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* Some of the more recent VideoGame/SonicTheHedgehog games have missions such as "Don't injure the townspeople," and "Don't break anything."

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* Some of the more recent VideoGame/SonicTheHedgehog Franchise/SonicTheHedgehog games have missions such as "Don't injure the townspeople," and "Don't break anything."
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* ''VideoGame/MetroidPrime3'' has you run a gauntlet of Space Pirates, with marines to protect. If they all survive you get an extra reward.

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* ''VideoGame/MetroidPrime3'' ''VideoGame/MetroidPrime3Corruption'' has you run a gauntlet of Space Pirates, with marines to protect. If they all survive you get an extra reward.
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* In ''VideoGame/BattleTech2018'', AnyoneCanDie except for the PlayerCharacter, and certain pilots such as [[ButtMonkey Dekker]] end up with a reputation for dying early and often. As a result, some challenge playthroughs include not losing any pilots, no forced ejections, no losing temporary pilots, and so forth. by and large, [[VideoGameCaringPotential the game gives you reasons to care about the well-being of your pilots]] and ensure they survive to the end of the game as it is.
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* In ''LightNovel/TheLegendaryMoonlightSculptor'', a VRMMORPG, the main character Weed's main focus in several battles is preserving as many lives of his NPC comrades as possible, where normally most players are unconcerned of the well being of the ''ArtificialIntelligence'' controlled NPC's... [[spoiler: Weed is concerned because of a little known fact: every NPC life that lives through a quest results in extra EXP as well as a little extra reputation points for the NPC's associated faction.]]

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* In ''LightNovel/TheLegendaryMoonlightSculptor'', ''Literature/TheLegendaryMoonlightSculptor'', a VRMMORPG, the main character Weed's main focus in several battles is preserving as many lives of his NPC comrades as possible, where normally most players are unconcerned of the well being of the ''ArtificialIntelligence'' controlled NPC's... [[spoiler: Weed is concerned because of a little known fact: every NPC life that lives through a quest results in extra EXP as well as a little extra reputation points for the NPC's associated faction.]]
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* ''LetsPlay/TwitchPlaysPokemonBlack2'' was the first run in which no Pokémon were released. None were released in ''LetsPlay/TwitchPlaysPokemonX'' either, but in that case it was most likely enforced by the substitute streamer.

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* ''LetsPlay/TwitchPlaysPokemonBlack2'' ''WebVideo/TwitchPlaysPokemonBlack2'' was the first run in which no Pokémon were released. None were released in ''LetsPlay/TwitchPlaysPokemonX'' ''WebVideo/TwitchPlaysPokemonX'' either, but in that case it was most likely enforced by the substitute streamer.
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** The Nuzlocke Challenge, [[WebComic/NuzlockeComics based off a popular webcomic]]. The core premise has the player consider any Pokémon that faints in battle as KilledOffForReal, removing them from the party permanently. There are numerous variants as well, as such viewing your StarterMon as the "main character" and prematurely ending the run should they die.

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** The Nuzlocke Challenge, [[WebComic/NuzlockeComics based off a popular webcomic]]. The core premise has the player consider any Pokémon that faints in battle as KilledOffForReal, removing them from the party permanently. There are numerous variants as well, as such viewing your StarterMon as the "main character" and [[WeCannotGoOnWithoutYou prematurely ending the run should they die.die]].
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* ''VideoGame/DarkestDungeon'' is a brutal game where a stroke of bad luck can snowball into complete failure, but that hasn't stopped players from successfully finishing a zero casualties run. This requires not only playing the game perfectly and having good luck, it also requires [[spoiler:[[OneHitKill one-shotting the final boss]] to not trigger it's guaranteed death attack]]!

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* ''VideoGame/DarkestDungeon'' is a brutal game where a stroke of bad luck can snowball into complete failure, but that hasn't stopped players from successfully finishing a zero casualties run. This requires not only playing the game perfectly and having good luck, it also requires [[spoiler:[[OneHitKill one-shotting the final boss]] to not trigger it's preventing normally guaranteed death deaths in the very, very last stretch of the game by [[spoiler:dealing over 2/3 of the final boss's HP in a single hit to prevent it from using its OneHitKill attack]]!
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* ''VideoGame/DarkestDungeon'' is a brutal game where a stroke of bad luck can snowball into complete failure, but that hasn't stopped players from successfully finishing a zero casualties run. This requires not only playing the game perfectly and having good luck, it also requires [[spoiler:[[OneHitKill one-shotting the final boss]] to not trigger it's guaranteed death attack]]!

