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* In ''Videogame/Doom2016'', attempting to shoot Samuel Hayden when you finally meet him will simply have his personal DeflectorShield absorb the attack and him telling you to save your ammo.


** This is explicitly stated in ''{{VideoGame/Fallout 4}}'', companions are always immortal and only stunned, when asked the developers basically said "if the [[CanineCompanion dog]] dies, it's an instant reload, it wasn't impactful, just inconvenient."

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** This is explicitly stated in ''{{VideoGame/Fallout 4}}'', companions are always immortal and only stunned, when asked the developers basically said "if the [[CanineCompanion dog]] dies, it's an [[SaveScumming instant reload, reload]], it wasn't impactful, just inconvenient."


* ''Franchise/{{Suikoden}}''

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* ''Franchise/{{Suikoden}}''''VideoGame/{{Suikoden}}'':

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** He can also get stuck in a giant trash compactor at one point. You are killed within a few seconds in such cases; the Badass survives considerably longer, but ultimately his HP run out.


* Seen in ''GearsOfWar'', and featured via legacy code in the vast majority of Unreal Engine 3 games based off the GearsOfWar game code (i.e. ''VideoGame/{{Turok}}'', ''[[VideoGame/Area51FPS Blacksite: Area 51]]'', ''VideoGame/{{Haze}}'', etc). If one of your NPC squadmates is severely injured in a firefight, instead of dying, they'll simply drop to their knees in pain. They get back up again good as new once all nearby enemies are dead, or if you simply walk up to them and give them a pat on the back.

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* Seen in ''GearsOfWar'', ''VideoGame/GearsOfWar'', and featured via legacy code in the vast majority of Unreal Engine 3 games based off the GearsOfWar ''VideoGame/GearsOfWar'' game code (i.e. ''VideoGame/{{Turok}}'', ''[[VideoGame/Area51FPS Blacksite: Area 51]]'', ''VideoGame/{{Haze}}'', etc). If one of your NPC squadmates is severely injured in a firefight, instead of dying, they'll simply drop to their knees in pain. They get back up again good as new once all nearby enemies are dead, or if you simply walk up to them and give them a pat on the back.

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* In ''VideoGame/{{Miitopia}}'', [[GuestStarPartyMember guest party members]] can't be harmed and targeted by anything in battle. They're even immune to FriendlyFire attacks like the Pop Star's Out of Tune.


** Used as a plot point in SonicForHire [[spoiler: unsuccessfully]].

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** Used as a plot point in SonicForHire WebAnimation/SonicForHire [[spoiler: unsuccessfully]].


* ''Franchise/TheElderScrolls'' uses this trope to varying degrees across the series.
** In ''[[VideoGame/TheElderScrollsArena Arena]]'' and ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', the allies important to the storyline were all sprites whose interaction was limited to talking to them -- they couldn't die, but they were of no help, either.
** ''VideoGame/TheElderScrollsIIIMorrowind'' averts this trope. All [=NPCs=], up to and including [[PhysicalGod physical gods]], can be killed if you're strong enough. You do get a warning if a killed NPC was critical to the main plot, but that's it.
** In ''VideoGame/TheElderScrollsIVOblivion'', plot-important {{NPC}}s don't die, they only "fall unconscious". Due to the nature of the game, this means that you can use your unkillable allies to grind your stats to ludicrous levels. Occasionally, a plot-important character will follow you around for the duration of their quest and can effectively be used as an invincible escort as a result. [[note]]The [[http://www.uesp.net/wiki/Oblivion:Followers "Followers" page]] on the Oblivion wiki notes who is plot-important ("essential"), and even provides basic instructions on how to load up your followers with improved gear, so that you can have ''the Emperor'' [[BackToBackBadasses at your back]] with incredible glowing equipment.[[/note]]
** ''VideoGame/TheElderScrollsVSkyrim'' continues the tradition with two different variants: Essential [=NPCs=] can be brought down to a point where they ''ought'' to die, but will simply become invulnerable and stand back up a few seconds later. Protected [=NPCs=] (such as the player's spouse or followers) go into submission mode when their health gets low enough, and whatever enemy was attacking them will stop and move on to attack the player. The player, however, can still kill protected [=NPCs=] in submission mode, meaning that the number one cause of death for your followers will probably be your own mis-timed axe strokes or Shouts.
*** However, the DLC 'Dragonborn adds the 'companion insight' affect, which means that attack, shouts and destruction spell do no damage to your followers while in combat. Exceptions exist but it does make it a lot harder to kill them accidentally.

