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Giant Mooks in video games.


  • Apocalypse: Two types of giant enemies show up, the giant rats from the sewer levels and the Hellhounds from the graveyard and the final stages. They are larger in size than the player hero, and are capable of soaking several rocket and grenade rounds before dying.
  • Age of Empires I: The War Elephants can be considered this if they're on the opponent's side.
  • Age of War has the Trolls used by the Mountain Orc faction and walking trees used by the Dark Elves.
  • Alan Wake has the Assault Taken, which wield axes or chainsaws and were taller and bulkier than others, but nothing unrealistic. Alan Wake's American Nightmare, however, had an aptly named Giant Taken, which were 3 meter tall and fought with buzzsaws.
  • Alien Hallway: The third planet has giant mooks in Mini-Mecha suits.
  • Alice: Madness Returns had the Menacing Ruins, which were about 8-9 feet tall and were fought in two stages. First stage lobbed volleys of fireballs and required them to be reflected backwards at it to melt its doll arms and get it to stop. Second stage fought with a single Ruin arm and could slam into the ground to produce line of explosions and Catch and Return your bullets with it. This was in addition to the regular punches and the Foe-Tossing Charge. Luckily, all of its attacks were widely telegraphed.
  • Aliens: Armageddon contains giant facehuggers and chestbursters, the size of vehicles.
  • Anarchy Reigns has the mutants and executioners, who are massive man-eating... er, mutants which are considerably deadlier than the Killseekers and come in various flavours, including the boss-level Berserker Mutants, who can kill a player in a few swipes.
  • An Egyptian Tale has Classical Chimera enemies in the underworld stages, several times larger than your Warrior Princess heroine and far more durable than common mooks. However if you weaken them enough you can tame them into becoming a Power Up Mount.
  • The Battle Cats:
    • Super Metal Hippoe is a bigger and much stronger version of the regular Metal Hippoe. Unusually, though, its traits are the opposite of what you'd expect from a giant enemy: instead of being slow and Immune to Flinching, it's quick to move (though slower to attack) and gets knocked back very easily. Similarly, St. Pigge the 2nd is a giant Pigge who's stronger, faster, and more easily knocked back than her original incarnation.
    • The non-boss Colossal enemies, such as J.J. Jackrabbit and Mega Baa Baa, are bigger versions of the originals with a dark crystal embedded somewhere in their body.
    • Some event stages feature giant versions of regular enemies dressed up for the event. For example, the Halloween event stages have Drac-owl-la, a giant Owlbrow — it's about as big as Pterowl Hazuku, but is just a regular enemy and fights similarly to a normal Owlbrow.
  • Beyond Sunset have you facing robots throughout the game, including two gigantic varieties who soaks plenty of damage before going down. One of them has two power fists as arms allowing it to perform a Shockwave Stomp; the other has dual flamethrowers that incinerates chunks of your health easily, making it one of the Demonic Spiders-type enemy.
  • Blacksite Area 51 had the Alien Scouts, which were actually Mini-Mecha walkers with heavy shoulder-mounted weapons.
  • Bladed Fury has masked ogre-demons and Imperial brutes, large enemies towering over your heroine and capable of absorbing plenty of hits without slowing down because of their size. It gets really extreme in the underground pit stage, where every enemy is giant-sized!
  • Bloody Spell has gigantic demon brutes some twenty feet tall, wields heavy weapons, and tanks a massive amount of hits before going down compared to basic enemies. There's also Animated Armor monsters in the mausoleum who's roughly the same size and equally durable.
  • You fight a gigantic zombie brute in Bloody Zombies, as the first boss, who later returns degraded as a regular giant mook enemy.
  • In Astro Boy: Omega Factor, the first few things to see after you progress through the first stage are giant version of mooks in the first screen.
  • Karnov appears as the Stage 1 boss in Bad Dudes and re-appears as a mook in a green-colored variant named Kusamochi Karnov (a possible reference to the Green Abobo in Double Dragon).
  • Batman: Arkham Series
    • Batman: Arkham Origins has Enforcers, thugs who tower over even Batman. Even bare-chested, they can take a ton of punishment and dish it out as well. And if they weren't scary enough, you encounter a few Armoured Enforcers.
    • Batman: Arkham Knight has Brutes which not only need to be beat down with Rapid-Fire Fisticuffs, but can also take on various roles you expect from regular sized mooks like blades, shields and electric mooks which have to be dealt with the usual ways before you can hit them.
  • Bayonetta gives us the Beloved, a white-and-gold giant that dwarfs Bayonetta in size. However, they are much weaker than most of the examples, with marginally better health than common mooks and powerful, yet obviously telegraphed attacks. Thus, they’re one of the first enemies fought in the game.
  • In The Banner Saga, a seven-foot tall, armor-clad from foot to toe monstrosity is what a regular Dredge looks like. The Dredge Stoneguards are even larger and combine this trope with Shield-Bearing Mook to devastating effect. The Varl are also this when they’re on the enemy’s side.
  • The Giant Soldier in Bionic Commando. Exactly What It Says on the Tin. First appears as the boss of Area 6, then later as a normal enemy.
  • BioShock:
    • For the first two games, the now-iconic Big Daddies, which are used to ensure no Splicer (or protagonist) dares to mess with their Little Sisters, and are several metres in height and clad in armored diving suits for this purpose. Came in two varieties in the original: drill-wielding Bouncer that will rapidly charge anyone it sees and Rosie, which uses proximity mines and a gun that shoots whole rivets instead.
    • BioShock 2 added Rumblers with seeking rocket launchers and mini-turrets and Alpha Series, which used whatever weapon you had at hand plus random plasmids. Its Minerva’s Den DLC also had Lancers with Ion Lasers, who could overcharge them to create a blinding flash. Finally, there were Brutes, big muscular splicers which are as strong as a Big Daddy and will throw any object at hand at your persona.
    • BioShock Infinite had the Handymen as an alternate-universe replacement of Big Daddies. These only fought in melee, but were very fast and acrobatic, would throw objects at hand were smart enough to use actual tactics of sorts. Thankfully, they had exposed hearts and could be manipulated by getting onto the sky-wires, leaping off when they jumped up to grab it and shooting them on the ground for several seconds with impunity.
  • The Stone Gargoyles in Blood.
  • Boogie Wings have giant bomber planes, mobile fortresses, large airships and other enemies several times larger than your default biplane, capable of taking far more damage than average-sized enemies. They're also among the few enemies you can't use the skyhook on because of their size.
  • Borderlands
    • Bandits are the most common enemy type. Their big guys are Bruisers, who look like bodybuilders, carry heavier weapons, and have higher health but no shield. Then there's the Badass Bruiser, which is even bigger and is extremely difficult to kill. Though Bruisers return in the sequel, they're largely replaced by Goliaths, massive strongman types who Dual Wield machine guns and go ballistic if you shoot their helmets off, and Nomads, who aside from being large and burly, yell out orders for other bandits and may carry almost impenetrable handheld shields on top of toting the deflector kind. Other types of enemies have their own Giant Mook versions, such as Alpha Skags and WAR Loaders.
    • In any Borderlands game, one common enemy theme is the occasional "Badass" enemy. Badass enemies are typically larger, stronger, more durable, and better-equipped than their normal counterparts. Badass Loaders, Badass Marauders, Badass Buzzards, Badass Psycho's, Badass Varkids; nearly every enemy has a badass variant.
