of it as the battles goes on.
164* Most bosses in ''Chariot'', one of the three games forming part of ''VideoGame/ThreeWonders'', fall apart the more damage they get, some times in rather creepy ways.
165* Bosses in ''[[VideoGame/{{Area88}} UN Squadron]]'' show damage by having parts explode or start burning.
166* ''VideoGame/ActionDoom2UrbanBrawl'' has the hulking serial killer Hugo, who gets more and more bloody and bruised as you beat him up.
167* In ''VideoGame/DancingMonster'', you have to shoot at the monster's body parts to remove them. The less parts the monster has, the closer you are to winning.
168* ''VideoGame/SturmFrontTheMutantWar'' applies this to all the bosses as well as your hero, Sigfried. As boss enemies start having their health depleted, they will visibly break apart and lose chunks of flesh. Meanwhile, Siegfried's current health meter is displayed at the bottom along a shot of his face, which becomes increasingly bloody when his life is dangerously low.
169* The first boss in ''VideoGame/{{Tyrian}}'' loses its forward 'prongs' when you damage it enough; the same is true when it makes a second appearance at the end of the first episode, and its attacks also get stronger. Strangely enough for the second time, you ''have'' to shoot the prongs down if you want to damage the actual body.
170** Lord ZZT's blimp in the second Savara level also shows significant damage when it's down to about a tenth of its health; however, unlike the aforementioned boss ship, it ''loses'' all of its attacks when it's sufficiently damaged.
171[[AC:TurnBasedStrategy]]
172* ''[[VideoGame/NintendoWars Super Famicom Wars]]'': battle animations have units visually damaged, such as turrets on a ship being blown up.
173
174[[/folder]]
175
176[[folder:Retexture]]
177[[AC:Action-Adventure]]
178* ''VideoGame/TheLegendOfSpyro'':
179** As the larger Apes and Skavengers take damage, pieces of their armor come flying off.
180** As their health is depleted, the various armored-colossus bosses -- the Ice King, Electric King, Executioner and Elemental Spirits -- lose the armor over their legs, abdomens and arms. The Ice King's helmet's horns are also snapped off in sequence.
181* ''Franchise/TheLegendOfZelda'':
182** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': During the battle against Ganondorf, his cape gets more tattered as Link damages him.
183** ''VideoGame/HyruleWarriors'': Dark Beast Ganon during the first part of his battle. Hit his bomb weakpoint and his left bracer breaks in half. Hit his arrow weakpoint and his right bracer breaks. The hookshot weakpoint rips off the tip of his tail and breaks one of his tusks. The two boomerang weak points break his horns. Once all of his weakpoints are broken he TurnsRed and enters the second, more dangerous half of the battle. Land the killing blow, and the jewel on his forehead shatters.
184
185[[AC:DrivingGame]]
186* ''VideoGame/AmericanRacing'': Each car shows damage by having their backs and windows cracked.
187* ''VideoGame/{{Crashday}}'' has the cars displaying damage according to how bad they've been battered in the different modes.
188* ''VideoGame/NeedForSpeed: Most Wanted'' and ''Carbon''. Because [[ExecutiveMeddling licensing contracts that allow the developers to show damaged cars cost a lot]], Electronic Arts settled for showing scraped paint and shattered windshields when you hit something.
189
190[[AC:FightingGame]]
191* ''VideoGame/ArtOfFighting''. The first two games had characters getting visibly bruised to the face, based on the damage that was done. Furthermore, characters will go into a tired looking stance when low on health, and the games even had a sort of sprite-change clothing damage mechanic for some characters such as being able to knock off John's sunglasses or Eiji's mask. Surprisingly, {{Creator/SNK}} never used this concept in anymore of their 2D fighting games.
192* ''VideoGame/WarpathJurassicPark'' for the Playstation 1. As the fight goes on, cuts, lacerations, and even missing flesh (with ribs exposed if on the body) appear on the dinosaurs. The amount and speed of the damage depends on what part of the opponent you attack most often (if you bite at the head a lot, the snout and cheeks become bloody; body blows and throws cause exposed ribs and bleeding sides, etc).
193* ''Franchise/MortalKombat'': Starting with ''[[VideoGame/MortalKombatDeadlyAlliance Deadly Alliance]]'', characters start showing bruises and marks after a certain health loss. While it started off as a simple face texture swap, later games elaborated more on the details, like Scorpion losing his mask in ''VideoGame/MortalKombatVsDCUniverse''. ''VideoGame/MortalKombat9'', in particular, have characters sporting gnarly injuries if they take a beating, such as Smoke having part of his jawbone exposed and the eyelids of one eye missing, making his eye appear to bulge.
194* ''VideoGame/BushidoBlade'': In both games' Story Mode, after each death the player character shows up with bandages over the struck areas.
195* ''VideoGame/Ready2RumbleBoxing'': In both games, boxers get black eyes, missing teeth, and look weakened/tired as the fight goes on.