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* Most ''Franchise/FireEmblem'' players tend to follow this trope by default, since outside "Casual Mode" (introduced in [[VideoGame/FireEmblemMysteryOfTheEmblem Fire Emblem: New Mystery of The Emblem]]), [[FinalDeath losing a unit means they're gone for good]].

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* Most ''Franchise/FireEmblem'' players tend to follow this trope by default, since outside "Casual Mode" (introduced in [[VideoGame/FireEmblemMysteryOfTheEmblem Fire Emblem: New Mystery of The Emblem]]), [[FinalDeath [[{{Permadeath}} losing a unit means they're gone for good]].



* In the ''VideoGame/TacticsOgre'' PSP remake, the title "Concord King Unbloodied" is awarded to players who avoid ever losing an ally in battle, though in ''VideoGame/TacticsOgre'' it's even easier than in ''VideoGame/FinalFantasyTactics'', as the player not only has a three-count until FinalDeath, but reviving downed party members is also much easier (since the "item" command is automatically equipped and doesn't have to be leveled up to use a revive item) and the player can always opt to rewind time by as many as fifty turns if they discover that they won't be able to save a party member in time.

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* In the ''VideoGame/TacticsOgre'' PSP remake, the title "Concord King Unbloodied" is awarded to players who avoid ever losing an ally in battle, though in ''VideoGame/TacticsOgre'' it's even easier than in ''VideoGame/FinalFantasyTactics'', as the player not only has a three-count until FinalDeath, being KilledOffForReal, but reviving downed party members is also much easier (since the "item" command is automatically equipped and doesn't have to be leveled up to use a revive item) and the player can always opt to rewind time by as many as fifty turns if they discover that they won't be able to save a party member in time.
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* ''VideoGame/DeadInVinland'' has an achievement for this. However, getting it depends partly on which [[OptionalPartyMember optional party members you recruit]] (or don't recruit) because there's at least one choice which will result in inevitable PlotlineDeath unless you beat the game before that event triggers.
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* Most ''Franchise/FireEmblem'' players tend to follow this trope by default, since outside "Casual Mode" (introduced in ''VideoGame/FireEmblemAwakening''), [[FinalDeath losing a unit means they're gone for good]].

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* Most ''Franchise/FireEmblem'' players tend to follow this trope by default, since outside "Casual Mode" (introduced in ''VideoGame/FireEmblemAwakening''), [[VideoGame/FireEmblemMysteryOfTheEmblem Fire Emblem: New Mystery of The Emblem]]), [[FinalDeath losing a unit means they're gone for good]].
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* Most ''Franchise/FireEmblem'' players follow this trope by default, since [[FinalDeath losing a unit means they're gone for good]].

to:

* Most ''Franchise/FireEmblem'' players tend to follow this trope by default, since outside "Casual Mode" (introduced in ''VideoGame/FireEmblemAwakening''), [[FinalDeath losing a unit means they're gone for good]].



** Fittingly enough, the player Avatar of ''VideoGame/FireEmblemAwakening'' has this attitude. In their eyes, the loss of one unit is too many. Virion lampshades this when they [[IDontKnowMortalKombat lose a strategy game against him]]; when they remark that perhaps he should be the one giving the orders, he notes that while he won [[PyrrhicVictory he did so with heavy losses]], and if he were to lead an army with the same tactics the loss of morale would quickly have him demoted.

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** Fittingly enough, the player Avatar of ''VideoGame/FireEmblemAwakening'' ''Awakening'' has this attitude. In their eyes, the loss of one unit is too many. Virion lampshades this when they [[IDontKnowMortalKombat lose a strategy game against him]]; when they remark the Avatar remarks that perhaps he Virion should be the one giving the orders, he notes responds that noting that while he won did win, [[PyrrhicVictory he did so with heavy losses]], and if losses]]. If he were to lead an army with the same tactics tactics, the loss of morale would quickly have him demoted.



* This is built into the mechanics of the ''Franchise/{{Pokemon}}'' games to a small extent. Following the first generation, [[NonLethalKO fainting]] will cause your friendship value with that Pokémon to decrease, with said value affecting the power of certain moves, such as Return, and in some cases allows a Pokémon to evolve into a more powerful form. Some [=NPCs=] will even give you rewards or teach you special moves for keeping your friends well.

