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{{trope}}
{{Video Game Examples Need Sorting}}
{{quote|'''[[Smash Mook|Thug #1]]:''' You're dreaming, Louie. Turner's Law clearly stipulates that ultra high band energy interactions are inherently unstable. You can't just energize a quark and expect it to act like a tachyon.
'''Thug #2:''' All I'm saying is that Heisenberg clearly postulates- oh no! [[Player Character|Hero-types]]! Get in character!
'''Thug #1:''' We'll smash you good!
'''Thug #2:''' Hey, you! |''[[Freedom Force]]''}}
Sometimes, to show that the enemies aren't ''just'' mindless [[NPC
They're ''still'' mindless [[NPC
{{examples
* [[The Force Unleashed]] has some amusing chatter. The best though was the scripted chatter when escaping Vader's laboratory ship.
** "All escape pods have been launched... empty. Um. Wait for additional orders."
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* ''[[Fallout]]: Brotherhood of Steel'' has several cutscenes that are instances of this trope, added just to <s>give certain random enemies a feel of being real people with real problems.</s> add in some more of the traditional Fallout gross-out humor. In one, a ghoul complains about his private parts falling off to another ghoul. In another, a super mutant complains to his superior that he must go to the bathroom, he then proceeds to the toilet and unleashes a disgusting torrent of green liquid against the wall.
* ''[[Medal of Honor]]'' games will feature this on occasion, usually if the player manages to sneak close to enemies they can sometimes hear them chatting to each other, although it's usually in German or Japanese so you can't really glean any useful information by eavesdropping on them (although some games will provide you with handy subtitles). In later levels of some games (which usually involve the player infiltrating an enemy stronghold) an enemy will come over the PA and try rather abysmally to talk the player into surrendering.
* ''[[
** Could be explained by the player character knowing German and translating it in his head or something.
* In ''[[Doom]]'', most of the monsters just spoke meaningless nonsense, except for a few exceptions. The Arch Vile's death cry is a distorted recording of a teenage girl asking "Why?", for example. The makers explained this by saying that since the monster is a healer, it doesn't see any reason that anyone would want to kill it. This is despite the fact that, in the actual game, the Arch-Vile sets the player on fire.
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** Play it backwards. It's actually "Oh, God help me!" It kind of sounds like that anyway, but it's much clearer when played backwards. Here: http://www.youtube.com/watch?v=[[Xh D]]-vd7PXY4
** The Voltigaunts in the first game would screech "DIE!" before firing their lightning. In addition, the Shocktroopers of ''Opposing Force'' said something similar, too.
** The [[Half Life]] mod ''[[They Hunger]]'' features a lot of enemy chatter about the titular hunger.
* ''[[The Matrix]]: Path of Neo'', also had both kinds, although the "pre-selected phrases" got somewhat repetitive. ("We've gotta stop this guy". Or "Dammit! Drop this guy!" repeated over and over)
* And the ''[[Metal Gear Solid]]'' series, although on occasion the guards' chatter is used to convey vital information such as whether they have spotted the player. One scripted sequence has Snake knock over something, and a guard slowly approach him. Before the guard gets to Snake, another guard sneaks up behind the first guard, taps him on the back, and scares the bejesus out of him. The guards joke about it, and go on their way. Completely forgetting about Snake, who is most likely about to die from a heart attack.
** Metal Gear Solid 3 gives us the option to blow up the guards' food supplies. Afterwards, you can overhear them complain about being hungry.
** Not to forget a variation of good ol' Johnny's soliloquys within MGS1 and MGS2 {{spoiler|although it doesn't happen in 4 as he's not an enemy.}}
** In some of the games, it's a significant gameplay element. Guards are expected to contact HQ regularly, and if they fail to do so, a heavily-armed search team is despatched to investigate.
* ''[[
** The first game in the series, ''[[Star Wars: Dark Forces
** During the [[Stealth
** One conversation between two stormtroopers is about how it was one's "last day in Michigan."
** During an early mission in ''Jedi Academy'', two human mercenaries make racist remarks concerning Rodians. Fairly humorous if you're playing a Rodian character, because within the next 10 seconds you're striking them both down.
