Castlevania was pretty light on the gore for a horror series — until Symphony of the Night, that is. Alucard's ability to heal by absorbing blood made it necessary for lots of enemies to bleed. (Kill an Evil Butcher with a sword if you want to see some real gushworks.) Since then, probably because Symphony became the new model for CV games, enemies have bled profusely.
It gets even better in Order of Ecclesia, where the fight with Brachyura ends with you dropping a spiked elevator on the git, shoving him down fifteen screens of lighthouse and splattering him into a great many bits when you reach bottom. The bits are still there if you come back later.
Also since Symphony (It was first used with Richter in Rondo of Blood, but this game is where it became the standard), when the main character is killed it sends them screaming into the air while they turn into a cloud of blood. It makes strong attacks from bosses seem extra dramatic. It becomes hilarious when low on health, you lightly touch a minor enemy and get a completely over the top death.
Additionally, playing as Maria in Rondo of Blood spares her from Richter's overly bloody death, falling to the ground and disintegrating to nothing instead. She gains the overly bloody death in Portrait of Ruin, however.
An exception is Order of Ecclesia, where you only die in a cloud of blood if Shanoa is killed in the air. Landbound, she just groans and keels over
Even beyond that - it's possible during the Brachyura battle to get killed just as you trigger the elevator, which results in both the boss and Shanoa gushing High Pressure Blood until the elevator reaches the bottom of the shaft. The entire trip down. If you think a human being spewing enough blood to fill a decent-sized wading pool in three seconds is over the top, imagine the animation going on for thirty...
The most gratuitously violent Castlevania to date is probably Harmony of Dissonance. There's one particular instance where you're just exploring some caves, you flick a switch... a scream is heard, blood starts pouring down like a waterfall, all this blood makes a platform rise, and you must ride it to the top. Once there, you get a glimpse at the source of all that blood.
Lords of Shadow: Being Darker and Edgier than most of the series up until this point, any flesh enemy killed with the subweapon they're weak to (Silver daggers for werewolves, holy water for undead, etc. etc.) or a heavy attack will explode into a shower of gore on contact.
The modern Ninja Gaiden release for the Xbox featured decapitations; the sequel on the Xbox 360 goes beyond its predecessor's decaps into full limb dismemberment and body mutilation, as the video downloadable here truthfully shows. Averted in the last of the modern trilogy, which does away this trope entirely for High Pressure Blood.
In God of War, pretty much everything results in ridiculous amounts of gore. Even an arrow to the cranium will cause total disintegration of the head in a massive shower of blood.
The Onechanbara games are so gory that your character and their sword getting covered in blood are actually part of the game mechanics — once your character is sufficiently covered in blood, they go into a Super Mode that has the disadvantage of increasing the damage they take and constantly draining health, while you need to periodically clean the blood off your sword to keep it from getting stuck in enemies and to keep the combo timing regular.
In After The War, this will happen to Rodan if he falls from a great height or is killed by the Sentinel.
Beat Em Up
The Dishwasher has a whole slew of ways to turn enemies into assorted bloodstains and organs, including, but not limited to: shotguns, overloading them with lightning attacks, pile-driving them into the ground, bashing their skulls into the ground/wall/ceiling, tearing their necks out with your teeth, and tried and true method of cutting them down the middle.
Online [adult swim] flash game Viva Caligula does this when the titular character enters "berserk mode" or when a weapon is levelled up in the sequel.
Mortal Kombat, of course. Not only are the fatalities all ludicrously bloody, even normal punches and kicks cause spurts of blood.
When the series went 3-D, fatalities would cause characters to break apart into weird chunks of flesh - reviewers dubbed these games the "bloody popcorn" era.
With Mortal Kombat 9, we are now treated to X-Ray Mode, which allows us to see bones and organs shattering inside the victim's body in real time. Characters can have their skulls fractured, eyes gouged, and intestines ruptured multiple times and still keep up the fight.
Speaking of robots, the fighting game One Must Fall 2097 had a secret function allowing the player to control how much "gibs" (gears and bits of metal in this case) would appear. At the highest setting, a single hit would release more scrap metal than the victim could possibly have contained. There was even an option to have metal gibs continually rain down throughout the match.
The first Eternal Champions title is fairly light on gore. The Sega CD installment however, is gorier than Mortal Kombat by virtue of anatomical correctness: if someone explodes, you don't get fourteen legs and five ribcages; you get shredded flesh, bone and organs.
First Person Shooter
The trope name comes from Rise of the Triad, which positively revelled in ludicrous weapons and gibbing effects. The message Ludicrous Gibs! would appear on-screen whenever the player gibbed enemies in the most spectacular fashion allowed. This would usually involve chunks of flesh and splashes of blood being spread in a wide radius and a torn-out eye sliding down the screen. The Flamewall launcher would burn the flesh off enemies in a couple of seconds, leaving the charred (and smiling!) skeletons standing for a moment before collapsing (still smiling!) to the ground. The God Mode powerup enabled the player to launch enemy-seeking balls of lighting that would disintegrate, albeit bloodlessly, any enemy they touched. And, Apogee never being the types to pass up the opportunity for a cheap joke, Dog Mode allowed the player to charge up a sonic dog bark, spontaneously popping every Mook within range like a pressed grape.
Enabling "Engine Killing Gibs" mode in Rise of the Triad forcibly set all baddie-fragging animations to the "Ludicrous Gibs!" splatter, thereby increasing the amount of gore several times and creating massive clouds of body parts when enemies were blown up. If you watched closely you could see enemies' severed hands wiggling their middle fingers while flying through the air along with the eyeball splattering into the screen and sliding down. Also, it's worth noting that while modern processors would (and do - look up GLRott) eat the game's code for lunch without missing a beat, in the 386/486 era during which the game was initially released, the amount of gore being rendered (with no GPU assistance as this predated true 3D games) may very well have been literally engine-killing, posing too great a challenge for the CPUs of the day to draw and either slowing the game to a crawl or crashing it completely.
Doom is one of the earlier examples of such overblown effects. If lesser enemies (or players in Deathmatches) were hit with an attack that reduced their health to their starting health times negative one (i.e. negative 30 for a Shotgun Zombie, who starts with 30 health), they would be gibbed. This was a reasonable result when they were hit by rockets, but picking up a special "Berzerker" "Berserk" power-up enabled the player to gib enemies with his bare hands.
