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* The Shibito in ''VideoGame/{{Siren}}'' are giggling, bloody-eyed Japanese farmer zombies who somehow manage to pop you with a headshot from across the map through a copse of trees if you make even the slightest error in traversing the level. Apparently becoming Shibito imbues one with the accuracy of a Navy Seal sniper. There's some good news, though—you can actually survive one shot to (hopefully) dive back into cover... and you can use sightjacking to tell exactly where they're looking and when, so you can stay the hell out of the way. Also, not all of them have rifles—although some of the ones that don't are nearly as bad.

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* The Shibito in ''VideoGame/{{Siren}}'' the ''VideoGame/SirenGames'' are giggling, bloody-eyed Japanese farmer zombies who somehow manage to pop you with a headshot from across the map through a copse of trees if you make even the slightest error in traversing the level. Apparently becoming Shibito imbues one with the accuracy of a Navy Seal sniper. There's some good news, though—you can actually survive one shot to (hopefully) dive back into cover... and you can use sightjacking to tell exactly where they're looking and when, so you can stay the hell out of the way. Also, not all of them have rifles—although some of the ones that don't are nearly as bad.
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* In a game already the stuff of nightmares with its surprise random encounters which can mystically appear in a room you've been through several times already and often appearing with little or no warning directly in front of you (screaming ensues, if the player is particularly into the game), ''VideoGame/FatalFrame1'' has its own demonic spider to fear and fear greatly. The Blind Ghosts, especially in one encounter in a cramped corridor, can turn fear and terror into fear and loathing. They can pass through walls (wherein they become difficult to detect and invincible), move much faster than your character, lunge at you when provoked or if you move (being blind of course means they have superhuman hearing), may not flinch when attacked (this counts as provoking them, naturally), can teleport behind you at any time (including when they're invisible because they're eight feet inside a solid wall, leading to more "AGHHH!" moments when you suddenly catch sight of them less than a foot from your face), and have a nasty tendency to kill you in a single hit. And did I mention they like to counterattack?

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* In a game already the stuff of nightmares with its surprise random encounters which can mystically appear in a room you've been through several times already and often appearing with little or no warning directly in front of you (screaming ensues, if the player is particularly into the game), ''VideoGame/FatalFrame1'' ''VideoGame/FatalFrameI'' has its own demonic spider to fear and fear greatly. The Blind Ghosts, especially in one encounter in a cramped corridor, can turn fear and terror into fear and loathing. They can pass through walls (wherein they become difficult to detect and invincible), move much faster than your character, lunge at you when provoked or if you move (being blind of course means they have superhuman hearing), may not flinch when attacked (this counts as provoking them, naturally), can teleport behind you at any time (including when they're invisible because they're eight feet inside a solid wall, leading to more "AGHHH!" moments when you suddenly catch sight of them less than a foot from your face), and have a nasty tendency to kill you in a single hit. And did I mention they like to counterattack?
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** From the [[VideoGame/SilentHill first game]]: The Romper, which appears in the Otherworld town streets later on. Like the weaker Air Screamers, Rompers spawn endlessly and move very fast. But unlike the other street enemies, they're more than a nuisance: they can full-on tackle Harry and pin him to the ground. Stopping to fight them is usually a terrible idea, especially since it allows multiple ones to reach you.

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** From the [[VideoGame/SilentHill [[VideoGame/SilentHill1 first game]]: The Romper, which appears in the Otherworld town streets later on. Like the weaker Air Screamers, Rompers spawn endlessly and move very fast. But unlike the other street enemies, they're more than a nuisance: they can full-on tackle Harry and pin him to the ground. Stopping to fight them is usually a terrible idea, especially since it allows multiple ones to reach you.

