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* The UsefulNotes/{{Xbox 360}} version of ''VideoGame/CrashOfTheTitans'' has an achievement for listening to enemy chatter.

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* The UsefulNotes/{{Xbox Platform/{{Xbox 360}} version of ''VideoGame/CrashOfTheTitans'' has an achievement for listening to enemy chatter.
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* ''VideoGame/BuffyTheVampireSlayer'': The repetitive chatter of the enemy vampires can be quelled by application of sharp pointy wood to the heart.

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* ''VideoGame/BuffyTheVampireSlayer'': ''VideoGame/BuffyTheVampireSlayer2002'': The repetitive chatter of the enemy vampires can be quelled by application of sharp pointy wood to the heart.
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* The ''VideoGame/{{Spore}}'' ''[[LevelEditor Galactic Adventures]]'' DLC allows you to customize NPC dialogue, allowing you to make enemies say things while they're patrolling.
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* ''VideoGame/DiluvianUltra'' have mooks conversing in a few cutscenes. And when attacked, will shout, "Hostile! Hostile!" to announce your presence to their colleagues.
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* ''VideoGame/BatmanArkhamSeries'': All of the games feature lots of dialogue between enemy {{mooks}} (and sometimes other [=NPCs=]); ranging from various cocky taunts and threats directed at {{Franchise/Batman}} during combat and stealth segments, discussions about other characters (especially Batman and his RoguesGallery), commentary about various plot events happening throughout the game, funny anecdotes about their personal lives, creepy anecdotes about horrific crimes they've committed or witnessed, and other subjects.

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* ''VideoGame/BatmanArkhamSeries'': ''Franchise/BatmanArkhamSeries'': All of the games feature lots of dialogue between enemy {{mooks}} (and sometimes other [=NPCs=]); ranging from various cocky taunts and threats directed at {{Franchise/Batman}} Batman during combat and stealth segments, discussions about other characters (especially Batman and his RoguesGallery), commentary about various plot events happening throughout the game, funny anecdotes about their personal lives, creepy anecdotes about horrific crimes they've committed or witnessed, and other subjects.
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* Both ''VideoGame/TheStalinSubway'' and it's sequel, ''Red Veil'', have instances where mooks can be heard chatting away with each other if you're nowhere in sight, from a bunch of mooks talking about the outcome of their latest football game, to a sergeant reprimanding two mooks for having dirty boots while his subordinates protests that they're ''on a construction site''. You'll usually shoot everyone in their faces mere ''seconds'' after whatever conversation they're having.
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* ''VideoGame/{{Mother3'':

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* ''VideoGame/{{Mother3'':''VideoGame/Mother3'':

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** ''VideoGame/ModernWarfare'':
*** 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.
*** One of the unlockable perks in the ''Modern Warfare'' multiplayer allows you to listen in onto the chatter of nearby opposing players.
** ''VideoGame/CallOfDutyBlackOps'': The Cuban soldiers speak recognizable Spanish during "Operation 40", both in the opening cutscene (Take out your papers! Now!), and in combat ([[OhCrap "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.



** ''VideoGame/ModernWarfare'':
*** 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.
*** One of the unlockable perks in the ''Modern Warfare'' multiplayer allows you to listen in onto the chatter of nearby opposing players.
** ''VideoGame/CallOfDutyBlackOps'': The Cuban soldiers speak recognizable Spanish during "Operation 40", both in the opening cutscene (Take out your papers! Now!), and in combat ([[OhCrap "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.
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* ''VideoGame/CodenameEagle'' have enemy soldiers occasionally conversing with each other, which you can eavesdrop before killing them.
--> '''Mook #1''': I don't understand why we have to stand guard here day after day - ''nothing'' ever happens!\\
'''Mook #2''': You are right - we deserve better duties than this. [[OneLastSmoke Got a smoke]]?\\
'''Mook #1''': Sure, yes... here you go...\\
[''dies ten seconds later when you snipe them'']

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* Occasionally used to some effect in the ''VideoGame/{{Hitman}}'' games, particularly ''[[VideoGame/HitmanBloodMoney 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.