Sometimes you can melee-gib enemies even without the Berserker.
If a Zombieman (the weakest enemy) doesn't die with one plasma shot, the next plasma shot will usually gib him.
The Cyberdemon requires a lot of damage to be killed, 45 rocket hits, 55 shotgun blasts, or 400 handgun shots. No matter how much damage he's taken, he never shows so much as a dent until he is killed, but his only death animation is him exploding and leaving behind a pair of bloodied hooves. You can shoot him in the face with a shotgun 54 times, and he still has no visible damage, but he would vaporize when next hit by one bullet.
Quick note, those numbers are averages, as the game has a random number generator for damage.
There's a mod called "Beautiful Doom" which, among other things, increases the gibs to, well, ludicrous levels.
Brutal Doom does this to such levels that the room you're in is literally painted with blood. Not to mention the facts that you can perform a fatality while in berserk mode in the same gore-happy fashion as Mortal Kombat, that mouth monsters can literally bite your torso off, and that the chainsaw can actually hack away at body parts with impressive results.
In Doom 3 the shotgun packs enough punch that if you hit a zombie with it at point blank range you'll tear all the flesh off its bones, reducing it to a bloodied skeleton.
Given the way gibs are calculated in the Doom series (total damage dealt must be equal to or greater than twice the monster's maximum HP) and the fact that Doom 3's zombies simply ragdoll and leave perfectly viable corpses behind, hitting a dead zombie with so much as a flashlight would usually cause it to explode violently.
Punching a civilian can result in his head instantly evaporating and his brain flying out.
Fighting medium sized groups of Flood in Halo usually leaves behind a room almost fully covered in body parts of different size.
In Halo Reach, getting headshots on the Drones (the bugs) turns them into this.
Blood: Mostly through the use of the amusingly overpowered napalm launcher, or any of three different varieties of dynamite. The gibs in Blood had the wonderfully gruesome property of being slippery under your character's feet, and for some reason the game developers saw the potential of including the ability to use zombies' heads (usually the largest surviving pieces of them after a close encounter with a barrel of high explosive) as soccer balls.
The original Soldier Of Fortune featured a ridiculously overpowered shotgun that could blow limbs clean off at an unrealistic range, a look-alike Desert Eagle pistol that could remove a head from the neck up and a microwave pulse gun that would cause enemies to cook from within and burst like overcooked hot dogs. One of the game's main selling points was the engine's attempt at (relatively) 'realistic' damage modeling compared to its competitors.
The second game has somewhat more realistic gore, but Payback takes it Up to Eleven, with enemies practically Made of Plasticine and decapitations and amputations resulting in gory gushers, spewing more blood than is held in the typical human circulatory system. The novelty wears off quickly.
The second game advertised "16 points of dismemberment".
Explosive weapons would gib enemies in Duke Nukem 3 D, but the game also had a shrink gun that would miniaturize a foe and allow you to squish him under your foot, and a freeze ray that would allow you to freeze them solid and then smash them like ice statues.
The newest version of the Duke Nukem 3D High Resolution Pack mod feeds off this, with a separate patch specifically designed to stick blood spatter to walls!
Whenever an enemy gets crushed by a big door, it leaves behind a disgusting mass of goo that stretches across the gap when said door is opened.
If you step into a corpse, you leave bloody footsteps for a while afterward.
The titular vivisection point of the PC game ''Vivisector: Beast Within" allowed massive chunks of flesh to be ripped away from an enemy with little more than a pistol, and even the basic knife or scalpel weapon could completely gib an enemy without much difficulty under the right circumstances.
In the original Quake, zombies would only die if gibbed. If just shot down they would wake up after a few seconds and resume attacking.
In Quake II, the only way to prevent the Medic's revival of fallen Stroggs is gibbing them.
Also, while in many games only explosive weapons can gib enemies, in Quake gibbing is calculated based on how much under zero an enemy's health goes. This generally works (if an enemy is in the middle of an explosion it makes sense that its health would go negative enough to cause gibbing), but it makes it possible to unrealistically gib smaller enemies with many shots of the Blaster, or even the Shotgun/Super Shotgun.
This was used intentionally in the various Custom-TF mods, in which a player with the Warlock skill could gib corpses with his knife and pick up the scattered chunks of meat, later using it to summon monsters.
In Quake II, the super shotgun is enough to dismember a Stroggo, leaving a skinned torso spinning in midair.
Happens to everyone in Quake III Arena. Played with in that one of the available characters is a skeleton, which causes the game manual to wonder where all the gibs and blood comes from.
In Quake III Arena, characters get gibbed if the killing attack had caused a lot more damage than it took to bring down his health to zero (in other words, well into the "negative health"). In fact, you could shoot corpses and cause them to gib in this manner.
Unreal Tournament takes this to ridiculous extremes with Instagib mode: Every combatant is armed with a shock rifle that shoots colour-coded laser beams that make players explode instantly into a shower of bloody chunks, "one shot, one kill"-style. Some user-made mutators (like "Gibalicious") increase the amount of gibs produced, possibly up to the point where the computer bogs down from the sheer number of gibs.
Also in UT, there is the Moregore mutator, which also produces more gibs, but has a ridiculous side effect, where you headshot someone and 3 heads fly in various directions!
A server-side mod for Counter-Strike allowed for some extremely over-the-top gibbing. If, for example, you shoot someone with an AWP, you can see a fountain of blood coming out from the place where he was standing, all of that as you see his body torn to pieces!
Who needs mods? Just grab a shotgun, get close to the enemy, and score a direct headshot on someone without a helmet. Viola! Plenty of salsa for the next party (quite chunky of course)! Slightly less over the top, but still silly, is the fact that players without a helmet lose more blood then what should ever be in a human's head from something like a 9mm bullet, or even a knife slash. Not stab. Slash.
This tends to happen because the game is programmed to show more blood if someone is shot in the head.
Borderlands embraces this. If you go back 10 levels and use a powerful weapon, the enemies will explode into gore, blood and random body parts.
Doesn't help that one of the boss' bodies has its entire stomach opened up and the corpse never disappears. The body parts are still moving around and it is breathing.