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** Schisms, Needlers and Swarms from ''Homecoming'', and on occasion, Straitjackets from ''0rigins''. Honorable mention goes to Hanged Scratchers from the original.
** The Smogs from the same game. Not only do they have a ton of health, their attacks can only be dodged by rolling away, as they can stun you with a smoke cloud that is unavoidable (and does damage). Also, if you can't break out of it, they knock you down, dealing even more damage. While it's easy to run past them, they are also the only enemies to have a ranged attack, and very damaging one at that. On the bright side, they can be downed in two shots if you wait until they expose their chest cavity to shoot them.
** The nurses (particularly in the third game where some have '''guns'''), the Abstract Daddy monsters in the dark and narrow hotel corridors in the second game, and the Slurpers (3 again), which can knock you down again immediately after you get back up, repeat until death. Also from 3 are the Pendulums, which are hard to hit, very lethal, and best just avoided.

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** Schisms, Needlers From the [[VideoGame/SilentHill first game]]: The Romper, which appears in the Otherworld town streets later on. Like the weaker Air Screamers, Rompers spawn endlessly and Swarms from ''Homecoming'', move very fast. But unlike the other street enemies, they're more than a nuisance: they can full-on tackle Harry and on occasion, Straitjackets from ''0rigins''. Honorable mention goes pin him to Hanged Scratchers from the original.
ground. Stopping to fight them is usually a terrible idea, especially since it allows multiple ones to reach you.
** Slurpers in ''VideoGame/SilentHill3'' seem like they were engineered to be the most obnoxious enemy ever, so much so that calling them GoddamnedBats is far too light. Though they look weak, they have the ability to knock Heather to the floor, leaving her stunned for over 5 seconds; and while she's down there, they can crawl on top of her to deal extra damage. This knockdown is so easy to trigger that going ''anywhere near them'' is just asking for it to happen. And Slurpers are most often found in tight hallways, with oppressive visuals that make it hard to see anything, so slipping past them without getting hit demands some incredibly precise movement. They're surprisingly hard to kill too, with a lot of health, a low profile making them hard to hit, and they can even play dead.
** The same game has Nurses ''with guns'', one of very few enemies with a ranged attack - and an incredibly lethal one, at that. There's also the Pendulums, flying enemies that launch themselves at you if you shoot them, making it best to avoid them altogether.
** ''VideoGame/SilentHill4TheRoom'' has the Victim Ghosts, {{Invincible Minor Minion}}s who can chase the player anywhere (they can bypass walls), deal damage just by being near and otherwise have no reliable method of defeat that's not rare to find.
** The Smogs from the same game.''VideoGame/SilentHillHomecoming''. Not only do they have a ton of health, their attacks can only be dodged by rolling away, as they can stun you with a smoke cloud that is unavoidable (and does damage). Also, if you can't break out of it, they knock you down, dealing even more damage. While it's easy to run past them, they are also the only enemies to have a ranged attack, and very damaging one at that. On the bright side, they can be downed in two shots if you wait until they expose their chest cavity to shoot them.
** The nurses (particularly in the third game where some have '''guns'''), the Abstract Daddy monsters in the dark and narrow hotel corridors in the second game, and the Slurpers (3 again), which can knock you down again immediately after you get back up, repeat until death. Also from 3 are the Pendulums, which are hard to hit, very lethal, and best just avoided.
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** The original does boast at least one enemy of this type: The Romper, which appears in the Otherworld town streets later on. Like the [[GoddamnedBats Air Screamers]], Rompers spawn endlessly. Also quickly. And they can do a lot of damage if you stop to fight them (Especially since stopping means you're soon engaging more than one of them at a time).
** The [[VideoGame/SilentHill4TheRoom fourth game]] has the Victim Ghosts, {{Invincible Minor Minion}}s who can chase the player anywhere (they can bypass walls), deal damage just by being near and otherwise have no reliable method of defeat that's not rare to find.
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* ''VideoGame/FearAndHungerTermina'' has the Death Masks, a type of enemy which has a chance to spawn after passing by one of the many coffins lying around town (which can happen fairly early in the game). They're very fast, making them hard to avoid in the overworld; they have large pools of health, making them difficult to kill even with a full party; and worst of all, their swords -- which they can attack with twice per turn -- are guaranteed to dismember limbs on hit, making them likely to cripple the party within a couple combat rounds. Causing one to spawn will make your life much more difficult.
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Uncanny Valley is IUEO now and the subjective version has been split; cleaning up misuse and ZCE in the process


