Demonic Spiders/Video Games/First-Person Shooter: Difference between revisions

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* Star Wars: Shadows of the Empire on the N64 was a great game, but it was killed by one simple enemy: the Wampas.
* Due to its unforgiving gameplay and lack of saves, nearly anything in the marine portion of the original ''[[Alien vs. Predator]]'' game was a contender for this category. Extra special mention goes to facehuggers, which were nearly impossible to see or hear and only had to make a successful touch attack against your knees to kill you. Hitting a tiny and swift object at an acute angle is very difficult. Doing it in the dark while being attacked by bigger enemies is beyond frustrating.
* ''[[Left 4 Dead (Video Game)|Left 4 Dead]]'':
** One could say the ''survivors themselves'' are demonic spiders in VS mode, for the bots anyway. Some can keep shoving you, almost [[Cherry Tapping]] you to death while you sit there unable to do anything since each shove is a knock back. And then there's their godlike accuracy with the guns. If you want to see survivor AI "hax" skills, observe one in first person mode while you are a spectator. If the bot knows there is a special infected somewhere, their crosshairs will practically lock onto it, even if the zombie is very far away or behind something that a human player cannot see through.
** Hunters are opportunistic little bastards known for their ability to pin down a survivor, not letting up until either it or the victim is dead. That usually isn't a problem when it's AI-controlled, [[Artificial Stupidity|as it tends to pounce survivors in a group that's not distracted]], which makes it an easy kill, and even on Versus, if you don't give it a chance to pounce productively. However, on higher difficulties, its normal claw attack, which is double that of a common Infected, can hurt quite a bit. And when they're standing, a behavior they adopt frequently in Advanced and Expert, they don't emit their telltale growl. Mix one up with a horde, and you can have serious problems even if you're a competent player.
** Smokers also have the annoying habit of attacking from places where they're impossible to see; the only way to find them is to look at where the tongue is coming from. And when the other Survivors are going to be breaking the damn tongue about .05 seconds after you see it (if you're lucky), you've gotta be fast to spot where the attack came from. It doesn't help that the tongue left behind [[Everything Fades|disappears in seconds]].
** The Jockey in [[Left 4 Dead 2 (Video Game)|the sequel]]. Its damage per second output is rather low, but it has the ability to control your movements. They can and will steer you backwards in the map to force your team to go back and save you, move you into Spitter acid, steer you into any fires you created, and even move you towards any nearby Witches.
** The last thing you want is a Charger coming at you like a runaway bus. It's not simply its charge that's painful, but its knock back can throw you and the other survivors off the edge in high places, which may result in you being incapacitated out of reach of other survivors, or in case of water or very high places, you get an instant death.
** Spitters aren't so bad on their own, since the acid spit is pretty easy to escape before it does much damage. But if they attack alongside a horde, or worse still, a different special infected, it's almost guaranteed to deal some pretty nasty damage: you probably won't be able to get out of the puddle before it's evaporated, and have a huge chunk of your health lost. It's even worse in sections where you have to run from the horde, because the puddle can easily cut off escape routes.
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** ''World at War'' brings something new to those who play for [[Bragging Rights Reward|achievements]]: grenade spam. Take the full-auto bastards mentioned above, add guys carrying bolt-action rifles who can peg you through soft cover without benefit of line of sight, and four guys who think it'll be funny to drop two grenades in your lap and one in each direction through which you can escape cover while the rest are just waiting for you to run.
** Can't forget [[Modern Warfare|Modern Warfare 2's]] Juggernauts and ghillie snipers. Juggernauts charge and unleash a hail of bullets while soaking up yours, and ghillie snipers are [[The Computer Is a Cheating Bastard|bastards]] who always know exactly where you are, even when being stealthy, get headshots with ease, and are practically invisible until they move.
** In Black ops' newly released map pack, there is a new zombie level named ascension, in which you are at a russian space facility. And instead of having demon dogs appear every few rounds, you get space monkeys. Tiny, difficult to hit, ammo wasting monkeys that come in swarms and blur your vision when you hit them. Oh, did i mention that if they jump on the machine you bought your perk from, you lose it? Oh, and did i mention that they specifically go after these machines? On the bright side, though, if no monleys steal your perks, you get a powerup that grants every player a random perk. Sweet.
** Also in ''[[Call of Duty: Black Ops (Video Game)|Call of Duty Black Ops]]'' are the riot guards at Vorkuta, who can just ''[[Implacable Man|wade through]]'' entire magazines of AK fire thanks to their bulletproof vests. They have one-hit-kill shotguns (which are fortunately more lethal against them) and, if they reach you, will melee you for another [[One-Hit Kill]]. Explosive weapons, miniguns, and shotguns will usually do the trick, but damn if they're not annoying.
* The Bloodsuckers from ''S.T.A.L.K.E.R.: Shadow of Chernobyl'' are mutated human; tall, hunched-over and naked, with mottled green skin and a bunch of tentacles for a mouth. They're very fast and strong, make creepy deep breathing sounds, have a devastating melee claw attack, and can turn invisible. They're still detectable, of course, but it's tricky, especially if the lighting is poor and one is facing them in an underground area. Finally, these Bloodsuckers insanely resilient; you can empty two or three magazines of intermediate-power rifle rounds into one and he'll just keep coming. A shotgun can take a Bloodsucker out quickly, but that weapon is one of the least tactically flexible weapons in the game.<br /><br />The expansion, ''Clear Sky'', makes it worse: they're also ''invincible'' while invisible-- and their invisibility is total, meaning you'll probably end up shooting wildly towards the creepy deep breathing sounds, waiting for it to materialise right up in your face as it tries to circle behind you. They're more aggressive and damaging too, just to rub it in. And finally they gain a 'blood suck' ability they can use when they get behind you, paralyzing you and draining a portion of your health. And while they feed on your helpless character, [[Hell Is That Noise|you can hear them make sucking sounds...]]