196* ''VideoGame/SuperSmashBros Brawl'' was [[DummiedOut going to have this]], with fighters suffering damage to their equipment and clothes as they get hit. While scrapped, the textures for Meta Knight and Falcon's cracked helmets still exist. The fourth and fifth games, however, do have this, but only when playing as Little Mac. The more damage he takes, the more bruises, bumps and InstantBandages show on his face, like in his home game.
197* ''VideoGame/ForHonor'' has heroes accumulate battle damage as they lose health, from rent helms to particularly nasty gashes. Fittingly, these scars remain even after the character has recovered health or been revived.
198
199[[AC:FirstPersonShooter]]
200* ''VideoGame/QuakeII'': When they go below 50% health, the Strogg's textures change to a battered variant with scorch marks, bullet holes, cracked glass, blood and even missing patches of skin. Humans also display damage similarly, though their injuries are not as grisly, being mostly cuts, scratches and BloodFromTheMouth.
201* ''VideoGame/TeamFortress2'': If shot, spots of blood will appear on player models, and, if you have the luxury to look close enough while in the middle of frantic multiplayer combat, their facial expressions become increasingly pained as their health drops. This can also be subverted due to the Overheal mechanic: it's entirely possible for a character to be bleeding, on fire, covered in [[UrineTrouble Jarate]], covered in "milk," and pockmarked with dozens of bullet holes... and still have ''more'' than their maximum amount of health.
202* ''VideoGame/SeriousSam'': In the HD releases of ''The First Encounter'' and ''The Second Encounter'', monsters have painskins for when they're low on health. They take on a particularly battered one when they die.
203* ''VideoGame/RedFaction'': Most enemies only show blood decals, but the [[NightOfTheLivingMooks nano-zombies]] in the second game can be dismembered piece-by-piece.
204* ''VideoGame/{{Evolve}}'': While averted for the hunters, the Monsters slowly change as their health drops. When at extremely low health they are bloodstained and battered, with bone showing in some places and bullet holes dotting their bodies.
205
206[[AC:IdleGame]]
207* ''VideoGame/VectorIncremental'': If the Ring Effects option is on, rings become more and more cracked as they're damaged.
208
209[[AC:{{MMORPG}}]]
210* ''VideoGame/EveOnline'': Damage done to ship's armor will leave behind scorch marks, and once the armor layer gets breached, flaming holes in the hull.
211
212[[AC:RealTimeStrategy]]
213* Damaged structures in ''VideoGame/{{Mindustry}}'' have dark marks that get wider and darker the more damage the structure has sustained.
214
215[[AC:ShootEmUp]]
216* ''VideoGame/StarFoxZero'': If your Arwing takes enough damage during a stage, close inspection will show bits and pieces of the ship looking burnt and chipped away.
217
218[[AC:SurvivalHorror]]
219* In ''Videogame/AloneInTheDark2008'' the injuries look more like stickers applied over someone's clothes, rather than actual injuries.
220* In ''[[VideoGame/TheComaCuttingClass The Coma: Vicious Sisters]]'', Mina has a standard five-segment life bar. If she doesn't have an optional item at the end of the current area, the end-of-area cutscene will result in Mina getting damaged and permanently lose one segment of her life bar. This also gets reflected in her character, with her dialogue portrait, menu picture, and model getting scratches, a bruised lip, and bandages to her face and arms.
221* Beating enemies in ''VideoGame/SilentHillHomecoming'' causes them to gradually become more red and cut up.
222* The back (and flashlight) of protagonist [[VideoGame/SilentHillDownpour Murphy]] becomes more and more beat up as he takes damage. Notable in that aside from opening the pause screen, it's the only way to check your health.
223
224[[AC:TurnBasedTactics]]
225* In ''VideoGame/BattleBrothers'', bruises and wounds appear on the units' faces the lower their health is. Also, armors look more and more battered the lower their condition is.
226
227[[AC:WideOpenSandbox]]
228* Used effectively in ''VideoGame/ScarfaceTheWorldIsYours'' where almost every character model has a "bloody" skin than shows streaks of blood as they take damage. Tony himself has about four or five skins per the suit he is wearing.
229[[/folder]]
230
231[[folder:Model Change]]
232[[AC:ActionAdventure]]
233* ''VideoGame/AliceMadnessReturns'' has the Doll Girl GiantMook that gets stripped of its clothes, amputated of its arms, shattered of its frontal torso covering the [[AttackItsWeakPoint heart-like organ]].
234* Most monsters in the ''VideoGame/MonsterHunter'' series can have parts of their bodies like horns and frills damaged and/or their tails removed if they receive enough abuse in the same location. You get rewarded with items for doing this (Many of which are only available in this fashion), and it can also expose weak points or hinder their fighting ability.
235
236[[AC:BeatEmUp]]
237* Mooks in ''VideoGame/MadWorld'' will generally not show any damage on their models until they receive massive injury in a finisher, however if you hit them enough with some weapons, [[MadeOfPlasticine their limbs will fly off]]. Don't worry, it's as [[PlayedForLaughs goofy]] and [[BloodyHilarious over the top]] as the rest of the game.