Half-Life 1 was known for this, though not so much in the sequel. However, a third party mod known simply as "SMOD" took this to healthy levels (at least with "gore_moregore 2" on). Shoot a person in the head? A three second long spray of blood... twice. Somebody hits something going too fast? They explode. Vaporization? What was already a mesmerizing particle effect climaxes with them popping like a grape. And those invincible NPCs? Oh you better believe they were solely for target practice.
Although Half-Life 2 mostly avoids this, shooting Antlions with a revolver or shotgun causes it to explode.
In Team Fortress 2, the Soldier, Demoman and Engineer classes can make their opponents explode into a shower of blood and body parts (with their rockets, grenades, and a fully upgraded sentry gun's missiles respectively). The postmortem death cam helpfully identifies the gib bits with nametags like "your head", "a bit of you" and "another bit of you." The "birthday" mode that can be turned on by the server operator results in some of the gibs looking like presents, party hats, and...chicken legs. This is taken up to eleven with 'sillygibs,' a mod that, when enabled, turns regular gibs into completely random (and obviously silly) objects such as wooden horses, rubber duckies, unicycle wheels, cogs, springs, hamburgers, license plates, etc., etc., etc. Literally ludicrous gibs.*
It should be noted that some region-specific servers use this command to censor the gore, but most people still enable it for their own amusement.
Return To Castle Wolfenstein, running on the Quake III engine, has this when using rocket launchers, explosives and a BFG (the player character can also be gibbed, especially by Demonic Spiders with rockets). Zombie enemies can also explode when defeated, but without blood.
In the Oddly Named Sequel, Wolfenstein, gibs are not quite as prevalent, due to the change in engines. However, the Queen Geist and General Zetta (both of whom are bosses) still explode in a shower of blood and fleshy chunks when defeated.
In Time Splitters: Future Perfect, shooting someone enough with the Injector will result in them swelling up then exploding. If it happens to you, you get treated to your view stretching before the inevitable happens. Using it on the mutants in story mode causes them to leap up then explode.
Also, there's a gun that shoots mines which jump up and cut enemies' legs off, which actually showed bits of bone poking through the flesh.
The 2008 Turok game lets you blow up certain dinosaurs with explosives. The kicker is that their severed bloodied body parts twitch like mad on the ground before going lifeless.
All over the place in Painkiller. The titular weapon is like a food blender pumped up on steroids and evil, so the results are predictably gory. A shotgun blast can reduce a foe to chunks. Freezing enemies and then shattering them would break them apart. It doesn't stop there.
Call of Duty: World At War appears like this, at least in comparison to the relatively tame gore of past titles. However, it's actually done in a way that kinda makes sense (e.g., don't expect to see any Ludicrous Gibs unless you're using the MG-42, a shotgun at point-blank, or the PTRS-41.) Still quite messy, though. Black Ops follows the same formula, though, tragically, enemies' heads can no longer be exploded. It's perhaps made up for by the fact that even the lightest of light machines guns (like the 5.56mm Stoner 63 or the 5.45mm RPK) can now blow off limbs with the right aim.
The Nazi Zombies mode has plenty of gibbing. On Der Riese, when camping the catwalk, zombie corpses will slide back down the stairs when killed but gibbed body parts will not. This results in a heap of corpses at the bottom of the stairs, while the steps are littered with liberal amounts of dismembered hands and feet. Amusing and disturbing.
Black Ops II brings back decapitation with a vengeance, though only when using the machete or sword in single-player. Meanwhile, the .50 cal sniper rifles can now cause gibbing, as can the Executioner at close range. Curiously, though, getting shot by the Barrett M82 doesn't cause any such damage to Alex Mason— perhaps for the sake of keeping his heart-wrenching death from becoming either too gross or funny.
Serious Sam had an option to provide "hippy" blood. The gibs from exploded monsters include apples, oranges, bananas, etc.
Deus Ex and its mod, The Nameless Mod. While rocket launchers and explosives are generally expected to blow people apart, poke at a body long enough, and it will explode in a mess of guts and gore, even if you do it with a weak weapon. Some of the new weapons in The Nameless Mod continue to follow this trope to a T.
While the original Left 4 Dead is quite mild about this by today's standards, Left 4 Dead 2 turned the gibs up a couple notches.
To clarify, look at how the zombies are killed with the Pipe Bomb. In Left 4 Dead, they explode into a cloud of red mist. In the sequel, their body parts are blown apart and their intestines fly out as the bodies are ragdolled into the air. The guns themselves can gib zombies like there's no tomorrow. Depending on the gun used and what area of a zombie you shoot, you can expose their bones, make their intestines fall out, or even expose their spinal column. Oddly, the special infected do not present these properties.
In Red Faction 2 there is a that makes all shots on infantry a one hit kill, with lots of gibs and if you shot a friendly NPC with a LMG, you get lots and lots of gibs, and there is no friendly fire.... Priceless!!
Strife, being the last game using the Doom engine, makes use of this trope. In addition, it provided special, gib-like animations for enemies that were immolated by your flame weapons or disintegrated by your Disintegrator Ray.
In EYE Divine Cybermancy, large-caliber weapons will cause enemies to explode into a fine red mist. The Damocles will cause enemies to explode, sending body parts flying.
Hack And Slash
Diablo II has any monster with the 'Fire Enchanted' trait promptly cover a decent amount of the ground with themselves upon death. This gets especially silly with the boss of the Flayer Dungeon, as you have to defeat him twice and has Fire Enchanted in both forms. Necromancers can do this to nearly any dead enemy with Raise Skeleton (Mage) or Corpse Explosion, as well.
Some monsters also break into gibs upon a normal sword-bashing death. It's funny to cast the resurrection spell with a necromancer on them and watch the death animation play backwards. Gibs fly into the air and connect with each other, forming a fully functional undead monster.
Interestingly, if one kills a swarm of locusts and attempts to raise a skeleton from the "corpse", the same bloody explosion will occur and produce a perfect human skeleton complete with weapon.
If you kill an enemy skeleton, you can cast the raise-skeleton spell on it, but first it too must explode in a shower of blood and gory effluence.
Aah, Corpse Explosion. Blow up a tiny Leaper or Fetish and get a blood fountain as glorious as if you'd blown up an entire Blood Maggot. A dry, fleshless Skeleton Warrior? Gibs aplenty. That one little animation, illogical as it may be, provides so much catharsis.
