The Drop-In Nemesis is triggered when you do a certain thing in a particular video game setting. Suddenly, a bad guy or environmental obstacle enters the scene (often by Offscreen Teleportation
) and wastes no time in killing you. Paralyzed by Cutscene Incompetence
, you have no option but to stand there helplessly as you are put out of your misery. Apparently, whatever you did was the wrong thing, in the eyes of the bad guy and of the game designers. Have a Nice Death
For an enemy to be a true Drop-In Nemesis, there shouldn't be blatant warnings (like the sound of the monster's approaching steps or that it is one moment away from coming to eat you/stab you/shoot you/zap you with a spell,) giving you a chance to hide. You are more typically given vague and misleading warnings that the enemy could be passing through/returning to the area at any unexpected time. This won't be so unexpected when you've been killed by the villain every time after performing the trigger action.
This trope includes vehicles which only appear to get the player into deadly highway accidents.
This whole scenario borders strongly on Paranoia Fuel
: as if environments filled with Everything Trying to Kill You
weren't enough, there are things hiding offscreen that you can't see coming until they're the last thing your character will ever see.
Compare Teleporting Keycard Squad
, Giant Space Flea from Nowhere
, and Easily Angered Shopkeeper
(Stealing is bad!)
If you were expecting an article on videogame bosses that drop from ceilings, you may be looking for He Was Right There All Along
or Wall Master