  • Breath of Fire: The series is fond of placing giant versions of basic enemies (generally, Eye Goos) as experience pinatas. That's not to say that they are harmless, but they generally are worth every bit of trouble taking them down (that is, unless they have some glaring weakness, such as being highly vulnerable to Death spells as some of these Giants are).
  • Bug! had the only Mini-Boss in the game, a giant version of the (literal) Army Ants you were fighting throughout the level. It took only five hits to kill it, but it fired out five times the amount of grenades that the normal ones could.
  • The Bureau: XCOM Declassified had Mutons, which were at least ten feet tall and so heavily armored that armour needed to be shot off them in sections before they could be hurt. They also had the elite variety with a jetpack, that used them to rapidly move around and perfrom a powerful Shockwave Stomp.
  • Call of Duty 4: Modern Warfare and its sequels had two ways of ratcheting up interest. First was to throw in a helicopter boss. Second was to send in a guy in Juggernaut armored suit.
  • Carrie's Order Up! sometimes throws larger marine life at you, like whales or particularly chubby fish. They aren't any harder to avoid than the regular customers, but spinning past them consumes considerably more of your Sprint Meter.
  • Enemies in Castle Crashers sometimes come in "beefy" variants. Beefy enemies are huge and muscular, their attacks pack a mighty punch, and they are highly resistant to flinching and knockback, which makes them very dangerous to fight at close range.
  • The Castlevania series has its share of Giant Mooks; Giant Bat the Recurring Boss, giant skeletons, Castlevania: Harmony of Dissonance: Peeping Big and Large Ghost, just to name a few.
  • Chasm has large trolls who slam their clubs into the ground to create a shockwave. There are also large suits of knight's armor that carry halberds.
  • Chipmonk! has porcupine enemies several times larger than your chipmunk heroes, and attacks with cudgels and heavy clubs instead of swords or spears.
  • The Chronicles of Riddick: Assault on Dark Athena had the unusually tall space pirates encased in Powered Armor and wielding a combo of machine gun and a rocket launcher.
  • Cloud Cutter have destroyers, bombers, and naval platforms as larger-than-average enemies your titular fighter plane battles regularly.
  • Coffee Crisis have overweight, humanoid blob alien enemies larger than the regular alien mooks, who can tank a lot of hits before going down (at which point it dissolves back to a blob puddle). It's primary attack have it expelling blobs of goo from it's oversized belly as projectile weapons.
  • Command And Conquer 3 had the Mutant Mercenaries either faction could hire if they captured the relevant building on the map. These were so large they comfortably carried mini-guns, being the only unit in the game effective against both infantry and aircraft.
  • Corridor 7: Alien Invasion have regular-sized alien enemies and large alien brutes, like the demon-esque Eniram monsters, large-but-slow Ttocs who take more damage than their regular-sized counterparts and Hulk-like, gigantic, purple Tymoc enemies (who's thankfully not too common).
  • The first Crossed Swords game have giant caterpillars several times larger than the player, enough to take up more than two-thirds of the screen as regular enemies in checkpoints that you must defeat to cross.
  • Late in Cryostasis: Sleep of Reason, you would occasionally encounter seven feet tall monsters in black hooded parkas. Besides being exceedingly hard to kill, they also dual-wielded the PPSh submachine guns.
  • The Crystal of Kings, a fantasy-themed action game, have trolls as giant enemies towering over the players, armed with clubs larger than the heroes and can fling boulders from a distance. There's also the War Elephants.
  • Darkest Dungeon: Each of the enemy "fractions" has a creature that is large enough to occupy two spots in the party formation, and is thus strong enough and tough enough for two.
    • Brigand Bloodletters. Like all brigands, they can be encountered in any area, and the first one is fought in the prologue. If they are in the front row, they can do a point-blank shot from their pistol at your frontliner. Otherwise, they'll hit either one target or the entire party with their whip, doing much less damage (especially if it's the all-party Rain of Whips), but inflicting bleed and minor stress.
    • Ghouls can be encountered in any area. Will either Rend with their claws for hefty damage and Bleed, toss a skull for mediocre damage and a lot of stress, or Howl to stress everyone out.
    • Bone Captains/Generals in the Ruins. Have an unremarkable mace attack, but can literally Ground Pound as well, which doesn't do too much damage but can potentially stun the entire party and so leave it defenceless for the next turn.
    • Unclean Giants of the Weald, who are unclean because of all the fungus growing in their back. These are the most random of all giant creatures. Usually, they'll start off with launching Confusion Spores, which reorder your entire party and thus screw up strategy (unless you have four of the same class), but deal no damage at all. If you are lucky, they might just keep on launching these spores for the next few turns. They may also launch Poison Spores, and while this may blight the whole party and cause a host of problems, it still deals no damage on its own at first. However, they may just finally do a Treebranch Smackdown, which is the most damaging single-target attack in the game, and is often bound to leave its target on a Death's Door.
    • Warrens are patrolled by the Swinetaurs, which are literally horse-sized pigs with a man's body extending like that of a classical Centaur, and dressed in gladiator-style armour. Their spear charges are highly damaging; luckily, an ally standing in front is required to pull it off. If in front, they'll often just retreat to the rear to charge next turn, instead of settling for the mediocre backhand attack. This can be abused to keep them from ever attacking, especially if they are accompanied by Meathookers, who'll automatically retreat after every attack.
    • The enormous crabs known as Uca Crushers/Savages that inhabit the Cove. They may stun someone with Tidal Slam, but what they are really known for is their Arterial Pinch, which lands 10 points of Bleed a turn.
    • The "Colors of Madness" DLC also introduced the Crystalline faction, whose two-tile unit is a humble Plow Horse, now mutated with crystals. Like Swinetaurs, their most powerful attack is also a charge, and it also requires a warm-up turn, regardless of their position, though "Paw the Ground" also has the benefit of making them impossible to hit until they finish the charge. Their other attacks are a stunning Rearing Strike on the people in the first two rows, and the unnerving Bestial Scream. All of these besides Ghouls, Bloodletters and Plow Horses are also restricted to Veteran and Champion dungeons because of their power.
  • Dead Space had the aptly named Brute Necromorphs, which were large, tough and very fast. This being Dead Space, they only died if their two arms were removed. Dismembering their legs resulted in them sitting down and lobbing explosive grenade-like things from the exposed hole in their stomach. For some reason, Dead Space 3 replaced them with similarly-functioning Alien Necromorphs.
  • The very first enemy encountered in Death's Gambit is a Hallowed Knight of stone, wielding a sword and a round shield.
    • The Obsidian Vale has the Amarog, who look like wolf-faced giants. Some of those have spears, others sabers and shields, and others wield hammers, and can slam them straight down into the ground and have spikes of obsidian emerge nearby.
    • Yl'noth, Corpse City available only after dying enough times has the axe-wielding undead creatures.
    • Garde Tum has large undead giants who attack with laser swords.
  • Around stage 14 of Defend Your Castle, giant stickmen are introduced which need to be clicked on several times to kill them instead of throwing them into the air.
  • There are the Giant Depraved Ones in the Valley of Defilement in Demon's Souls, which have a a ton of health, run incredibly fast, can run through the swamp unhindered. and can kill you in one hit on New Game Plus.
