...In El Shaddai instead of a health bar you see your armor cracking and shattering, revealing that the protagonist doesn't actually have huge man-boobs.Rather than just give an enemy - or occasionally your character - a generic Life Meter, or show the exact number of hit points, some games will show the enemy 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? Sometimes, this can even affect gameplay. Damage the enemy's laser cannon enough, and you'll disable his most powerful attack. Or perhaps discover that he's not left handed, or make him angry, and proceed to get your ass handed back to you. There are three main variations of showing damage:
- Color change: The simplest form of showing damage is 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.
- Particle emit: Characters and objects emit or spawn things when they're damaged. For an example, damaged character may start sparking, smoking or being on fire. This is usually more of mechanical objects and characters. Damage Is Fire also fits here.
- Real signs of damage: The character or object shows physical signs of damage. When the game uses 3D models, they go into 2 subcategories:
- 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 that damage occurs.
- 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 Nightmare Fuel in some cases.
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- In Tank Force armored tanks and bosses will turn redder as they're damaged.
- The final boss in Jackal turns mysteriously red when damaged.
- The evil exes in Scott Pilgrim vs. The World: The Game start flashing yellow when their health gets low. When just a few more hits will finish them off, they flash yellow and red.
- In Jump Super Stars 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.
- Bosses in Teenage Mutant Ninja Turtles NES games will start to flash when low on health.
- The penultimate and final bosses in the NES version of Jackie Chan's Action Kung Fu change color when low on health.
- The Ristar bosses do this... well they Palette Swap a bunch of times at any rate, blurring the line between this and Turns Red (and yes, they tend to get harder as they take damage).
- In the first Contra game, 2 minibosses on stage 5 and the boss of stage 6 change color when damaged.
- Almost every boss and mini-boss in the 2-D Metroids show damage, mostly through changing colors. One notable example is the SA-X in Metroid: Fusion 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.
- In Kirby Super Star 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.
- In the Super Mario Bros. series games, Mario/Luigi will actually shrink after taking enough damage before dying. This is actually reversed with the "Small Fiery Mario" glitch from the original Super Mario Bros. (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!
Casual Video Game
- The robotic punching bag from Rhythm Boxing in Wii Fit 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 fall off after completing the exercise.
- The fourth Super Smash Bros. game has characters emit steam if they get heavily damaged.
- In the Gundam Extreme Vs. series, when a 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).
- Star Wars: The Old Republic: 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.
- 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 Liberator's engines catch fire!
- In Sonic Unleashed, both the Egg Cauldron and the Tornado starts to smoke and then catch fire when low on HP.
- Robotnik's and Tails' mechs in Sonic Adventure 2 start sparking and smoking when low on HP.
- The Death Egg Robot in Sonic Generations also falls in this trope, showing sparks and smoke as the battle goes along.
- In Starcraft, Protoss buildings start catching on blue fire, while the Zerg buildings 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.
- One nice touch with the Zerg bleeding is that the Terran 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!"
- 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).
- Many vehicles in Command & Conquer series start smoking and sparking when damaged.
- 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.
- The 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.
- The fire may be justified as fuel lines and ship atmosphere reacting and the resulting blaze being vented into space by damage control teams.
- All enemies in Galactix start smoking when they're a few shots from death.
- Bosses in Raptor: Call of the Shadows start emitting little explosions when they're low on health.
- In Airfix Dogfighter, 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.
- The Harrier 2 in Metal Gear Solid 2: Sons of Liberty belches out more and more smoke as it gets more damaged. It also unloads less missiles when it attempts a salvo.
- The Mako in Mass Effect starts to smoke and catch fire when critically damaged.
- In Dynasty Warriors: Gundam 2 (and maybe the first game), boss mobile suits start throwing off sparks as you do damage.
Real Signs of Damage, 2D Games
- 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.
- The aptly named Nightmare boss in Metroid: Fusion. As you damage it, its mask begins to crack; then its mask breaks, and as you attack it, its face melts as you damage it. It's almost indescribably freaky.
- Some enemies (mostly machines) in Cannon Dancer break apart as Kirin hits them. Most notably, the second boss Gamran falls apart as the player strikes specific parts of its body.
- Dracula from Castlevania: Bloodlines in his One-Winged Angel mode, at one point will Turn Red, 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 bones to fly off his body.
- X and Zero 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.
- In the 2D Command & Conquer series, buildings show damage.
- Buildings and some vehicles in Patapon series look broken when damaged.
- Enemies in Final Fantasy Mystic Quest 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.
- Dragon's Crown has a rather disturbing example with the Chimera, who starts slowly rotting and falling apart the more it's damaged.
- In Live A Live, player characters' posture is affected by taking damage, falling to one knee and finally collapsing.
- The War God from Forgotten Worlds gets his armor cracked and starts losing chunks of it as the battles goes on.
- Most bosses in Chariot, one of the three games forming part of Three Wonders, fall apart the more damage they get, some times in rather creepy ways.