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* Occasionally used to some effect in the ''VideoGame/{{Hitman}}'' ''Franchise/{{Hitman}}'' games, particularly ''[[VideoGame/HitmanBloodMoney 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.



* ''VideoGame/MaxPayne'' makes use of both scripted dialogue and random "canned" dialogue for its enemy characters. Late in the game, if you stop and listen before bursting into a room, you'll hear one enemy mention to another that he has two boys at home whom he's very proud of. This may make it a little hard for you to pull the trigger on him when you kick down the door... except when you do, he starts firing while shouting "Kill the bastard! Kill the bastard!!" (He also mentions he has no qualms about killing, it's just a job he gets [[PunchClockVillain paid for]].) Things get more amusing when one mook suggests to another that a GunsAkimbo OneManArmy taking down an entire drug cartel only happens in action movies.

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* ''VideoGame/MaxPayne'' ''VideoGame/MaxPayne1'' makes use of both scripted dialogue and random "canned" dialogue for its enemy characters. Late in the game, if you stop and listen before bursting into a room, you'll hear one enemy mention to another that he has two boys at home whom he's very proud of. This may make it a little hard for you to pull the trigger on him when you kick down the door... except when you do, he starts firing while shouting "Kill the bastard! Kill the bastard!!" (He also mentions he has no qualms about killing, it's just a job he gets [[PunchClockVillain paid for]].) Things get more amusing when one mook suggests to another that a GunsAkimbo OneManArmy taking down an entire drug cartel only happens in action movies.



** One early bunch of mooks questions why vampire movies always take place in California, saying that if he was one he would move to Alaska "Where there's one long night!" This was YEARS before the movie ''30 Days of Night'' was even out in trailers.
** ''Max Payne 2'' takes this a step further. In a level set in a high class apartment block, the inhabitants of which the mooks have murdered, one of the flats you enter has two mooks chatting while one of them plays the theme music on the dead inhabitants piano.
* ''VideoGame/MechWarrior 3'', by the end of the first mission, you take out a communication center and your Mobile Field-Base manages to salvage codes from the wreckage and break into Clan radio encryption which in turn allows you to know what they are planning, their chatter distinguished by faint static and brief feedback squeaks which means the times you hear enemies talking without static, that means they're broadcasting on open frequencies to address ''you'' or your Lance in particular. This doesn't carry over into the ''Pirate's Moon'' as you fight new enemies and you don't find a chance to break into their encryption and contributes to the expansion's higher difficulty.
--> '''Clanner Point''': I have good position. Enemy unaware.\\
'''Mobile Field-Base''': That's what he thinks.

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** One early bunch of mooks questions why vampire movies always take place in California, saying that if he was one one, he would move to Alaska "Where there's one long night!" This was YEARS one year before ''ComicBook/ThirtyDaysOfNight'' was published, and ''six'' years before [[Film/ThirtyDaysOfNight the movie ''30 Days of Night'' movie]] was even out in trailers.
** ''Max Payne 2'' ''VideoGame/MaxPayne2TheFallOfMaxPayne'' takes this a step further. In a level set in a high class apartment block, the inhabitants of which the mooks have murdered, one of the flats you enter has two mooks chatting while one of them plays the theme music on the dead inhabitants piano.
* In ''VideoGame/MechWarrior 3'', by the end of the first mission, you take out a communication center and your Mobile Field-Base manages to salvage codes from the wreckage and break into Clan radio encryption which in turn allows you to know what they are planning, their chatter distinguished by faint static and brief feedback squeaks which means the times you hear enemies talking without static, that means they're broadcasting on open frequencies to address ''you'' or your Lance in particular. This doesn't carry over into the ''Pirate's Moon'' expansion pack, as you fight new enemies and you don't find a chance to break into their encryption and encryption, which contributes to the expansion's higher difficulty.
--> '''Clanner Point''': -->'''Clanner Point:''' I have good position. Enemy unaware.\\
'''Mobile Field-Base''': Field-Base:''' That's what he thinks.



-->''"HACK 'IS ARM OFF!"''
-->'''''"Bloody Hell!"'''''
-->''"I can't see!"''

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-->''"HACK --->''"HACK 'IS ARM OFF!"''
-->'''''"Bloody Hell!"'''''
-->''"I
OFF!"\\
"'''Bloody Hell!'''"\\
"I
can't see!"''