** ''Call of Pripyat's'' Burers are an interesting case; if fought traditionally, they are almost invincible. They have a shield that kicks in immediately after receiving damage (meaning you need to pack as much damage as possible in one attack), can cut half of your health down in one attack that also makes you drop your weapon and can psychically throw crates at you without even seeing you. However, if you drop your weapon, take out your knife, charge at them screaming like a maniac and stab it in the face repeatedly until it dies, you can kill one without even getting hurt, turning one of the most powerful enemies in the game into a low-level mook.
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** The [[AR 2]]'s secondary fire and the Rocket Launcher will both kill a Hunter in one hit. You rarely encounter Hunters in groups larger than three at a time, and you can carry three [[AR 2]] secondary shots and three rockets at a time. As log as you make sure to pick up ammo in between houses while traveling down the road, you should have no problem with these guys.
** Don't forget the Poison Headcrabs, which even look like literal demonic spiders. Although not very tough, they can be hard to avoid when they jump suddenly at you out of the darkness - and their attack instantly reduces your HP to 1, leaving you extremely vulnerable if there are any other enemies in the vicinity - and you can bet there will be.
* In the ''[[Command and& Conquer]]'' FPS ''Renegade'', snipers and enemies with rocket launchers can often kill you in a few shots before you figure out where they are, or even that someone is shooting you.
** Rocket-users on the Commando difficulty will unerringly fire their rockets at you the second you enter their line of sight, and almost invariably kill you in one hit. They are the most dangerous in close quarters (which rather begs the question why they don't also blow themselves up in the process), as they don't give you any time to dodge their shots. Coupled with the tight quarters meaning they can run right up behind you without you knowing they're there, and your only warning that the rocket trooper is there is when you hear the ''bang-whoosh'' sound of a launcher going off and then fall over dead a split-second later. Fortunately they are not particularly tough and the Laser Chaingun chews them up quite fairly thanks to its long range, but they're still incredibly cheap. The Snipers generally have the decency to miss and not do all that much damage when they do hit (compared to rocket troopers, at least).
** Black Hand Stealth Troopers are almost as bad. Unlike most enemies, who will open fire the moment they see you, it is not uncommon for a Stealth Trooper to hold fire and follow you until you're alone and not expecting an attack, and then leap out of nowhere and drill you with a dozen laser bolts. Once the Stealth Troopers start appearing, [[Paranoia Fuel|you are never safe.]]
** Flamethrower troopers are more annoying but can be terribly dangerous if they catch you off guard. Unlike most enemies, they have fire-retardant suits, which meants that flamethrowers not only don't do much appreciable damage, but that fire weapons will not stunlock them like they do everything else. This is bad enough because your flamethrower is one of the most useful weapons in the game, but later on you'll be relying heavily on the laser weapons, which also stunlock enemies by setting them on fire. Flamethrower troopers will run right through laser fire to burn you down.
** Tiberium-based enemies by themselves are not bad. However, because tiberium weapons heal them, they have a tendency to shoot each other (or themselves) to heal damage. And late-game tiberium-based soldiers will be intermixed with regular soldiers, which will make any effort to use tiberium weapons a case of rapidly juggling guns to fit the situation.
* Rocket-launcher-wielding Flood combat forms from [[Halo: Combat Evolved]] were the bane of gamers everywhere. At its conception, weapons like the rocket launcher were designed so that ammo was sparse to balance the sheer power of the weapon. All AIs in the Halo franchise aren't limited by ammunition. This alone would be bad enough, if it weren't for the fact these rocket carrying enemies are usually mixed into a swarm of Flood.
** ''[[Halo 2]]'' had the Jackal Snipers. Not only could they get a head shot (an instant kill on Heroic and Legendary) from 300 hundred yards away while ''facing the wrong way'', but they come in huge numbers, so even if you can out-snipe one (hard enough in itself) there are usually a bunch more about to insta-kill you. And they can richochet their beams off walls. "Sniper Alley" in the second level has at least eight (enough so that on harder difficulties there's virtually no chance the marines following you will survive, even if you can get past them), but what really takes the cake is an open area in the third level that has ''fourteen'' snipers all hiding behind things waiting to kill you when your head is turned.<br /><br />Luckily, Bungie heard the complaints and toned down their cheapness in the third game: they're easier to spot because they basically wear flashlights on their helmets and they can't shoot before they're directly aimed at you. Even the ones armed with the less-lethal carbines are still quite a threat, though. And in ''[[Halo: Reach]]'', Bungie ''cut the beam rifle entirely''. Snipers now use the Focus Rifle (which won't kill you by itself unless you don't know how to move) or the Carbine-[[Expy]] Needle Rifle.
** Flood Ranged Pure Forms in ''Halo 3'', especially on ''[[That One Level|Cortana]]''. They have incredible aim, prefer ceilings and high walls, and are nearly impossible to hit due to Master Chief's visor resetting to 1x zoom whenever he gets hit.
** Almost any form of flood is a demonic spider on Legendary. Flood combat forms in the second and third games jump on you from random corners of the room, make short work of your allies, have enhanced AI thanks to [[Hive Mind|Gravemind]], and their melee attacks are now instant death. The shotgun and SPNKR ones spell instant death as well, the latter will always fire undodgeable homing missiles. And Flood Infection Forms, which kill you instantly if they even touch you while your shields are down in the second and third games.