  • Deus Ex: Human Revolution: There were the Belltower Spec-Ops Ogres, which received extensive mechanical augmentations to be 8 feet tall and extra strong. As such, they obviously had a truckload of health, and would also carry miniguns.
  • Devil's Hunt contains giant demons, swinging maces as large as your character. You stand only to their waists, though if you execute them with a special move you relive the demons of their maces and send it down their skulls.
  • Devil May Cry 3: Dante's Awakening: Although all Arachne are giant spiders, their green variants are larger than their standard blue-and-white variants. A single Green Arachne can tower over the playable character when it lifts up its upper body for an attack.
  • Devil May Cry 4: Mega Scarecrows are larger and tougher than normal Scarecrows, but are also a lot slower and aren't dangerous when cornered.
  • Devil May Cry 5: Empusa Queens and Behemoths are the largest mooks in the game, though the former are the more straightforward examples by being taller than the latter and can lift a playable character several feet above the ground just to emphasize some difference in height. Fittingly, the Queens are also the strongest among their Empusa kin.
  • Diablo has the horned demons appearing halfway through the game, and megademons on the later levels that are quite deadly and come in large numbers. Diablo II gives us sasquatches, Blunderbores (massive brutes that wield corpses like clubs), giant walking trees, and also brings the magademons back from the first game. The goatmen appearing in all three games, while roughly human sized, are still pretty large and imposing considering most opponents you encounter before meeting them for the first time.
  • Monsters in Disgaea 4 have the ability to fuse with another monster to supersize them, granting them increased stats, a larger range and/or radius on their attacks, and the ability to push normal-sized characters out of the way while moving, among other things. They're also gigantic to begin with in some situations, though never in the player's case.
  • Every Snowmad enemy in Donkey Kong Country: Tropical Freeze has one, minus the walruses, and each one of them must be jumped on three times to be beaten.
  • Doom:
    • The Barons of Hell tower most of the other demons and are among the strongest and toughest enemies in the game. The Hell Knights are half as tough, but as tall and as strong.
    • The Mancubi are as tall, but also pretty strong and tough in their own right, but instead of muscles, they’re morbidly obese.
    • As they are big Brain Monsters on even bigger cybernetic suits, Arachnotrons fit this trope too. Alongside being as tough as a Hell Knight, they use a plasma gun against you and they are fairly nimble.
  • Double Dragon: Abobo is a recurring sub-boss in the arcade version, where there's a King Mook head-swap variant with a mohawk and beard.
  • Dragon Age: Origins: After the first one, the Ogres tend to act as giant SmashMooks. There are also the Sylvans (demon-possessed trees), which are even larger and tougher than ogres, and can trap your party members for a long time by entangling them in their roots. Dragon Age II makes it even more apparent with these enemies, and reduces Revenant, a former Boss in Mook Clothing, to this status.
  • Drakan had the giants. Besides the typical Smash Mook attacks, they were large enough to potentially fall onto the player and crush them at death, thus forcing them to be careful.
  • Dusty Revenge and its prequel, Dusty Raging Fist have giant hippos and cows, which towers absolutely over the titular Righteous Rabbit protagonist and can predictably absorb far more hits than regular-sized enemies. Raging Fist also have giant rams wielding axes larger than the heroes.
  • Dwarf Fortress: Invading goblin armies are often supported by large trolls and even larger ogres. Even though they generally don't use weapons or armor, they are really strong in their own right and have the ability to smash through locked doors.
  • Dynasty Wars have the muscular mercenaries that tanks a ton of hits before they goes down. You fight ten of them all at once at the end of one level, and later on you encounter them as larger mooks.
  • The Elder Scrolls:
    • Throughout the series, Frost and Storm Atronoches, two types of Lesser Daedra, are quite large and powerful foes. However, they also subvert it as they rely on magic to deal most of their damage.
    • Morrowind:
      • The humanoid Dwemer Steam Centurions, the largest of their standard Mecha-Mooks who tower over even the tallest playable races. The pack quite the punch and literally blow off steam prior to keeling over when they are finally defeated.
      • Ogrim are a massive form of lesser Daedra, and are as dim-witted as they are strong. They are the largest of the lesser Daedra, and border on being Smash Mooks, with no other means of attack than their strong physical attacks.
    • Oblivion:
    • Skyrim:
      • Played with it in regards to Giants. While there are mentions of historical and Off Screen Villainy, the Giants in-game are typically Gentle Giants who will not attack unless provoked. That said, if they do attack, they make for very formidable and hard-hitting foes.
      • Dwemer Steam Centurions return, and are even larger and more powerful. They also now possess a ranged attack of concentrated steam.
      • In the Dragonborn DLC, Lurkers, a type of fish-like lesser Daedra in service to Hermaeus Mora, the Daedric Prince of Knowledge, are this. Lurkers stand much taller than even the tallest of the playable races, roughly as tall as Giants, on average. They have powerful physical attacks, can use a Shockwave Stomp, and have Acid Spit.
    • Online brings back many of the aforementioned examples in different regions of the game world.
    • In the series backstory, there once existed a race of giant Goblins native to the Alik'r Desert in Hammerfell. Typical Goblins are more Mook like, standing 3-5 feet tall and are usually only threatening in overwhelming numbers. The giant Goblins stood over 8 feet tall and, while they were eventually exterminated, managed to kill the ancient Redguard hero Frandar Hunding in battle.
  • Epic Battle Fantasy has Giant Slimes, Kitten Forts (for cats) and now Giant Bushes. Until 4 the first were by far the strongest, up to Boss in Mook Clothing levels, but now they're (somewhat) weakened and the Kitten Forts are gone except as Summon Magic, but now the new kinds of slime all have their own giant varieties and there's a new, stronger species of bush with its own giant version (the first de-facto Mini-Boss of level 4, the second being the first dragons).
  • Eternal Darkness has Horrors, frightfully powerful enemies who come with lots of health as well as close-up and ranged attacks, forcing you to keep on your toes around them. Once you learn the Bind spell, though, you might actually enjoy having them around.
  • Eternal Senia: In both Eternal Senia and Eternal Senia: Hydrangea After The Rain, they're stronger than the regular variants, and drop special items to upgrade weapons with.
  • Eternity: The Last Unicorn, a fantasy-themed game, have several cyclopses as giant enemies alongside goblins and skeletons, where besides swinging an ax larger than the player characters the cyclops can also jump and execute a Shockwave Stomp. The first boss (who's huge) also returns degraded into another giant enemy.
  • Evolve has various large wildlife that you can encounter throughout the match. These are harder to take down then the smaller animals but are still weaker than the Monster.
  • Regular Super-Mutants would already count when measured up to regular humans. However, Fallout 3 also has five or so Super mutant behemoths that are around 20 foot tall and are correspondingly tough. There are also the 4-5 m long Giant Radscorpions.
    • Fallout: New Vegas has had the Securitron robots, which were large, tough and equipped with machine guns and rockets. Then, there are also the DLC opponents like the robo-scorpions in the Old World Blues DLC.
    • Fallout 4 has Mirelurk Queens, who are Behemoth-sized Giant Enemy Crabs that spit deadly armor-penetrating acid up to 100 feet.