- Bosses in UN Squadron show damage by having parts explode or start burning.
- Action Doom 2: Urban Brawl has the hulking serial killer Hugo, who gets more and more bloody and bruised as you beat him up.
- The first boss in 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.
- 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.
- In The Legend of Zelda: Ocarina of Time, during the Ganondorf battle, Ganondorf's cape gets more tattered as Link damages him.
- The same thing applies to a boss in The Legend of Zelda: Twilight Princess. It's him again.
- Need for Speed: Most Wanted and Carbon. Because 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.
- Art of Fighting. 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, SNK never used this concept in anymore of their 2D fighting games.
- Warpath: Jurassic Park 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).
- Punch-Out!! for Wii shows Little Mac and his opponents getting black eyes, missing teeth and bruises depending on where, how often and how hard they get hit. Winning a match while in the worst state of "hurtness" prompts Doc to comment "He can always take a whooping!"
- In Mortal Kombat, ever since 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 Mortal Kombat vs. DC Universe.
- See the page-top image and this one◊.
- In both Bushido Blade games' Story Mode, after each death the player character shows up with bandages over the struck areas.
- In both Ready 2 Rumble Boxing games, boxers will get black eyes, missing teeth, and look weakened/tired as the fight goes on.
- Super Smash Bros. Brawl was 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 game, however, does have this, but only when playing as Little Mac. The more damage he takes, the more bruises, bumps and Instant Bandages show on his face, like in his home game.
- In Quake II, the enemies get bloodier when their hit points drop. However, the blood will always show up on the same spots, since stock painskins are used.
- Team Fortress 2 does this in a neat way. 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.
- Can also be subverted due to the Overheal mechanic: it's entirely possible for a character to be bleeding, on fire, covered in Jarate, covered in "milk," and potmarked with dozens of bullet holes... and still have more than their maximum amount of health.
- Subverted in the original releases of both parts of Serious Sam I when they were dropped but played straight in the HD release of these games where they have painskins.
- In the Red Faction series, most enemies only show blood decals, but the nano-zombies in the second game can be dismembered piece-by-piece.
- While averted for the hunters, the Monsters in Evolve 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.
- In Alone In The Dark 2008 the injuries look more like stickers applied over someone's clothes, rather than actual injuries.
- Beating enemies in Silent Hill: Homecoming causes them to gradually become more red and cut up.
- The back (and flashlight) of protagonist 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.
- Used effectively in Scarface: The World is Yours 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.
- Alice: Madness Returns has the Doll Girl Giant Mook that gets stripped of its clothes, amputated of its arms, shattered of its frontal torso covering the heart-like organ.
- Most monsters in the Monster Hunter 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.
- Mooks in 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, their limbs will fly off. Don't worry, it's as goofy and over the top as the rest of the game.
- In 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.
- Nightmare makes a return appearance in Metroid: Other M. He does the face-mask cracking from Fusion, but there is no face-melting in the second fight.
- In The Legend of Spyro: 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.
- In the 3D Command & Conquer series, buildings show damage.
- SD Snatcher had enemies that would show visible damage the more you hit them. In addition, hitting certain parts would decrease specific stats.
- Too Human 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.
- LOKI mechs in Mass Effect 2 show damage in a variety of different ways. Basically, shooting an extremity will make said extremity 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.
- In the Japanese Nintendo 3DS game Moco Moco Friends, Plushkins that have lost health in battle will have their stuffings exposed.
- 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.
- in The Legend of Zelda: The Wind Waker, certain enemies, most notably Ganondorf, spew particles when Link hits them with his sword (type 2) and the capes of Mighty Darknuts become more damaged as Link slices them into rags (type 3A).
- Sword of the Stars has Type 2 plasma fires show how damaged a ship section in. When a segment explodes, it undergoes a Type 3b model swap.
- In Die By The Sword body parts will be retextured bloody when struck. If damaged enough, body parts (wrists/ankles/limbs/heads) will separate.
- In Command & Conquer: Generals units will smoke, slow down/limp when damaged.
- Most of the bosses in the Metal Slug 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 Turns Red when nearly defeated.
- The MechWarrior series uses this trope extensively:
- Type 2: 'Mechs start to emit smoke and sometimes even visible flames when they are heavily damaged.
- Type 3a: 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 BattleArmor's Diegetic Interface visor will become permanently cracked if damaged, along with temporary suit sealant and blood stains.
- Type 3b: 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 giblets.
- The 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.
- [PROTOTYPE] vehicles and destructible buildings are mixed.
- Buildings and armor are 3A until destroyed, which then become 3B. 3B'd armor are debris able to be picked and thrown.
- 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.
- Civilian vehicles are type 2 and 3B. These vehicles, which can be picked and thrown right away(except the coach/bus and the garbage truck), will undergo 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.
- 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 from just landing on it from ceiling heights within a military base sufficient times.
- This was a major feature of the game for X-Men Origins: Wolverine, 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. Including your shirt...