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** On Legendary, the Drones' rapid plasma pistols and swarm tactics will mow you down in seconds. A particularly egregious [[That One Level]] is the "Off The Rock, Through The Bush, Nothing But Jackal (read: trouble)" chapter/sublevel of Delta Halo, where you face both several waves of Drones and a dozen well-camouflaged Jackal Snipers, with few hiding places (especially with their propensity to flank you). They come in much bigger swarms in ''Halo 3''.
*** If you happen to be in a vehicle, especially a Chopper, you can't disembark the vehicle if you are boarded and a single Drone can kill you by hitting you. This is coupled with their swarm which is likely shooting at you from the air.
** Stealth Elites; in the first game, although they lack shields, they are nearly impossible to see if they are carrying a ranged weapon (as opposed to a sword, which gives them away), and are quite fast. Even though the energy sword equip ones are easy to spot, their weapons are one hit KO, and they close ''extremely'' quickly. In the second game, although they can be seen easier, they have shields, are still fast and evasive, and still can't be tracked with homing weapons such as the plasma pistol. The second game's Spec-Ops elites, although rare, can also voluntarily use stealth camo to hide in corners and ambush the player. The third game has Brute Stalkers, their equivalent of stealth Elites.
*** Reach upped the ante with the SpecOps Elites; although they can be be killed with one round from a Sniper Rifle (this is on Heroic, btw) they have a tendency to dance around--and don't even think about putting on Grenade Spam-- er, ''Catch'' Skull (or any other Gold skull, for that matter) or you'll never get a hit in edgewise from all the dodging you'll be doing.
** Normal grunts are [[Goddamned Bats]], but Ultra grunts, the [[Elite Mooks]] of the grunt ranks, are a definite threat, particularly on Legendary. They most frequently wield needlers, sometimes Fuel Rod Guns, and use grenades far more often than others, at long distances with lethal accuracy.
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** Hunters are a joke in the first Halo, since they're slow, their shots are easily avoided by jumping around and throwing their aim off, being easily avoidable in melee range, and if you had a pistol, you could [[Attack Its Weak Point|shoot their weak spot in the back]] and [[For Massive Damage|1-shot them.]] Then they gradually get tougher and tougher in each later installment, so that they can't be 1-shot killed anymore, and they also have a back-attack now, so if you try to dodge them again, they can simply swing their shield backwards on you. While they're not impossible to kill, you almost always fight more than one at a time (often while fighting off other Covenant forces), and if you're playing solo (or trying to take one on by yourself in multiplayer/co-op), it's almost impossible to hit their weak points since they cover up from the front, and don't give you much time to shoot them in the back. Or their buddies are shooting you while you're trying to kill one.
* ''[[Return to Castle Wolfenstein]]'' has two big examples: the "Loper," a half-body monster which can jump across entire rooms ''while spewing electricity in your face'' (and probably avoiding your attack), and the "Proto-Soldat," which not only needs insane quantities of bullets to kill, but can also assure [[Ludicrous Gibs|instant death if carrying a rocket launcher]] (the upgraded Übersoldat version is even worse; think the same thing, but magnified 2x in every respect).
** Meanwhile, ''[[Wolfenstein (Video2009 Gamevideo game)|Wolfenstein]]'' has the Rocket Troopers, jetpack-equipped Nazis who often pop up out of nowhere and start bombarding you with incredibly powerful homing missiles. It's often difficult to strike back at them, since they not only stay far away from you at all times, but also have the ability to quickly dart back and forth through the air to dodge your gunfire. The Despoiled can also prove troublesome, since they can appear from anywhere as long as Elite Guards (who [[Enemy Summoner|create them]]) are present, and are very tough to get a bead on, since they'll constantly hurl energy blasts at you whenever you're within their line of sight.
** The original [[Wolfenstein 3D (Video Game)|Wolfenstein 3D]] had the mutants. For starters, they don't have an alert sound so they can easily ambush you; in addition, they fire their pistols faster than an [[Elite Mook|Officer]] and will keep firing at you mercilessly. Secondly, there is no delay for their attack animation, making it possible to open a door and get hit by their attack potentially instantly. Thankfully, they only show up in Episode 2 (and the secret level of Episode 6) in the original game.
* Trigens in ''[[Far Cry]]''. The primate types are fast, usually attack in groups, and are capable of killing you in only two hits, even if you have 100% health AND armor. They are the ''easiest'' to deal with, being easy to detect by sound and having relatively low health. But then you have Trigen engineered from humans: one type jumps around like a flea on meth and can pick you off from the other side of the map; other type is [[Invisibility Cloak|permanently cloaked]] and almost impossible to detect without the night/thermal vision goggles you probably hasn't even considered using inside buildings; and finally, the [[Mighty Glacier|Fatboys]], gigantic mutants as tough as they're big, toting rocket launchers 9 out of 10 times you encounter them, in a game where damage from explosives usually means instant death. And they're remarkably accurate with them. You better start saving your flashbangs after the sun first sets...
* ''[[Doom]] 3'', The Tentacled Zombie Commandos. They are very fast, have long range and deal a great amount of damage, and tend to show up in very dark areas, so you don't know they're onto you until it's too late.
** The Chaingunner Commandos are even worse. Their gun deals A LOT of hurt, it disrupts your aiming, and is more accurate than your own. The Commando itself rarely flinches, and is tough enough to take a rocket to the face and ask for seconds. [[This Is Gonna Suck|Get ready to hurt when you see three together]].