* Starting with ''VideoGame/MegaManX 4'', many of the bosses you face will have conversations before you make them taste the pavement. Even though some bosses mean no harm, you have no choice but to kill them anyway.

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* Starting with ''VideoGame/MegaManX 4'', ''VideoGame/MegaManX4'', many of the bosses you face will have conversations before you make them taste the pavement. Even though some bosses mean no harm, you have no choice but to kill them anyway.



** 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.

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** 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 way -- completely forgetting about Snake, who is most likely about to die from a heart attack.



** There's 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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** There's a variation of good ol' Johnny's soliloquys within [=MGS1=] ''[[VideoGame/MetalGearSolid MGS1]]'' and [=MGS2=] ''[[VideoGame/MetalGearSolid2SonsOfLiberty MGS2]]'', [[spoiler:although it doesn't happen in 4 ''[[VideoGame/MetalGearSolid4GunsOfThePatriots MGS4]]'', as he's not an enemy.]]enemy]].



* ''VideoGame/{{The Punisher|THQ}}''.

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* ''VideoGame/{{The Punisher|THQ}}''.''VideoGame/ThePunisherTHQ'':



--> "Oh my God, [[TheyKilledKenny they've killed Kenji!]]"
--> "Those Bastards!"

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--> "Oh --->''"Oh my God, [[TheyKilledKenny they've killed Kenji!]]"
-->
Kenji!]]"\\
"Those Bastards!"bastards!"''



* ''Videogame/SecondSight'' features enemy chatter at several points if you're stealthy enough. A few examples include one instance where two security guards play a game of "I spy", another features a Russian soldier bragging about his high score in an arcade game, with his friend questioning how he can play the game when there's no electricity in the building. The game also features a non-enemy version of this trope in the Teamwork mission where you can hide just outside a building and listen to Cortelli and J.C. talk/complain about you. If they spot you in the middle of their conversation, they quickly change the subject and pretend they're talking about something else.

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* ''Videogame/SecondSight'' ''VideoGame/SecondSight'' features enemy chatter at several points if you're stealthy enough. A few examples include one instance where two security guards play a game of "I spy", another features a Russian soldier bragging about his high score in an arcade game, with his friend questioning how he can play the game when there's no electricity in the building. The game also features a non-enemy version of this trope in the Teamwork mission where you can hide just outside a building and listen to Cortelli and J.C. talk/complain about you. If they spot you in the middle of their conversation, they quickly change the subject and pretend they're talking about something else.



--> "[[MemeticMutation Mr. Yuji Naka is alright!]]"

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--> "[[MemeticMutation -->''"[[MemeticMutation Mr. Yuji Naka is alright!]]"alright!]]"''



--> '''Prison Guard''': More Hostiles! You made a big mistake coming in here.
--> '''Sonny''': Sorry about the gate, I couldn't find the doorbell.

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--> '''Prison Guard''': --->'''Prison Guard:''' More Hostiles! You made a big mistake coming in here.
--> '''Sonny''':
here.\\
'''Sonny:'''
Sorry about the gate, I couldn't find the doorbell.



--> '''Knight''': Lay down your arms, I (''cough'') accept your request.
--> '''Sonny''': Your membership fees are too high. I think I'd rather kill you.
--> '''Knight''': Heretic! My master will have your heads!
* ''VideoGame/SpecOpsTheLine'': So you're in stealth mode, and you happen to come across a couple of guys standing on watch and looking out over the city. Are they going to worry about you sneaking up behind them or express bloodthirsty rage? No. They're going to share gum and cigarettes, laugh about their friends, admire the view, discuss the fragility of peace, mournfully talk about going home, and act like normal, likeable people - which is what they are. Just like you. Still going to pull that trigger? Of course you are. [[YouBastard Isn't that why you're here?]]kk

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--> '''Knight''': --->'''Knight:''' Lay down your arms, I (''cough'') accept your request.
--> '''Sonny''':
request.\\
'''Sonny:'''
Your membership fees are too high. I think I'd rather kill you.
--> '''Knight''':
you.\\
'''Knight:'''
Heretic! My master will have your heads!
* ''VideoGame/SpecOpsTheLine'': So you're in stealth mode, and you happen to come across a couple of guys standing on watch and looking out over the city. Are they going to worry about you sneaking up behind them or express bloodthirsty rage? No. They're going to share gum and cigarettes, laugh about their friends, admire the view, discuss the fragility of peace, mournfully talk about going home, and act like normal, likeable people - people... which is what they are. Just like you. Still going to pull that trigger? Of course you are. [[YouBastard Isn't that why you're here?]]kkhere?]]



