Enemy Chatter: Difference between revisions

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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.}}
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* 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 [[Enemy Chatter]]; the rest can only growl and make other animal noises. This is, for the most part, explained away as the animalistic enemies not being taught human speech by their creator, with the exception of the [[Hum Animal]] leader Lion.
* ''[[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.
* ''[[SNK vs. Capcom SVC Chaos]]'' had a different pre-fight conversation for ''every'' character combination, although the overall effect was spoiled by poor translation to English (giving characters totally inappropriate lines, such as the demonic Akuma shouting "Poppycock!", for example).
* ''[[Scarface the World Is Yours]]'' features a lot of enemy chatter, and often people from the streets who notice you might either engage a conversation with you, which you can also respond to, or talk to each other about various topics.
** 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 [[Hundred-Percent Completion|otherwise inconsequential objectives]] require a player to listen to some of the baddies talk about whatever nefarious plans are afoot before turning the corner and shooting them in the face.
* ''[[Destroy All Humans!]]'' had an interesting variation on the trope--the [[Player Character]], an alien, is psychic and needs to absorb psychic energy to be recharge, much of the [[Enemy Chatter]] is in fact the hidden ''thoughts'' of the various humans (many of which reveal hidden sexual predilections, deep-seated stupidity and numerous pop culture [[Shout-Out|Shout Outs]]) that the player encounters. The standard kind of chatter can also be heard as well. And scanning an agent's mind in the first game might have him wondering why does Silhouette give him the shitty jobs, then says that maybe he hit on her at a party, then scratches the thought because no one is supposed to know that Silhouette is a chick.
* ''[[God of War (series)|God of War]]''. {{smallcaps| Diiiiiieeee with honoooour!!}}
* ''[[Bioshock]]'' is full of enemy chatter that adds to the game's creepiness, from the unhinged ramblings and threats of the splicers to the eerily cheerful mutterings of the Little Sisters.
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**** 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.
** ''[[Fable II]]'', thankfully, makes this less of an issue. Particularly people talking about things with much overblown delivery. It's still ''there'', make no mistake, but it's less frequent and therefore less annoying.
*** 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 ''[[Fable II]]'' example with the living gargoyle statues you're intended to shoot in a Golden Skulltula sort of way. They mock you in a Scottish accent, referring to you as the worst marksmen of all time and asking if you have any food or potions, since you have no skill. (A [[Shout-Out]] to the previous game)
** 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?")
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** 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|Call of Duty Black Ops]]'' will speak recognizable Spanish during "Operation 40", both in the opening cutscene (Take out your papers! Now!), and in combat ([[Oh Crap|"I see them! They're over there!"]]). In the multiplayer, they have even more lines, and will say when they're throwing a grenade, alert their comrades of snipers, or shout that there's a man down. Same for the Russians and other such non-English-speaking factions in the more recent games.
* In ''[[Star Fox (series)|Star FoxFOX]] 64'', one stage consists of you and your squad breaking through a massive line of defense. Instead of scripted dialog between the squad, you hear mostly the enemies discuss your efforts. As you destroy more and more ships and beat more and more minibosses, they start to freak out. Then you start eliminating these characters one at time, sometimes hearing their last words as their dialog boxes fill with light. It's funny and kinda creepy at the same time.
** Good memories:
*** "Caiman here. [[Tempting Fate|No problem.]]" *Ally is shot* "Do you copy?! [[Oh Crap|Emergency maneuvers!]]"
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* In [[Blood Rayne]], sneaking up on two Nazis at a particular level but refraining from immediately killing them will reward you by overhearing one telling the other a particularly vulgar joke about a certain pig...
* 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|Punch Clock Villains]] who are scared and upset at the 'red-haired demon' running around slaughtering their friends, workmates and family members.
* In ''[[ConkersConker's Bad Fur Day]]'', he walks in to find some Tedi Doctors talking about how if any intelligent characters were in the game, they wouldn't affect the game. They then hear Conker cock his gun, and one quickly proclaims "What the @#$%! It's that bloody squirrel. Quick, into character!", followed by evil-sounding gibberish.
* In ''[[Deus Ex]]'', it's possible to sneak up on characters (as early as the first mission) and eavesdrop on their conversations, which often reveal extra information about upcoming plot twists or additional character information. Enemies will also yell for help, or tell other enemies where you are if you're running away.
** 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 York--if you infiltrated it first time around without harming the "employees", you run into the MJ12 cleanup team that dumped the original inhabitants' bodies into the sewers. [[Anvilicious]]!
{{quote|MJ12 mook 1: ''"Man, I'll be glad to get out of here."''
MJ12 mook 2: ''"Me too. I don't like tunnels. Always sounds like someone's sneaking up on you."'' }}
* ''[[Command and& Conquer]]: Renegade'' had some particularly good examples of this; everything from useful information about weapons caches and warnings of what's about to come (a technician complains about cleaning up tiberium, only to turn into a mutant creature when you enter the room), to chatting about Communist theory and how the new Chem Suits itch and need anti-itch powder.
** It also helped you find enemy Officers, which controlled much of the respawn.
* One of the most irritating parts of the otherwise outstanding ''[[Spider-Man]] 2: [[The Movie]]'' game was the very small amount of soundbites provided to both the titular hero and the [[NPC|NPCs]] and villains he encounters. They got very old, very fast. Doubly annoying given how long the game takes to complete...
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** 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-Out]] by the villains. In one episode the Yakuza have broken into Stark Industries. The Punisher can grab one, kill him, then the other's find the body.
{{quote|"Oh my God, [[They Killed Kenny|they've killed Kenji!]]"<br />
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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 ''[[Shin Megami Tensei]]'' games (and their spinoffs) that include Demon Negotiation as an alternative to combat. Although the mechanics vary from game to game, the protagonist can encounter hostile demons on the field and try to converse with them in order to a)invite them into his party, b)get an item from them, or c)send them away without fighting. Some demons are serious or haughty and will look down upon humans; others will reveal a funny bone and engage in comic banter with the protagonist and/or his party members (including other demons.) It's up to the player to recognize the demon's personality and approach them in an engaging manner, otherwise they'll just get mad.
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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 (series)|Star FoxFOX]] 64'', most prominently in MacBeth, where the conductor shouts instructions to his unseen crew, and Area 6, where two bad guys chatter as you break through their defenses.
* 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.
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''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-Skinned Space Babe|Orion Syndicate]] members says to another, "I've got some things that will blow your mind. How does the ''unrated'' cut of Vulcan Love Slave VI sound?" Fans of [[Deep Space 9]] are sure to recognize that as the name of a [[Power Perversion Potential|Holodeck]] program...
* 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|'''Carla''': I remember this town we moved to when I was in first grade. The only industry was figs.
'''[snip]'''
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* ''[[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 ''[[Dungeons of Dredmor]]'' will come out with random lines as they attack you, ranging from threats and insults ("what, you again?", "you festering poltroon", "thou art a hack") to expressions of fear and doubt ("why does nothing love me?", "i need an adult! help") to random [[Shout-Out|Shout Outs]] ("[[The Elder Scrolls V: Skyrim|FUS RO DAH!]]" "[[Portal 2|spaaaaaaaaaaaaaaace]]")
* 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."