** In ''Jedi Academy'', gran mooks (and possibly mooks from other species as well) on the Nar Shadaa mission, say "Apxmasi kipunya!", which means "Don't shoot!" in Hutteese - which makes sense considering the fact that Nar Shadaa orbits the Hutt homeworld.
* All of the English-speaking enemies (and their victims!) in the MMORPG ''[[City of Heroes]]'' have surprisingly extensive (and amusing!) repertoires of
** *In a canyon zone* "I'm bored. Let's go find a hero and toss him over the edge. Make sure he's a superspeeder.").
** One particularly amusing one involves one gangster trying to explain what "oxymoron" means to another.
{{quote|
** Ran across this one near an Architect building:
{{quote|
** Overheard conversation between two Council Supersoldiers:
{{quote|
"What do you want it to taste like, cherries?"
"That would be nice, actually."
"What? Cherry-flavored supersoldier serum? We'd be a laughingstock!" }}
** When encountering a Rikti
{{quote|
** Arachnos minion:
{{quote|
* ''[[Max Payne (
** Mook- "You know in action movies, I mean the coolest of the cool, where time slows down and you can see the bullets flying..." Cue Max.
** One early bunch of mooks questions why vampire movies always take place in California, saying that if he was one he would move to Alaska "Where there's one long night!" This was YEARS before the movie ''30 Days of Night'' was even out in trailers.
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** In ''Blood Omen 2'', similarly, you could overhear any number of inane conversations from the residents of Meridian.
* In ''[[Manhunt]]'', enemies will frequently mutter to themselves about various topics, often warning you about their presence before you run right into them. This is frequently lines designed to be an ironic counterpoint to the logical result of you sneaking up behind them (namely, their painful and gory deaths) -- such as grumbling about being bored, stating that you're probably hiding scared in some corner, or making [[Nothing Can Stop Us Now|self-assured statements of invincibility]]. The Smileys are among the most interesting to listen to, being lunatics in an asylum.
* Recent games set in people-packed areas (like ''[[
** ''[[Grand Theft Auto IV]]'' has the pedestrians even answering cell phone calls. While sauntering by Nico's car, one of them did so with "Hello? What? Motherfucker, I told you never to call me at this number!"
** ''[[Grand Theft Auto]]: San Andreas'' I've only heard it once, but I swear a person walking by said, very enthusiastically, "I've been resurrected 163 times!" (I don't remember the actual number, but it was a lot). This is quite funny considering that after you kill people, if you hang around, an ambulance will show up and bring them back to life.
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* ''[[System Shock]] 2'' put this trope to good use. Every single formerly human enemy had dialogue that mainly served as a reminder that they were out there, stalking you. The enemies would beg you to run away or stay hidden, or in an alien voice simply say the opposite... and some would cry and bemoan their fate.
* ''[[No One Lives Forever]]'' and its sequel had many genuinely funny (not to mention ''deeply'' [[Genre Savvy]]) conversations that could be overheard by the player.
* Subversion: In the PC game ''Vivisector: Beast Inside'', only some versions of the human enemies and the Black and White Wolf Overbrutes have some form of distinguishable
* ''[[Time Splitters]]: Future Perfect'' contained a lot of Enemy Chatter that the player could listen in on if he snuck up on enemies, and each level contained a drunk grunt somewhere which provided some of the game's funniest dialogue if the player stays around long enough to listen to the whole thing.
** During the mission "The Russian Connection," you find a drunk sniper atop a water tower. "Sssoon, Soon we rule WORLD!... And I get car, a sports car 's a red one * burp* . And I'll love it like a thingy...WOMAN! and they'll say OOH what a big red one OOH so impressive heheheh."
