Goddamned Bats/Video Games/Role-Playing Game: Difference between revisions

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** Slaughterfish are an aquatic version of this trope.
* There are more wolves in ''[[The Elder Scrolls]] V: [[Skyrim]]'' than have ever existed in the history of the planet Earth, and after a few hours of exploring, you will have littered the landscape with their corpses. The fact that their pelts aren't worth very much only makes them more irritating.
* Some of those damned archers and mages in ''[[Dragon Age]]: Origins''. It doesn't help that the difficulty is rather inconsistent, but generally, these two are the most ''annoying'' types of enemies you'll face. (Friggin FIREBALL!!!)
** There's a few fights towards the end of the game where you have to fight groups with archers using Scattershot, and a ton of guys with shields who spam shield pummel. Yeah. Those are fun.
* ''[[Sands of Destruction (video game)|Sands of Destruction]]'' has ''far'' too many to count.
* Whenever you're trying ot hunt a Hyren in ''[[Magi Nation]]'', you'll run into these.
* The SNES game ''[[Soul Blazer]]'' has two varieties of bat-form Goddamned Bats that try to circle you in swarms just beyond your sword-reach and swerve to strike if you ignore them and try to walk normally. And they can fly through the walls.
** ''Soul Blazer'' is also one of the rare games where one might be incited to proclaim "Butterflies!''"
*** Heck, the game is full of non-bat Goddamned Bats. You've got jumping caterpillars -- in fact, several types that only move into your sword range once you get in a spot where they're gonna hit you. You've got giant flowers that put out tiny bees that you practically cannot kill until they get you -- very hard if you're trying for a no-damage run. There's dragons that leap out of the water at you with no visible sign that that's an area to watch out for. And then there are the non-spawned guys whose only purpose is to make killing the spawned guys that much harder, and who are unkilled whenever you return from freeing another citizen -- the pillars of fire that spit fireballs at you are slightly annoying, but the freaky face statues that conjure up icicle death in your path, that's somewhat more than merely annoying (because you ''would'' be perfectly safe from the forewarned icicles conjured 2 spaces away from you... if you weren't trying to lunge at bats and sorcerers).
* ''[[Quest for Glory IV]]'' had an enemy which combined the Demonic Spiders trope and this trope. BADDERS. Spider-Bats with poisoneous attacks which flew at you one at a time so you could only attack them when they were swooping at you, so that meant that the only time you could make an defense was when THEY were making an OFFENSE.
** This is counterbalanced by the fact that, unless you're a fighter, there's no automatic Badder fight at the beginning of the game. Also, you're given direction on where to go, the forest you're stuck in is not all that big and poison both works ''very'' slowly (it will take an hour of real time to kill you, while traversing the forest takes about five minutes if you don't know where you're going) and eventually heals itself for weaker forms of poison. Finally, the enemy encounter rate is turned ''way'' down until you reach the town for the first time (in fact, the only way you can possibly get into a fight is to go looking for one, that is, straying between screens for a long time), and after about five minutes of real time, the sun comes up.
** In ''[[Quest for Glory V]]'', you have the badders' long lost cousin, the batties. No poison this time since they're bats, but their small size, high speed and large numbers make them annoying as hell. Worse, they only show up at night or in dark places, making them very difficult to spot until it's too late.
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*** The worst are mushroom enemies. They are often fast enough to go before the party gets a chance to kill them and inflict a status effect that can't be gotten rid of without trudging all the way back to town. The "mushroomized" effect combines a chance of randomly attacking a party member with [[Interface Screw]] that makes walking back to town to cure it a chore.
* In ''[[Mother 3]]'', "brooms" appear near the end of Chapter 2, at the end of a dungeon filled with enemies that are kind of annoying to kill because you gotta use PK Freeze to kill one at a time. Anyway, the brooms are relatively easy to get by since they move in a pattern, but they lure you in with items! And if they catch you, they [[Incredibly Lame Pun|sweep you off your feet]] and you land in a garbage can ''all the way at the beginning of aforementioned dungeon.''
** Worse are the Tiny Lil' Ghosts in ''[[Earthbound]]''. They can randomly freeze, posess or damage one of your party members each turn, and can only be removed if that member faints or goes to a healer. Fortunately, they only appear when certain ghost enemies try to attack, and [[Hoist by His Own Petard|can even be killed by the possessed party member]].
* ''[[Mass Effect (video game)|Mass Effect 1]]'': Thresher Maws, which spawn whenever you're driving the Mako through a large enough open area, are frustratingly time-consuming and boring to kill. What's particularly pernicious is that, when they appear, they sometimes spawn directly under the Mako, killing you instantly without warning.
** Normal [[Mooks]] sometimes did this by charging straight at you, even if they had sniper rifles or machine guns. Irritating, as you have to get out of cover and turn round before you can kill them. T
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** In the ''[[Avernum]]'' series it was the Imps, who were not nearly as bad, less frequent, and the rewards were better. They also assembled in packs, used ranged mental effects such as stun, charm, fear, and ran away at low health.
* In ''[[The Witcher]]'', Drowners (and their [[Underground Monkey|improved]] counterpart drowned dead). They're no threat to the player unless he accidentally runs into them early in the first chapter, and can be killed in seconds en masse. What makes drowners a pain is that they are still all over major locations in chapters 2 and 3 (the swamp and sewers), take longer to loot then kill, and simply force you to kill them before you can end combat.
** There is a special item that makes them flee when equipped (and the ring slot it takes up has no other items outside of signet rings, a mechanic used 3 times in the entire game, and a similar item for wraiths), but it is a [[Power-Up Letdown]] and makes them WORSE. What makes them so annoying is that during combat, you can't interact with items (such as opening a chest or door). The item keeps the drowners at a distance that STILL keeps them in combat, and keeps them too far away to instantly kill in group style.
* ''[[Baldur's Gate]] II'' has its entire first dungeon filled with Mephits, Fire Mephits, Air Mephits, and Mephit ''portals''. Goddamned Bats indeed.
** Any creature with level draining abilities becomes this, easily. Most of them aren't really *dangerous* damage- and health-wise, but they'll drain your characters to dry husks in minutes and take away your high-level spells. Most players quickly learn what things makes you immune to level draining, and uses scouts equipped with said immunity when vampires are afoot.
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{{reflist}}
[[Category:Goddamned Bats]]
[[Category:RoleCRPG Playing GameTropes]]