238
239[[AC:FightingGame]]
240* In ''[[VideoGame/SoulSeries Soul Calibur IV]]'', if you deal enough damage to a particular region of your opponent's body, that part of the body loses its armor.
241
242[[AC:FirstPersonShooter]]
243* ''VideoGame/DoomEternal'': Demons will have bits of flesh stripped off wherever you happen to hit them, revealing more and more of their skeletons the more damage that they take. This also gives the player the ability to inflict SubsystemDamage on certain demons, such as using a sticky bomb to destroy the cannon of an Arachnotron.
244
245[[AC:HackAndSlash]]
246* ''VideoGame/DevilMayCry3DantesAwakening'': Damaging the Damned Chessmen enough times causes a part of their model to break, such as a Pawn piece's sword tip disappearing.
247
248[[AC:PlatformGame]]
249* Nightmare makes a return appearance in ''VideoGame/MetroidOtherM''. He does the face-mask cracking from Fusion, but there is no face-melting in the second fight.
250* In ''VideoGame/TheLegendOfSpyro: A New Beginning'', as the fight with the Ice King wears on, the Ice King's clothes become ripped and tattered, and then his ''flesh'' starts coming off near the end, reducing his limbs to sticks of exposed bone.
251* In ''VideoGame/RaymanLegends'', most bosses get more damaged as the fight goes on. The dragon's wings become more tattered and its face looks more and more beaten up; the iron frog loses its armor (and its missile attacks) as the fight goes on; the giant luchador loses teeth and his mask cracks; and the robot dragon's mouth-gem cracks (making its attacks weaker-looking) as its facial armor first cracks and then breaks off completely.
252* ''VideoGame/ShantaeAndTheSevenSirens'': If Shantae has low HitPoints, like the last quarter-heart, her IdleAnimation turns into being bowlegged, occasional wincing and holding an arm.
253
254[[AC:RailShooter]]
255* Zombies and [[InsistentTerminology Mutants]] in the ''VideoGame/HouseOfTheDead'' games will get shredded as you shoot them, from losing limbs to getting huge holes blown in their torsos. Some bosses get in on the act as well, but they're more infrequent.
256
257[[AC:RealTimeStrategy]]
258* In the 3D ''VideoGame/CommandAndConquer'' series, buildings show damage.
259
260[[AC:RolePlayingGame]]
261* ''VideoGame/SDSnatcher'' had enemies that would show visible damage the more you hit them. In addition, hitting certain parts would decrease specific stats.
262* ''VideoGame/TooHuman'' does this with Trolls -- you can blow off the outer armor plating of various parts, then destroy the internal components. Their arms can actually be destroyed altogether.
263* The portrait in ''VideoGame/MadouMonogatari'' is a visual indication of how much HP you have, looking more worried (or about to keel over even) as stamina declines. Enemies will also look beat up as they take damage. For ''Big Kindergarten Kids'', Arle's movements in battle scenes will look more labored depending on her HP.
264* LOKI mechs in ''VideoGame/MassEffect2'' show damage in a variety of different ways. Basically, shooting an extremity will make it fall off. Shoot its arms and it marches, armless, at you to self-destruct; shoot its legs and it will painfully crawl toward you till the bitter end. This can be quite fun if you target only the legs and are rewarded with a room full of slowly crawling LOKI mech torsos.
265* In the Japanese UsefulNotes/Nintendo3DS game ''Moco Moco Friends'', Plushkins that have lost health in battle will have their stuffings exposed.
266
267[[AC:SurvivalHorror]]
268* ''VideoGame/ResidentEvil2Remake'' has damage inflicted upon zombies shown when they are shot, with the undead losing chunks of flesh where they are hit. The player characters, similarly, bear bite marks when they take damage.
269
270[[AC:ThirdPersonShooter]]
271* ''VideoGame/{{Loadout}}'''s characters will end up with pieces of them blown off if they take a heavy hit to a part of their body. This will often leave bone and gooey bits showing, assuming that it wasn't to the head, lest the characters end up with their ''brain and eyeballs bouncing around in the open''.
272
273[[AC:VehicularCombat]]
274* ''VideoGame/TwistedMetal'': Cars change into a "battered" version after getting enough damage. They magically return to their "shiny new" version after picking up a Health icon.
275%%* ''VideoGame/BattleTanx'': The tanks.
276[[/folder]]
277
278[[folder:Pose Change]]
279[[AC:PartyGame]]
280* ''VideoGame/DeadByDaylight'': Injured survivors clutch their sides at all times when not interacting with things, while healthy ones move normally.
281
282[[AC:RealTimeStrategy]]
283* Standard infantry units in ''VideoGame/CommandAndConquerGenerals'' change pose to a weaker stance when severely wounded, and walk much slower with a noticeable limp when moving. Rangers and Red Guardes even have a "recoiling" animation if they reach low health while shooting.