  • Far Cry has 8-9 feet tall mutants with rocket launchers. Luckily, they were frequently encountered on coasts, where it was possible to just lure them into water and enjoy the result.
  • F.E.A.R. and its expansion packs feature 1 to 2 6.5-foot tall Replica Heavy Armor soldiers per level. They speak solely in howls and wear heavy metal plate armor that lets them absorb more than full drum mag of assault rifle fire before finally going down. That, and unlike many other examples, they’re pThey're pretty rare, though, limited to only 1 or 2 per level. The expansion packs introduce a new version of the Heavy Armor who also carries a minigun.
  • Final Fantasy had some at least some of variant of these in every game. Of note are the Defender II robots in Final Fantasy X and Final Fantasy X-2 games.
  • Another popular beat-'em-up example is "Andore" and all his Palette Swap relatives (no points in guessing who he is derived from) in the Final Fight series.
  • Gears of War has 11-foot tall Boomers, giant Locusts with several times as much health as a standard Drone, who are armed with "boomshot" rocket launchers that kill you in a single hit.
  • Gekido: Kintaro's Revenge have the oversized HULK MASH!-Up enemies who towers over your characters and takes a lot more hits to destroy compared to lesser enemies.
  • Gene Troopers has the Gene Trooper Brutes, gigantic enemies several times larger than the hero and far more durable than common mooks. They tend to favor heavy weapons like rocket launchers, Gatling guns and flamethrowers.
  • Get Off My Lawn (2009) has the Gluttons. They grow in size over time, and can become quite enormous at maximum sizes, making them rather tough to defeat.
  • Brutes in Ghost of Tsushima are much larger and bulkier than regular enemies, carry much larger weapons, and deal and absorb a significantly higher amount of damage. While they're vulnerable to the stances corresponding to their weapons, it takes quite a bit more work to stagger them, and you can't interrupt their attacks the way you can interrupt regular enemies. The last stance you learn, the Moon Stance, is specifically built to counter Brutes.
  • In the Unholy Parish in Gloom, there's already a giant dreamer about thrice as tall as you are, who attacks with a Shockwave Stomp and through causing explosive orbs to rain down from the sky. And just like any other enemy in the game, it can teleport by phasing in and out at different locations around the screen; it'll usually begin a stomp even before it finishes phasing in, to discourage you from getting cheap hits.
    • The Quagmire level features a giant version of the diving Tidal One as well. These can also create shockwaves through slamming their elbows into the piers you are fighting on.
  • Gladiator: Sword of Vengeance has Hoplomachus gladiators, giant cyclops, and Makhai brutes as gigantic enemies, several times larger than your character and requires plenty of hits before they die.
  • Goblet Grotto had several varieties. There were Yetis, which were visibly larger but still died in one hit. The dinosaurs and dwarven automatons actually required 6-7 hits to kill and so were reasonably dangerous. Finally, you could occasionally meet Red Grogan, which was large and completely immune too your blows.
  • God Hand has two giant mooks: The Sensei, a young Japanese-speaking Samurai that attacked Gene in Stage 7 and Tiger Joe, a kickboxer seemingly based on Sagat from Street Fighter fame who apppeared a few times in the latter levels.
  • Golden Force have gigantic winged skeletons and spear-wielding ogres as enemies several times larger than you, and they can take a lot more punishment than regular mooks.
  • Golvellius: Early enemies include snakes, bats, giant snakes and giant bats.
  • Gradius Gaiden: The final stage has the third-to-last boss, Heavy Dakker/Ducker, a giant version of those walking robots that walk on the floors and ceilings of some stages. By no means do the differences end at sizes; the Heavy Ducker packs several unique and deadly weapons of its own.
  • Gunfighter: The Legend of Jesse James has musclebound mooks in both games. In the first, they attack Jesse by leaping out of the screen and punching (where a single punch deals the same damage as being shot) while the sequel instead have them throwing barrels at Jesse's direction or operating heavy cannons.
  • Half-Life 2: Striders are either Giant Mooks or bosses, depending on the terrain, number, and how much rocket amo you have available. In the first game, you take out a whole horde of Striders in the latter stages, while Epsiode 1 uses a single Strider as a final boss fight. Episode 2 culminates in a Boss Battle against a whole horde of Striders. Episode 2 also introduces the Hunters, which are tripodal bluegreen mechanoids which fire explosive flechettes (it's actually possible to kill a Hunter with its own flechettes), are extremely fast and agile, and have an excess of health. They work as support for the Striders in the final sequence.
  • Halo:
    • Hunters started off as fairly common tag-teams of Giant Mooks in the original Halo: Combat Evolved, but from Halo 3 onward, they become Boss in Mook Clothing encounters due to their rarity and the amount of power and toughness they possess.
    • The Brutes are kind of this as well; they're the largest and most resilient non-Hunter Covenant race, but are fairly common and often fought in large groups.
    • The Sentinel Enforcers in Halo 2; they're giant floating robots with forward-facing shields who can launch rockets and pick up tanks and crush them.
    • Flood Tank Forms in Halo 3, who're big but slow monstrosities with powerful melee attacks.
    • The physically imposing Promethean Knights border between this, Elite Mooks, and Boss in Mook Clothing.
  • Heavy Weapon:
    • Barskov Munitions Blimps are tough-armored bulky zeppelins, can tank damage for other enemies thanks to their size, and then explode into a random shower of indestructiblenote  plasma shots when destroyed, which may be impossible to avoid depending on the spacing between the shots. It's a good thing that there is usually a gap in the shower.note 
    • Havanski Atomic Bombers share a similar altitude with the blimps. It doesn't help the fact that said bomber are demonic spiders loaded with A-bombs that instantly destroy you (regardless of shields) if they manage to touch the ground.
  • Heroes of Might and Magic III: The ultimate unit of each faction is either a dragon, an angel/demon or one of these. For more common high-tier units, the Citadel faction has rock-throwing Cyclopi, which can substitute for catapults in smashing down walls if needed. The Elemental faction has ten-feet-tall Earth Elementals, the Dungeon faction has Minatours, Elves has walking trees, Inferno uses Pain Demons and Dungeon has Minatours.
  • Hidden Dragon: Legend have three of these: the burly white-clad Trigram Brutes (huge enemies capable of tanking more hits before they expire) are the most commonly-encountered, while the muscular, axe-wielding Executioner-class enemies appears only in the Taiyuan Tower (except 1 in the final stage). There's also the "Iron" class puppets, holding gigantic spiked shields as tall as you.
  • Hollow Knight: Heavy sentries are basically supersized versions of the common sentry, with more force to put behind attacks.
  • Iji:
    • The Tasen Commanders, which are more than three meters tall and bulkier than regular Tasen. They have a powerful melee attack and wield rocket launchers but aren't much of a threat, as their rockets can be harmlessly avoided by simply ducking down, and having an indestructible crate in between protects from their melee attacks.
    • The Tasen Elites have the rocket launcher and the melee attack, but they also wield even more powerful Devastator and advanced machine gun in addition to being even larger and tougher. This means you can’t avoid all damage by simply ducking behind crates and so they actually provide a decent challenge.
  • Hero of Sparta throws giant versions of common enemies, including minotaurs and scorpions, as larger and stronger mooks.