* The ''[[STALKER]]'' series does this extensively. If one can manage to sneak up to a military/bandit/mercenary camp, they'll be rewarded with dozens of unique conversations, and the enemies can even play on the harmonica and guitar, eat food, go to sleep, etc, and there are just as many audio files for the enemies as there are for neutral or friendly NPCs. One optional mission in particular has the player steal a case full of documents from a heavily-guarded military checkpoint in the dead of night, where you actually sneak through a military barracks while the soldiers are sleeping (and snoring). The player can even hear the grunts outside talking in Russian about their low-end assignments.
** In combat this doesn't fall short either. Enemies will taunt you if they have friends around or are behind cover, yell in pain as they take damage, communicate with their allies to flank the player, alert their buddies if they find a fresh body, and even cry for help when incapacitated on the ground and bleeding out.
* ''[[
* ''[[
** Talk to someone again, the conversation gets random. Also, Tony can talk to himself.
* Occasionally used to some effect in the ''[[Hitman]]'' games, particularly ''Blood Money'' where NPC conversations elaborate on, among other things, the various subplots. It's also possible to listen in on the two FBI agents in a surveillance van during one level for a handy piece of information (Namely the camera monitoring the kitchen entrance is not operating) which might have been a tad more useful to know if you ''hadn't'' arranged the delivery of some doped donuts to them.
* The ''SOCOM'' series sometimes has some [[
* ''[[Destroy All Humans!]]'' had an interesting variation on the
* ''[[God of War (
* ''[[
** "''Jesus loves me, this I know, For the Bible tells me so, Little Ones to''- KILL THE OUTSIDER!"
** One nice touch in ''Bioshock'' is that there's actually several distinct personalities among the Splicers that can be discerned by the enemy chatter. The [[Despair Event Horizon|splicers quoted above]] are probably the most creepily memorable, though.
* ''[[Batman: Arkham Asylum]]'' and its sequel ''[[Batman: Arkham City]]'' features various chatter from the local [[Mooks]], varying from loudly proclaiming that [[Nothing Can Stop Us Now|nothing can stop them now]], to, when at Terrified status, making pointless pleas to the darkness as they warily pace the corridors.
** "H-hey! C-come over here and give me a hand!" "SCREW YOU!"
** Arkham City also seems to make a point of showing how evil the thugs are, often casually discussing the heinous acts they've perpretrated.
* ''[[Fable (
** Not to mention the fact that they seem to also know every detail of your private life and can predict the future.
*** Also sometimes the praise from one file is heard while playing another. Example: During the Wasp Queen quest, the merchantmen would walk up to the player and say "Your victory in the Arena was incredible! But why did you kill Whisper?"
**** This is actually a well documented bug. If you complete the game and then start another one (even with a new profile) the random chatter will reflect events from the original play through that are years in the future for the new character.
** ''[[
*** It's also possible to make the game absolutely hilarious inadvertently. By not changing your initial title (which is Sparrow), people will deliver line specifically keyed to that title. Such as, after ''saving the world'', people will say "Don't worry, Sparrow, I'm sure you'll be famous one day".
** Another ''[[
** Don't forget the human enemies you fight, such as the Zorro-esque highwaymen, and the self-righteous bandits (When killing bandits, you hear them ask, "Why are you doing this? What do you have against bandits?")
** At one point you can overhear a pair of bandits talking about how mundane guarding a destroyed bridge is.
*** ''[[
*** On the other end of the scale, there's {{spoiler|the [[Eldritch Abomination|Crawler's]]}} chatter during your fights in the caves more than halfway through the third game. Most enemy chatter is irritating or amusing. What comes out of its mouth is just scary as hell.
* In ''[[XIII]]'', the player will often hear enemy guards discussing things while they sneak up on them. This even goes as far as having one guard make reference to a guard you'd ''killed'' earlier in the same level.
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*** In addition, there's a running gag about a soldier sent to an insane asylum after insulting a high-ranking Colonel, and various people singing an odd song.