- Wolverine's shirt actually doesn't heal, so if it was destroyed he'll be shirtless. The shirt does come back if he levels up, however...
- The Statue of Rhodes from God of War 2 is fought three separate times, with each time causing it to become more and more damaged.
- The Minotaur in the original God Of War is also an example, 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).
- Dr. Tongue's final form in Zombies Ate My Neighbors is a giant head. As damage is dealt, it starts to mutate, then begins to break. This would be prime Nightmare Fuel, if it weren't for the fact that the head is revealed to be an android.
- As you progress in Batman: Arkham Asylum, 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.
- Likewise in The Amazing Spider-Man, 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 it's undamaged form. Just look at how torn and scratched up it can get.
- The zombies in Waxworks will lose their arms and head if hit in the right spots.
- While a Life Meter is used, The Warriors also shows damage to characters by increasing the amount of bleeding, cuts, and bruises on the bodies as they get hurt more.
- The Video Game Remake of 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), he can pick it up as a weapon.
- As 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.
- In the various Angry Birds 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. Angry Birds 2 added bandages and wrappings to the possible damage shown on the pigs.
- 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.
- Inverted with Driver San Fransisco where every car is licensed! (There's 140 fully licensed cars.) And it shows full damage and wrecks depending on where and how the car takes damage.
- The original F-Zero 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 Critical Existence Failure.
- The 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.
- Especially after Halo 2, vehicles will get broken, have large pieces fall off, and begin sputtering sparks and smoke as they're damaged.
- In the finale of Halo: Reach Noble Six's visor shows damage as his condition deteriorates.
- One of the trademark touches of Id's FPS series like Wolfenstein 3D, Doom, and Quake is the presence of a floating representation of the Player Character's head in the middle of the HUD, which will become more badly wounded as you soak up damage.
- The "vivisection point" of which Vivisector Beast Within for has the enemies lose big chunks of their armor and flesh with each hit. However, since killing them falls into the Critical Existence Failure category, said damage won't actually affect their performance until the killing shot.
- The "gore zone" system in Soldier of Fortune allows players to destroy individual body parts of enemies, e.g. severed limbs, shattered skulls, and disembowelment, usually causing instant death.
- In Office Jerk and its Spin-Off 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.
- From the second game onward, characters who take too much damage in Resident Evil 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 Game Over screen.
- Limbs can be severed in most games up to the fourth game, however this seems to not be the case with more recent installments. Occasionally, the camera angles and particle effects will fail to hide the fact that limbs aren't actually being severed.
- Kingdom of Loathing: 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. And even after that, he's still technically alive.
- 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.
- EVE Online ships catch fire when they start to take structural damage.
- Most bosses in 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.
- In Super Mario Galaxy, 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 Turn Red.
- Brütal Legend 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)
- In SaGa Frontier, the final boss of T260G's game, Genocide Heart has Ominous Multiple Screens which fizzle out as he takes damage.
- Every enemy in Final Fantasy Mystic Quest 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 Dark King has four different One-Winged Angel forms (and a whole lot of HP).
- Star Wars: The Force Unleashed does this for 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.
- In Paper Mario: The Thousand-Year Door, 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.
- All enemies and player characters in Brave Story have "healthy" and "weak" forms, for when their HP drop below 20%.
- Heads and limbs can be blown/hacked off in Fallout 3 and Fallout: New Vegas, 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.
- In Final Fantasy X, your characters and the 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 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.
- 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.
- As your character in 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.
- In Dragon Age: Inquisition, party members' portrait icons become progressively more marred and bloodied as their health drops.
- In a reference to Doom, the more damage the Player Character takes in Dungeons of Dredmor, the more damaged their portrait looks, with 3 stages to it, along with different mouseover text for the portrait.
(When looking undamaged): "It's-a me, player name!"(When low on HP): "Oh boy, this is gonna hurt, isn't it?"
- Just about every enemy in Einhänder, 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.
- While not an enemy, the normal ax in Animal Crossing gets more and more cracked as you use it, until it finally breaks.
- In Star Trek: Starfleet Command, 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.
- 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.
- Every fighter in Punch-Out!! Wii, including Little Mac, will show all manners of bruises and bandages as they come closer to getting KO'd.
- The original NES game also had it, showing the battered characters inbetween rounds.
- 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.
- Spec Ops: The Line 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 unrecognisable; 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 practised, professional and precisely controlled to shaky and sluggish with exhaustion.
- Splatoon shows how damaged an Inkling is by how much opponent-colored ink is covering them, lasting until either they are splattered or Regenerating Health kicks in. The same goes for the single-player antagonists, the Octarians; regenerating health included.
- Grand Theft Auto has increasingly polished the art of showing how messed up a car is as the series has progressed. The original and II had changing sprites and an incresingly more broken sounding engine. With the jump into 3D, III had individual parts get broken until the eventual explosion, with Vice City and San Andreas further polishing it. By 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).
- Vehicles in Saints Row 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.