284
285[[AC:SurvivalHorror]]
286* In ''VideoGame/{{Illbleed}}'', characters at 30% of their maximum health will start clutching at their shoulder as they start staggering on movement, slowing them down significantly. Once they reach 10%, they now limp and clutch at their torso as they're slowed down even further. At this level, the selected character will start freaking out when idle.
287* Characters at Caution health in classic ''VideoGame/ResidentEvil'' games hunch over when standing and move holding their sides. In Danger, they hunch over even more and limp as they walk and run, both with reduced speed.
288[[/folder]]
289
290[[folder:Multiple]]
291[[AC:ActionAdventure]]
292* ''VideoGame/GenshinImpact'' has the monsters' ElementalArmor become more and more shattered as you damage it, with dust and chipped pieces flying off each hit, and eventually shattering completely when you break through.
293* In ''VideoGame/TheLegendOfZeldaTheWindWaker'', certain enemies, most notably Ganondorf, spew particles when Link hits them with his sword and the capes of Mighty Darknuts become more damaged as Link slices them into rags.
294
295[[AC:FourX]]
296* ''VideoGame/SwordOfTheStars'' has plasma fires show how damaged a ship section in. When a segment explodes, it undergoes a model swap.
297
298[[AC:HackAndSlash]]
299* In ''VideoGame/DieByTheSword'' body parts will be retextured bloody when struck. If damaged enough, body parts (wrists/ankles/limbs/heads) will separate.
300
301[[AC:RealTimeStrategy]]
302* In ''VideoGame/CommandAndConquerGenerals'' units will smoke, slow down/limp when damaged.
303* In ''VideoGame/TreasurePlanetBattleAtProcyon'', smoke will emit from ships when they take enough damage. The models of ships can also change to reflect how they have been damaged, for example, a ship with damaged engines will show sections of the engines missing or if the engines are competly destroyed that entire section of the ship will be missing, sails and [[{{Breakable Weapons}} weapons]] can also be damaged and completely destroyed, with the ships model changing to reflect this.
304
305[[AC:ShootEmUp]]
306* Most of the bosses in the ''VideoGame/MetalSlug'' series show progressive damage, having bullet holes or damage to their armor appear. Later, smoke or fire may appear, and some weapon systems may be destroyed, signalling a change in attack pattern. Allen O'Neil, the machinegun-wielding elite, also TurnsRed when nearly defeated.
307* Enemies and bosses in ''VideoGame/ZeroRanger'' usually show damage by having their FlashOfPain change from white to orange, but some (such as Stage 1's boss and the "Buddha head" enemies) show fuselage cracking or other signs of combat wear and tear.
308
309[[AC:SimulationGame]]
310* The ''Videogame/MechWarrior'' series uses this trope extensively:
311** 'Mechs start to emit smoke and sometimes even visible flames when they are heavily damaged.
312** In [=MW3=], 'Mechs show exposed wires when damage is focused on certain areas, and taking head damage can cause fractures on the cockpit glass along with a quite loud and surprising "*CHING*". [=MW4=] uses scorch marks instead. In ''Living Legends'', the [[PoweredArmor BattleArmor's]] DiegeticInterface visor will become [[CameraAbuse permanently cracked]] if damaged, along with temporary suit sealant and blood stains.
313** Limbs (and in [=MW4=], missile racks as well as various gun mounts) can be blown off entirely, leaving only twisted bits of metal and wiring hanging from the stump. In ''Living Legends'', destroyed components will actually fall off the mech and smack into the ground, which can crush oblivious [=BattleArmor=] into [[LudicrousGibs giblets]].
314** ''VideoGame/Mechwarrior5'' takes this up to eleven: damage shows up on 'mechs based on what they were hit with. Lasers melt armor, missiles mangle it, flamers scorch it, and autocannons crater it. Even a basic engagement with light damage will result in a 'mech looking like it just stepped through a smelter. If armor is blown off a location, the underlying structure will also get exposed and wrecked based on damage received. Blown off arms are represented by twisted stumps of wiring and metal, blown off legs are cracked, broken and barely functional, and blown off torso sections show extensive internal and external damage.
315* The ''VideoGame/{{Freespace}}'' series uses two different kinds: when a ship is shot, it may start emitting flame-like particles where the shot hit it. In addition, when a ship is heavily damaged, lightning starts arcing across its hull. More lightning = more damage, to the point that a ship that is one point away from destruction will be almost constantly wracked with arcs of electricity.
316
317[[AC:WideOpenSandbox]]
318* ''VideoGame/{{Prototype}}'' vehicles and destructible buildings are mixed.
319%%** Buildings and armor are 3A until destroyed, which then become 3B. 3B'd armor are debris able to be picked and thrown.
320%%** Aircraft are also 3A. Once popped, they undergo 3B until they descend to several meters above a surface, then undergo 3B yet again to become debris that can be picked and thrown.
321** Civilian vehicles can be picked and thrown right away (except the coach/bus and the garbage truck), undergoing deformation and finally catching fire before blowing up as they take damage. You can also run them over with a tank to just flatten them without blowing them up unless you damage them in another way.