** The Pinky Demons can take quite a bit of punishment for the first time one appears, and [[Interface Screw|disrupt your aim]] when they attack, potentially trapping you in a [[Cycle of Hurting]]. To make it worse, you usually fight them in tight hallways that are barely wide enough for the monster to fit in, so no dodging for you.
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*** Conversely, hitscan enemies that can deal major damage with one shot, especially if up close. (for example, the super shotgun zombies from Skulltag)
*** Moves very fast and/or strafes a lot, making it hard to hit (particularly if combined with another of the above characteristics, promoting them from merely [[Goddamned Bats|a Goddamned Bat]]).
*** Can [[Taking You Withwith Me|detonate in your face]] for massive damage.
*** Has any projectiles that can rip through you to chop off large chunks of your health ''and'' come at you really fast. (bonus points if those home in on you wraithverge-style)
*** Are quick to get off their attacks with almost no warning, particularly when they have any of the above nasty attack types.
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* ''[[Red Faction]]: Guerilla'''s EDF. Coming in infinite amount of Humvees, [[APCs]], and Tanks, they won't even stop coming until your alert is down to yellow. Oh, and instead of just coming out of their car before swarming you, they RUN YOU OVER while shooting you with their turrets, then come out and swarm you! The only good news is that if you have an Arc Welder, their strength becomes their weakness and they end up getting slaughtered as you hijack their strongest vehicles and turn their weapons on them.
** Masako's elite mercenaries in the first game tend to soak up more damage than your average soldier, have godlike accuracy, and are often armed with the [[Game Breaker|Rail Driver]], which can kill you in one hit, and have a scope that lets them ''see through walls''. Have fun.
* ''[[FEARF.E.A.R.]]'': The Assassins, aka ninjas or watchers (after the level they first appear in), at least on the Hard and Extreme difficulties. Like most ninja-type enemies, they are very fast and jump all over the place, making them very hard to track. Even worse, they have stealth camouflage, are almost completely silent, hide out in dark places, and have a lethal melee attack that can easily kill you before you can react. If you thought the stealth Elites in ''Halo 2'' were bad...
** Goes double in ''Project Origin''. Also in that game, the Replica snipers. Or the Abominations.
*** They are much easier to see, having the nearly transparent moving shape aspect replaced with a big rainbow bloom and they appear in areas with much more space and better lighting. The most vexing part about dealing with them is making sure that you don't waste too much ammunition.
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** Cyborg assassins are extremely quiet, throw very fast projectiles at you, are very mobile and can take a bit of punishment. Unlike the spiders, you can end up with several shuriken buried in your spine before you know they're there.
* In ''[[Blood]]'', there are the Choking Hands. They always appear suddenly and unexpected, are too small to be easily targeted, grab and choke you, essentially neutralizing you until you manage to shake them off (or die), and do a hell of damage when choking. As they choke you to death, your vision dims and eventually goes black, so you can't even run the hell away from other monsters effectively. And some versions of the game are glitched on the "removing" aspect, meaning you don't get to dislodge the damn things ''no matter how much you try the correct method''<ref>fortunately, this was patched</ref>. If you can fight them without getting the heebie-jeebies, you have nerves of steel.
** All the facehugger-type creatures in ''Blood II'' are candidates for this, [[Guide Dang It|as some versions of the manual didn't tell you how to remove them (and it's not obvious)]]. If you don't know the technique to remove them, any encounter with a Bone Leech/Thief/Hand is fatal<ref>at least the developers were [[Throw the Dog Aa Bone|a little kinder this time]]-- these "grabber" enemies fall off if you run around too much, in addition to the old way</ref>. At least they're slower than the original Choking Hands from the first game and make a lot of noise, so you can pinpoint their locations before you see them<ref>not so much for the Hands, but they take the time to [[Crowning Moment of Funny|flip you off]] before approaching you, so you may just run past them without noticing them, or even kill them while dealing with other enemies present</ref>.
** The more evolved Drudge forms. The Drudge Lord has a vicious variety of melee attacks (the most powerful of them, a scissor-like slash with both claws, being almost ''instantaneous'') and a three-fireball burst at range that hits HARD (each is basically a shot from your own Napalm Launcher). It normally has to stand still to perform this, but a glitch may make them slide towards you while firing them, ''even around corners''. And there's absolutely no weapon in the game that can make them flinch before they launch at least the first time. The Drudge Priest, its evolved form, also throws these fireballs, but only one at a time and from much farther, so you can dodge. What you can't dodge is its streak of three nasty hitscan lightning bolts if you get too close. Oh, and the Priest ''also spits out Bone Leeches whenever it feels like it''. [[Boss in Mook Clothing|At least the Priest's rare]].
* Seems that the [[Quake]] series love these:
** ''[[Quake (Video Gameseries)|Quake]]'' featured the hated Spawn enemies, purple blobs of hyperactive goo that bounced around in an infuriatingly fast and random manner, buffeting you for visible chunks of damage in the process. Best of all, they would detonate when slain, easily gibbing the incautious player. They also made some of the [[Most Annoying Sound|Most Annoying Sounds]] in the game.
** Just as the manual says, the Fiends are organic buzzsaws, rife with pummeling (and slashing) power. They [[Made of Iron|can take quite a beating]] and normally [[Deadly Lunge|jump at you from long distances]], which, considering you usually run around with low health, are often a one-hit kill. On top of that, in certain versions, mods and/or Source Ports, they are able to insta-kill you (regardless of health) if they land on top of you after they jump, adding to the threat.
** The Vores, because of their deadly homing attacks, particularly the two-Vore battle at the end of Episode II. Also because of the horrible high pitched screeching sounds they made.