*** One instance had a bad-guy soldier ''doubting'' the need to kill all the good guy soldiers.
* The ''[[Ace Combat]]'' series loves this; apparently everyone on the battlefield uses the same radio frequency. You can hear allied air and ground forces, enemy air and ground forces, and sometimes even ''civilians''. They often respond to the player's
** The ability to listen in to all that chatter is [[Hand Wave|handwaved]] by having the AWACS transmit the information to the player in the form of intercepted transmissions. The fact that it's not mission-critical is not addressed, but the fact that it ''does'' help the pilot get a better overall view of the battlefield as long as they're not completely inundated by the sheer amount of information is certainly useful.
** [[Ace Combat]] 04 has some particularly in-depth ones; in the final mission, if you shoot down the enemy planes in the right order, you're treated to increasing levels of panic as command devolves onto lower and lower ranked pilots. The enemy squadron leader is killed in an earlier mission, so his second in command takes over for the final battle. If you shoot him down, the third in command will freak out, and the ''fourth'' in command has to remind him that he's the squad leader now. If you shoot down the third in command, the fourth in command will freak out when he realizes that ''he's'' the squad leader now. It's quite difficult to hear this whole sequence, because you have to shoot people down in the right order, and other than during the first clash (when everyone is flying in formation) it's impossible to tell individual planes apart.
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* [[Mass Effect]] : "I WILL DESTROY YOU!!!" "YOU MUST DIE!!!" "ENEMIES EVERYWHERE!!!"
** ''Mass Effect 2'', true to form, has this for many enemies, but none can compare to the [[Chewing the Scenery|raw Ham]] that is '''Harbinger'''.
* One of the more disturbing elements of the ''[[Call of Duty]]'' series is that the enemy is always speaking in foreign languages, but you can ''tell'' that they're actually conversing in that language, which makes it feel all the more like you're fighting [[Punch Clock Villain
** The Nazi troops in ''Call of Duty 2'' saying "Sovjetische Truppen!" in the Russian missions.
*** Nazi mooks never seem all that villainous when you hear them talking about their girls or hometowns or how pants-shittingly terrified they are of the Russians.
** In ''[[Modern Warfare]]'', during the mission "All Ghillied Up", you can listen to the Ultranationalist soldiers chatting with one another in Russian; they're having actual conversations, such as one soldier wondering aloud why Zakhaev wants so many guards in a place where no one hostile comes, and another telling him that he shouldn't worry about it if Zakhaev wants to throw away money on hiring them.
*** The Cuban soldiers in ''[[Call of Duty: Black Ops
* In ''[[Star Fox (
** Good memories:
*** "Caiman here. [[Tempting Fate|No problem.]]" *Ally is shot* "Do you copy?! [[Oh Crap|Emergency maneuvers!]]"
*** "[[Attack! Attack! Attack!|FIRE! FIRE!]] [[You Shall Not Pass|DON'T LET THEM THROUGH!]]"
*** "[[This Cannot Be!|THE LAST LINE HAS BEEN BREACHED!!]]"
*** "[[Curb Stomp Battle|These guys are crazy!]] [[Gosh Dang It to Heck|Dang!]] [[Secret Weapon|De]][[Combat Tentacles|ploy]] [[Macross Missile Massacre|it]] [[Flunky Boss|N]][[Death Ray|O]][[Teleport Spam|W!!]]"
* The game ''Gun'' has a lot of this. At one point of the game you are breaking out of jail and you can hear guards singing incredibly crude, inane, and annoying songs. You then shoot them in the head with an arrow; or a shotgun if you don't care about stealth.
* The ''[[Assassin's Creed]]'' series populates its world with lifelike NPCs who talk animatedly among themselves while going about their daily business and react in kind to your more noticeable activities. The game makes note of which actions are "socially acceptable" and acting in High Profile mode or doing illegal things will get the citizens angry or scare them away, with dialogue such as, "Why is he doing that?" or "He's going to hurt himself, and when he does I ''won't'' help him." The sequels add such gems as, "He must be late - and ''she'' must be beautiful!" and "Mmmmm, nice pants." Guards also have a conversational repertoire when you annoy them or attract their attention, yelling at you to get down from ledges, pushing you around if you get them angry, and yelling, "Who did this? Show yourself!" upon finding a body. In Open Conflict, they will shout advice to each other about how to fight you. Shopkeepers and merchants have a great deal of stock dialogue too, much of it highly amusing, such as the Doctor's claims regarding his [[All
* In some missions in ''[[Jak and Daxter|Jak II]]'' you can overhear various different conversations between the Krimzon Guard troopers if you stay out of sight of them. Some of these include one guard saying their new uniforms are 'more comforting on the crotch', one soldier threatening to shoot another 'if something doesn't happen soon' (the previous guard had asked if he could shoot a townsperson), one soldier complaining about sewer patrol, and discussions on Jak, the Underground, and the Metal Heads. They also utter various lines (no actual conversations, though) throughout the game while patrolling Haven City and while going after you.
