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* ''WebVideo/SearchForSandvich'': In an example that's certainly PlayedForLaughs, the Administrator is unable to come up with new dialogue and just regurgitates random lines of dialogue from ''VideoGame/TeamFortress2'' regardless of whether they're relevant in context.
-->'''Administrator''': Prepare to capture all control points!\\
'''Sniper''': [[SarcasmMode Well, that was helpful.]]

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* Capital CityGuards in ''VideoGame/WorldOfWarcraft'' actually manage to be useful, as they can be asked for directions. They all share the same (rather extensive) DialogueTree per city, but still. As with ''Warcraft'', the NPC spoken dialogue will go into "pissed" when you pester the same NPC long enough, but with only about two sets per race/gender, the variation isn't quite as much. A few [=NPC=]s use lines directly from ''Warcraft III'', though.

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* Capital CityGuards in ''VideoGame/WorldOfWarcraft'' actually manage to be useful, as they can be asked for directions. They all share the same (rather extensive) DialogueTree per city, but still. As with ''Warcraft'', the NPC spoken dialogue will go into "pissed" "[[StopPokingMe pissed]]" when you pester the same NPC long enough, but with only about two sets per race/gender, the variation isn't quite as much. A few [=NPC=]s use lines directly from ''Warcraft III'', though.


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*** Per the blood elf stereotype of snobbery, Silvermoon City's guards are complete jerks with almost everything you ask them. For instance, if you ask them for the mining trainer, they call you crazy; if you ask them for the hunter trainer they call you backwards.
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* The writers of the first ''VideoGame/XenobladeChronicles1'' game put an astonishing amount of work into this system. Every single [=NPC=] can be spoken with and cycles between two dialogue boxes at a time. These dialogues are unique to each individual character (even the hundreds of unnamed townspeople have their own bespoke dialogue), and they all update multiple times as the game's story progresses; the game ends up with ''thousands'' of individual text boxes. The updated dialogues are typically consistent with what the character said before, so players who make a concerted effort to back-track and TalkToEveryone can watch the stories of these random unnamed colonists unfold in parallel with the game.
** Named and unnamed [=NPCs=] follow NPCScheduling, spawning in and out of the world depending on the time of the game's 24-minute day/night cycle. This adds to the diversity of responses and makes it very difficult for completionists to be sure they've [[TalkToEveryone met and talked with every one of them]].
** Named [=NPCs=] are added to the game's [[RelationshipChart Affinity Chart]], and their dialogue can update in response to a change in their relationship with another [=NPC=].
** Some named [=NPCs=] will move to a different location and start a new life with the people there, either as a result of game's story events, or the player convincing them to move to Colony 6; their dialogue will obviously update to reflect these events. There are even some ''unnamed'' [=NPCs=] who do this, but the player would only recognize them if they had already spoken to them enough to get familiar with their speech patterns.
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* The Courier in ''Machinima/CouriersMindRiseOfNewVegas'' often lampshades this, and is apparently half sure the memetic "Patrolling the Mojave almost makes me wish for a nuclear winter" line must be some kind of code and/or slogan used by the NCR troopers.

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* The Courier in ''Machinima/CouriersMindRiseOfNewVegas'' ''WebVideo/CouriersMindRiseOfNewVegas'' often lampshades this, and is apparently half sure the memetic "Patrolling the Mojave almost makes me wish for a nuclear winter" line must be some kind of code and/or slogan used by the NCR troopers.



* Invoked and PlayedForLaughs in ''Machinima/HalfLifeButTheAIIsSelfAware'', where Dr. Coomer was acted with this trope in my mind. Any thought or statement he makes will occassionally be interrupted by a sudden "Hello, Gordon!" greeting, sometimes mid-sentence, to BrokenRecord lengths.