322%%*** Military trucks toss in types 2, 3A, and 3B. They suffer 3A decal-ing, getting 3B-ish window and chassis busting, and finally catching fire in a type 2 manner before a final 3B-resulting ka-boom. Entirely possible [[CherryTapping from just landing on it from ceiling heights within a military base sufficient times]].
323[[/folder]]
324
325[[folder:Uncategorized]]
326
327[[AC:ActionAdventure]]
328* This was a major feature of the game for ''Film/XMenOriginsWolverine'', occurring to Wolverine himself. Wolverine showed the trauma of every hit landed on him, to the point where if you take enough damage without dying you're down to an Adamantium skeleton with bits of muscle still clinging on, but only above the waist. Then healing factor kicks in and everything comes back right as rain, sans your shirt. (Until the next time you level up, anyway...)
329* In ''{{VideoGame/Deadpool}}'', whenever the titular character takes damage, his outfit gets torn and shredded, sometimes to the point where Wade looks nearly naked (but thankfully, he isn't). So long as Deadpool isn't actively taking damage, he'll begin to heal, which oddly enough, includes his outfit.
330* ''VideoGame/MetroidIIReturnOfSamus'': As you chip away at the Queen Metroid's health, her digitized grunts gradually go into more agonized shrieking.
331
332[[AC:ActionGame]]
333* ''VideoGame/GodOfWar'':
334** The Minotaur in the original ''VideoGame/GodOfWarI'', with bonus credit for also having a ''health bar'' that shows damage (the armour on the health bar slowly breaks away as damage is added... the bar itself doesn't start going down until all the armour is removed).
335** The Statue of Rhodes from ''VideoGame/GodOfWarII'' is fought three separate times, with each time causing it to become more and more damaged.
336* Dr. Tongue's final form in ''VideoGame/ZombiesAteMyNeighbors'' is a giant head. As damage is dealt, it starts to mutate, then begins to break. This would be prime NightmareFuel, if it weren't for the fact that the head is revealed to be an android.
337* As you progress in ''VideoGame/BatmanArkhamAsylum'', the Batsuit shows more and more damage. By the end of the game, there are noticeably a tear at the chest, a few tatters and holes in the cape, a cut on Batman's cheek and a few bullet holes.
338** Likewise in ''VideoGame/TheAmazingSpiderMan'', a game that's heavily based off of the Batman Arkham series, as most of Spider-Man's suits (including the default) show tearing as he takes damage, but oddly enough as soon as you enter "The Haven" (Stan's house), it instantly restores the suit to its undamaged form. [[https://www.youtube.com/watch?v=CAwNwDuXuKE Just look at how torn and scratched up it can get]].
339* Over the course of ''VideoGame/SpiderManEdgeOfTime'', [[ComicBook/SpiderMan Peter Parker]]'s costume will get torn up.
340
341[[AC:AdventureGame]]
342* The zombies in ''VideoGame/Waxworks1992'' will lose their arms and head if hit in the right spots.
343
344[[AC:BeatEmUp]]
345* While a LifeMeter is used, ''VideoGame/TheWarriors'' also shows damage to characters by increasing the amount of bleeding, cuts, and bruises on the bodies as they get hurt more.
346* The VideoGameRemake of ''VideoGame/{{Splatterhouse}}'' has the hero lose flesh and even body parts as he takes damage. He can use this to his advantage somewhat in that if his arm is removed (he'll grow it back quickly), [[GrievousHarmWithABody he can pick it up as a weapon]].
347* As ''VideoGame/{{Bayonetta}}'' deals damage to her enemies, more and more of their skin and angelic accoutrements are flayed off until they're little more than bone, muscle and writhing internal organs.
348
349[[AC:Casual Game]]
350* In the various ''VideoGame/AngryBirds'' games, if the pigs aren't hit hard enough to actually be popped, they can pick up bruises, black eyes, and, in the case of the helmeted pigs from the first game, cracks in their helmets. ''VideoGame/AngryBirds2'' added bandages and wrappings to the possible damage shown on the pigs.
351
352[[AC:DrivingGame]]
353* Many driving games will at least have your car become emit smoke and pained noises when on its last legs, and usually the cars become battered and lose parts. Some games that don't have a damage model, usually for technical reasons or because the licensing contract says the game can't show damaged cars, resort to showing scraped paint, bare metal and shattered windshields.
354** Inverted with ''VideoGame/DriverSanFrancisco'' where '''most cars!''' (140, not all of them are licensed like the made up A.S.Y.M., Caison, Camion, Dykemann, Van Dourn and Y.A.R.E have vehicles based on real models but not named) And it shows full damage and wrecks depending on where and how the car takes damage.
355* The original ''VideoGame/FZero1990'' has your machine blink red, shake, and emit smoke when its life meter gets low. To make matters worse, ''your top speed will decrease''. Interestingly, if your life meter drops to zero, you'll regain all your top speed. One more tap, though, and you suffer CriticalExistenceFailure.