* ''VideoGame/AlienIsolation'' has the Working Joes, UncannyValley {{Artificial Human}}s who are your primary enemy in several levels of the game. They're dramatically tougher than humans, they can ''block'' your melee attacks, they can kill you very quickly when they get into melee with you, and they're immune to the Alien so you can't sic it on them the way you can on human survivors. It gets even worse when they start showing up in environmental suits, especially since by then you'll have been forced into giving up your guns, as they are now immune to EMP bombs and stun batons, meaning now you can only hope to use pipe bombs and sneak attacks to fight them.

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* ''VideoGame/AlienIsolation'' has the Working Joes, UncannyValley creepy {{Artificial Human}}s who are your primary enemy in several levels of the game. They're dramatically tougher than humans, they can ''block'' your melee attacks, they can kill you very quickly when they get into melee with you, and they're immune to the Alien so you can't sic it on them the way you can on human survivors. It gets even worse when they start showing up in environmental suits, especially since by then you'll have been forced into giving up your guns, as they are now immune to EMP bombs and stun batons, meaning now you can only hope to use pipe bombs and sneak attacks to fight them.
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* ''Franchise/SilentHill'' is generally pretty lenient as far as regular enemies go, but is not without its DemonicSpiders:

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* ''Franchise/SilentHill'' is generally pretty lenient as far as regular enemies go, but is not without its DemonicSpiders:own Demonic Spiders:
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* ''DemonicSpiders/ResidentEvil''

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F Na F now has its own page.


DemonicSpiders do their best to ensure that these games involve a little less survival and a [[NightmareFuel whole lot more horror]].

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DemonicSpiders do their best to ensure that these SurvivalHorror games involve a little less survival and a [[NightmareFuel a whole lot more horror]].



!!Games/franchises with their own pages:
[[index]]
* ''DemonicSpiders/FiveNightsAtFreddys''
[[/index]]
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!!Individual examples:



* ''VideoGame/FiveNightsAtFreddys'':
** [[VideoGame/FiveNightsAtFreddys1 The original game]] has Foxy the Pirate, who first comes into play on the second night and will make your life hell. He usually hides out in Pirate Cove, but once he comes out of hiding, you may only have a few seconds to close him off from your office to survive. Should you succeed, though, he will drain power needed to survive the night. If you see him running down the hallway through camera 2A, [[YouAreAlreadyDead it may already be too late]]...
** Freddy himself for some players, as when he moves, he is difficult to spot on camera (leaving you vulnerable to the others while you try to find him), gives no warning if he's near the door (unlike Bonnie and Chica, who can be spotted with the door lights, and even Foxy gives some heads up when the curtain moves), and can even at times appear ''in the room with both doors shut''.
** [[VideoGame/FiveNightsAtFreddys2 The sequel]] one-ups the original Foxy with the Marionette/Puppet. To keep it at bay, you have to wind a music box--which means leaving you vulnerable to the other animatronics, because you have to take off your mask (your only line of defense against them) to check the camera to wind it remotely. If the box isn't wound up in time, you're dead unless you're close enough to the end of your shift. Like Foxy in the first game, once it starts moving, there is no way to stop it, and unlike Foxy in the first game, you have no way to counter it once it leaves the Prize Counter.
** The team-up with Balloon Boy and Foxy also counts: Balloon Boy disables your lights if he gets into your room, and your flashlight is your only weapon against Foxy.
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* ''VideoGame/DeadSpace'' has a number of enemies that can prove frustrating, but the Guardian and the Crawler stand out. The former spits out "pods" that explode with considerable force (though, thankfully, not as much as an Exploder) if Isaac gets too close and which otherwise sprout a quill-throwing tentacle and fire at a much faster rate than Lurkers do—and the only way to kill the pod is to sever the tentacle. The Guardian spits out pods at a fairly steady rate, and the only way to kill it is to sever the five tentacles that it attaches to the wall—and which it can pull inside of itself and reattach if it feels like it. Oh, and did I mention that getting too close results in an Instant Death cutscene? Crawlers are small, tend to come in groups, move quickly and can be hard to hit, especially due to their leaping around. Dividers are actually easier to handle then Crawlers; hit the Divider with Stasis, then calmly blast each Crawler component. The Twitcher (due to its speed, random movement and ability to "jink") and the various Advanced Necromorphs, particularly the Scorpion and Lurker, get honorable mentions.