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* Invoked and PlayedForLaughs in ''Machinima/HalfLifeButTheAIIsSelfAware'', ''WebVideo/HalfLifeButTheAIIsSelfAware'', where Dr. Coomer was acted with this trope in my mind. Any thought or statement he makes will occassionally be interrupted by a sudden "Hello, Gordon!" greeting, sometimes mid-sentence, to BrokenRecord lengths.
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* ''VideoGame/Splatoon3'': Played with. Callie has a few lines of random dialogue she'll repeat if you continuously talk with her, some of which get updated or replaced as you progress through the story. Among these lines are a few where she'll express shock or confusion over whether or not she's been repeating herself during your little talks inbetween levels.
-->'''Callie:''' Wait. Did we have this exact conversation, or was that just a dream...
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* In ''VideoGame/VoiceOfCardsTheIsleDragonRoars'', the town greeter from Nexton will only say his greeting lines. When you ask him for information on the dragon, he'll lean in as if to whisper something important to you, only to say, "Welcome...to...Nexton."

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* In ''VideoGame/VoiceOfCardsTheIsleDragonRoars'', ''VideoGame/VoiceOfCards: The Isle Dragon Roars'', the town greeter from Nexton will only say his greeting lines. When you ask him for information on the dragon, he'll lean in as if to whisper something important to you, only to say, "Welcome...to...Nexton."
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** This became [[FridgeHorror Fridge Horrific]] in ''[[VideoGame/AnimalCrossingPocketCamp Pocket Camp]]'', when, during a ''VideoGame/{{Splatoon}}''-themed event, Chip would react with his usual [[TrademarkFavoriteFood hunger for seafood]] when presented with the [[KidHero Inkling]] [[SapientEatSapient squid]] [[WouldHurtAChild and]] [[ImAHumanitarian Octoling]] [[ChildEater octopi]] the player could catch.

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** This became [[FridgeHorror Fridge Horrific]] in ''[[VideoGame/AnimalCrossingPocketCamp Pocket Camp]]'', when, during a ''VideoGame/{{Splatoon}}''-themed ''Franchise/{{Splatoon}}''-themed event, Chip would react with his usual [[TrademarkFavoriteFood hunger for seafood]] when presented with the [[KidHero Inkling]] [[SapientEatSapient squid]] [[WouldHurtAChild and]] [[ImAHumanitarian Octoling]] [[ChildEater octopi]] the player could catch.
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* ''VideoGame/{{Darksiders}}'' has a quest where you have to rescue Azrael from the Black Throne. Every time you go near him, Azrale will constantly say to you "The beams... redirect the beams.", and later "One last beam, and I'll be free..."

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* ''VideoGame/{{Darksiders}}'' has a quest where you have to rescue Azrael from the Black Throne. Every time you go near him, Azrale Azrael will constantly say to you "The beams... redirect the beams.", " and later "One last beam, and I'll be free..."
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* ''VideoGame/{{Darksiders}}'' has a quest where you have to rescue Azrael from the Black Throne. Every time you go near him, Azrale will constantly say to you "The beams... redirect the beams.", and later "One last beam, and I'll be free...".

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* ''VideoGame/{{Darksiders}}'' has a quest where you have to rescue Azrael from the Black Throne. Every time you go near him, Azrale will constantly say to you "The beams... redirect the beams.", and later "One last beam, and I'll be free..."."
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* ''VideoGame/{{Darksiders}}'' has a quest where you have to rescue Azrael from the Black Throne. Every time you go near him, Azrale will constantly say to you "The beams... redirect the beams.", and later "One last beam, and I'll be free...".
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expand a bit.


This is one of the AcceptableBreaksFromReality since the programmers can't put in endless random dialogue.

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This is one of the AcceptableBreaksFromReality an AcceptableBreakFromReality since the programmers can't put in endless random dialogue.
dialogue, and as far as the game knows, the player loaded an old save and hasn't played in two years, and needs to be reminded of the current MacGuffin or PlotCoupon to go chase after.
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* In VideoGame/StrongBadsCoolGameForAttractivePeople, WebAnimation/HomestarRunner does this during a ''cutscene''.

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* In VideoGame/StrongBadsCoolGameForAttractivePeople, ''VideoGame/StrongBadsCoolGameForAttractivePeople'', WebAnimation/HomestarRunner does this during a ''cutscene''.



* ''VideoGame/{{Fallout 3}}'' has Three Dog and President Eden of Galaxy News Radio and Enclave Radio, respectively. Since most players have their radio on most of the time - if not all of it - the banter given by these two tends to get really repetitive. Three Dog comments on in-game events, although the changes in his monologues can be pretty far-between. Of note, however, Three Dog does make mention that he's pre-taping his segments, which is how he can talk to you while the station is broadcasting him talking about current events.