356
357[[AC:FightingGame]]
358* The ''Franchise/{{Gundam}}'' 2D fighter ''Gundam the Battle Master'' (or ''Gundam Battle Assault'' in America) has the mecha show damage if you pound them in one specific area enough times. For example, performing a lot of sweeps will eventually make the armor on your opponent's legs break off, exposing the internal mechanisms.
359
360[[AC:FirstPersonShooter]]
361* ''Franchise/{{Halo}}'':
362** Especially after ''VideoGame/{{Halo 2}}'', vehicles in the series will get broken, have large pieces fall off, and begin sputtering sparks and smoke as they're damaged.
363** In the finale of ''VideoGame/HaloReach'' Noble Six's visor shows damage as his condition deteriorates.
364** In ''VideoGame/Halo5Guardians'', the Promethean Knights and Soldiers will have bits of their armor fall off and expose weakspots if you hit them enough.
365* One of the trademark touches of Id's FPS series like ''VideoGame/Wolfenstein3D'', ''VideoGame/{{Doom}}'', and ''VideoGame/{{Quake}}'' is the presence of a floating representation of the PlayerCharacter's head in the middle of the HUD, which will become more badly wounded as you soak up damage. Other games that use the progressively bloodier face with a percentage health count method include:
366** ''VideoGame/IonFury''
367** ''VideoGame/{{Apocryph}}'' (currently a free download in an alpha build)
368** ''VideoGame/CatacombFantasyTrilogy''
369* ''VideoGame/DeathlessHyperion'' shows your character's face on an onscreen avatar alongside his health meter. Lose more than half his health and his face starts showing cuts and bruises, and when his health is dangerously low he'll be bleeding heavily.
370* ''VideoGame/Nitemare3D'' uses a variant where there is no blood. Instead, the skin wears away on the PlayerCharacter's face (not unlike ''Series/{{Knightmare}}''). There is only a skull left when you're at 10% health or less.
371* ''VideoGame/CryptWorlds'' has a variant on this where, since there is no combat, the face shows how close they are to [[WizardNeedsFoodBadly starving to death]]. Good thing DeathIsASlapOnTheWrist. It also shows [[ItMakesSenseInContext whether or not you're a cyborg]].
372* The "vivisection point" of which ''VideoGame/VivisectorBeastWithin'' for has the enemies lose big chunks of their armor and flesh with each hit. However, since killing them falls into the CriticalExistenceFailure category, the damage won't actually affect their performance until the killing shot.
373* The "gore zone" system in ''VideoGame/SoldierOfFortune'' allows players to destroy individual body parts of enemies, e.g. severed limbs, shattered skulls, and disembowelment, [[ChunkySalsaRule usually causing instant death]].
374* In ''VideoGame/OfficeJerk'' and its SpinOff ''Office Zombie'', both the Jerk and Zombie show damage in various ways, depending on what object they get hit with. With the Jerk, it's typically bumps, head lumps, or bruises. With the Zombie, you can knock his eye out or even cut his arm or head off.
375
376[[AC:{{MMORPG}}s]]
377* ''VideoGame/KingdomOfLoathing'': First Ed The Undying gets a rip in his hat, then a knocked-out tooth, then another rip, then an arm knocked off, then another rip and a couple more knocked-out teeth, and finally knocked-off legs, until he's nothing but a head and legs. And even after that, he's ''still technically alive''.
378--> "You're making me feel guilty, Ed. Knock it off!"\
379"UNDYING!"\
380''sigh''
381* ''VideoGame/MapleStory'': Zakum, a huge, eight-armed statue, does this twice. By the end, it'll have quite a few huge cracks and its teeth will barely be there.
382* ''VideoGame/EveOnline'' ships catch fire when they start to take structural damage.
383
384[[AC:PlatformGame]]
385* Most bosses in ''[[VideoGame/BanjoKazooie Banjo-Tooie]]'' were like this. Targitzan is a totem pole, a layer of which falls off each time he takes damage. Old King Coal's arms and head fall off over the course of the fight. Mr. Patch's patches come off with each hit, in the first half of the Lord Woo Fak Fak battle his boils explode with each hit (leaking blood into the water), and Mingy Jongo's plating comes off each time he takes damage, revealing more of his true robotic self.
386** Also, the duo themselves, in ''Banjo-Kazooie''; their expressions next to your LifeMeter change as you soak up damage, from happy and care-free at 5 HP or more, down to tired and jaded at 1 HP, and beat-up and unconscious when you die.
387* In ''VideoGame/SuperMarioGalaxy'', while the player has a lifebar, bosses are visibly affected when damaged. For example, Dino Piranha starts inside an eggshell, which shatters after the first attack. Subsequent attacks remove petals, and also causes the boss to TurnRed.