  • illWill (2023) has Behemoths, toad-like monstrosities larger than common mooks who soaks plenty of rounds before going down.
  • Jedi Academy has the large cyborg hazard troopers, wearing heavy armour that protects them from normal weapons and makes them able to take several hits from a lightsaber, and usually carrying Stouker concussion rifles, which are perhaps the most deadly ranged weapon in enemy hands in the game. By the time you encounter these, a simple, elegant method of dealing with them is available.
  • Jitsu Squad have Onis as a recurring giant enemy attempting to clobber the players using their clubs. Putting their size aside, once the players get the hang of pulling off combo moves they go down rather easily.
  • Justice League Heroes: The Flash has giant bomb-shooting robots that double as Elite Mooks.
  • Killer7 introduces the Giant Smile enemy type in its third stage. Mostly identical to the ordinary Heaven Smiles, only at least six or seven metres tall and near-completely impervious to bullets, except in its single eye.
  • Killer is Dead's Big Guard: a giant, tough Wire, that carries a large mace with buzz-saw like blades, either swinging it horizontally or smashing with a downward strike, as well as being able to block. However, they’re still not hard due to protagonist’s supernatural reflexes, so the game introduces armored ones. These use an electrified mace and are tougher, have more endurance, faster attacks (thus harder to dodge), and can only be killed with a "Adrenaline Burst" when weakened enough.
  • Killing Floor had Husks and Scrakes, the former being a big rocket-launcher wielding mook and the later turning out to be a big mook with a chainsaw. Both of them are somewhat dangerous, but not particularly hard to take down.
  • Killzone had Helghast troops in bulky Powered Armor and with miniguns.
  • Kingdom Hearts:
    • The Large Body Heartless from Kingdom Hearts are so fat, they resist all physical attacks from the front and require several hits in the back or magic to kill, while also able to perform Foe Tossing Charges and Shockwave Stomps. Agrabah has the Fat Bandits, which can all that as well as turning around as soon as you can get behind them and being able to breath fire. Also in this game are the aptly-named Aquatanks from Atlantica.
    • Kingdom Hearts: 358/2 Days has the Mega Shadows, gigantic versions of the Shadow heartless, and the Bully Dogs and the Snapper Dogs, both larger versions of the Rabid Dog/Bad Dog.
    • Kingdom Hearts 3D [Dream Drop Distance] has giant versions of the Wheeflower dream eater as a one-time enemy. They spend more time running away from you then fighting, however, as their deaths remove thorns that bar the way forward. Some recurring ones include the Kooma Panda, Zolephant, and Tyranto Rex, who dwarf most of the other dream eater varieties and are so big, they actually need to be scaled down while you're interacting with them in the Spirit menu so they don't completely monopolize the screen.
  • Kirby 64: The Crystal Shards has numerous boss fights against giant versions of regular mooks.
    • Kirby & the Amazing Mirror also has Big Waddle Dees, which are harder to inhale than normal Waddle Dees, but are just as weak to ability moves.
    • In Kirby: Triple Deluxe and Kirby: Planet Robobot, Big Waddle Dees are replaced by brown and furry Grand Dees to better distinguish them from their smaller cousins and are considerably more durable. The extra modes also add giant versions of virtually every standard enemy to levels, though their size is the only major difference.
    • Team Kirby Clash Deluxe and Super Kirby Clash has Colossal versions of enemies to serve as bosses in a few Quests; Colossal (Spear) Waddle Dee, Colossal Kabu, Colossal Hot Head and, in the latter, Colossal Driblee.
  • The Klonoa games feature giant versions of many types of enemies. They can be inflated like normal enemies with wind bullets, but this only immobilizes them; it doesn't let Klonoa pick up and throw them. They can only be defeated by throwing other enemies into them.
  • There’s the Tank in Left 4 Dead, a monstrous Infected that is essentially what the Hulk would be if he was zombified, charging around and throwing cars like there’s no tomorrow.
    • Left 4 Dead 2 complemented him with a weaker, but still dangerous Charger, who had a grotesquely oversized arm with which he could do much damage.
  • The Legend of Tian-ding has the muscular Japanese boxers who fights exclusively with fists, who tanks far more damage than regular officers.
  • The Legend of Zelda:
    • The Legend of Zelda: Ocarina of Time produces one when you slaughter one too many standard enemies. It's easiest to do with Guays and Stalchilds. The bigger ones are no stronger then the normal ones however and go down just as fast. They keep getting bigger however if you keep killing the smaller Mooks... except for the Leevers. If you kill too many of them, the resulting giant Leever is blue, has much higher HP, and will repeatedly attack you rather than just charging at you once.
    • The Legend of Zelda: The Minish Cap turns this on its head with its first and fourth bosses, a giant Green Chuchu and Octorok respectively. They're actually perfectly ordinary members of their species — but you're about the size of a thumbnail.
    • The Legend of Zelda: Breath of the Wild: Chuchus come in three sizes — the smallest are about the size of Link's head, while the largest are half as tall as he is and a little broader than they're tall. Larger ones have more HP and strength, although they're also bigger targets.
    • Hyrule Warriors: The Lizalfos and Dinolfos Chieftains are noticeably larger than their basic Elite Mook counterparts.
  • Lucifer Ring have giant-sized Living Statue enemies that towers over your hero, including the elephant-headed Ganesha enemies and massive Colossi. They tank far more hits than the lesser mooks, but are rather slow in attacking your hero.
  • Lucky & Wild has a stage where the boss sics monster trucks on the players. They're multiple times larger than other enemy vehicles and soaks up plenty of bullets as well.
  • Machine Hunter has giant alien grubs, which is roughly twelve times larger than the players (even if they're inhabiting a machine) and can spit acid or launch energy bolts. However, they're slow, couldn't launch their ranged attacks if players are underneath their chins, and can be pushed backwards so they fall into Lava Pit obstacles.
  • Madagascar: On the Penguin Mutiny level, there are several larger crewmen, named Big Louie, wielding wrenches which can't be taken down by the player directly, requiring other objects such as a crane or bowling ball. Big Louie is also playable in the shuffleboard minigame.
  • Majin and the Forsaken Kingdom had the Dark Warrior Brutes, which were evenly matched with your majin, being around ten feet tall and only vulnerable to magic or attacks on their face-mask.
  • Hulks and Juggernauts in the Marathon series. Hunters and Cyborgs also have giant Palette Swap variations. And there's the giant gray Fighters and Troopers in the penultimate level of Infinity, which also has upgraded Giant Hunters that shoot homing bolts and it takes a lot of rockets to kill them all.
  • In the Mass Effect series:
    • Mass Effect has the geth's Giant Mooks overlap with their Elite Mooks, in the form of the appropriately named Destroyers (2.5 m tall, tough, wield shotguns and love to spam Carnage plasma projectiles) and Juggernauts (same, but with missile launchers). Geth Primes are outright Bosses in Mook Clothing, being hellishly tough, wielding rocket launchers and boosting the surrounding geth to boot. There's also geth Armatures and Colossi, which count as giant walking tanks. Outside of the geth, there's Rachni Brood Warriors in one side quest, which are bigger versions of the standard Rachni. In addition to having lots of health and spitting acid, they also employ high-level biotics like Singularity and Stasis.