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* This is built into the mechanics of the ''Franchise/{{Pokemon}}'' games to a small minor extent. Following the first generation, [[NonLethalKO fainting]] will cause your friendship value with that Pokémon to decrease, with said value affecting the power of certain moves, such as Return, and in some cases allows a Pokémon to evolve into a more powerful form. Some [=NPCs=] will even give you rewards or teach you special moves for keeping caring for your friends well.battle buddies. {{Downplayed}} in that it is comically easy to raise a Pokémon's friendship value: so many things raise it, up to and including ''the simple act of walking'', that you have to actively try to keep it low.
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*** The game also extends this to a narrative perspective, since after the TimeSkip [[spoiler:many of the former students of Garreg Mach will appear on the field as enemies.]] While many of them can be avoided on relevant missions to avoid killing them, many of them will make a beeline for your units or are a mission-critical commander and have to be killed to proceed. Such units are [[spoiler:Lorenz]] on Azure Moon, [[spoiler:Ashe]] on Verdant Wind, [[spoiler:Ferdinand]] on both of the above two routes, and [[spoiler:both Lorenz and Ashe]] on Silver Snow. The only way to stop their deaths is to recruit them into your house, which gives you the option to spare them. Additionally, [[spoiler: recruiting the other students will save you a lot of headaches trying not to kill them, or have them killed during the Second Battle of Gronder Field where both enemy's engagements are often out of your control.]]
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** ''VideoGame/FireEmblemThreeHouses'' in particular recognizes and encourages the playstyle by giving the player specific tools to avoid casualties. During the turn, you can see all the opponent's attack paths and damage output/chance in advance, with the map explicitly showing whether your unit is doomed by standing in a particular spot; on top of that, it also introduces the Divine Pulse, which gives you an ability to rewind your mistakes a certain amount of times per battle.

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** ''VideoGame/FireEmblemThreeHouses'' in particular recognizes and encourages the playstyle by giving the player specific tools to avoid casualties. During the turn, you can see all the opponent's attack paths and damage output/chance in advance, with the map explicitly showing whether your unit is doomed by standing in a particular spot; on top of that, it also introduces expands on the Divine Pulse, TimeRewindMechanic from ''VideoGame/FireEmblemEchoesShadowsOfValentia'', which gives you an ability to rewind your mistakes a certain amount of times per battle.
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** In ''VideoGame/{{XCOM2}}'', there is an achievement for pulling off a Classic+ no fatalities run (recoverable casualties such as unconscious soldiers or captured soldiers, provided you rescue them, do not void this achievement, only irrecoverable casualties void it).
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** VideoGame/FireEmblemThreeHouses in particular recognizes and encourages the playstyle by giving the player specific tools to avoid casualties. During the turn, you can see all the opponent's attack paths and damage output/chance in advance, with the map explicitly showing whether your unit is doomed by standing in a particular spot; on top of that, it also introduces the Divine Pulse, which gives you an ability to rewind your mistakes a certain amount of times per battle.

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** VideoGame/FireEmblemThreeHouses ''VideoGame/FireEmblemThreeHouses'' in particular recognizes and encourages the playstyle by giving the player specific tools to avoid casualties. During the turn, you can see all the opponent's attack paths and damage output/chance in advance, with the map explicitly showing whether your unit is doomed by standing in a particular spot; on top of that, it also introduces the Divine Pulse, which gives you an ability to rewind your mistakes a certain amount of times per battle.
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None


** VideoGame/FireEmblemThreeHouses in particular recognizes and encourages the playstyle by giving the player specific tools to avoid casualties. During the turn, you can see all the opponent's attack paths and damage output/chance in advance, explicitly showing whether the unit is doomed by standing in a particular spot; on top of that, it also introduces the Divine Pulse, which gives you an ability to rewind your mistakes a certain amount of times per battle.

to:

** VideoGame/FireEmblemThreeHouses in particular recognizes and encourages the playstyle by giving the player specific tools to avoid casualties. During the turn, you can see all the opponent's attack paths and damage output/chance in advance, with the map explicitly showing whether the your unit is doomed by standing in a particular spot; on top of that, it also introduces the Divine Pulse, which gives you an ability to rewind your mistakes a certain amount of times per battle.
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None

Added DiffLines:

**VideoGame/FireEmblemThreeHouses in particular recognizes and encourages the playstyle by giving the player specific tools to avoid casualties. During the turn, you can see all the opponent's attack paths and damage output/chance in advance, explicitly showing whether the unit is doomed by standing in a particular spot; on top of that, it also introduces the Divine Pulse, which gives you an ability to rewind your mistakes a certain amount of times per battle.
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* Some of the more recent SonicTheHedgehog games have missions such as "Don't injure the townspeople," and "Don't break anything."