388
389[[AC:RealTimeStrategy]]
390* ''VideoGame/BrutalLegend'' has this during the stage battles; the stages have ten lights which represent health, and as they take damage the lights break (healing the stage will restore one light)
391
392[[AC:RolePlayingGame]]
393* In ''VideoGame/SagaFrontier'', the final boss of [=T260G=]'s game, Genocide Heart has OminousMultipleScreens which fizzle out as he takes damage.
394* Every enemy in ''VideoGame/FinalFantasyMysticQuest'' shows damage as you whittle his HP away. Regular enemies have two sprites (normal and injured), while mid-bosses have three and area bosses four. The [[FinalBoss Dark King]] has four different OneWingedAngel forms (and a whole lot of HP).
395* ''VideoGame/StarWarsTheForceUnleashed'' does this for [[spoiler:Darth Vader. As you fight him, his cape gets more tattered. When he's really taking damage, his armor starts falling off. When he's almost defeated, his ''helmet'' falls off.]]
396* In ''VideoGame/PaperMarioTheThousandYearDoor'', Grodus's CPU head and staff crack slightly when he's close to defeat. Grubba's idle animation changes and shows him panting as his boss fight winds down.
397* ''VideoGame/PaperMarioColorSplash'': Everything that can be damaged gradually loses color as it loses health.
398* All enemies and {{player character}}s in ''Literature/BraveStory'' have "healthy" and "weak" forms, for when their HP drop below 20%.
399* Heads and limbs can be blown/hacked off in ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'', either by the killing blow or post-mortem. This can also happen to the player character during the death cinematic, especially when explosives are involved. Similarly, when the player character's limbs are crippled, their stance changes accordingly and wounds leave blood spattered on their clothing and body.
400* ''Franchise/FinalFantasy'':
401** In all the 2D main games, party members who are low on HP are shown to be kneeling down from exhaustion. This is also used in the 3D installments where critically wounded party members are hunched over and panting in exhaustion.
402** In ''VideoGame/FinalFantasyX'', your characters and the [[SummonMagic Aeons]] all have an "exhausted" stance when their HP drops below 50%. Some (like Valefor) are barely noticeable, while Bahamut will completely hunch over from his normally [[TheStoic stoic]] pose. To avoid having to duplicate animations for every attack from this altered pose however, anyone in a "damaged" state will momentarily get up and resume their normal pose to attack, and then hunch back over.
403*** Characters' and Aeons' stances will progressively worsen as they take more damage. One character begins to sway at 50% but will eventually hunch over or even collapse to her knees if her health is too low. While standing up to attack in their "normal" pose, the characters will notably shake and stumble. The same rule applies after the typical animation ends.
404** ''VideoGame/FinalFantasyTactics'': Units at sufficiently low health are in "Critical" mode, are very nearly prone, and enemy AI changes to run away (and heal if able) unless they are the only surviving unit left.
405* As your character in {{Videogame/Skyrim}} takes damage, blood will begin to splatter on your clothes/armor. It should be noted however that some of this blood can be the enemies', spilled over onto you, if you were within melee range.
406* In ''VideoGame/DragonAgeInquisition'', party members' portrait icons become progressively more marred and bloodied as their health drops.
407* The ''Franchise/ShinMegamiTensei'' (and ''Franchise/{{Persona}}'') games with 3D models gives its bosses a separate idle animation when they reach the last quarter of their health, which depicts them in a weakened and exhausted state, though they still usually stick to thesame attack patterns as before.
408* Starting with ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', Link's idle state will be changed to him hunching over and panting heavily if his health is low.
409
410[[AC:Roguelike]]
411* ''[[VideoGame/TheBindingOfIsaac The Binding of Isaac's]]'' [[ExpansionPack Afterbirth+ DLC]] adds the item "Adrenaline", which increases the size of Isaac's body and slightly increases his damage for every empty red heart container he has. Strangely, the size of Isaac's head [[TinyHeadedBehemoth doesn't increase to match his body]], which results in [[https://youtu.be/dLtBdW3mpA8?t=50 a comical contrast in size]] if you have [[{{Cap}} eleven and a half empty heart containers]].
412* In a reference to ''{{VideoGame/Doom}}'', the more damage the PlayerCharacter takes in ''VideoGame/DungeonsOfDredmor'', the more damaged their portrait looks, with 3 stages to it, along with different mouseover text for the portrait.
413-->''(When looking undamaged)'': "It's-a me, ''player name''!"
414-->''(When low on HP)'': "Oh boy, this is gonna hurt, isn't it?"
415* The FinalBoss of ''VideoGame/TwentyXX'' has a DiegeticInterface variant. [[ObviouslyEvil Flat]] destroys his [[HumongousMecha Omega Model]]'s health bar when the fight starts, so the boss's health is instead measured by a glowing ring around his robot's cockpit.
416
417[[AC:ShootEmUp]]
418* Just about every ''enemy'' in ''VideoGame/{{Einhander}}'', provided they take more than one shot to kill. The very first miniboss, in fact, has a weapon in each arm that you can destroy. It then pulls out a two-handed energy rifle. Blow that up, and it retreats. Blow up its propulsion source, and it falls to the ground while throwing out parting shots.