* ''[[Halo]]'' has enemy chatter among the Covenant, most amusingly by the helium-voiced, hyperactive Grunts. Turning on the "I Would Have Been Your Daddy" skull in ''Halo 3'' and ''ODST'' makes some of their funnier phrases more common.
** The first game had [[Holy Shit Quotient|over 5000 lines]], and [[Serial Escalation|the sequels push it even further.]]
** The Grunts even talk about how sometimes [http://www.youtube.com/watch?v=k18zhw7S6tQ they get thirsty.]
{{quote|
"He's going to kill us all!"
"Leader dead! [[Dirty Coward|Run away!]]" }}
** Not to mention the iconic "Wort! Wort! Wort!" of the Elites.
*** This is actually what someone yelling "Go! Go! Go!" sounds like in reverse.
** There's plenty of stuff for your allies, too, for all kinds of situations. Even if you die.
{{quote|
** In keeping with [[Halo: Reach]]'s [[Darker and Edgier]] mood, the Covenant enemies in the game speak no English.
* In [
* One of the oldest examples would have to be ''Ys II'', where red-headed hero Adol can acquire a spell that transforms him into a cute little monster, allowing him to pass unharmed through the enemy ranks - and allowing him to talk to every single monster in the game like they were a regular NPC, thus revealing that even the freakiest-looking among them are mild-mannered [[Punch Clock Villain
* In ''[[
* In ''[[
** It being ''Deus Ex'', you can also read their email, diaries and memos. One particularly jarring example comes in the first (optional) MJ12 facility under New York: an email to all employees discusses details about the upcoming company picnic. You can return there when you next visit New
{{quote|
MJ12 mook 2: ''"Me too. I don't like tunnels. Always sounds like someone's sneaking up on you."'' }}
* ''[[Command
** It also helped you find enemy Officers, which controlled much of the respawn.
* One of the most irritating parts of the otherwise outstanding ''[[Spider
** Taken to hilarious levels on [[Spider
* ''[[The Incredible Hulk: Ultimate Destruction]]'' and its [[Spiritual Successor]] ''[[Prototype (
* ''[[Fire Emblem]]'' for the most part doesn't have this. It's generally only unique enemies that say anything at the beginning of a fight, or at their death. One chapter in ''Path of Radiance'' however, uses a variation. If you have Jill, a former enemy soldier who was stationed at the fortress from this chapter, fight the otherwise generic enemy wyvern riders, they yell at her for being a traitor.
* ''Urban Chaos: Riot Response'' had this. It did get tedious after a while but it was unique from other games. The enemies would swear and tell you what they would do to your family after you died.
** While is funny seeing as the reason Nick is there is because they burned his father. Alive. And kept firefighters from getting to the building. They never make the Burners seem sympathic. Ever.
* One of the few high points of the [[The Problem
* Most ''Delta Force'' games. But not always in English though, so [[Bilingual Bonus|bonus points if you understand the language they speak]] which includes Russian, Arabic, Indonesian, Spanish, and many other. Trust me, you will laugh hard if you understand what they are saying.
* In the ultraviolent video game ''[[The Punisher]]''. Mooks tend to talk ''a lot'' whether it's taunting you ("You can't aim worth a shit!"), [[I Did What I Had to Do|giving justifications]] when they [[Human Shield|shoot one of their own by mistake]] ("Punisher would have killed him anyway."), or just talking among themselves. Most of the time the dialogue just makes them sound [[Artificial Stupidity|as stupid as their A.I. makes them.]]
