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Enemy Chatter: Difference between revisions

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'''Thug #2:''' Hey, you! |''[[Freedom Force]]''}}
 
Sometimes, to show that the enemies aren't ''just'' mindless [[NPC|NPCs]]s whose sole purpose is to provide a [[Everything Trying to Kill You|threat to the player]], the developers may throw in some dialogue here and there if the enemies can speak the same language as the hero. This can either be the dialog equivalent of a [[Random Encounters|Random Encounter]], in which they mindlessly babble from a handful of pre-selected phrases (i.e. "Did you see anything?"), or entire [[Scripted Sequence|scripted sequences]] with full-blown dialog between two or more enemies.
 
They're ''still'' mindless [[NPC|NPCs]]s whose sole purpose is to provide a threat to the player, but [[Mauve Shirt|now they have personality]], and the player may feel sorry about killing them (well, depending on circumstances, the dialogue might just as well establish the NPCs as being major [[Jerkass|Jerkasses]]es or even [[Complete Monster|Complete Monsters]]s, anyway). [[Retirony]] may also be used to further hammer the point home.
 
{{examples}}
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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.
* ''[[Wolfenstein 3D]]'' featured some of the first in-game speech, when its [[World War Two]] German soldiers would shout at the player to stop in German. By the time ''Return to Castle Wolfenstein'' was released, they were ready to include some standard-issue [['''Enemy Chatter]]'''... but now it was all in English!
** 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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** 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.
* ''[[Star Wars: Dark Forces|Star Wars Dark Forces: Jedi Knight]]'' and its sequels, ''Jedi Outcast'' and ''Jedi Academy'', featured mooks making either funny, humanizing, or disturbing small talk before you murdered them. (Quoth a Stormtrooper in Darth Vader's fortress: "I hope ''I'' never see a lightsaber ..." right before Kyle Katarn rushes past the player -- aplayer—a different character in this installment -- andinstallment—and hacks them to bits.)
** The first game in the series, ''[[Star Wars: Dark Forces|Dark Forces]]'', did this too, though the Stormtroopers were generally confined to more generic phrases like "Stop, Rebel scum!" and "Blast him!"
** During the [[Stealth Based Mission]] in the Cairn Installation in ''Jedi Outcast'', Kyle can listen to a lone stormtrooper talking via radio to an Imperial officer about whether he sees anything unusual (Kyle can only hear the trooper's half of the conversation). After saying something slightly imperious to the officer, the trooper apologizes profusely after promising to have a look around. He then gripes to himself, saying, among other things, "How about you get into this armour and try to see out of this damn helmet?" (Most likely a reference to certain members of the ''Star Wars'' fanbase's humorous explanation for the stormtroopers supposedly being unable to hit anything).
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** 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 dialogue -- repertoiresdialogue—repertoires that get larger and more varied with each major update of the game (and which have recently started to include some [[Lampshade Hanging]] and [[No Fourth Wall]] comments about the setting).
** *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.
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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 [['''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."
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* 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 [[100% 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--thetrope—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 (series)]]'' 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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*** 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 actions -- foractions—for example, an enemy who you have locked on to will start to panic, enemies you've shot down will cry mayday or report that they're ejecting. Enemies that must survive for plotline reasons can still be shot down -- anddown—and their radio chatter will inform you that they're returning to base with a severely damaged aircraft (not to mention that they're ''pissed'' at you, and yelling at their friends to shoot you down). In later missions, both enemies and allies will react to your reputation. Flying air support over a ground battle, troops on both sides will recognize your plane's insignia and celebrate or despair.
** 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|Punch Clock Villains]]s. It gets real disturbing when you start hearing them calling out each other's ''names'', and realize they're using the same basic chatter as your allies.
** 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.
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** In keeping with [[Halo: Reach]]'s [[Darker and Edgier]] mood, the Covenant enemies in the game speak no English.
* 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]]s who are scared and upset at the 'red-haired demon' running around slaughtering their friends, workmates and family members.
* In ''[[Conker'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--ifYork—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 & 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]]s and villains he encounters. They got very old, very fast. Doubly annoying given how long the game takes to complete...
** Taken to hilarious levels on [[Spider-Man: Shattered Dimensions]]. In one Noir level, the mooks talk about how they're gonna kill Spidey, only to end up stating that that's why they're mooks, just to talk about random things. And on another level, before a fight, on the Ultimate Deadpool level, a group of mooks/Deadpool fans talk about how their suits were made. [[Flat What|What.]]
* ''[[The Incredible Hulk: Ultimate Destruction]]'' and its [[Spiritual Successor]] ''[[Prototype (video game)|Prototype]]'' had frequent enemy chatter ranging from the amusing (police officer: You have the right to re... aww, what's the point!) to nonsensical (Let's hear it for the fighting badgers of alpha squadron!). Though considering a good deal of it was ''radio'' chatter, it led to [[Fridge Logic]] about how the Hulk/Alex Mercer (respectively) could hear it.
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* ''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 with Licensed Games|largely disappointing]] ''[[Avatar: The Last Airbender]]'' games was the highly amusing [['''Enemy Chatter]]''' in one sequence of the first game, with Fire Nation soldiers swapping recipes and debating what birthday presents to buy their kids.
* 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.]]
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** The most annoying is some sort of weird grunting made by the first enemy you encounter in ''[[MDK2]]'', waving a target.
* 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 monk-- thatmonk—that monk must ''really'' be getting into the ale then.
** "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.
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{{quote|'''Guard1:''' She's accurate, isn't she?
'''Guard2:''' You 'think'?! }}
* ''[[Crysis (series)|Crysis]]'' has the enemies giving clues as to what they're doing and their alert level--onlevel—on the other hand, at higher difficulty levels, they speak in their native language: Korean.
* ''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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* 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.
* ''[[Iji]]'' has the protagonist reading computer logbooks written by enemies that function more like [['''Enemy Chatter]]''' than an [[Apocalyptic Log]].
** 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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'''Generic Tango 1:''' The killing kind.
'''Generic Tango 2:''' [[Parrot Exposition|The killing kind?]] }}
* Enemy ships in the ''[[X (video game)|X-Universe]]'' series will broadcast for help when they're taking damage, yell that their shields are down to their allies, and taunt you -- evenyou—even if they're about to die.
* 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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