Many of the Druid's powers explode corpses too... carrion vines and solar creepers, for example, but also summoned Dire Wolves who always appreciate a quick snack and are apparently very messy eaters.
Diablo III promises this trope in spades. Any enemy killed with a critical hit will explode (and the gibs themselves will be on fire/frozen/glowing with magic energy depending on damage type), all Unique monsters will explode when killed, some breeds of monsters explode no matter what... etc. This feature was so popular that shortly after the game's unveiling, Blizzard gave in to fan's demand that corpses stop fading away, just so they could see the aftermath.
On the subject, the Monk has a technique called Exploding Palm - enemies struck by this explode when killed by DOT. Omae wa mo shinderu...
Diablo-clone Torchlight also has enemies exploding into crimson showers on critical-hit induced deaths, and sometimes just normal deaths, as well as sporting a gib-related Steam achievement.
The sequel only gibs enemies immediately if the killing blow hits hard enough (as well as retaining crit-gibs). To compensate in other situations, using a smashing or explosive attack on dead enemies can now gib their corpses. Enemies can gib each others' corpses too.
Magicka is rife with this, most notably when killing things with the Arcane element, but also after lightning strikes, being too close to explosives, running into grinders, etc.
Light Gun Game
In Carn Evil, damn near everything gibs but the skeletons at the end. This is especially fun when it takes more than one shot to take an enemy down.
Similarly, House of the Dead's first three games had gibs that flew off based on the placement of the shots - you could blast chunks into fat zombies' stomachs and chip away at a zombie's skull. The fourth game and OVERKILL removed this feature.
On the other hand, Beast Busters and Zombie Raid went in the other direction. Dispatch any enemy in Beast Busters—even the normal zombie goons that can be dispatched with just one or two bullets—and they'll explode into lots of tattered pieces. Not much in the way of blood though, other than presumably-clotted blood. Meanwhile, Zombie Raid has a lot of not just zombies, but also werewolves, gargoyles, and ordinary human grave robbers. One rifle bullet more than suffices to turn a grave robber's upper body into an erupting mess of sinew. With no trace left of the erupting area's skin or clothing. Bosses, however, tend not to break apart; they just disappear in a mass of flames.
In The Ocean Hunter, this doesn't occur for the most part, with most enemies being fairly bloodless deaths despite shooting them with an automatic harpoon gun. The boss of the sixth stage, however, is fought from the inside, and this trope is the sort of unavoidable result of harpooning its heart until it explodes.
Two quests in World of Warcraft: Wrath of the Lich King involve collecting meat. One requires throwing high explosives at mammoths, the other requires throwing them into giant worms.
Even more ludicrously, Death Knights who specialize in the Unholy aspect of their class receive the gruesome attack "Corpse Explosion", which does exactly what you'd expect. Not only does this result in weaponized ludicrous gibs, you can enhance the ability so that if it kills an enemy it makes them explode in a chain reaction.
Multiboxed Deathknights, surrounded by a large grouping of corpses (which is extremely common as multiboxed Deathknights are painful), who have the enhanced ability are simply unreal. We're talking ludicrous instagibbing to the fiftieth power.
Whenever The Kid dies in the freeware Metroidvania game I Wanna Be The Guy (and trust us when we say he will die...very often), he explodes into little 8-bit giblets, even for something as minor as touching the edge of a spike pit, or getting hit by a falling apple.
If a single pixel of your gun occupies the same place as a single pixel of a spike or apple... You explode. Across a quarter of the screen. With probably a dozen times the pixels that actually compose your avatar in the first place.
One aversion exists. If the Kid gets drained by a Metroid, he doesn't gib- he turns into brown dust and blows away. This is just as annoying as a normal death, however.
In Jump'n Bump, you and other players control adorable little bunnies which will explode into fountains of blood and gibs as you stomp on each other.
The old PC game Biomenace.
The original Japanese Rockman Zero games include quick bursts of blood when Zero destroys certain enemies with the sabre. Why are these gibs ludicrous? Because every enemy in the game is a robot.
Technically justified as the enemies are Ridiculously Human Robots. It's not blood, it's a blood-like substance. Censorially removed in the American release.
Except, bizarrely, in the intro cutscene for the first game.
Megaman ZX Advent takes it further, with a charged buster shot blowing huge holes in a dead enemy's torso. They also replaced the red liquid with similarily-shaped whiteish green bursts in all versions of the game.
Oddworld: Munch's Oddysey had enemies (and allies) bursting into what appeared to be fried drumsticks when thrown into a meat grinder or if a weaker one had been possessed.
In the later levels of the cutesy freeware platformer Eversion, anything that dies explodes into plumes of blood, including the player character.
In Tomb Raider: Underworld, hitting zombies with the hammer turns them into a rain of limbs (and heads and torsos). Sometimes the only thing keeping them from flying into outer space is the ceiling.
In Conkers Bad Fur Day you can explode enemies into bloody bits with the rocket launcher, take off somebody's head or just chunks of it with a few different kinds of guns, and slice torsos in half with the katana and chainsaw. For maximum overkill and hilarity if you kill somebody with the rocket launcher in the cramped hallways of the Heist multiplayer mode bloody guts will stick to and drip from the ceiling and walls, and the weasels will even comment on the gore. "What a f$@&ing mess!"
Splosion Man. By god, Splosion Man. Ludicrous doesn't begin to cover it. The bodies of hapless scientists explode into showers of deli meats like steak and legs of ham.
In the Warhammer 40000 RTS Dawn Of War, units in melee can perform sync kills on other units, which are often bloody and gory. Of special note are the OrkWarboss' sync kill against most infantry units, where he grabs the unit in his claw and smashes it against the ground head-first as though a particularly angry child, and most of the Dreadnought sync kills, one of which involve grabbing the enemy in a claw and blasting it with a flamethrower, another of which appears to show the Dreadnought blending the unfortunate enemy. Add in that shooting enemies causes blood and gibs to fly out as well, and battlefields can get quite bloody.
That last instance is definitely an example of the trope: large blobs of blood and organs will fly out of a corpse when they die, but the corpse itself remains completely whole as it falls to the ground, making one wonder where all those chunks of meat actually came from. Ludicrous indeed.
Rectified in the sequel, where powerful attacks can literally shred the enemies into pieces.
Blizzard paid a lot more attention to death animations in the second game, with the method of death affecting what happens afterward.