** Many levels have mooks do pre-scripted chats with each other, assuming you haven't tipped them off. In ''Chaos Theory'' in the Japanese house level, one guy talks about the anti-ninja flooring and the other guy scoffs at him. Enter Sam Fisher... It gets even more hilarious if you actually [[https://www.youtube.com/watch?v=9lAKNpoC4hg grab one of them.]]
** A common complaint about ''Splinter Cell: Conviction'', because it's almost ''incessant''. Besides the {{Mooks}} non-bulletproof skulls, this will get them killed more than anything. The storyline justification is that the Black Arrow mercs aren't used to hunting stealthy guys like Fisher, and are trying to psych themselves up so they can get past their terror. [[spoiler:When it's Sam vs. other Splinter Cells later on, they are noticeably quiet and professional.]]

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** Many levels have mooks do pre-scripted chats with each other, assuming you haven't tipped them off. In ''Chaos Theory'' in the Japanese house level, level of ''VideoGame/SplinterCellChaosTheory'', one guy talks about the anti-ninja flooring and the other guy scoffs at him. Enter Sam Fisher... It gets even more hilarious if you actually [[https://www.youtube.com/watch?v=9lAKNpoC4hg grab one of them.]]
** A common complaint about ''Splinter Cell: Conviction'', ''VideoGame/SplinterCellConviction'', because it's almost ''incessant''. Besides the {{Mooks}} non-bulletproof skulls, this will get them killed more than anything. The storyline justification is that the Black Arrow mercs aren't used to hunting stealthy guys like Fisher, and are trying to psych themselves up so they can get past their terror. [[spoiler:When it's Sam vs. other Splinter Cells later on, they are noticeably quiet and professional.]]



* 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 HumAnimal leader Lion.

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* Subversion: In the PC game ''Vivisector: Beast Inside'', only {{Subverted|Trope}} in ''VideoGame/VivisectorBeastWithin''. 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 HumAnimal Humanimal leader Lion.



* ''[[VideoGame/{{X}} X-Universe]]'':

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* ''[[VideoGame/{{X}} X-Universe]]'':''VideoGame/{{X}}'':



--> '''Clanner Point''': I have good position. Enemy unaware.\\
'''Mobile Field-Base''': That's what he thinks.
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Also, this serves as an AntiFrustrationFeature, particulary in stealth and survival horror games and levels, as it allows a more immersive means of allowing the player to figure out what the enemy is doing without mechanics like a heads-up display or radar. Having enemies loudly announce "I heard something!" or "go check it out" allows the player to know they've been detected, hearing something like "must be my imagination" or "I'm just seeing things" clues the player in that the enemies failed to find them, and hearing "I see him!" or "throw a grenade!" alerts the player to run for cover. [[TropesAreTools It's a double-edged sword]] -- when done well, it can make the enemies seem human ''and'' allow the player to run rings around them, when done poorly, it can make the enemies seem even ''more'' like just robots.

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Also, this serves as an AntiFrustrationFeature, particulary in stealth and survival horror games and levels, as it allows a more immersive means of allowing the player to figure out what the enemy is doing without mechanics like a heads-up display or radar. Having enemies loudly announce "I heard something!" or "go check it out" allows the player to know they've been detected, hearing something like "must be my imagination" or "I'm just seeing things" clues the player in that the enemies failed to find them, them and are returning to their regular behavior, and hearing "I see him!" or "throw a grenade!" alerts the player to run for cover. [[TropesAreTools It's a double-edged sword]] -- when done well, it can make the enemies seem human ''and'' allow the player to run rings around them, when done poorly, it can make the enemies seem even ''more'' like just robots.

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