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* ''VideoGame/{{Fallout 3}}'' ''VideoGame/Fallout3'' has Three Dog and President Eden of Galaxy News Radio and Enclave Radio, respectively. Since most players have their radio on most of the time - if not all of it - the banter given by these two tends to get really repetitive. Three Dog comments on in-game events, although the changes in his monologues can be pretty far-between. Of note, however, Three Dog does make mention that he's pre-taping his segments, which is how he can talk to you while the station is broadcasting him talking about current events.



* [[DoingItForTheArt Very much averted]] in ''VideoGame/EarthBound'' and ''VideoGame/{{MOTHER 3}}''. You won't get nearly as much from this series if you don't TalkToEveryone, because the game developers love adding in plenty of extra NPC lines for towns you'll never visit ever again. A particularly big example being Happy Happy Village, which is slowly turning back from the strange cult town it was into a normal town as you progress through the game. People slowly turn back to normal, many other people will apologize, and the red house will open revealing a Mr. Saturn. Also, as a sort of hidden line near the end of ''MOTHER 3'', in the basement of the Empire Porky Building, if you talk to Flint six times he'll comment about his baldness. If you talk to him ''again'' he'll comment about the metaphor he used for his baldness.
** Note that both Threed and Happy Happy Village both undergo changes that modify the dialogue of just about everyone in town. This is done after you've completed all the dungeons in the area and, in any other game, would leave town without a second thought. Furthermore, in ''VideoGame/EarthBound'' there exists a PlayableEpilogue. Yes, you can speak with ''every single NPC in the world, each of whom has new dialogue''.

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* [[DoingItForTheArt Very much averted]] in ''VideoGame/EarthBound'' ''VideoGame/EarthBound1994'' and ''VideoGame/{{MOTHER 3}}''. You won't get nearly as much from this series if you don't TalkToEveryone, because the game developers love adding in plenty of extra NPC lines for towns you'll never visit ever again. A particularly big example being Happy Happy Village, which is slowly turning back from the strange cult town it was into a normal town as you progress through the game. People slowly turn back to normal, many other people will apologize, and the red house will open revealing a Mr. Saturn. Also, as a sort of hidden line near the end of ''MOTHER 3'', in the basement of the Empire Porky Building, if you talk to Flint six times he'll comment about his baldness. If you talk to him ''again'' he'll comment about the metaphor he used for his baldness.
** Note that both Threed and Happy Happy Village both undergo changes that modify the dialogue of just about everyone in town. This is done after you've completed all the dungeons in the area and, in any other game, would leave town without a second thought. Furthermore, in ''VideoGame/EarthBound'' ''VideoGame/EarthBound1994'' there exists a PlayableEpilogue. Yes, you can speak with ''every single NPC in the world, each of whom has new dialogue''.



* Annoyingly evident in ''VideoGame/{{Ys}} Book [[YsIAncientYsVanishedOmen I]] & [[VideoGame/YsIIAncientYsVanishedTheFinalChapter II]]'', as each person has only one message for Adol at any given stage of the plot, and talking to them twice in a row will usually make them repeat their entire message, no matter how long.

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* Annoyingly evident in ''VideoGame/{{Ys}} Book [[YsIAncientYsVanishedOmen [[VideoGame/YsIAncientYsVanishedOmen I]] & [[VideoGame/YsIIAncientYsVanishedTheFinalChapter II]]'', as each person has only one message for Adol at any given stage of the plot, and talking to them twice in a row will usually make them repeat their entire message, no matter how long.



** ''VideoGame/{{Persona 2}}'' averts this on an even wider scale. Completing a dungeon or even mildly progressing the plot affects the dialog of nearly every single NPC in the game, and this happens at ''every location'' in the hub world and all individual shops, your party members included. The game also subverts this in that some NPC's dialog and even circumstances can be manipulated through the game's rumor system.

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** ''VideoGame/{{Persona 2}}'' ''VideoGame/Persona2'' averts this on an even wider scale. Completing a dungeon or even mildly progressing the plot affects the dialog of nearly every single NPC in the game, and this happens at ''every location'' in the hub world and all individual shops, your party members included. The game also subverts this in that some NPC's dialog and even circumstances can be manipulated through the game's rumor system.