Real Time Tactics
Bungie's Myth series of RTT games had hunks of blood and gore flying off melee'd opponents and staining the landscape wherever the physics engine had them bounce (with limbs and heads also flying everywhere upon most deaths), high explosives causing victims to be blown to dozens of bloody bits, putrid hunks of pus falling from the undead, and a special unit (the ghol) which would pick up these things to be used as weapons.
As a matter of fact, ALL of Bungie's pre-Oni games were absurdly bloody, with explosions actually liquefying those caught in most blasts.
Liero takes this to a ridiculous extreme by having a giblets setting. If it's high enough, even lightly wounded characters will leave a bloody mess just by walking. This can be kind of strange if you've chosen, say, an ant as your character skin.
Fat Princess has quite a bit of gore and blood, despite the fact that everything else is rather cutesy. The characters resemble the humans in Animal Crossing but when they die there are huge puddles of blood.
Dwarf Fortress is surprisingly gory for an ASCII-based game. The game's health system is very in-depth, keeping track of every part of every character's body down to eyes, internal organs, and individual fingers and toes. Gibs, represented as red 2s (or green, or grey, depending on whether it bleeds blood or goo), will litter the surrounding environment if enemies are dismembered, disemboweled, hacked in two, or thrown into a wall with enough force to blow apart. It gets even better in adventure mode, which lets you take control of a single adventurer. This mode includes a blow-by-blow account of every fight, and the ability to pick up and throw the severed bits of enemies (or anything else, for that matter). Thrown objects — even socks, or small fluffy animals — will often hit with deadly force, breaking bones, damaging organs, or splattering brains across the floor. Ludicrous gibs indeed.
It's not unheard of for outside-the-fortress battles in DF to involve goblin limbs ending up in trees. And then there's the aforementioned "thrown into a wall" example, in which parts can go several vertical levels above the original goblin. That's taller than the tree he hit.
A large group of creatures dropped from a great height into a pit can create a wondrous geyser of gore rivaling that of the well scene from Army of Darkness. As demonstrated here.
Now have fun having all your dwarves murder your FPSnote
Frames Per Second, a measure of game speed
via pathfinding to retrieve all the body parts...also, hope you've got like fifty butcher's workshops set up. At least.
Role Playing Game
The first two Fallout games rewarded the player with extra gruesome death animations that would play some of the time if the player inflicted a large amount of damage in a single attack. If one gave the player character the special trait "Bloody Mess" during creation, the most spectacular death animations would always play when an enemy died. The full list of splattery animations is:
Shot or stabbed to death (a bare punch is also good): A large hole appears in the target's torso and an arm is ripped off.
Machinegun Mayhem: The body is split into tiny pieces by the bullets, and only the legs and lower torso remain.
Melted Alive: Plasma weapons cause first the target's skin, then the skeleton, to melt into a green puddle.
Laser Cut: Laser weapons and the solar scorcher cause a clean cut in the middle of the target's torso, separating the target in two.
Crispy Critter: Flamethrowers cause the target to burst into flame. Also known as the "Burning Bitch Dance".
Electrified: Pulse weapons and the alien blaster cause the target to light up in an electric blast and vaporize into thin air. (This usually isn't as good, as it causes lootable items to fall on the ground, so that they must be picked up one by one.)
In addition, there's the high-level perk Sniper: Luck stat * 10 = critical hit chance. In other words, with 10 luck all your shots become crits, generally resulting in one of the animations described above. Damage per shot becomes less important than the sheer number of shots fired, resulting in situations in which spraying a group of opponents from one of the weak submachineguns causes most of them to instantly explode into fleshy chunks.
Graphical technology not advanced enough? That wasn't enough to stop Fallout's predecessor! Wasteland featured such lines as "Rabbit is reduced to a thin red paste" and "Thug explodes like a blood sausage".
Fallout 3 ups the antes where Bloody Mess will sometimes cause surreal ludicrous gibs. Like firing a 10mm pistol once at a Super Mutant's torso (Super Mutants are big, hulk-like mutants) only to watch his arms, legs and head rip from his body (in slow motion!) from the force of the hit. Or total chunkification of the body. And that can happen with the weakest gun in the game.
Also, there is the Rock-It Launcher, which lets you shoot random junk at guys. So you can make an enormous super mutant master explode into its various component parts by shooting it with oh, say, a plastic car. Or a teddy bear.
Or those old books you find everywhere. Behold the power of reading!
Or old, pre-war paper money. Decapitations and other forms of dismemberment are ridiculously common even without the Bloody Mess perk anyways. The body part you land the killing blow on will almost always fall off. If you get a critical hit with the Plasma Rifle, you can see the head fly away even while it and the rest of the body is melting into goo. Not to mention the Railway Rifle, which shoots railway spikes that pins such a flying body part to any nearby wall. Finally you've got the two-headed Brahmin cows, where shooting one head off inexplicably causes the other one to fall off as well.
If you enjoy hacking, you can put Liberty Prime's Liberty Laser into your weapons inventory. At 1200 strength, it's about 20 times stronger than the strongest normal weapon in the game. This basically means that not only will anything you point it at instantly die, they will also turn into a giant mass of flying red chunks that shoot out for miles across the map.
Bloody Mess is back for Fallout New Vegas, along with a host of new weapons. Notable entries include the Red Glare (full-auto rocket launcher), Ballistic Fist (power fist with a sawed-off shotgun mounted on it), chainsaw, and Two-Step Goodbye (a Ballistic Fist with a rocket launcher instead of a shotgun), which has the listed effect "Critical Kill = BOOM!"
In the Dead Money DLC, you have to gib at least one body part of the enemies to keep them from getting back up. On the other hand, crippling a limb will kill them.
Wizardry 8 has this, even though it makes absolutely no sense. It's medieval fantasy, mostly medieval weaponry (aside from some guns and explosives), but there are maybe three or four enemies that don't explode when killed. Still, it's a great game, so gibbing a rat by stabbing it with a knife is a minor slight.
Dungeon Siege 2 does this, despite being medieval fantasy. Gibbing seems to occur if enough damage is done to push an enemy over a certain point of negative health, most likely a percentage, they will explode violently into pieces, flying every which way. While it might make sense for some of the power attacks, which deal huge damage and have effects that would warrant a violent mess, seeing an enemy explode into fragments from a single quarrel to the chest is rather absurd. The fact that every party member is usually capable of making enemies into such a mess at the same point, this can lead to some very interesting times when leading a powerful team up against a small army of inferior enemies.