** Somewhat of a precursor to the Berserkers of later games, the Death Knights are fast, durable, and damaging [[Lightning Bruiser|Lightning Bruisers]] that tend to appear in close quarters, preventing you from using explosives.
** Ogres become this on Nightmare difficulty, due to their rapid-fire [[Grenade Spam]].
** ''[[Quake II (Video Game)|Quake II]]'' has the Parasite, a cybernetic quadripedal creature that's [[Made of Iron]], fast and stealthy, often appears at close range, and quickly drains your health with its unavoidable tentacle attack. When you hear it's footsteps nearby and you're low on health, you know you're about to get owned. Lord help you if two or more attack at once unless you're outside their attack range, in which case [[Artificial Stupidity|they'll send off the tentacle anyways]], making them perfectly still targets.
** The Gladiators, who are also [[Made of Iron]], and have a hard-to-dodge railgun that chops off 50 health points. They were upgraded to [[Boss in Mook Clothing]] status in ''IV''.
*** Before that, in ''The Reckoning'', there is the Gladiator Beta Class. This guy fires two 100 damage rockets (in quick succession, one where you are and the second where you're headed when you dodge), does even more damage with his claw arm, and has ''over '''four times''' the health'' of the already tough Gladiator. In fact, the Beta Gladiator is tougher than the original game's [[Mini Boss|Super Tank]], and you only found ''two'' of those, and in separate locations. [[It Got Worse|Oh, did I mention that the Beta Gladiator is possibly the third most common enemy in the final hub, only behind Gunners and Guards?]]
** The Brain Beta Class. The original totes an energy shield that makes it almost invulnerable at the front, and has a tentacle attack that rips off a good chunk of your health and sends you flying away faster than Team Rocket blasting off, which generally causes fall damage when you land. Fortunately, it's the slowest enemy in the game and it doesn't have any ranged attacks. [[Oh Crap|That changes with the Beta Class]] - it now has an optic laser beam that can roast you inside your armor if you face it for over two seconds.
** Berserkers in ''[[Quake IV (Video Game)4|Quake IV]]''. Faster, tougher, and more damaging than their Q2 counterparts, tend to spawn behind you, get up in your face quickly precluding the use of explosives, and on [[Harder Than Hard]] difficulty, where they can [[One-Hit Kill]] you and [[Gameplay Ally Immortality]] is removed on certain characters, they make certain [[Escort Mission|Escort Missions]] a royal pain.
** The Heavy Hovertanks from ''Quake 4''. [[Made of Iron]], hard to hit in spite of their massive size (they can be [[Lightning Bruiser|damn fast]]), and possess ''extremely'' damaging weaponry.
** The PSX version of ''II'' has an exclusive near-literal demonic spider, the Arachnid, who has ''dual railguns''.
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* Guard dogs in the ''[[Medal of Honor]]'' series, which take off 20 HP per hit on Normal difficulty, more than most bullets. Doesn't help that they tend to [[Teleporting Keycard Squad|teleport in behind you]] or otherwise offscreen. Also, the snipers, particularly in ''Allied Assault'', take off half your health on hard difficulty, [[The Computer Is a Cheating Bastard|have greater visual range than your scope (even without one of their own), and can see and shoot through dense foilage, which is sometimes impenetrable to your bullets]]. Their rifles actually shoot at a higher rate than the standard rifles as well. Just wait 'til you get to the "[[That One Level|Sniper's Last Stand]]" level, and the subsequent [[Escort Mission]]. And let's not forget the MG42's, especially where there are [[Respawning Enemies]]. And the grenade spammers that first appear in the aforementioned Snipertown.
** The 2nd level of the bonus mission "Panzerknacker Unleashed" from ''[[Medal of Honor]] Underground'' had "zombies" that were impossibly good shots with their machine guns. Oh, and they '''explode''' when they die.
* Enemies in [[Rainbow Six|Rainbow Six Vegas 1 & 2]]. They have an [[Instant Death Radius|instant death radius]] where if you encounter them at near point blank range, they ''will'' headshot you first. Their Demonic Spider status is more prominent in the terrorist hunts, where you are placed in open-ended maps with lots of tight quarters (Instant Death Radius galore). In terrorist hunts, the enemies spawn as you go and their first instruction is often to move to the player, which leads to enemies [[Zerg Rush|pouring through doorways with little sense of self-preservation]]. This is made worse by the [[Clairvoyant Security Force|inconvenient locations of the spawn triggers]] where enemies may easily surround you and even come from areas you just cleared. Forget using a standard loadout, you need ''[[More Dakka|two machine guns]]'' because you can't spare the time to reload while you're being overwhelmed with bad guys with lightning reflexes.
** This is made slightly less chaotic for those with keen eyesight. Whenever more terrorists spawn, there will be a very slight skip/lag in the game, short enough to be easily missed, but long enough to be noticed. When you spot this skip, get the hell outta there.
* The Exploding Cultists from ''[[Clive BarkersBarker's Jericho]]''. Fast, possess highly damaging close-range attacks... and, [[Exactly What It Says Onon the Tin|as their name suggests]], they like to explode. Preferably while they're close to as many members of the Jericho Squad as they can possibly get. They can be killed by shooting out all of the pustules on their body, but this is much easier said than done (especially when you have swarms of them to deal with). Thankfully, a much more effective way to deal with them is to use Church's [[Blood Magic|Blood Ward spell]] against them, before running right up to them and give them a good, hefty slash with her sword. Of course, since they also explode upon death, it is recommended that you ''run like hell'' after doing this. Another effective way is to unleash Delgado's [[Kill It Withwith Fire]] abilities upon them.