* ''UniversalStudiosThemeParkAdventure'' has this with the theme-park-goers. Most of the time. However, persevering through the lines of repeated dialogue may yield a few hilarious gems, including:

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* ''UniversalStudiosThemeParkAdventure'' ''VideoGame/UniversalStudiosThemeParkAdventure'' has this with the theme-park-goers. Most of the time. However, persevering through the lines of repeated dialogue may yield a few hilarious gems, including:

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* Petitioners in the ''TabletopGame/{{Planescape}}'' setting are described suspiciously like this. Petitioners are souls of the dead, now incarnated on a plane that matches their CharacterAlignment in life, or the home of their god. They're very fixated on embodying their alignment and eventually merging with the plane or their god's realm, and so any attempt to deal with most petitioners will very quickly swing back around into this as they're so monomaniacal.

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* Petitioners ''TabletopGame/DungeonsAndDragons'':
** This can be a sign that mockery bugs are about. Anyone consumed by a mockery monarch will be converted into a drone that appears like they did
in life, but has only confused, fragmented memories of their previous existence. This causes them to repeat one particular phrase like "Midnight and all's well!" or "Here's your change!" regardless of context, while they do things like [[ArtificialAtmosphericActions take empty buckets to and from the town well or keep chopping firewood to useless splinters.]] If confronted, a mockery drone might shed its humanoid shell in a burst of gore and attack as a [[BeastWithAHumanFace human-headed giant centipede]], all while it [[MadnessMantra repeats the only sentence it remembers.]]
** The
''TabletopGame/{{Planescape}}'' setting are described suspiciously describes petitioners like this. Petitioners this. They are the souls of the dead, now dead who have incarnated on a plane that matches their CharacterAlignment in life, or the home of their god. They're very fixated on embodying their alignment and eventually merging with the plane or their god's realm, and so any attempt to deal with most petitioners will very quickly swing back around into this as they're so monomaniacal.
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Loads And Loads Of Characters is a redirect that should not be linked to


* ''VideoGame/{{MARDEK}} RPG'' plays this straight in most cases, but then it was made wholly by [[OneManArmy a single person]] (wholly including the graphics, music, plot, and programming), takes up about 22MB of space and has [[LoadsAndLoadsOfCharacters so many of those single-line characters it's justified.]] Besides, the single dialogues are often quite hilarious and are usually all different, making [[TalkToEveryone checking out every person in a location]] a fun thing to do. All of the ten or so playable characters in the third installment have one line for every location, though, and three pieces of dialogue unlocked with leveling. Creator/BioWare could be proud.

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* ''VideoGame/{{MARDEK}} RPG'' plays this straight in most cases, but then it was made wholly by [[OneManArmy a single person]] (wholly including the graphics, music, plot, and programming), takes up about 22MB of space and has [[LoadsAndLoadsOfCharacters so many of those single-line characters it's justified.]] justified. Besides, the single dialogues are often quite hilarious and are usually all different, making [[TalkToEveryone checking out every person in a location]] a fun thing to do. All of the ten or so playable characters in the third installment have one line for every location, though, and three pieces of dialogue unlocked with leveling. Creator/BioWare could be proud.
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* In ''VideoGame/SuperNeptuniaRPG'', when your party arrives at Leanbox Harbor seeking the Resistance against Bombyx Mori, they are greeted by a woman who says "Hello. Welcome to Leanbox Harbor." Neptunia comments that she has a hunch that if she talks to her again, [[LampshadeHanging she'll just say the same thing]]. Despite this, she decides to press her luck anyway and, sure enough...