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* ''VideoGame/DeadSpace'' has a number of enemies that can prove frustrating, but the Guardian and the Crawler stand out. The former spits out "pods" that explode with considerable force (though, thankfully, not as much as an Exploder) if Isaac gets too close and which otherwise sprout a quill-throwing tentacle and fire at a much faster rate than Lurkers do—and the only way to kill the pod is to sever the tentacle. The Guardian spits out pods at a fairly steady rate, and the only way to kill it is to sever the five tentacles that it attaches to the wall—and which it can pull inside of itself and reattach if it feels like it. Oh, and did I mention that getting too close results in an Instant Death cutscene? Crawlers are small, tend to come in groups, move quickly and can be hard to hit, especially due to their leaping around. Dividers are actually easier to handle then than Crawlers; hit the Divider with Stasis, then calmly blast each Crawler component. The Twitcher (due to its speed, random movement and ability to "jink") and the various Advanced Necromorphs, particularly the Scorpion and Lurker, get honorable mentions.
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Disambiguating; deleting and renaming wicks as appropriate


* Crawlers are this to ''VideoGame/ColdFear''. It takes a full clip of shotgun shells to kill one, and they are fantastically speedy and stealthy [[WallMaster Wall Masters]]. They have a nasty habit of jumping on to the ceiling and hiding in a ventilation shaft after you have damaged them, then reemerging from a different ventilation shaft elsewhere in the same room so they can sneak up on you.

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* Crawlers are this to ''VideoGame/ColdFear''. It takes a full clip of shotgun shells to kill one, and they are fantastically speedy and stealthy [[WallMaster [[AmbushingEnemy Wall Masters]]. They have a nasty habit of jumping on to the ceiling and hiding in a ventilation shaft after you have damaged them, then reemerging from a different ventilation shaft elsewhere in the same room so they can sneak up on you.
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** The Desert Chasers also apply, and while they aren't too difficult to fight in areas with a lot of open space, they are '''notoriously annoying''' in confined areas such as alleyways [[spoiler: as well as the one that is scripted to attack Aya once she reaches the locked door in the outdoor alleyway that is '''very narrow''' once she arrives in Dryfield.]] And later on, they appear in packs of two or more, depending on the difficulty, and if they hit you with a fully-spurred charging attack, it REALLY hurts, '''especially''' on harder difficulties such as Bounty or Nightmare.