* Most enemies in the ''[[Alien Resurrection]]'' FPS for the [[Play StationPlayStation]], but worst of all are the facehuggers. They are really dodgy and hard to hit before they latch onto you, and if there isn't an Autodoc nearby, it's game over man, game over.
* ''[[Operation Body Count]]'' has one big nuisance and one blatantly cheap enemy. The nuisance is the sewer slime monster, which can come dangerously close to 1-hit-killing you on Hard Difficulty (and takes out around half your health on Easy) in addition to [[Interface Screw|covering up part of the screen, including the map]]. The cheap-as-hell game-breaking enemy? The shock drones. Sure, you can one-shot them, but they can kill you in under half a second without you knowing they're there until after you're dead. ON EASY. WITH FULL HEALTH AND ARMOR. You can all-but-expect them to be one-hit-killers on HARD!
* ''[[Crysis (Video Gameseries)|Crysis]]'' has a particularly godawful version in the attack helicopters that show up after a few levels. They have near instant kill weapons, are invincible to anything other than two direct rocket hits, and, worst of all, if they see you no matter what you do they always know exactly where you are making them completely unavoidable once you are spotted. This sometimes persists even after reloading a save game. Always carry a full rocket launcher just in case you are spotted by one of these bastards.
** The best part about knowing exactly where you are? Basically, if you're not in stealth mode, you're being shot into tiny little pieces. You could be under a thick canopy of trees, about 300 meters away, but they'll know exactly where you are. To make matters worse, if you stay still for too long (say, behind a sturdy tree or rock), they have a tendency to start spamming missiles over the area. Also, they're not invulnerable to bullets, but they do take a lot of punishment to take out. Certainly takes longer to kill one than one to kill you.
** The sequel has the Ceph Heavies taking up the spider mantle. They are huge and slow, but that's about their only downsides. They are almost immune to bullets, taking multiple rockets to the face and entire mags from chainguns in stride, while tossing their ''own'' rockets and chaingun rounds at you, which you will not shrug off anywhere near so easily. The only thing that makes them manageable is if you sneak up behind them and toss two packs of C4 onto their backs. That is, if they don't release an EMP burst that drains your energy and disables your cloak first. And if you can survive long enough to get out of the blast radius, because they ''will'' notice you once you throw the explosives. And if you have C4.
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* ''[[Call of Juarez]]'' has a cave full of spiders in a late episode. It it dark. They are camoflaged. They move erratically, with pauses, leaps, and freely scuttle up and down the walls in their path. Your only weapon at this point is a whip, which inflicts no area damage, has a mediocre rate of fire, and poor range. They seem to be large enough that collision detection won't let you pass over them easily (no [[Goomba Stomp]] for you), so trying to run through, say, [http://users.ecs.soton.ac.uk/prb/junk/coj-spiders.jpg this little lot] will result in you being surrounded and nibbled to death a few hitpoints at a time while they dodge your attacks. Wake them up, then backtrack and jump over a chasm? They'll jump it too, or follow the wall or ceiling around. Oh, and they make scuttly (and, bizzarely, hissing) noises.
* ''[[Painkiller]]'' has a few, although on any difficulty besides [[Harder Than Hard|Trauma mode]] they're rarely a huge problem if you conserve your Freezer ammo. Throughout the series we have:
** The first game had the following especially-painful enemies in alphabetical order:
*** Hell Bikers, particularly the chaingunner and nailgunner variants, tend to be very accurate with their fire, and they can quickly destroy your health.
*** Maso Commandos have flamethrower/grenade launchers that can deal immense amounts of damage and requiring continuous attacking in order to die-- and they literally LAUGH at you when you fail to kill them.
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*** Finally, Templars have shields that block all attacks except lightning and explosions, and their bolts can be difficult to dodge, especially in the "Babel" level where they each fire THREE bolts at once and appear in swarms.
** ''Battle out of Hell'' had several contenders as well:
*** Bossmen had dual cannon weapons that can hit you from one side of the room for a ton of damage, with the cannonballs being very tough to dodge. Bonus points goes to the later versions who are much tougher and ''can't be frozen''.
*** Voodoo Priests have an unavoidable voodoo attack will drain your health and armor quickly, even if they don't see you.
** The much-maligned ''Overdose'', of course, had its share of nasty foes, not counting the ones that were already in the original Painkiller and ''Battle out of Hell'':
*** Chopper Women move very quickly and can quickly shred your health should they reach you.
*** Devil Monks come in larger numbers than in the first game, only in two levels; the ones with the staves can either poison (red) or slow you down (blue) if you get too close. And they WILL flank you if you're slowed down enough by the ones with the blue staves.
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*** Rocketeers leap around like ninjas, shoot instant-hit bullets, and deal nasty damage with their rocket blasts if you get too close.
*** And finally, Tentacles move about underground then try to sprout up from underneath you, and can hurt you with their slap attacks ''before the animation plays out''.
* Compies in ''[[Turok (Video Gameseries)|Turok 2]]'' are small and hard to shoot, and they come in swarms. Getting swarmed often means [[Death Byof a Thousand Cuts]]. The Purr-linn Juggernauts are [[Made of Iron]], have hard-to-hit weak points, [[Lightning Bruiser|surprisingly fast for their size]], and have a beam-shooting [[BFS]] that also generates ground shockwaves. The Lair of the Blind Ones has literal spiders. The Mantid Hive has the Drones, who are airborne, have supreme dodging skills, often attack in pairs or more, and fire highly-damaging plasma cannons. The Lords of the Flesh in the Oblivion Portals are also extremely fast, frequently block your shots, and have beam cannons similar to the Mantids.