** It becomes much more fun when you start grabbing random mooks and interrogating them, not for the information they'll give you (which is usually worthless) but because of the false bravado that quickly fades to nothing. Example: Point a gun in a mook's face, the obvious intent being "talk or I'll shoot", and he'll start ''trash-talking to the Punisher''. Then, he breaks and just whimpers repeatedly. Then, you shoot him.
*** Some interrogating brings weird flashbacks for the Punisher, with fades to classic comic book art. Then it's time for the mook to die (try to find a kill spot, like impaling them onto an elephant tusk).
*** Scripted chatter can be listened in on, such as card games or groups of enemies discussing what they know or do not know. Entire conversations can be overheard, or if one is bored, they can be interrupted by a well-placed AK-47 burst.
*** I remember a [[Shout
{{quote|
"Those Bastards!" }}
* The [[Xbox 360]] version of ''[[Crash Bandicoot|Crash of the Titans]]'' has an achievement for listening to enemy chatter.
* In one level of ''Jet Li's [[Rise To Honor]]'', a pair of museum guards can be overheard talking... and one of them mentions his son [[No Fourth Wall|wanting ''Rise to Honor'' for his birthday]].
* Starting with ''[[
* ''MDK'' and ''[[
** The most annoying is some sort of weird grunting made by the first enemy you encounter in ''[[
* If you like to sneak around in ''[[The Elder Scrolls]]: Oblivion'', be prepared to hear the line "I better cut down on the ale. Starting to see things, I am" quite often. It's atmospheric the first time you hear it, but after the tenth time one starts to wonder if all the humanoid enemies are complete drunkards.
** That's a standard audio cue from the AI indicating that it's detected the player (or theoretically an NPC) who's sneaking near them. Though only a handful of NPCs actually use stealth in the game, and even then it's thematic, not actual gameplay. Gets rather ridiculous when it is said by a blind
** "Stop right there, criminal scum!"
** "I saw a mudcrab the other day" "Nasty creatures, I avoid them when I can" - to the point where discussing mudcrabs is considered a stock response to everything amongst the Elder Scrolls community.
* The first ''[[
* The ''[[
* In ''[[Splinter Cell]]'' many levels have mooks do pre-scripted chats with each other, assuming you haven't tipped them off. In ''Chaos Theory'' in the Japanese house level, one guy talks about the anti-ninja flooring and the other guy scoffs at him. Enter Sam Fisher...
** It gets even more hilarious if you actually [http://www.youtube.com/watch?v=9lAKNpoC4hg grab one of them...]
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** A very interesting conversation between two supermutants while snooping through a building. #1: "Hey." #2: "What?" #1: "Sometimes, I think... and it hurts! But it makes me remember things. I remember... a woman. Or maybe... I ''was'' a woman! Argh! Head hurt!" #2: "Talking to you is ''stoopid''."
*** This actually makes sense, and is rather sad, considering the method in which Super Mutants are made.
* In the MMO ''[[
* The repeatitive chatter of the enemy vampires in ''[[Buffy the Vampire Slayer]]'' for the [[
* Enemies in ''[[
{{quote|
'''Bandit:''' And then I kicked him in the head until he was dead, hahahaha!
'''Inn Owner:''' My hotel's as clean as an Elven arse! }}
* In ''[[Heavenly Sword]]'', the guards sometimes spout little quips as you beat the crap out of them or shoot them in the face.
{{quote|
'''Guard2:''' You 'think'?! }}
* ''[[Crysis (
* ''Medieval 2: Total War'' loves this, especially with the english units. They also occasionally mourn dying comrades for a moment before going back to beating the snot out of some poncy frenchman or whatever enemy of the day is facing you.
** ''"HACK 'IS ARM OFF!"''
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* Tomb Raider: Legend is much more rewarding if you stop to listen to some enemies. Definitely stop to listen to the 2 guys in Bolivia.