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** The Desert Chasers also apply, and while they aren't too difficult to fight in areas with a lot of open space, they are '''notoriously annoying''' in confined areas such as alleyways [[spoiler: as well as the one that is scripted to attack Aya once she reaches the locked door in the outdoor alleyway that is '''very narrow''' once she arrives in Dryfield.]] And later on, they appear in packs of two or more, depending on the difficulty, and if they hit you with a fully-spurred charging attack, it REALLY hurts, '''REALLY hurts''', '''especially''' on harder difficulties such as Bounty or Nightmare.
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** The Desert Chasers also apply, and while they aren't too difficult to fight in areas with a lot of open space, they are '''notoriously annoying''' in confined areas such as alleyways [[spoiler: as well as the one that is scripted to attack Aya once she reaches the locked door in the outdoor alleyway that is '''very narrow''' once she arrives in Dryfield.]] And later on, they appear in packs of two or more, depending on the difficulty, and if they hit you with a fully spurred charge, it REALLY hurts, '''especially''' on harder difficulties such as Bounty or Nightmare.
** Also, the Knight/Bishop GOLEM. These cyborgs are not only powerful, but can [[InvisibilityCloak turn invisible]]. In fact, they automatically land a hit on you when you first "detect" them, grabbing you from behind without warning and either poisoning you or paralyzing you unless you can kick them away in time. In addition, they use a decoy attack. Fall for it and it guarantees a hit. So not only are you fighting an invisible enemy that swipes at you with the power of a Kodiak bear, but you start the fight with a quarter of your health gone and a serious status ailment. What is worse is, while they only show up in the regular game mode towards the end of it, these bastards show up way earlier in the Nightmare and Bounty modes. And since enemies hit for more damage in these modes, if they land two hits on you it's GameOver.

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** The Desert Chasers also apply, and while they aren't too difficult to fight in areas with a lot of open space, they are '''notoriously annoying''' in confined areas such as alleyways [[spoiler: as well as the one that is scripted to attack Aya once she reaches the locked door in the outdoor alleyway that is '''very narrow''' once she arrives in Dryfield.]] And later on, they appear in packs of two or more, depending on the difficulty, and if they hit you with a fully spurred charge, fully-spurred charging attack, it REALLY hurts, '''especially''' on harder difficulties such as Bounty or Nightmare.
** Also, the Knight/Bishop GOLEM. These cyborgs are not only powerful, but can [[InvisibilityCloak turn invisible]]. In fact, they automatically land a hit on you when you first "detect" them, grabbing you from behind without warning and either poisoning you or paralyzing you unless you can kick them away in time. In addition, they use a decoy attack. Fall for it and it guarantees a hit. So not only are you fighting an invisible enemy that swipes at you with the power of a Kodiak bear, but you may potentially start the fight with a quarter of your health gone and a serious status ailment. What is What's worse is, while they only show up in the regular game mode towards the end of it, these bastards show up way earlier '''way earlier''' in the Nightmare and Bounty modes. And since enemies hit for more damage in these modes, if they land two hits on you you, it's GameOver.
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** The Desert Chasers also apply, and while they aren't too difficult to fight in areas with a lot of open space, they are '''notoriously annoying''' in confined areas such as alleyways [[spoiler: as well as the one that is scripted to attack Aya once she reaches the locked door in the outdoor alleyway that is '''very narrow''' once she arrives in Dryfield.]] And later on, they appear in packs of two or more, depending on the difficulty, and if they hit you with a fully spurned charge, it REALLY hurts, '''especially''' on harder difficulties such as Bounty or Nightmare.

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** The Desert Chasers also apply, and while they aren't too difficult to fight in areas with a lot of open space, they are '''notoriously annoying''' in confined areas such as alleyways [[spoiler: as well as the one that is scripted to attack Aya once she reaches the locked door in the outdoor alleyway that is '''very narrow''' once she arrives in Dryfield.]] And later on, they appear in packs of two or more, depending on the difficulty, and if they hit you with a fully spurned spurred charge, it REALLY hurts, '''especially''' on harder difficulties such as Bounty or Nightmare.
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** The Desert Chasers also apply, and while they aren't too difficult to fight in areas with a lot of open space, they are '''notoriously annoying''' in confined areas such as alleyways [[spoiler: as well as the one that is scripted to attack Aya once she reaches the locked door in the outdoor alleyway that is '''very narrow''' once she arrives in Dryfield.]] And later on, they appear in packs of two or more, depending on the difficulty, and if they hit you with a fully spurned charge, it REALLY hurts, '''especially''' on harder difficulties such as Bounty or Nightmare.

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