    • Mass Effect 2 marked the return of Geth Primes and Colossi, and introduced the YMIR Mech, which has enormous health and shielding and is equipped with a machine gun and a missile launcher. The Collectors also used 7+ feet tall Scions, which attack with a very powerful biotic shockwave cannon, and the Praetorians, apparently made by fusing thirty husks. Finally, some side missions have you face the klixen.
    • In Mass Effect 3, the Reapers introduce Brutes, a reaper-fied fusion of Turians and Krogans, that is very tough, very fast, and rapidly pummels you to death. There’s also Banshees, a reaper-fied version of Asari Ardat-Yakshi and Cerberus Atlas mechs, which are outright mini-bosses: the former teleports, uses Roboteching biotics and insta-kills you in close combat, while Atlases will cover their buddies in combat with smoke grenades, takes more punishment than anything else in the game (especially if Engineers are on hand to repair it) and will also insta-kill anyone that gets too close. Luckily, the latter can hijacked and piloted by Shepard.
  • The Matrix: Path of Neo has a giant mook in Club Hel that's about 6'5 or more.
  • Appears in the final levels of Medal of Honor: Airborne, of all places. As Ben "Yahtzee" Croshaw puts it, "I'm no historian, but I'm pretty sure there wasn't an elite branch of stormtroopers who wore gas masks, wielded miniguns, and could take three sniper bullets to the forehead before they died."
  • In Mega Man Star Force, you'll sometimes find "G", or giant, versions of regular enemies. The only difference between them is that they have more HP and attack power. There's a whole sort of Boss Rush very late into the game where you have to fight off giant versions of nearly every enemy variant in the game.
  • Metal Gear Solid: VR Missions featured the Genolla, who is literally a Godzilla-sized Genome Soldier. There's also the Mecha Genolla and the Gurlugon (a giant Gurlukovich Mercenary) in Metal Gear Solid 2: Substance.
  • Metal Slug contains giant versions of regular enemies in certain areas.
    • The second game has subway trolleys that takes up an entire screen, and can crush you instantly until they're destroyed. They soak up tons and tons of ammunition and grenades before going down, and you'll face three of them in a row.
    • Several in 3, notably the Ohumein-Congas in the third game's first and fourth stage (the oversized brother to the Chowmein-Conga) who nearly takes up half the screen, the giant Ohmu-clones in the underground stages, and degraded copies of the Martian Dai-Manji in the final stage.
    • The sixth game has Hunter Walkers, which barely stood to your kneecaps, and Hunter Lords, which are some twenty meters tall and can spam smaller Hunter Walkers and Invader Units from their insides.
  • Monster Hunter (PC) has the "Big Monster" stages, where you'll need to fight giant-sized versions of recurring enemies that towers over your titular hero and takes three hits to defeat (while most enemies, save for mummies and Frankensteins, can be killed in just one). There's even a difficult Wolfpack Boss stage where you'll need to fight a giant Lagoon Creature, werewolf, ghost and Frankenstein, all at once.
  • Mordheim: City of the Damned introduces Impressive units, distinct from the tabletop game. Impressives are much larger than any of the other units, limited to 1 per deployment, and monstrously powerful and durable in combat. Only other Impressives can go toe-to-toe with them and win. However their size means they can't navigate ruins too easily, nor can they enter buildings. They're also quite vulnerable targets to sharpshooters with bows or guns. The Impressives are as follows: Ogres for the Reikland Mercenaries, Maidens of Sigmar for the Sisters, Rat Ogres for the Skaven, Chaos Spawn for the Chaos Cultists, Executioners for the Witch Hunters, and Crypt Horrors for the Undead.
  • NanoBreaker has giant Orgamechs, overweight monsters several times larger than you who takes plenty of blows before going down. They're the only non-boss enemies that you couldn't perform a "catch and drag" to bring them closer to you for an instant-kill due to their size; like most other mook, you can perform a Half the Man He Used to Be on these monsters, but then you find out the large ones can continue attacking you without anything under their waist. A vertical separation alternatively is far more effective.
  • In Nightmare Creatures the blue, humoungous Dockers as the largest monster spawned by Crowley. They're a small mountain of muscles on bulky legs with Ignatius and Nadia barely reaching their waists, and can continue attacking even after losing both arms and a leg (at which point it will keep hopping towards the players on one foot while trying to bite them). These enemies are among the few mooks who made it into the second game.
  • Ninja-kun: Ashura no Shou has three recurring giant enemies: a Daruma Doll, a skeletal swordsman and an armored guardian. Each is many times larger than both the player character and most enemies.
  • Ninja Senki had the basic red ninja (called Mushi in the credits) appear in most levels and go down with zero challenge compared to some other enemies. Then, the last two levels had the Megamushi appear, who is exactly the same but about four times larger (which is reflected in its health – it goes down after four shurikens instead of one). Psychological shock value aside, they’re still not challenging compared to the Airborne and Kung Fu-Proof Mook|s on the level. However, the last level than goes to introduce a similarly giant version of the common Airborne Mook|s, which are very hard to kill without sustaining some damage.
  • Ninja Spirit has the boss Hanzo the Fiend, an enemy ninja twice as tall as the player character, wielding an equally oversized sword with ease.
  • No More Heroes 2: Desperate Struggle: Downplayed. One of the mook types are really fat guys armed with chainsaws. They lack finesse to block or counter-attack, but take a lot of damage before they flinch and dish out plenty of it in return.
  • Jake Clover’s short game Not August had especially large enemy planes appear throughout its three levels. There were two varieties: one with two regular machine-guns and another with a rapid-fire side-mounted one. Then there was the truly huge Boss in Mook Clothing version of each, with doubled health and number of guns.
  • Operation: Matriarchy has the Heavy Experimental Golems, tank-sized enemies who takes plenty of hits before going down. Luckily you already have the Grenade Launcher when these guys show up.
  • Gokujou Parodius has the 16-Bit Block, whose hit points are shown to be 65535 (216-1).
  • Any giant (insert name of your favorite Touhou character here) that shows up in the fan-made game PatchCon.
  • In Persona 3, as the party climbs Tartarus, it will occasionally encounter special "Tower Bosses." These bosses are generally more powerful versions of the common enemy Shadows found on other floors and may even share some of the same weaknesses. However, they are often completely invulnerable to one or more types of attacks, meaning that you can sometimes waste turns trying to figure out exactly what those weaknesses are.
  • In Persona 5, almost all of the mini-bosses are regular Shadows / Demons you see in random encounters, but with upgraded stats and elemental protections. And even the ones that aren't can be recruited via fusion as one of your Personas, though usually without their upgraded abilities.
  • Pikmin 4: This installment introduces giant versions of several enemies, some functioning as boss fights. The Masterhop is a larger, boss version of a Yellow Wollyhop; the Mama Sheargrub is a large Female Sheargrub that can jump on and crush Pikmin; the Jumbo Bulborb is an even bigger Red Bulborb that has a triple attack, and so on.
  • Plants vs. Zombies has the Gargantuar, which is a huge muscular zombie with a lot of health, and can instantly crush one of your plants in a single attack. Fortunately, he's kinda slow.
  • Plants vs. Zombies 2: It's About Time: Particularly in the Far Future with Robo-Cone zombie, the Mecha-Football zombie, and the Disco-Tron 3000. Every era also has its own version of Gargantuars. Some eras also have bigger and bulkier regular zombies that aren't quite on the level of Gargantuars, but are still much tougher, such as the Troglobites from Frostbite Caves.