* Thief: Deadly Shadows:
{{quote|
"Well I say we attack now!" }}
** And the thieves in Captain Moira's Mansion and the thieves near the Wieldstrom Musuem.
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* In the Myth series, the fourth level of Soulblighter features a pair of guards talking to each other about a giant turnip. A little research reveals that it's taken from [[Cheech and Chong]].
* ''[[Perfect Dark]]'' for the N64 gives the guards a few lines. Some of the more amusing ones include "I bet this is ''another'' drill" (said by a guard who has heard/seen you, but can't find you now), and "Ah, I never liked him anyway" (said by a guard who found one of his comrades dead).
** Other guards scream out the [[Big No]] when finding an ally dead. It's possible to shoot someone in the middle of a line.
* The military personel in ''Stubbs the Zombie in Rebel Without a Pulse'' have a few lines too. Some are regular orders, but some are pretty funny, like "Ah! My penis!...I mean, my arm!" when you rip their arm off or "Better dead than red!" when they see you. (Since the game takes place in the late 1950's, they don't seem to come after you so much because you're a zombie but because you're [[Red Scare|something worse...]])
* The majority of ''[[
* ''[[
** In addition, each enemy type has their own unique sound set and will say different things when they see you:
*** "HEY!"
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*** "C'MERE!"
*** "[[Humongous Mecha|ANNIHILATE.]]"
* Sneaking up on certain enemies in the video game adaptation of ''[[The Darkness]]'' can lead to the possibility of overhearing full-fledged conversations ranging from a construction worker talking about cheating on his wife, Uncle Paulie's [[Complete Monster|sadistic tendencies]], to even a man asking his friend a hypothetical question about [[But You Screw One Goat!|if he'd have sex with a moose for a million dollars]]. These are just a few of the various (possibly crazy) conversations you might overhear.
* In ''[[
** Later in the game, while you traverse the ocean, you overhear two pigmasks using the [[Squick|Suspiciously merman-like oxygen tanks]], one pigmask comments on how the things creep him out, the other says [[Ho Yay|he kind of likes it]], [[Crowning Moment of Funny|cue his partner backing away slowly]].
* ''[[
* In ''[[The Legend of
** "SOMETIMES IT'S LONELY BEING SO ELITE"
** Near the beginning of ''[[The Legend of Zelda: Twilight Princess|Twilight Princess]]'' you can see two Bokoblins conversing. You can't understand what they're saying, of course.
* ''[[Ratchet and Clank|Ratchet & Clank]]'' has had a lot of this since ''Tools of Destruction''. Enemies will not only talk to Ratchet in combat, but also amongst themselves ([[Villains Out Shopping|often about entirely trivial things]], such as how their favorite show [[Jumped the Shark]] last night) if you manage to catch them idle.
** They even have unique reactions to most of your weapons/items. E.g. "The Lombax has engaged Hoverboots."
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* ''Ivory Springs'' (an abandoned demo by the same guy who made ''[[Noitu Love]]'') actually uses chatter as a game mechanic. At one point you have to sneak past a roomful of soldiers; the only time when you can move without being heard and captured is when they're all laughing.
* In the ''Revenge of Meta-Knight'' segment of ''Kirby Super Star'', Meta-Knight and his lackies comment on Kirby stampeding through the Halberd. A few lines are only seen upon entering a secret area, but it's worth it for some of the silly exchanges they make.
* ''[[Star Fox (
* The ''[[Star Wars Battlefront]]'' series has the normal use of this, but there's also another application of it in ''2''. If you jump into an enemy ship, you can spy on their communications.
* Sometimes happens in [[Shadow Complex]], of both random and scripted kind. Scripted chatter about the enemy plans can be overheard in one scene in a control room while the player is crawling through the vent above. They also often talk about how Jason is just "one guy", but later in the game they get more panicked.