The Elder Scrolls IV Oblivion features a spell called Enemies Explode. It wasn't until a combat mod (Deadly Reflexes if memory serves) was released that featured a revamped system of combat complete with dismemberments and various other fatal effects where a spell was included that achieves just such an effect.
Baldur's Gate, on the Core Rules difficulty, causes anyone who is killed with massive damage (i.e. reducing them to -10 hit points with a single blow) to explode into pieces, preventing any possibility of resurrection.
Jade Empire has a couple- some of the Harmonic Combinations result in an enormous cloud of red, and it's extremely gratifying to see the ridiculous blood-fountain that occasionally results from slaying an enemy with basic sword attacks.
In an (in-engine) cutscene, the use of the rifle Mirabelle causes someone to explode into bloody chunks if gore is turned on. It's a good weapons, but not that good!
Dragon Age: Origins features a spell for mages (magi?) called "Walking Bomb" to cast on unfortunate enemies. Fun to use.
There is also the "decapitation" death animation that sometimes happens when you are using a sword. What was once your enemy is now a brief but spectacular blood fountain.
Gibbing is used much more in Dragon Age II, as default enemy death results in gibbing. It literally happens all the time in ordinary combat; i.e. stabbing an enemy to death with an ordinary dagger will cause an enemy to literally explode in a burst of limbs blood and guts.
Using blood magic, especially in the (aptly named) cut scenes, is similar. Blood mages typically begin a blood-spell with a knife drawn across the palm, which one would expect to result in a trickle of blood. Instead, gore erupts as if the mage had stuck his/her arm into a Cuisinart up to the elbow.
Neverwinter Nights has the "Destruction" spell, which destroys most targets with a cloud of blood and imploding gibs, even if it's an object, such as a door or crate. This spell can also be applied (up to level 40) to gloves (punch the enemy/object for gibs), weapons (hit the enemy/object for gibs), and armor (get hit to gib the enemy).
The Epic Feat Devastating Critical does the same to anyone hit by said Criticals (And bear in mind that NWN deviates from standard 3.0 D&D in terms of limiting the range of rolls that will generate a critical, so it could be as high as 1 critical per 2 swings). Doing enough damage to destroy an object will smash it into flinders, as above. This gets truly ridiculous when you have say, a halfling barbarian, wielding a dagger, destroying what appears to be an iron-bound chest...
This is also what happens to mooks nine times out of ten if you turn the game's gore setting all the way up. Fight undead using a cleric or paladin, and Hilarity Ensues.
In Vampire The Masquerade Bloodlines, the highest level Thaumaturgy ability for the Tremere makes the target's blood to boil, causing them to explode, and anyone nearby takes damage. Needless to say, using it in public will really freak out anyone not in on the Masquerade.
Mass Effect 1 tends to avoid actual bloodshed, but certain ammunition types have disturbing effects on slain enemies. Incendiary and explosive rounds cause them to vanish in a cloud of glowing ash, while proton rounds make their victims disappear in a cloud of ionized gas and electricity. Chemical, radioactive, and polonium rounds make enemies melt into puddles of green goo, and cryo rounds make victims ice over, followed by them inexplicably exploding a couple of seconds later.
The books, on the other hand, love to go into detail on how even minor wounds with normal ammo renders a victim's limbs to "hamburger meat".
The mop is definitely needed in Mass Effect 3. Reaper forces tend to be rather messy when killed, and headshooting with pistols, sniper rifles, or shotguns tend to result in reducing the target's head to salsa. Should you overkill with an explosive of some manner, their entire body is reduced to gibs. And the "Carnage" ability is rather aptly named.
Shoot Em Up
The original NARC arcade game. Blast an enemy with explosives, and watch the graphically detailed gibs fly.
Even the NES version got this past the radar. Then again, with all the other filth in the game, it's a wonder Nintendo approved it at all.
Xop and Xop Black. You can actually adjust the level of it, which affects the flaming explosions in case of robotic enemies and the amount of Alien Blood in case of everything else, all the way to, well "ludicrous". At that level dying organic level bosses release so much internal fluids that the screen doesn't have enough space to show it all, and it can even obscure the enemy fire.
In the 0.95 version of Hellsinker this would happen if you got hit.
Justified in Dead Space: it's all about blowing off the enemies' limbs because headshots don't work.
In Resident Evil 4, when you shoot an enemy in the head and kill it, its head explodes — a bit over-the-top, but not totally unreasonable. Where it gets truly ridiculous is that the same thing happens if you kill them by kicking them.
There's also the microwave projector "gun" in No Regret, which zapped the victim with enough microwave radiation to not only kill them, but also boil all the moisture in their body at once, making them explode in a steam-filled cloud of cooked flesh...
Gears of War, a manly game for real men, is known for its famous chainsaw bayonet, which neatly slices Locust into various limbs amidst showers of blood that coat the screen and, yes, even impair the player's vision through sheer ludicrousness. A well-aimed headshot yields fountains of alien juice and ambiguous blobs of flesh spraying copiously from the neck, and, if timed correctly, a blow to the face can completely sever the cranium.
The gibbing really comes out with shotguns or anything that explodes. Most notably, a well-placed shot from the boomshot can sometimes result in dismembered limbs flying 30+ feet in the air.
Jet Force Gemini combines this with Art Style Dissonance: the game looks like a cartoonish, kid-friendly game... and then you realize that exploding enemies causes a huge shower of blood everywhere with a wet splattering sound, you can decapitate enemies (and certain allies) with headshots, and exploded enemies leave limbs behind.
Turn Based Tactics
In Jagged Alliance 2, a head shot from close range sometimes causes the enemy's head to burst apart, releasing a gush of High Pressure Blood from the neck stump. A close-range chest impact could cause a similar burst of blood to fly from the back of the enemy (or even one of your own mercs or NPCs) as the unfortunate victim was flung about 1,5 meters backwards. Also, grenades or mortar rounds could turn people into (briefly) living torches.
Oddly enough, though, said grenades or mortar rounds didn't cause ludicrous gibs, instead, they're either reduced to ash (after flaming to a crisp), or die normally.
