Respawning Enemies: Difference between revisions

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(Import from TV Tropes TVT:Main.RespawningEnemies 2012-07-01, editor history TVTH:Main.RespawningEnemies, CC-BY-SA 3.0 Unported license)
 
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Compare [[Puzzle Reset]]. Contrast [[Reviving Enemy]], in which an enemy gets back up rather than replaced.
{{examples|Examples:}}
* ''[[Halo Combat Evolved]]'' approaches this, especially in the Library, especially on Legendary difficulty level. The Flood will eventually stop respawning but in some areas it takes a ''really'' long time and killing them all can take more ammo than you have available.
** In the sequel, the [[That One Boss|Prophet of Regret]] and Tartarus both have respawning reinforcements.
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* In the original Turok game, enemies (even dinosaurs) would be teleported right in front of you without any explanation.
** In the sequel, enemies respawn when you die and respawn or return from a save portal.
* Lampshaded in [[Dead Rising]]-- when you kill what should have been the last zombie in ''the entire city'', much less the mall the game takes place in, you get an achievement (the [[Exactly What It Says On the Tin|aptly-named]] "Zombie Genocider") and the [[Infinity Plus One+1 Sword|Real Mega Buster]].
* [[Left 4 Dead]] does this, with the only enemy that doesn't respawn being witches (being close to [[Demonic Spiders]] themselves due to using a 1-hit-KO attack on the survivor that alerts them).
* Most maps of ''[[Final Fantasy XII Revenant Wings (Video Game)|Final Fantasy XII Revenant Wings]]'' have this. This mostly just keeps it from being overly easy, but there are a few times where you can have difficulty killing them faster than they spawn.