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* Some of the more recent SonicTheHedgehog VideoGame/SonicTheHedgehog games have missions such as "Don't injure the townspeople," and "Don't break anything."

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* Some players of ''Franchise/{{Pokemon}}'' will regard the virtual monsters humanely and attempt to keep them from [[NonLethalKO fainting]] at all costs. After the first generation this is rewarded by increasing your Pokemon's friendship with you (or at least letting it level up; letting it faint will prevent it from gaining experience) which affects the power of its Return move if it's learned it, and in some cases allows it to evolve into a more powerful form.
** Also, some [=NPCs=] will let you know your Pokémon's feelings towards you depending on how you treated them. Some will even give you rewards for keeping your friends well.
** There's also the [[WebComic/NuzlockeComics Nuzlocke Challenge]], in which the player is punished greatly if any of his party members ever faints. The Nuzlock Challenge is a sort of self imposed "hard mode" for a Pokémon game. In it there are rules about how often you may capture Pokémon, though the specifics can vary from player to player. What doesn't vary is that any Pokémon that is knocked out is considered "dead" and can never be used again.
*** Some variations allow you to use an HM only once. If the Pokémon you taught it to dies, you can never use it again.
*** Another very common variant rule is that your Starter Pokémon is sort of like the main character in an RPG. It must always be in your party, and if it "dies" it's Game Over.

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* Some players This is built into the mechanics of the ''Franchise/{{Pokemon}}'' will regard games to a small extent. Following the virtual monsters humanely and attempt to keep them from first generation, [[NonLethalKO fainting]] at all costs. After the first generation this is rewarded by increasing will cause your Pokemon's friendship value with you (or at least letting it level up; letting it faint will prevent it from gaining experience) which affects that Pokémon to decrease, with said value affecting the power of its Return move if it's learned it, certain moves, such as Return, and in some cases allows it a Pokémon to evolve into a more powerful form.
** Also, some
form. Some [=NPCs=] will let you know your Pokémon's feelings towards you depending on how you treated them. Some will even give you rewards or teach you special moves for keeping your friends well.
** There's also the The Nuzlocke Challenge, [[WebComic/NuzlockeComics Nuzlocke Challenge]], in which based off a popular webcomic]]. The core premise has the player is punished greatly if any of his party members ever faints. The Nuzlock Challenge is a sort of self imposed "hard mode" for a Pokémon game. In it there are rules about how often you may capture Pokémon, though the specifics can vary from player to player. What doesn't vary is that consider any Pokémon that is knocked out is considered "dead" and can never be used again.
*** Some variations allow you to use an HM only once. If
faints in battle as KilledOffForReal, removing them from the Pokémon you taught it to dies, you can never use it again.
*** Another very common variant rule is that
party permanently. There are numerous variants as well, as such viewing your Starter Pokémon is sort of like StarterMon as the main character in an RPG. It must always be in your party, "main character" and if it "dies" it's Game Over.prematurely ending the run should they die.

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* ''VideoGame/{{Overlord}}:
** ''VideoGame/OverlordII'' sort-of has this as the "Domination" run-through, where you have to completely enslave a pair of cities... if you accidentally kill even a SINGLE citizen, you cannot achieve 100% Domination.
** A better example in this game and [[VideoGame/OverlordI the first]] is trying to keep all your minions alive. Considering their status as highly expendable PlayerMooks, this is harder than it sounds.

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* ''VideoGame/{{Overlord}}:
**
''VideoGame/OverlordII'' sort-of has this as the "Domination" run-through, where you have to completely enslave a pair of cities... if you accidentally kill even a SINGLE citizen, you cannot achieve 100% Domination.
** A better example in this game and [[VideoGame/OverlordI the first]] is trying to keep all your minions alive. Considering their status as highly expendable PlayerMooks, this is harder than it sounds.
Domination.
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Misuse. This trope entry from Granblue will be moved to another trope


* ''VideoGame/GranblueFantasy'': This became a mechanic in some of the recent quests from 2017 onwards, such as the Attack On Titan Collab or Yaia's 5★ Fate Episode. Losing a specific party member will trigger an instant game over.