Every kill in Vandal Hearts results in a high-powered geyser of blood erupting from the victim. Even skeletons. The only exceptions are mechanical enemies and living statues, who die with a high-powered geyser of...gravel?
Wide Open Sandbox
Scarface: The World is Yours had a sniper rifle, shotgun, carbine and a Desert Eagle capable of dismembering foes. Of course, there's the chainsaw too.
Every time you kill someone in No More Heroes, they explode into a huge shower of blood. The game was pre-emptively censored by the developers for Japan and Europe, with the splatter replaced by an explosion of black pixels and coins raining down, which still kind of fits the mood in an old-school arcade game kind of way.
Cortex Command takes great pride in this, to an almost ridiculous point. Though crashes and explosions cause gibs, of course, just falling a little too far is liable to break off a leg.
Not to mention rocket and dropship engines, which in earlier versions would tear anybody under them to shreds. While they merely push actors now, dropship engines, when shot in the right place, will break off from the ship and go flying in whatever direction they please, often turning soldiers into red mist. The dropship doors are worse, though; they have a reputation for always finding troops after the ship explodes.
The dropship itself, after one or both engines are damaged/blown off, drops to the ground and either explodes outright or waits a while and then does. When troops are nearby, the resulting cloud of rapidly expanding shrapnel has the tendency of going from metal-gray to blood-red very quickly.
Some weapons are meant to be fired from huge mech actors, but can be equipped to any actor. If someone too small fires the weapon, it's liable to have enough recoil to make them explode.
Destroy All Humans and its sequel see the Mooks incinerated in a flash of yellow embers when killed with the Disintegrator Ray. Vehicles simply explode.
Prototype's Alex Mercer is incredibly strong, but his punches usually just blows the enemy across the street, until you add the Muscle Mass ability. Then, everyone you hit blows into meaty chunks and the vehicles explode.
And this makes no mention of the use of the various bladed weapons that Prototype gives you. The Blade can vertically slice a person in half. It's about as bloody as you think it will be.
Terraria has every living thing in it explode into a few bloody chunks when it dies, no matter what killed them. Thus, blood moons and goblin invasions tend to make a big mess when you're done. It's kind of mitigated by the art style, though.
Believe it or not, in Kirby's Pinball Land, if Kirby falls down the pinball board and the player fails to launch him back up, he explodes into bits! Yes, you read that right.
Non-video game examples:
Anime And Manga
Late in Shikabane Hime, Hokuto punches someone so hard they turn into red mist and leave nothing but their kimono floating off in the wind. Noteworthy for being a case of "slapping into a red mist" not being hyperbole.
In episode 7 of Suisei no Gargantia, Ledo attempts to fight a Hideauze, or squid-like creature humanity is at war with, underwater. However, due to the risk of hitting a friendly, as well as the sheer difficulty of aiming and using beam weaponry, Ledo orders his mecha Chamber to grab it, and squeeze it until it explodes. Large chunks of it splatter onto Chamber as a result.
The 2008 Rambo film is packed with ludicrous amounts of gore. Which is fine when an anti-aircraft gun is being used, less so when even a mere rifle shot turns limbs into doom-esque fountains of blood and bone fragments!
Not as unrealistic you may think and actually more truth than gore for gore's sake. The sniper for example is using a .50 caliber rifle originally designed to take out armored vehicles and aircraft! As disgusting as it seems, that's what happens to the human body when high-caliber (even regular 5.56 or 7.62) rifle rounds hit it.
The weapon in question used the same ammo as the gun that Rambo was using.
Definitely, truth. The projectile leaving the muzzle moves at a supersonic speed (this is why one is unable to completely suppress a gunshot - you cannot suppress a sonic boom). The supersonic flight is smooth, and the subsonic flight is smooth as well; however, while passing through the sound barrier, the trajectory of the projectile gets very shaky and unpredictable - therefore, a bullet fired from the sniper rifle must move at a supersonic speed until it hits the target, which can be even one and a half mile away. (This is why the sniper rifles always have very long barrels - to ensure the projectle's propellant is burned entirely inside it, which gives the bullet the optimal speed). Now, even if the bullet moves at the speed just above the sound barrier, it goes 340 mps, or approx. 765 mph - and, its kinetic energy is proportional to the *square* of its speed. At the moment it hits anything, the energy is transferred to whatever gets hit - a bullet moving at the speed of sound (which is still way slower than its actual speed) has more than enough energy to cause entire head, or torso to be reduced to tiny bits on impact. Headshort are not pretty.
Army of Darkness. At one point, a human is dragged into a pit by a monster. For best results, bear in mind at this point that the human body contains about 5 litres of blood. Now watch as a geyser of blood blasts out of the pit.
When Lt. Thompson arrives at the scene, he asks where the coroner is and gets the response "He's been in the John puking since he saw it."
Blade II. A bomb designed to go on the back of the head to control an adversary goes off, completely disintegrating the entity, leaving nothing but a fine red mist. Granted, it was at waist level, but not even a shoelace was left.
In another scene, sunlight hits a vampire's jaw - it blows apart in a gory mess upon contact.
District 9. In amid all the totally serious, gritty Apartheid metaphors are a bunch of alien weapons that can do all kinds of fantastically gory things to a body. It's horrifying at first, and then it's just awesome: they explode into tiny little pieces that litter the landscape. From a single shot from a man-portable small arm that can be held in one hand if need be. Which possibly doesn't need reloading. The first time you see one used, the recipient splatters across the main character's face. It's actually a funny spot, which is needed considering the darkness of the movie.
Weapons used in Men In Black actually go so far into the ludicrous department it's no longer grotesque. The aliens simply explode into slime, which is less disgusting than gibs and less disturbing than gutted bodies.
K: Oh, you've got some entrails on you.
In order to emulate the comic series on which is was based, gibs were used in Sin City to the point where simple punches and kicks would result in a big, sloppy gush of blood. It matches the over-the-top nature of the comic series.
TRON: Legacy: Sure, it's technically the computerized form of blood, but the majority of program deaths have them dying in a graphic spray of voxels*
3D pixels, represented here as little glowing cubes, like safety glass
In Centurion, a Pict is thrown head first into a tree. His head explodes.
Kill Bill- Boss Tanaka, in what can only be described as a fountain of blood. High Pressure Blood doesn't begin to describe it. Most of O-Ren's story is somewhat like this.