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* In ''VideoGame/SuperNeptuniaRPG'', InvokedTrope in ''[[VideoGame/{{Neptunia}} Super Neptunia RPG]]'' when your the party arrives at Leanbox Harbor seeking [[LaResistance the Resistance Resistance]] against Bombyx Mori, they are greeted by a woman who says "Hello. Welcome to Leanbox Harbor." Neptunia [[NoFourthWall Neptune]] comments that she has a hunch that if she talks to her again, [[LampshadeHanging she'll just say the same thing]]. Despite this, she decides to press her luck anyway and, sure enough...
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* Invoked and PlayedForLaughs in ''Machinima/HalfLifeButTheAIIsSelfAware'', where Dr. Coomer was acted with this trope in my mind. Any thought or statement he makes will occassionally be interrupted by a sudden "Hello, Gordon!" greeting, sometimes mid-sentence, to BrokenRecord lengths.
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[[caption-width-right:200:[-'''Welcome to Corneria!'''-][[note]]'''I like swords.'''[[/note]]]]

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[[caption-width-right:200:[-'''Welcome [[caption-width-right:200:[-'''[[TropeNamers Welcome to Corneria!'''-][[note]]'''I Corneria!]]'''-][[note]]'''I like swords.'''[[/note]]]]
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* This is the case with some ghosts in ''Literature/RiversOfLondon''; the ones Peter and Abigail call "Loopers" are just a mindless recording of the events leading to their death, while "Simulacra" have a limited ability to react to others that Pete specifically compares to video game characters. "Entities" have more developed personalities, although Peter still isn't sure they'd pass the Turing test.
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* ''Literature/LikeAFishUnderstandsATree'' has LivingProgram Oemor, the only sentient character in his game, who has been programmed to fall in love with the player, Susan. [[spoiler:Susan, George, Tracy, and Oemor finally beat the game together, and Oemor reaches the chamber where an NPC based on Susan is being held. However, she can only say "Oemor my love? Is that you? Have you come to save me? Oemor my saviour set me free so I can once again return to my land and my dear father" over and over again. Oemor, who has gotten to know the real Susan through her entries in an in-game diary, is devastated by how different "she" is in person.]]
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[[folder:Turn-Based Strategy]]
* ''VideoGame/XComEnemyUnknown'': The original game had this problem with Bradford's limited, often-repeating mission briefings, but Enemy Within rectified it somewhat by adding more descriptions.
[[/folder]]
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* Lampshaded in ''WebVideo/EpicNPCMan''. [[spoiler: "Nice day for fishing, ain't it?"]]

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* Lampshaded PlayedForLaughs with Baelin the Fisherman in ''WebVideo/EpicNPCMan''. [[spoiler: "Nice ''WebVideo/EpicNPCMan'', who can only say "Morning! Nice day for fishing, ain't it?"]]it? Hu Ha!" But also PlayedForDrama in that he's a fully sapient being, just limited by his programming.

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** Played straight elsewhere in the game, however. For instance, most human [=NPC=]s have a single line to say to the player; if prompted again, they will just say it again.
-->[[AnnoyingVideoGameHelper "Don't forget to reload, Dr. Freeman!"]]

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** Played straight Zig-zagged elsewhere in the game, however. For instance, most game. Some human [=NPC=]s have repeatedly speak a single line to say to the player; if prompted again, they when interacted with, while others will just say it again.
-->[[AnnoyingVideoGameHelper "Don't forget to reload, Dr. Freeman!"]]
speak a series of lines and then remain silent.



-->"Do you know who ate all the doughnuts?"
-->"Why do we all have to wear these ridiculous ties?"

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-->"Do --->"Do you know who ate all the doughnuts?"
-->"Why
doughnuts?"\\
"Why
do we all have to wear these ridiculous ties?"ties?"
** Averted in the ''Half-Life'' FanRemake ''VideoGame/BlackMesa'', which gives unique interaction dialogue to many of the Black Mesa staff found throughout the game.
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* Worthy of being mentioned for its complete and utter aversion of this trope is the ''VideoGame/TrailsSeries'' where various [=NPCs=] will have different dialogues whenever an event has passed. Or the fact that they're located in different areas compared to where they were previously. Some of them even have as many as ''seven to ten dialogue boxes'' before they repeat their last statement. All of which helps to sell the idea that these people have their own lives and stories going on around the player characters, whose main story quests are simply one of many such tales that are being told and happening in Zemuria. The fact that each and every character in the franchise has some form of ongoing tale in the background is actually one of the incentives for players to find them and talk to them to find out what's changed sicne the last time they saw them. [[VideoGame/TheLegendOfHeroesTrailsInTheSky Even some of your party members]] [[VideoGame/TheLegendOfHeroesTrailsFromZero in the party hub will have different dialogues]] [[VideoGame/TheLegendOfHeroesTrailsOfColdSteel depending on where you're at in the story.]]

