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* Lara in the ''Franchise/TombRaider'' games can take all sorts of damage and can do her acrobatics and combat without hinderance, but if she's on the last sliver of health, even the smallest damage from sources like a rat's bite or being a bit too close to fire will have her keel over and die.
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* In ''VideoGame/NewHorizons'', every ship will be perfectly able to stay afloat and keep fighting as long as it has one HP left. One more hit, and they sink like a stone.
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* Throughout the ''VideoGame/NintendoWars'' series, every unit's base damage and [[GeoEffects damaged reduction from terrain]] are proportional to health, rounded up to the nearest tenth (displayed as having 1-10 HP, though damage is tracked to the percentage). For units composed of groups, this is shown by having more of its members missing when called to fire or be fired at. For units composed of a single large vehicle, this is shown by having it fire less ordinance in a single volley (presumably because of the structural damage having disabled parts of it).

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* Throughout the ''VideoGame/NintendoWars'' series, every unit's base damage and [[GeoEffects damaged damage reduction from terrain]] are proportional to health, rounded up to the nearest tenth (displayed as having 1-10 HP, though damage is tracked to the percentage). For units composed of groups, this is shown by having more of its members missing when called to fire or be fired at. For units composed of a single large vehicle, this is shown by having it fire less ordinance in a single volley (presumably because of the structural damage having disabled parts of it).
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* Averted in "VideoGame/COPS2170ThePowerOfLaw" where injuries will reduce the accuracy of the injured unit, hindering their ability to return fire at range.

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* Averted in "VideoGame/COPS2170ThePowerOfLaw" ''VideoGame/COPS2170ThePowerOfLaw'' where injuries will reduce the accuracy of the injured unit, hindering their ability to return fire at range.
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* In Age of Empires, damaged buildings catch on fire, but continue working throught the whole match (like units). But if they lose that one hp remaining, the unit dies, and in the case of the older games (original I and II) they literally dissapear into ruins.
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* Aversion: In the ''[[VideoGame/NintendoWars Advance Wars]]'' series, damaged units' effectiveness will drop noticeably as they get whacked around. For units composed of groups, this is shown by having more of its members missing when called to fire or be fired at. For units composed of a single large vehicle, this is shown by having it fire less ordinance in a single volley (presumably because of the structural damage having disabled parts of it). Somewhat more subtly, injured units can't use terrain cover as effectively as healthy units, so they take more damage while in defensive terrain than a healthy unit would.

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* Aversion: In Throughout the ''[[VideoGame/NintendoWars Advance Wars]]'' ''VideoGame/NintendoWars'' series, every unit's base damage and [[GeoEffects damaged units' effectiveness will drop noticeably reduction from terrain]] are proportional to health, rounded up to the nearest tenth (displayed as they get whacked around.having 1-10 HP, though damage is tracked to the percentage). For units composed of groups, this is shown by having more of its members missing when called to fire or be fired at. For units composed of a single large vehicle, this is shown by having it fire less ordinance in a single volley (presumably because of the structural damage having disabled parts of it). Somewhat more subtly, injured units can't use terrain cover as effectively as healthy units, so they take more damage while in defensive terrain than a healthy unit would.
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* [[PlayerCharacter Dwarves]] in ''VideoGame/DeepRockGalactic'' can run around in heavy armor, wielding big guns, and carry heavy objects without any hinderance even if their health is at a sliver. Once that last sliver is gone from even the lightest of attacks, that dwarf will collapse and can't move until they're revived by a fellow dwarf. Enemies will also swarm and attack you no matter how hurt they are until that last bit of health is depleted and they promptly ragdoll upon death.
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* Averted in "VideoGame/COPS2170ThePowerOfLaw" where injuries will reduce the accuracy of the injured unit, hindering their ability to return fire at range.
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* In''VideoGame/TheSimpsonsHitAndRun'', all vehicles [[MadeOfExplodium explode violently when destroyed]], but function normally until that happens. Given that this is a ''Simpsons'' game, it [[RuleOfFunny makes sense]]. Oddly enough, you can then get back in the exploded car and ''drive it'' (albeit slowly).