419** Special mention goes to Ausf A Gestell, the [[ManiacMonkeys crazy monkey robot]] MiniBoss. You can literally blow off its hands, arms, feet, backpack and such, and this changes its attacks. If you blow off one hand for example, it will kick a crate at the player instead of normally throwing it.
420
421[[AC:SimulationGame]]
422* While not an enemy, the normal ax in ''VideoGame/AnimalCrossing'' gets more and more cracked as you use it, until it finally breaks.
423* In ''VideoGame/StarTrekStarfleetCommand'', if too many phaser hits got through your shields you'd start leaking glowy purple plasma trails. In the sequels, you'd see scorch marks, electrical cracklies, and bits of your ship on fire.
424* In ''VideoGame/BattleTech'', mechs will armor get scorched if it's damaged, arms can get blown off, a crippled leg causes the mech to walk with a limp, and armor breaches can emit smoke.
425
426[[AC:SportsGame]]
427* ''UFC Undisputed'' shows damage through bruising, bloody noses, and cuts on the face. Land a solid punch and you can open a gash across your opponent's cheek.
428* ''VideoGame/PunchOut'': Every fighter in the NES and Wii games, with the former showing the battered characters in between rounds, and the latter having all boxers (including Little Mac) show all manners of bruises and bandages as they come closer to getting KO'd.
429
430[[AC:SurvivalHorror]]
431* From [[VideoGame/ResidentEvil2 the second game]] onward, characters who take too much damage in Franchise/ResidentEvil games limp and hold their stomach in pain, sometimes losing the ability to run depending on the installment. Characters who die especially bloody deaths will also be covered in blood on the GameOver screen.
432* Limbs can be severed in most games up to [[VideoGame/ResidentEvil4 the fourth game]], however this seems to not be the case with later installments. Occasionally, the camera angles and particle effects will [[Main/SpecialEffectsFailure fail to hide the fact that limbs aren't actually being severed]].
433
434[[AC:TabletopGames]]
435* ''Unknown Armies'' for a tabletop example. Players do not keep track of how many hit points they have left. Instead the GM does it and tells them how wounded they are, eventually giving them penalties due to the pain of their wounds.
436
437[[AC:ThirdPersonShooter]]
438* ''Videogame/SpecOpsTheLine'' has the protagonist become increasingly wounded as the game goes on. Captain Walker first suffers minor scratches and dings, then picks up minor burns over his hands and the back of his head, then gains deep lacerations that bleed copiously and a nasty second-degree burn behind his right ear. By the end he's become almost unrecognizable; he's covered in scorch marks, stains, blood, ash and sand, his clothes are totally ragged, his skin is peeling or scraped, and his eyes are hollow, unfocused and bloodshot with fatigue. His animations change over time as well, going from practiced, professional and precisely controlled to shaky and sluggish with exhaustion.
439* ''Franchise/{{Splatoon}}'' shows how damaged an Inkling is by how much opponent-colored ink is covering them, lasting until either they are splatted or RegeneratingHealth kicks in. The same goes for the single-player antagonists, the Octarians (and [[VideoGame/Splatoon2 later on]], to the playable Octolings); regenerating health included.
440* ''Alligator Hunt'', a Spanish ''VideoGame/{{Cabal}}''-like arcade game, has enemies that as they receive damage either show it in several ways as flames or becoming cracked or begin to [[TurnsRed blink red]], or both.
441
442[[AC:WideOpenSandbox]]
443* ''VideoGame/GrandTheftAuto'' has increasingly polished [[http://gta.wikia.com/Vehicle_Damage the art of showing how messed up a car is]] as the series has progressed. [[VideoGame/GrandTheftAutoClassic The original]] and ''[[VideoGame/GrandTheftAuto2 2]]'' had changing sprites and an increasingly more broken sounding engine. With the jump into 3D, ''[[VideoGame/GrandTheftAutoIII III]]'' had individual parts get broken until [[EveryCarIsAPinto the eventual explosion]], with ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'' and ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'' further polishing it. By ''[[VideoGame/GrandTheftAutoIV IV]]'', vehicles can be damaged in multiple manners, depending on where and how hard the hit was, reaching a strong level of detail (and situations where a car-turned-accordion can still somehow keep going).
444* Vehicles in ''VideoGame/SaintsRow'' demonstrate this quite well. Ramming things damages your bumper, shooting the tyres makes the wheels spark as you drive, and you can snipe off doors or panels with the right weapons.
445* [[VideoGame/BatmanArkhamCity The]] [[VideoGame/BatmanArkhamOrigins other]] [[VideoGame/BatmanArkhamKnight games]] in the ''VideoGame/BatmanArkhamSeries'' continues this, as Batman will get scuffed up during the course of the game and DLC. ''City'' and ''Knight'' also sees Catwoman, Nightwing, and Robin get roughed up over the course of the games. However, this is usually only in default costumes, as alternate costumes will remain intact.
446[[/folder]]

Top