Robocop has the scene where one of Bodikker's flunkies gets dosed in toxic waste. As he shambles about the factory, begging for help, he gets hit by a speeding Bodikker. His body bursts the same way a water balloon would.
Not quite "gibs," but there's also the OCP executive chosen to demonstrate ED-209's capabilities. He gets riddled with hundreds of bullets before someone finally pulls the plug.
In Doomsday, just about the only character who doesn't explode in a shower of gore when he dies is Sergeant Norton.
The mutant sea-monkeys in Frankenweenie end up like this. And this is a PG movie, for fuck's sake!
In The Last Stand, a mook is wearing a bandolier of shotgun shells when they get hit by a signal flare. The shells start to cook off, then a lot of them explode at once, effectively blowing his torso apart.
Oblivion 2013 : What happens to anybody who gets hit with the drones' weapons. Exhibit A: Victoria 49.
Master Ox: What's in the box, Shen? Shen: Want to see? It's a gift. It's your parting gift. In that it will part you. Part of you here, part of you there. And part of you waaay over there, staining the wall.
In the Dale Brown novels Fatal Terrain and Warrior Class, an aircrewman is shredded by a fighter's cannon and a triple-A emplacement, both firing 23mm rounds, respectively. In Strike Force, Hal Briggs, his Mini Mecha already severely damaged by anti-tank missiles, is put down for good by 30mm cannon.
The Halo novel Contact Harvest introduces the M99 Stanchion, a coilgun sniper rifle capable of inducing this trope on anyone it hits. Considering it fires a .21-cal round at 15 kilometers per second, the gory effects are realistic/expected.
Played straight in Calvin And Hobbes of all places. Calvin is making a traffic safety poster with the slogan "Be Careful or Be Roadkill!" We never see the finished result, but he states that he hopes he has enough red crayon, and later mentions that he splattered the whole thing with chunky spaghetti sauce so that not only would it look real, it would attract flies.
In last book of the third series of Warrior Cats, Hollyleaf falls in rage and shreds mouse to pieces, until all that remains of it is described as red pulp.
Mack Maloney's Wingman series of pulp novels often included descriptions of what happens when the pilot of a plane (or an unfortunate soldier on the ground) is even clipped by a 20mm round from a Vulcan gun. Considering that Hawk Hunter has six of them mounted on his F-16, they don't fare well.
In the Paladin Of Shadows book Unto the Breach, Viktor Mahona takes a 12.7 round through his abdomen and much of his body simply disappears.
In The Wheel of Time, Mazrim Taim establishes the viability of male wizards, long shunned because they're doomed to go insane, with a single command: "Asha'man: kill." It's not described precisely what spell the Asha'man use, but when applied to the front rank of the attacking army, it causes its members to explode. And it can be applied to the succeeding ranks very, very quickly. The aftermath (described in the next book) goes on at some length about the burial of the victorious dead, in clear contrast to the defeated.
There's an example in Dark Heresy's Critical Damage tables, where the developers took what looks to me like a disturbing amount of glee in describing, for example, the results of a high-explosive shell to the head. Some damage results can result in other characters being injured by flying shards of bone. This is turned up to Ludicrous Gibs when one considers how Critical Existence Failure works in this game. A starting character can take approximately ten damage before hitting the Critical Damage charts. These charts are rough, but generally survivable, up to roughly 8 points of critical damage. If a starting character is hit with a burst of bolt gunfire for 17 damage, he may be critically injured on the ground. Then when he is punched in the face for two more damage, his head may spontaneously explode, because that's what the Critical Damage Chart says happens.
Kind of up to the Game Master, but in Paranoia experimental weapons from R&D quite frequently have ... interesting ... effects upon the target. And the user. And the user's teammates. And, oh, everyone within a half-mile or so. Paranoia is for GMs who like killing player characters, and players who don't mind their characters dying if they can do so in an entertaining way. "I press the red button on the strange black gizmo I got from R&D." "A voice comes from it: 'Tactical Thermonuclear Warhead activated. Detonation in 2.3 seconds. Have a nice daycycle, Citiz-BOOOOOOM!'"
The old Middle Earth Role-Playing Game had some quite... interesting critical hit tables. One for each damage type. They included lines like "The electrical shock vibrates the targets' bones into dust." and "The target is hit in the ear, all the ear-wax runs out."
This is true of its parent game Role Master, which featured not only spectacular criticals which would shame Mortal Kombat, but slips on imaginary turtles for the critical fumbles.
The Order of the Stick's Belkar Bitterleaf turned his Evil Counterpart (well, Good Counterpart) into a salsa dip (extra chunky) after getting a large number of adventurers to gank him. Or at least, cut off his tail and stuck it into a jar of salsa. He also used said kobold's head as a chip bowl. The kobold in question is attempting to avenge his father, whose head ended up as Belkar's hat.
Men have survived that. However, in at least one case, it was because he was wearing a helmet and he still suffered pretty serious injuries as a result.
Anyone who has survived it is because the jet engine was shut down before they hit the blades at full force. There are pictures easily searchable on the Internet depicting what happens when the blades are NOT stopped before a person is sucked into them. Search at your own risk, in synopsis, there is nothing left that is easily identifiable as belonging to a human. Even the cloths are covered in too much gore to recognize them from the rest.
There's a picture that can be found on the internet if one searches the right places that has a man who was shot in the head with a powerful sniper rifle. The rifle in question was a Barret .50 Caliber rifle). Search at your own risk.
Although not any less brutal, these images are getting more and more common. Since every rebel on the streets these days has a mobile phone with camera, you can now even see such things on video. It's still not advised to look for it, although news agencies are also showing them more and more often on prime-time tv.
The infamous Exploding Whale incident: To get rid of a rotting whale carcass, the Oregon Highway Department decided the best method would be to blow it up with a half-ton of dynamite and leave the pieces for the birds to eat. The explosion hurled whale chunks as far as 800 feet away, with one chunk caving in the roof of a car (thankfully, a parked one.)
A similar instance of this occurred in a crowded street in Tainan City, Taiwan. The corpse of a beached sperm whale was being transported on the back of a truck to a facility for study, during which the buildup of gas from decomposition caused part of the carcass to violently explode and shower the entire area with blood and entrails. The resulting mess and lake of blood were described as being disgusting and smelling absolutely foul.