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* Worthy of being mentioned for its complete and utter aversion of this trope is the ''VideoGame/TrailsSeries'' where various [=NPCs=] will have different dialogues whenever an event has passed. Or the fact that they're located in different areas compared to where they were previously. Some of them even have as many as ''seven to ten dialogue boxes'' before they repeat their last statement. All of which helps to sell the idea that these people have their own lives and stories going on around the player characters, whose main story quests are simply one of many such tales that are being told and happening in Zemuria. The fact that each and every character in the franchise has some form of ongoing tale in the background is actually one of the incentives for players to find them and talk to them to find out what's changed sicne the last time they saw them. [[VideoGame/TheLegendOfHeroesTrailsInTheSky Even some of your party members]] [[VideoGame/TheLegendOfHeroesTrailsFromZero in the party hub will have different dialogues]] [[VideoGame/TheLegendOfHeroesTrailsOfColdSteel depending on where you're at in the story.]]]] Not only this, but the series has, to date, four different arcs, and certain of the [=NPCs=] even have their own stories that span multiple arcs.
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* In an episode of ''WesternAnimation/RickAndMorty'', the titular characters plus Morty's dad, [[ButtMonkey Jerry]], get trapped in an elaborate alien simulation as part of a plot to scam Rick. Jerry was picked up by accident, so the aliens set his simulation to run on minimum capacity, which means that he keeps running into [[YouALLLookFamiliar the same three NPCs over and over again]], complete with said [=NPCs=] repeating the same phrase. [[WhatAnIdiot Jerry fails to notice.]]

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* In an episode of ''WesternAnimation/RickAndMorty'', the titular characters plus Morty's dad, [[ButtMonkey Jerry]], get trapped in an elaborate alien simulation as part of a plot to scam Rick. Jerry was picked up by accident, so the aliens set his simulation to run on minimum capacity, which means that he keeps running into [[YouALLLookFamiliar the same three NPCs over and over again]], complete with said [=NPCs=] repeating the same phrase. [[WhatAnIdiot [[CaptainOblivious Jerry fails to notice.]]
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->''"Don't speak to me again! I refuse to speak t-- dangit! Leave me alone! Please do not repeat the exact same words exactly the same in exactly the same tenses, exact same speed, and exact same tone! Are you insane or what?"''
-->-- '''LetsPlay/{{Raocow}}''', ''[[https://www.youtube.com/watch?feature=player_detailpage&v=Xfp-1zNZEXQ#t=250s Swim,Ikachan - 1 - loligo vulgaris]]''

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->''"Don't speak to me again! I refuse to speak t-- dangit! No! Leave me alone! Leave me! Please do not repeat the exact same words exactly the same in exactly the same tenses, exact same speed, and exact same tone! Are you insane or what?"''
what? I wanna go inside that clam thing!"''
-->-- '''LetsPlay/{{Raocow}}''', ''[[https://www.youtube.com/watch?feature=player_detailpage&v=Xfp-1zNZEXQ#t=250s com/watch?v=Xfp-1zNZEXQ&t=250s Swim,Ikachan - 1 - loligo vulgaris]]''
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* In ''VideoGame/VoiceOfCardsTheIsleDragonRoars'', the town greeter from Nexton will only say his greeting lines. When you ask him for information on the dragon, he'll lean in as if to whisper something important to you, only to say, "Welcome...to...Nexton."
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* ''VideoGame/DwarfFortress'': Before the updates to dialogue system, all that [=NPCs=] would talk about with each other was recent monster attacks and related deaths, to which they always replied "[[YouCantFightFate It was inevitable]]". In [[AnAdventurerIsYou adventurer mode]] you ended up overhearing a lot of this, inevitably resulting in [[MemeticMutation the phrase achieving memetic status]].
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* In ''Space Station 76,''the [=TherapyBot=] doesn't actually offer any psychoanalysis, it just spits out a platitude whenever a key word is spoken. Captain Terry finds this out after he's ordered to take 20 hours of mandatory thereapy after his "Close Personal Friend" is promoted.

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