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* ''Franchise/TheElderScrolls'' uses this trope to varying degrees across the series.
series. To note:
** In Played straight in ''[[VideoGame/TheElderScrollsArena Arena]]'' and ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', the allies important to the storyline were are all sprites whose interaction was is limited to talking to them -- they couldn't can't die, but they were also aren't of no help, either.
any help.
** ''VideoGame/TheElderScrollsIIIMorrowind'' ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' averts this trope. All [=NPCs=], up to and including [[PhysicalGod physical gods]], can be killed if you're strong enough. You do get a warning if a killed NPC was critical to the main plot, but that's it.
** In ''VideoGame/TheElderScrollsIVOblivion'', ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', plot-important {{NPC}}s don't die, are marked "essential" and can't die. If their health reaches zero, they only "fall unconscious".unconscious" for a time, after which they get back up as if nothing happened. Due to the nature of the game, this means that you can use your unkillable allies to grind your stats to ludicrous levels. Occasionally, a plot-important character will follow you around for the duration of their quest and can effectively be used as an invincible escort as a result. [[note]]The [[http://www.uesp.net/wiki/Oblivion:Followers "Followers" page]] on the Oblivion wiki notes who is plot-important ("essential"), and even provides basic instructions on how to load up your followers with improved gear, so that you can have ''the Emperor'' [[BackToBackBadasses at your back]] with incredible glowing equipment.[[/note]]
** ''VideoGame/TheElderScrollsVSkyrim'' ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'':
*** ''Skyrim''
continues the tradition with two different variants: Essential [=NPCs=] can be brought down to a point where they ''ought'' to die, but will simply become invulnerable and stand back up a few seconds later. Protected [=NPCs=] (such as the player's spouse or followers) go into submission mode "submission mode" when their health gets low enough, and whatever enemy was attacking them will stop and move on to attack the player. The player, however, can still kill protected [=NPCs=] in submission mode, meaning that the number one cause of death for your followers will probably be your own mis-timed axe strokes or Shouts.
FriendlyFire.
*** However, the The ''Dragonborn'' DLC 'Dragonborn adds the 'companion insight' affect, effect, which means that attack, shouts attacks, shouts, and destruction spell do spells no longer damage to your followers while in combat. Exceptions exist but it does make it a lot harder to kill them accidentally.


* Seen in ''GearsOfWar'', and featured via legacy code in the vast majority of Unreal Engine 3 games based off the GearsOfWar game code (i.e. ''VideoGame/{{Turok}}'', ''[[Area51FPS Blacksite: Area 51]]'', ''VideoGame/{{Haze}}'', etc). If one of your NPC squadmates is severely injured in a firefight, instead of dying, they'll simply drop to their knees in pain. They get back up again good as new once all nearby enemies are dead, or if you simply walk up to them and give them a pat on the back.

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* Seen in ''GearsOfWar'', and featured via legacy code in the vast majority of Unreal Engine 3 games based off the GearsOfWar game code (i.e. ''VideoGame/{{Turok}}'', ''[[Area51FPS ''[[VideoGame/Area51FPS Blacksite: Area 51]]'', ''VideoGame/{{Haze}}'', etc). If one of your NPC squadmates is severely injured in a firefight, instead of dying, they'll simply drop to their knees in pain. They get back up again good as new once all nearby enemies are dead, or if you simply walk up to them and give them a pat on the back.

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** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', the four allies who help you board the Divine Beasts cannot be harmed by either you or the Divine Beasts. It's justified with Riju and Yunobo, as they have magical abilities that shield them from harm.


* In pretty much every ''Franchise/{{Ultima}}'' game, while your allies could get killed as easy as anything, a quick trip to Lord British (or someone else filling the role) is all that's needed to get them back on their feet. The main character gets the same benefit - even saving the effort of hauling back the corpses. DeathIsASlapOnTheWrist, indeed.

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* In pretty much every ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' game, while your allies could get killed as easy as anything, a quick trip to Lord British (or someone else filling the role) is all that's needed to get them back on their feet. The main character gets the same benefit - even saving the effort of hauling back the corpses. DeathIsASlapOnTheWrist, indeed.


** ''VideoGame/SuikodenI'' averts this in a few cases, leading to some HilariousInHindsight deaths, such as If you get everyone's favorite JerkAss [[spoiler: Luc]] killed well before the role [[spoiler: he plays as BigBad of SuikodenIII .]]

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** ''VideoGame/SuikodenI'' averts this in a few cases, leading to some HilariousInHindsight deaths, such as If you get everyone's favorite JerkAss [[spoiler: Luc]] killed well before the role [[spoiler: he plays as BigBad of SuikodenIII .''VideoGame/SuikodenIII'' .]]


** This is explicitly averted in ''{{VideoGame/Fallout 4}}'', companions are always immortal and only stunned, when asked the developers basically said "if the [[CanineCompanion dog]] dies, it's an instant reload, it wasn't impactful, just inconvenient."

to:

** This is explicitly averted stated in ''{{VideoGame/Fallout 4}}'', companions are always immortal and only stunned, when asked the developers basically said "if the [[CanineCompanion dog]] dies, it's an instant reload, it wasn't impactful, just inconvenient."


* In ''VideoGame/{{Strife}}'', shopkeepers and plot-essential characters, the Front's leader Macil and the Oracle, can't be killed [[spoiler: before you're supposed to be able to kill them]], even though you can shoot everyone around them. However, a number of other [=NPCs=] that you need to progress can be killed, often [[TheDevTeamThinksOfEverything dropping the item you require or having a switch that opens the path they were meant to]].

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* In ''VideoGame/{{Strife}}'', shopkeepers and plot-essential characters, the Front's leader Macil and the Oracle, can't be killed [[spoiler: before you're supposed to be able to kill them]], even though you can shoot everyone around them. However, a number of other [=NPCs=] that you need to progress can be killed, often [[TheDevTeamThinksOfEverything [[DevelopersForesight dropping the item you require or having a switch that opens the path they were meant to]].


** In ''VideoGame/SuikodenV'', a character who is killed during one of the [[UnexpectedGameplayChange real-time war battles]] is KilledOffForReal and LostForever, making it impossible to gain OneHundredPercentCompletion... ''except'' if the character is an important storyline character (read: has at least one line in future cutscenes), in which case they'll manage to retreat to safety.

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** In ''VideoGame/SuikodenV'', a character who is killed during one of the [[UnexpectedGameplayChange real-time war battles]] is KilledOffForReal and LostForever, lost, making it impossible to gain OneHundredPercentCompletion... ''except'' if the character is an important storyline character (read: has at least one line in future cutscenes), in which case they'll manage to retreat to safety.

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