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* In''VideoGame/TheSimpsonsHitAndRun'', In ''VideoGame/TheSimpsonsHitAndRun'', all vehicles [[MadeOfExplodium explode violently when destroyed]], but function normally until that happens. Given that this is a ''Simpsons'' game, it [[RuleOfFunny makes sense]]. Oddly enough, you can then get back in the exploded car and ''drive it'' (albeit slowly).

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** Played with with the reintroduction of Brutalities in ''Mortal Kombat X'' where a special move can go from simply pushing a character back to reducing them to a spectacle of viscera.

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** Played with with the reintroduction of Brutalities in ''Mortal Kombat X'' ''VideoGame/MortalKombatX'' where a special move can go from simply pushing a character back to reducing them to a spectacle of viscera.



* ''Next Car Game: Wreckfest'' from Creator/BugbearEntertainment downplays this trope; your car's performance suffers when taking damage but as long as you have at least 1 HP the car still drives moderately well. When your car's health gets low enough you cease taking damage from small hits to avoid 'love taps' completely wrecking your ride. Because the game engine deals less damage to the aggressor you can still push other cars off the road even at low health without crippling your car but ramming someone too hard will still wreck you.


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* ''VideoGame/{{Wreckfest}}'' from Creator/BugbearEntertainment downplays this trope; your car's performance suffers when taking damage but as long as you have at least 1 HP the car still drives moderately well. When your car's health gets low enough you cease taking damage from small hits to avoid 'love taps' completely wrecking your ride. Because the game engine deals less damage to the aggressor you can still push other cars off the road even at low health without crippling your car but ramming someone too hard will still wreck you.
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* ''Videogame/WeWhoAreAboutToDie:'' All damage slowly cuts down your Stamina bar, capping it out lower and lower as you're more injured. Heavily injured gladiators stumble around barely able to swing more often than they can fight properly, so injuries are ''very'' costly. You can still ''fight'' if you're good enough, but it's in your best interest to keep yourself in top shape no matter how much you need to spend on medical attention between fights.
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* One of the loading screens from [[TabletopGame/MagicTheGathering Duels of the Planeswalkers]] says "Having one life is fine… as long as your opponent has zero!"

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* One of the loading screens from [[TabletopGame/MagicTheGathering ''[[TabletopGame/MagicTheGathering Duels of the Planeswalkers]] Planeswalkers]]'' says "Having one life is fine… as long as your opponent has zero!"



* Subverted in ''VideoGame/{{Dystopia}}'' where getting hurt does not affect you performance at all until you lose all your armor. At that point, any damage results in significant knockback.

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* Subverted Downplayed in ''VideoGame/{{Dystopia}}'' ''VideoGame/{{Dystopia}}'', where getting hurt does not affect you performance at all until you lose all your armor. At that point, any damage results in significant knockback.
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** In the First game there is a rare bug at the start of the game where your Health May not fill when Kendra does her RIG Sync for the Repair Crew. The end result being after the cutscene finishes Isaac is amusingly being flung to the ground and dies and having the game start over since you haven't reached a proper save yet.
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* ''VideoGame/GratuitousSpaceBattles'' averts this due to a ship's health bar being composed of the combined HP of its individual modules. As such, a ship's components will fail as it takes damage, causing it to lose its weapons and engines over time before the whole thing explodes, and it's not uncommon to see frigates and fighters with nearly full HP fleeing from battle because all their weapon systems were destroyed. This also applies to armor, as the ship's armor resistance (which allows the ship to NoSell hits from weapons with insufficient armor penetration, barring [[CriticalHit lucky shots]]) is dependent on the actual amount of armor the ship has remaining; once the armor starts being worn down, it gradually loses the ability to block weapons that it could at full integrity.

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