  • The Politician in level 6 of Prince of Persia, and the Gatekeeper who replaces him in the remake.
  • Prime Target has terrorist brutes, hulking enemies four times larger than regular mooks and takes a lot more punishment before they expire.
  • Project Remedium have the Fattsters, gigantic, fecal-shaped bacteria who towers over other virus enemies and several times larger than you. They're painfully slow, but can also take a lot of punishment before going down; in the one stage you face them you can actually see various regular cell enemies merging themselves into becoming a Fattster.
  • Putrefaction has giant enemies in the sequel, from putrid brutes to Nazi giants and huge demons which Nazi soldiers use as steeds.
  • Shamblers and Vores in Quake.
  • Raging Blades have gigantic Mechanical Monster enemies in the Tower of Apocalypse. You initially encounter it as a Mini-Boss in the first stage, but later they're degraded into larger-than-average mook enemies.
  • Early in Red Dead Redemption II, the mission "Americans at Rest" has a saloon fight where Arthur has to fight the largest and strongest man, Tommy.
  • Remember Me had the Skinner Leapers, which were taller and much bulkier than regular Leapers, with corresponding health. They didn’t have any special attacks, but received significant buffs from the presence of other Leapers. That, and they blocked all regular attacks, requiring either the use of power moves or the activation of Fury.
  • Resident Evil: Gun Survivor beings back Mr. X from the previous game, but now demoted and mass-produced as giant enemies. There's also a stage in the gutters with three sized up Giant Spider enemies.
  • Resident Evil:
    • Resident Evil 4 features several different giant mooks, including large Ganados wearing potato sacks on their heads and carrying chainsaws, tall blind armored Ganados with Wolverine Claws, large Ganados carrying miniguns, and large Ganados with bulletproof metal sheets nailed to parts of their bodies, making them invincible from the front. The biggest giant mooks are the recurring minibosses called El Gigante that are the size of elephants.
    • Resident Evil 5 has its own giant mooks in the form of the "Fat Man" and "Tall Man" Majini. The high-pitched ululating from the tall one is borderline terror. There's also Ndesu, an even bigger cousin to the aforementioned El Gigante.
  • The rival gangs in Saints Row: The Third employ eight-foot Brutes that attack you with heavy weapons like chainguns or flamethrowers, or simply by smashing you to bits and throwing cars at you. If you do enough damage to them, they got stunned and could be finished off by stuffing a grenade in their mouth. The flamethrower brutes could also be killed by simply shooting their fuel tank.
  • Serious Sam had many of those. Of note are the Zum’buul, equipped with twin fast-travelling plasma launchers, the laser-spamming Biomechanoids Minor and the extremely accurate chaingun-firing Arachnids. Larger Lava Golems and Biomechanoids Major straddled the line between these and Boss in Mook Clothing.
  • Shade: Wrath of Angels have the gigantic demons, oversized humanoid creatures twice your height and cap0able of absorbing far more damage than lesser zombies and skeletons.
  • Shrek the Third tie-in game had the living trees, which had considerably greater health than other enemies (not that it’s saying much) and some could also throw their fruit as projectiles. Then, there were the infrequent cyclopi in the prison levels.
  • Silent Hill:
    • Silent Hill 3 had the grotesquely fat and deformed, 10-feet tall Insane Cancers. Besides being fast and dealing great damage, these took up to eight shotgun blasts to kill. Silent Hill: Homecoming had the slightly weaker Siams, which consisted of a male and female body fused together and had the female body at the back as its weak spot.
    • Silent Hill: Origins had three non-humanoid ones: the broken-legged, bovine large Carrion, which attacked by slamming its body in the ground, the Degraded Boss Caliban, and the Boss in Mook Clothing Two-Back, which spat powerful acid bursts and had a charge concluding with a grapple attack.
    • Silent Hill: Downpour had Prisoner Juggernauts which were just enlarged versions of weaker Prisoner Minions.
  • Sonic and Knuckles' final boss is a giant version of the one in Sonic 2. And that was already pretty big. However, it's much easier.
    • Some Sonic Heroes enemies are also pretty big and difficult to take down without a team blast or plenty of level ups for the power characters — the speed and flying types can't hurt them except to knock them over (crucial for the helmeted ones, to remove the helmet, though a speed character can do a tornado attack to remove them too).
    • A similar type appears in Sonic Rush, taking 3 hits, but aren't too annoying, and don't have helmeted versions.
    • The Werehog stages in Sonic Unleashed include enemies like the Titan and the Big Mother. They're true to their namesake and are often placed at the end of a stage.
    • When you first meet Motobugs in the original game, they roughly come up to Sonic's waist. In Sonic Colors, they're suddenly much larger than you, and led by even bigger ones.
  • Space Rangers had the Klissans' biological ships come in five sizes. The smallest two were Mini Mooks, the third was evenly matched with your and other rangers’ ships, and the fifth was literal Boss in Mook Clothing. This left the fourth type as this trope, with a whole lot of health, and unique Shockwave attack only it and the largest Klissan ship can use.
  • Spec Ops: The Line has the 33rd Battalion Heavy Troopers. These are all uniformly 7' tall and wear Juggernaut-like bomb suits with segments of personal body armour duct-taped to it in crucial spots, with an aviation helmet on their head. As such, they can barely move, but are so well protected they can tank an ungodly amout of punishment*. Oh, and they all wield BFG's – either M249 light machine guns or AA-12 automatic shotguns with FRAG-12 explosive slugs. Not only that, but they're very much aware of their impairments and how big the bullseye painted on them is: they very rarely attack alone, and request covering fire all the time, more than any other enemy.
  • Spider-Man (PS4) has Brutes, who appear in various factions and are resistant to many of Spider-Man's attacks, requiring specific techniques to be put down without outside interference.
  • Spider-Man: Shattered Dimensions similarly has Heavy mooks, most notably amongst the gangster enemies of Spider-Man Noir, and the Giant Fanboy included in Ultimate Deadpool's legion of interns.
  • Spinmaster have giant-sized versions of the game's regular, lowest-ranked hooded enemies which takes far more hits to defeat, besides dealing quite some damage using only their fists.
  • Splatoon: In Salmon Run, the Cohock is by far the largest variant of the common Salmonid, and can soak up multiple hits from all but the very heaviest weapons and One-Hit Splat players who get too close.
  • SpongeBob SquarePants:
  • Spyborgs have the Tech Hunters, robotic Giant Crab enemies that towers over the titular Spyborgs who frequently tries slamming their pincers on the players. There's also a red King Mook version of the Tech Hunter near the end.
  • Spyro the Dragon:
    • Spyro: Year of the Dragon has the level Charmed Ridge, where the enemies are spear-bearing rhynocs with metal armour, crossbow-wielding rhynocs with no armour, and cat wizards who do a variety of things, including moving steps, throwing rocks, trying to drop a statue on Spyro, throwing magical attacks at him, and making the other two enemies bigger. Making them bigger doesn't do much though- they can be killed with the attack used to kill their smaller forms. Killing the wizard makes them smaller instantly, for the record.