** Turok 2 has a large number of Demonic Spiders, but the Blind Ones archers probably take the cake. They have long-range crossbows that are far more accurate than anything that's blind has a right to be and is easily one of the highest damaging attacks in the game. The arrows are also surprisingly quiet, though still audible. The archers' only real downside is that the Blind Ones' breathing is quite loud and can alert you to their presence, though the short draw distance of the N64 can cause you to [[The Computer Is a Cheating Bastard|be attacked from where you can't see them]].
** Manuguera bugs in the remake have the honour of being Demonic Spiders ''and'' [[Goddamn Bats]]. They fly, attack in huge swarms, are small, fast and hard to hit and just happen to have an acid spit attack that can kill you in three hits.
* ''[[Duke Nukem 3D (Video Game)|Duke Nukem 3D]]'':
** Octabrains are frequently encountered in groups underwater, often near Protozoid Slimer eggs, can take alot more punishment than normal enemies, and have a deadly psychic energy blast.
** Protozoid Slimers, which constantly jump between ceiling and floor, and block off the entire screen if they latch onto you. In the normal game, you have to shoot it off your face. Normally this is done by reflex, so not much of a hassle, but since the enemies present usually require you to be carrying the RPG, and the projectile explodes in contact with the Protozoid, well... At least you can kick them with the Atomic Edition installed, which makes cutting through infested air vents a breeze. It doesn't detract any from their creepy factor, tough.
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*** The ''Vertigo'' [[Expansion Pack]] brings back the Missile Hulks and Drillers from D1, as well as introducing the Class 2 Heavy Driller, the Sniper NG, the MAX, armed with the same Homing Flash Missiles as [[That One Boss]] from the main game, and the SPIKE, which has the deadly undodgeable Omega Cannon.
* ''[[Star Wars]]: [[Republic Commando]]'' has Demonic SBDs that require concentrated fire from your whole squad to kill, this wouldn't be so bad if 1.) You didn't fight so god damn many, and 2.) they didn't have [[Mook Maker|Mook Makers]]. Surprisingly, knifing them to death works (as crazy as it sounds to attack a large robot with a knife instead of a laser blaster). Two of more and you use EMP grenades to take them out quick.
** Spider Droids are also humongous pains in the ass.
** ''[[Dark Forces Saga|Jedi Outcast]]'' has the Shadow Troopers, lightsabre-equipped Storm Troopers with saber-resistant armour who hop around with incredible speed and agility, are immune to just about any Force attack, and can perform just about every attack you can, but better. Dealing with more than one is damn near ''impossible''. And no, [[Bullet Time|Force Speed]] does not help; they just counter it with their own.
** Outcast and Academy feature AT-STs. Sometimes you have added firepower (a walker of your own, or a gun emplacement) to take them out, but when you don't, your options are: (a) spend a few minutes throwing your saber at it (for some reason you can't just throw it at the legs to disable the thing in a single strike, and if you get too close, it steps on you and kills you); (b) shoot at it with the guns that [[Guns Are Useless|you never use after you get the saber]], until you run out of ammo (long before it dies), leaving you to spam the repeater's alt fire for quite a bit; or (c) [[Playing Tennis With the Boss|play tennis with its blaster cannons]] where one mishap can kill you (and it STILL takes a decent amount of time). As it stands, they are arguably harder then the actual bosses in either game.
** The Dark Troopers in the original game are Demonic Spiders for two different reasons; the Phase 1 for deflecting projectile weapons and forcing the player to use explosives, and the Phase 2 for having the ability to fly and shoot at the player with the equivalent of the best gun in the game, as well as taking quite a bit of damage (The Phase 3 Dark Trooper is the final boss).
* ''Breakdown.'' The basic(!) enemies of this game are human soldiers with ludicrously accurate machine guns. Of course, given that the [[Applied Phlebotinum]] present in the game leads you to [[A God Am I]] territory, you might think that they eventually cease to be [[Demonic Spiders]]. Oh how wrong you are. In gangs, they can cut you down in seconds. The actual MONSTROUS enemies are worse. Base-form T'lan are immune to bullets, incredibly strong and like to knock you down—and it only gets worse from there. The heavyweight contender for the [[Demonic Spiders]] title in this game are Stealth T'lan. Fast, invisible and they generally travel in gangs of two to four. In well-lit areas, you can see them well enough to divide and conquer. In darker areas, the net effect is something like being descended upon by naked, radioactive Freddy Kruegers who always knock you down, outpace you by default and can only be reliably tracked by their [[Audible Sharpness]].
* On [[BioBioShock Shock(series)]], if you access a certain Power To The People machine in Fort Frolic, the standard (already demonic) Spider Splicers are replaced by plaster-covered ones, which are always running on full alert, and make ''absolutely no sound'' when moving on the ground or attacking, which ''will'' cost you a chunk of health every time you're not paying full attention to the game (i.e. spinning around madly trying to cover every possible attack angle). There's a reason most gamers consider said machine an unnecessary hassle more than anything.
* ''[[Sauerbraten]]'''s various single-player campaigns have ''literal'' demonic spiders. They toss grenades at you that take out most of your health if you aren't wearing armor. If you see one, ''run far away''. But as Sauerbraten is intended as an engine and the FPS bundled with it is just a demonstration, it's open-source, so you can "fix" the bug yourself with a little tinkering.
* ''[[Pathways Intointo Darkness]]'' has Ghasts, a suped-up version of the Zombies that cause earthquakes from off-screen, Oozes, who appear in large numbers and are major [[Made of Iron|bullet sponges]], the spider-like Skitters, who swarm you from all sides and later have a poisonous [[Palette Swap]], and Greater Nightmares, who shoot nearly-undodgeable homing projectiles and can only be killed with armor-piercing ammo.
