Respawning Enemies: Difference between revisions

FHBG
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* The ''[[Syphon Filter]]'' series has it's share of respawning enemies, which can sometimes be observed appearing via [[Enemy Detecting Radar]], but ''The Omega Strain'' is a noticable example, as every level has infinitely respawning enemies. If the player has a sharp eye, they will occasionally see enemies spawning ''out of thin air,'' which makes some escort missions exceedingly tough.
* The ''[[Descent]]'' series has the purple-veined walls that spawn a wave of enemies when triggered by an [[Event Flag]]. On most difficulties, they stop producing after three or so waves, but on Insane starting with the second game, they can generate indefinitely.
* In "collect the chips" levels of ''[[FHBG]]'', the enemies respawn in a set order. This can be exploited to keep easier enemies on the screen.
 
=== Non-Video Gaming Examples ===
* In ''[[The Hunger Games]]'', {{spoiler|the dead tributes are returned as half-human, half-wolf "muttations" to attack the surviving players (Or they are simply modified to look like them, it is never truly explained).}} In ''Catching Fire'', the Quarter Quell course sends fresh monsters at the tributes for one specific hour per day.