    • All Spyro games have some giant mooks are a type of enemy. Kill them using your fire breath, because your charge won't hurt them. Two exceptions you encounter in the first game, which wear armor, which keeps them from being hurt by fire. One type of giant armored enemy's back is unguarded, while another is fully armor-clad but the armor makes their feet slippery so you charge them to knock them off a cliff.
  • Squad 51 vs. the Flying Saucers has alien mobile cannons and giant flying saucers, enemies which take up a large portion of the screen and need multiple dozen shots before they can be taken down.
  • Stranglehold: Dapang, Wong's primary bodyguard, who is also Wong's Dragon. Tequila encounters him early on in the game, but doesn't actually fight him until midway through the final showdown with Wong.
  • The Suffering:
    • Festers are tall, fat lumbering re-incarnations of slave owners who lock the slaves in their ship and let them get eaten by rats when it was stranded on shore. As such, they can release explosive rats from their stomach during the fight, the whole swarm going loose at their death. They also have bulletproof skin, and require either Molotov cocktails or melee attacks to go down. They use the slave ball on chain as a flail, performing a Ground Pound with AoE of around 5 metres.
    • Its sequel The Suffering: Ties That Bind replaced them with Isolationists, the re-incarnations of either the prisoners who spent years in solitary confinement on death row before getting the electric chair or (more likely, given the nature of the game) those who executed them. As such, they have electrical shockwaves and summoned cockroaches instead of rats. They are no longer bulletproof and compensated for that by firing charged pebbles from makeshift crutches.
    • Ties That Bind also introduces Gorger as a more powerful accompaniment to Slayers. They are rather tough, can block melee attacks and have a grappling move where they pin Torque down and literally try to eat him alive. If they strike a finishing move, they will literally bite his upper torso off. Thankfully, they are weak to full-length shotgun, only taking one shot to go down, and can be comfortably managed with medium-range melee weapons like the bat.
  • Star Wars games from LucasArts:
  • Steven Universe: Every basic enemy in Attack the Light has a giant version. These have much more health and defense, and do at least twice as much damage. Some even have additional abilities to make them more challenging. In Unleash the Light, extra-large enemies also serve as bosses in Rose's Room and the Black Hole.
  • Stormland have the Tempest Goliaths, gigantic war machines bristling with turrets who towers above regular enemies. They take plenty of damage before they blow up.
  • Super Mario Bros.
  • Super Smash Bros. tends to use these. Extra-large versions of the normal characters have popped up ever since the original game, and are usually strong enough that players get allies in order to keep balance together. Brawl's Subspace Emissary mode uses giant versions of non-playable enemies — they aren't particularly difficult, unless you have problems stepping on a Goomba six times rather than one.
  • Team Fortress 2: Mann Versus Machine mode has waves of "Super" versions of the regular robot classes, and in addition to being bigger, they're usually harder to kill and deadlier as well.
  • Transformers: Cybertron Adventures bring us the Destroyers, larger-than-average soldiers who are heavily armored and serve as the occasional mini boss. They are armed either with an Gatling gun which they wield inefficiently, or an missile launcher that fires several rockets in quick succession.
  • Transformers: War for Cybertron has three classes: Brutes, which are also Shield Bearing Mooks armed with a large hammer, Titans, which walk slowly and sling a heavy machinegun, and Destroyers, massive bots who transform into tanks and first appear as Mini Bosses.
  • Turbo Overkill have giant cyborgs with gigantic circular saws in place for a right hand who tanks far more attacks than regular enemies.
  • Twin Caliber have zombie giants, hulking undead monsters some twenty feet tall who can perform a Shockwave Stomp as an attack.
  • Ultra Toukon Densetsu, an Ultra Series-themed Beat 'em Up, has Nerongas which are some five times larger than the Ultramen as recurring mooks. They are slower than the more common Bemlars and Ragons, but can deal more damage as well as having more health. Later on Giradorouses serves as another stronger variety of Giant Mook with their hard-to-avoid thunderclouds.
  • Uncharted 2: Among Thieves has a fairly tame, mundane example with the overweight shotgun Mooks. They are larger than others and harder to kill (you have to shoot the helmet off, then shoot the head, or just hit them with a lot of bullets after shearing off some of their armor plates), but they are still just over normal human size. The biggest problem with them is they completely ignore melee attacks.
    • Then there are even bigger ones who carry the miniguns. They must be seven feet tall at least, are referred to as "mutants" and are really hard to kill. Headshots don't work on them, inflicting the same amount of damage as a normal bullet, and the one time you're expected to kill them in the campaign, you have access to lots and lots of explosive weapons (it still takes three rockets to take them out).
    • Uncharted 3: Drake's Deception plays it straight with big burly mooks who engage you solely in hand to hand combat.
  • The Brute in Unreal, is one of these. Then, the 3 Human and 1 Skaarj factions in Unreal II: The Awakening all field Heavy Power Armor soldiers that fit this trope.
  • Unworthy features Sentinels, which are golems twice as tall as a man, and with man-sized swords. Luckily, they do not violate Square-Cube Law, and so their great health and damage output is offset by their slow movement and attacks. Oh, and some of them have developed enough sentience over time to forge tower shields for themselves as well, which have to be destroyed with the hammer of their creator before they can be damaged from the front.
  • Wanderers.io: A giant barbarian occasionally spawns in the middle of the map in Tribes Mode, dropping more loot than a usual barbarian does when killed.
  • Warcraft has many giant mooks are units. Warcraft III includes many giant mooks, some of which are huge even compared to others.
  • True to the source material, Ork Nobz in Warhammer 40,000: Space Marine. Chaos Marines also serve as Giant Mooks to hordes of cultists and Bloodletters.
  • Wario Land 2 has a multitude of Giant Gooms scattered across the later levels that act as sort of mini bosses for individual levels.
  • Wild C.A.T.s (1995) have Red Daemonites, biologically enhanced versions of the regular Daemonite mooks who towers over your characters, and takes a lot of hits before going down.
  • Wildcat Gun Machine have a number of giant enemies, like the drone-like robots, oversized hornets, and slug creatures, having giant counterparts that are far more durable than their regular versions.
  • The Wind Road has the giant brute enemies, several times larger than regular mooks with you standing near their chest. They can take plenty of damage before dying, as expected.
  • Xena: Warrior Princess have ogres and golems in certain levels, which towers above Xena and can absorb dozens and dozens of blows without slowing down. Luckily they're encountered in areas containing Lava Pits and cliffs; the best way to defeat them is to knock them off to their deaths.
  • Xenoblade Chronicles 1 has M104 Fortress Units which have a distance of 30 to 40 Meters tall. The tallest ones are Magestic Mordred and Michevious Naberius. All M104 Fortress Units can also be considered Bosses in Mook Clothing as they are as strong as the bosses in the area.
  • Yokai Hunter Shintaro have the giant Daruma dolls taller than your characters, and the oversized Bakeneko in the hell levels.
  • Zombie Army Trilogy features Elites, 7-foot-tall zombie Nazi stormtroopers clad in black trenchcoats and wielding MG-42 machine-guns which will shred you to dead meat at close range. The worst thing about them, though, is their ridiculous durability - they're able to shrug off dynamite exploding at their feet, survive a direct hit from a Panzerfaust, and take several headshots from the most powerful rifle in the game to bring down.

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