* In ''[[Team Fortress 2 (Video Game)|Team Fortress 2]]'', Engineers, mainly because of their sentry, which has absurd power, range, and firing speed, and can be leveled up to become even worse. At level 3, it's nearly impossible to take one on at front, because of its extreme firing speed and damage. Plus, if an Engineer has a constant supply of metal, the sentries will be nearly constantly healed and resupplied. Once an Engineer is firmly entrenched, very little can defeat him and his sentry. Last note, Engineers love to group together, forming a huge nest of sentries and buildings, healing and repairing together. In short, [[Shoot the Medic First|shoot the engineer first.]] Fortunately, the Engineer on his own is weak, but certain unlocks (the Frontier Justice) allow him to deal far more damage if his sentry is killed. The release of the wrangler has allowed the Engineer to take control of his sentry, which not only eliminates the sentry's original limitation of near-sightedness, but ALSO limits the amount of damage the turret can take by 1/3. Combine this with Engie camps repairing the wrangled turret and the occasional pyro providing anti-spy support, and you have an invincible rotary gun of sheer ''death''.
** Spies wielding the "[[Fan Nickname|Dr. Enforcicle]]" [[Game Breaker|combo]] are nightmarish. Normally, Spies have to be stealthy because their health is low; Pyros can ignite them, revealing their cloak or disguise; and their weak revolver is supposed to be a last-resort weapon. The Enforcer can two-shot most classes in close range. The Spy-cicle enables the Spy to become ''immune to fire for two seconds'' upon taking fire damage with the weapon out, at the loss of the weapon for a mere 15 seconds. And the Dead Ringer allows the Spy to fake his death for a short time, taking reduced damage during the time. Final verdict? Powerful weapon that allows the Spy to kill most classes in two hits, temporary immunity ''to his main weakness'', and if you finally catch him, he fakes his death with damage resistance stacked on.
** Just about any class can become this, though there seems to be more hate for pyros, demomen, snipers, spies, and particularly good scouts. As those are, in order, bringers of [[Kill It Withwith Fire|flaming mayhem]], [[Stuff Blowing Up|massed explosions]], [[Boom! Headshot!|gray matter splatter]], [[Back Stab|instant death from behind]], and [[Fragile Speedster|obnoxious agility with firepower]], respectively, their spider-potential is not hard to grasp.
* ''[[Ghost Recon]]: Advanced Warfighter'' has rocket-launcher- and automatic-grenade-turret-weilding tangos in a few missions. They can see you from distances where you can only see them with a sniper rifle, they fire instantly when you enter their viewing cone, they have perfect accuracy, and it's essentially impossible to notice the explosive coming unless you're looking right at it - and naturally you die in one hit. Be prepared to step around a corner and randomly explode dozens of times until you finally spot the bastard-- and be ''damned'' sure your idiotic squadmates don't wander through the enemy's targeting area.
** There are also a pair of machine gun turrets about a block apart on the same street in one level. They have big metal plates around the barrel so you can't shoot the gunner, they apparently have binocular vision and unlimited range, and they cover each other. Only coming around the right corners with perfect timing gives you a split second to shoot the gunner in the back before he swivels towards you.
* ''[[Borderlands (Video Game)|Borderlands]]'' has several of these. The larger versions of the skags (especially those with an elemental affinity) can keep ramming you for good damage, sending you flying back several feet as their lesser brethren gang up on you. The spiderants are just as bad; the beetle versions can curl up and roll into you, sending you flying while the larger ones rarely turn around for you to hit their backsides for massive damage. The elemental spiderants are even worse since they can create a shockwave attack constantly if you get too close and use a long range attack if you are too far away from them. Running them over with a vehicle is usually the easiest way to kill them but the larger spiderants will damage your shields if you run over too many of them. Enemy turrets are difficult to approach as they will shred you to pieces, have high defense, and can shoot either bullets or rockets at you. The Eridians towards the end of the game come in two flavors; one that moves and attacks fast, making it hard to hit them, and one that can hover high the air while attacking you with a long range beam attack, forcing you to use either a weapon with a scope or Mordecai's Bloodwing pet just to be able to deal consistent damage to the bastards.
** The Zombie Island of Dr. Ned DLC has its own flavor of demonic spiders. First there are the defilers that vomit on you, doing high damage, blinding you, and slowing you down, leaving you open to attack from other zombies. Then there are the suicide zombies that throw an [[Explosive Barrel]] at you, doing high damage and causing massive knockback. Oh, and they also explode when killed. The takenstein is practically the worst of the bunch since he is [[Made of Iron]], has the explosive barrels like the suicide zombies but isn't limited to one, and attacks with other zombies.
** The Secret Armory of General Knoxx DLC also introduces new demonic spiders. Badass lance troopers have powerful guns and have a really freaking huge shield that makes attacking them a chore unless you go for headshots. Badass shock/chemical/pyro troopers are [[Made of Iron]], have an elemental affinity, and their backpacks tend to explode even after you killed them, which can put you into cripple status. Then there are the Omega Assassins that move as fast as the Eridians or even faster, attack in groups, and their movement makes it difficult to hit them, similar to the assassins fought in ''[[Half Life]]''.
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** And let's not forget the fact that a Medic at Rank 5 has the ability to revive themselves (granted that they have the perk for it) if they're incapacitated. Fun!
 
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[[Category:Demonic Spiders]]
[[Category:First Person Shooters]]