Changed: 462

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* ''{{Overlord}} II'' sort-of has this as the 'Domination' run-through, where you have to completely enslave a pair of cities... if you accidentally kill even a SINGLE citizen, you cannot achieve 100% Domination.
** Everyone else? Kill. Them. ALL.
** A better example in both games is trying to keep all your minions alive. Considering their status as highly expendable PlayerMooks, this is harder than it sounds.

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* ''{{Overlord}} II'' ''VideoGame/{{Overlord}}:
** ''VideoGame/OverlordII''
sort-of has this as the 'Domination' "Domination" run-through, where you have to completely enslave a pair of cities... if you accidentally kill even a SINGLE citizen, you cannot achieve 100% Domination.
** Everyone else? Kill. Them. ALL.
** A better example in both games this game and [[VideoGame/OverlordI the first]] is trying to keep all your minions alive. Considering their status as highly expendable PlayerMooks, this is harder than it sounds.
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** Starting around ''VideoGame/FireEmblemElibe'' and carrying on into the likes of ''VideoGame/FireEmblemTellius'', the enemies actually try to focus not just on their victory, [[SpitefulAI but on your loss.]] Apparently the devs realized that most players would RageQuit at the loss of a single character, and as a result, multiple enemies would start streaming towards one character and kill them, ensuring you, as the player, lose, as you will have to reset.

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** Starting around ''VideoGame/FireEmblemElibe'' and carrying on into the likes of ''VideoGame/FireEmblemTellius'', ''VideoGame/FireEmblemTheBindingBlade'', the enemies actually try to focus not just on their victory, [[SpitefulAI but on your loss.]] Apparently the devs realized that most players would RageQuit at the loss of a single character, and as a result, multiple enemies would start streaming towards one character and kill them, ensuring you, as the player, lose, as you will have to reset.
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fixed some typos


* ''VideoGame/MetalSlug'' invites this of players, since rescued prisoners are wiped from the record when you lose a life. This is ''[[NintendoHard extremely]]'' [[OneHitPointWonder hard to do]], but videos exist of this being achieved in several of the games. By general agreement, Metal Slugs are not counted as casualities if they get blown up.

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* ''VideoGame/MetalSlug'' invites this of players, since rescued prisoners are wiped from the record when you lose a life. This is ''[[NintendoHard extremely]]'' [[OneHitPointWonder hard to do]], but videos exist of this being achieved in several of the games. By general agreement, Metal Slugs are not counted as casualities casualties if they get blown up.



* On top of its [[NintendoHard infamous difficulty]], ''VideoGame/DarkSoulsII'' has two items that can only be obtained by completing the game under one of two circumstances. If you complete the game without dying, you are given the Illusory Ring of the Conquerer (which makes your left-hand weapon invisible). This is a no-death run in a game with the tagline PrepareToDie. Good luck!

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* On top of its [[NintendoHard infamous difficulty]], ''VideoGame/DarkSoulsII'' has two items that can only be obtained by completing the game under one of two circumstances. If you complete the game without dying, you are given the Illusory Ring of the Conquerer Conqueror (which makes your left-hand weapon invisible). This is a no-death run in a game with the tagline PrepareToDie. Good luck!
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* ''VideoGame/GranblueFantasy'': This became a mechanic in some of the recent quests from 2017 onwards, such as the Attack On Titan Collab or Yaia's 5★ Fate Episode. Losing a specific party member will trigger an instant game over.
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** It's more doable in ''VideoGame/XComEnemyUnknown'', especially on Normal or Easy, as long as you use good tactics and know how the aliens will react for the most part. On Classic and Impossible, however, the enemy AI is unchained and will not only target weak or exposed characters, but gang up on them and even force them into vulnerability, making a no casualty run incredibly difficult.

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** It's more doable in ''VideoGame/XComEnemyUnknown'', ''VideoGame/XCOMEnemyUnknown'', especially on Normal or Easy, as long as you use good tactics and know how the aliens will react for the most part. On Classic and Impossible, however, the enemy AI is unchained and will not only target weak or exposed characters, but gang up on them and even force them into vulnerability, making a no casualty run incredibly difficult.

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