* ''[[Sonny]]'' has dialogue at the beginning of a fair portion of fights, even during fights, between Sonny and company and whoever they're fighting. Sonny (primarily in the second game) will respond in true [[Deadpan Snarker]] fashion to enemies:
(at the beginning of the first fight of Sonny 2 after the optional tutorial)
{{quote|
''Sonny'': Sorry about the gate, I couldn't find the doorbell. }}
(In Zone 2 of Sonny 2 after taking the first Knight to low health)
{{quote|
''Sonny'': Your membership fees are too high. I think I'd rather kill you.
''Knight'': Heretic! My master will have your heads! }}
* There's no dialogue in ''[[Metal Slug]]'', but you can still see the mooks chatting and laughing it up amongst themselves. This is actually to your advantage, because they [[Mook Horror Show|freak out]] when they see you coming, and that's vital time to kill them before they open fire.
* In Star Trek Online, it's possible to sneak up on enemies in story missions and listen to them talk amongst themselves. Typically, it's plot relevant, such as pirates talking about what they'll do with their cut of the profits or so on; in others, it will contain [[Foreshadowing]] about later missions in the story arc. However, in the mission "Under the Cover of Night", one of the [[Green
* In [[Valkyria Chronicles]] 2 when you approach an ennemy's dead body or just after killing one of them you can hear what his comrades were saying. Knowing that many of them were forced to fight with the rebels and that you are in the middle of a civil war makes was bad, but when you hear their companions litterally crying for a simple "mook" you can't help but feeling guilty.
* [[Grim Fandango]] has a variation of this; Carla is holding onto a handheld metal detector that she's too stubborn to hand over <ref>Hence how she's an "enemy".</ref> and, after tricking her into a side room to ask her if you can have the detector, she ends up ranting about her depressing past; failing to interrupt her will lead to a constant loop of idle chatter.
{{quote|
'''[snip]'''
'''Carla''': Poor Grandma Hedwig was always forgetting things...
'''[snip]'''
'''Carla''': He was as deaf as they come, but he'd still try to bark.
'''[snip]'''
'''Carla''': I was shy all the way through highschool. I never want to a single dance.
'''[snip]'''
'''Carla''': My Mom always said the best part of my outfit was my smile. Well maybe I would've smiled more, Mom, if you hadn't drank so much! }}
* ''[[World of Warcraft]]'' has this in varying types, from guards who will yell warnings on spotting an enemy to pre-scripted conversations among NPCs that can run on a loop or activate when you approach.
* ''[[Guild Wars]]'' has some rare conversations between enemy foes. In ''Nightfall'' Kournans would shout threats and insults on seeing you.
* The monsters in ''[[
* In The Godfather: The Game, walking past a rival family mamber will cause them to tell you something condescending and in a very gruff voice, e.g. "Why can't we just put a bullet in his head and be done with it?" or "This guy really bugs me"
** Actually talking to them, however, causes them to say things in a smoother voice and in a lighter tone, e.g. "Keep moving, you're a big target around here!" or "We only want peace between our families." or "I'm think of getting out of this business."
* ''Killzone 2'' had this gem when the player starts sneaking around on the enemy homeworld for a mission.
{{quote|
'''Helghast 2:''' No shit? What for? Cowardice? Defeatism?
'''Helghast 1:''' Uniform violations. I shit you not.
'''Helghast 2:''' "The Dress Code is the foundation of discipline..." }}
* ''[[Tom Clancy's Rainbow Six (
{{quote|
'''Generic Tango 2:''' What kind of situation?
'''Generic Tango 1:''' The killing kind.
'''Generic Tango 2:''' [[Parrot Exposition|The killing kind?]] }}
* Enemy ships in the ''[[X (
* Bethesda upped the ante somewhat in ''[[The Elder Scrolls V: Skyrim]]''. In addition to enemies who mutter random things to themselves, certain dungeons have fully scripted NPC interactions. One memorable one is a pair of necromancers bickering about how every time they raise a zombie, it comes back stupider.
* ''[[Need for Speed]]: Most Wanted'' and ''Carbon'' let you eavesdrop on the cops' radio channel to anticipate your moves.
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[[Category:Dialogue]]
[[Category:Video Game Tropes]]
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