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Pre-existing Encounters
- 606 statements
- 118 feature instances
- 122 referencing feature instances
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In addition to Random Encounters, in which a fight can happen at any time either in a dungeon-type area, or on the overworld, Preexisting Encounters are those that you can see coming. This tends to happen in one of two ways: | |
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Pre-existing Encounters / int_10d303a2 | type |
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Shin Megami Tensei IV and its sequel Shin Megami Tensei IV: Apocalypse have enemies on the overworld represented by green digital stuff. Quest encounters are represented by red digital stuff. | |
Pre-existing Encounters / int_10d303a2 | featureApplicability |
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Shin Megami Tensei IV (Video Game) | hasFeature |
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Pre-existing Encounters / int_13a0c5fc | type |
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Pre-existing Encounters / int_13a0c5fc | comment |
In Project .hack and .hack Conglomerate games (that is, the first four games: Infection, Mutation, Outbreak, and Quarantine, and the GU games), all encounters are never random and can be seen clearly, though GU is less random than Infection, Mutation, Outbreak, and Quarantine. In Infection, Mutation, Outbreak, and Quarantine, enemies are represented by glyphs and while monsters correspond to area levels and keyword, it is still quite a surprise. In GU, all enemies are out in plain sight, going on a pre-existing path. Whether you want to engage or skip it is entirely your choice... to an extent. The way the Areas are mapped, usually consisting of separate "islands" or "rooms" connected by paths, you may or may not be able to prevent enemies from seeing you and hence avoid battle (except for the wide open Infection, Mutation, Outbreak, and Quarantine Fields). | |
Pre-existing Encounters / int_13a0c5fc | featureApplicability |
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DotHackGUGames | hasFeature |
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Pre-existing Encounters / int_1a8119af | type |
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Pre-existing Encounters / int_1a8119af | comment |
Dragon Quest VIII, in addition to its normal random encounters, also has some monsters for the Monster Arena visible on the world map. While they give chase if you are near by, they can usually be seen for some distance off, and can be avoided. This is changed for the 3DS remake, where all encounters are visible this way. | |
Pre-existing Encounters / int_1a8119af | featureApplicability |
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Dragon Quest VIII (Video Game) | hasFeature |
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Pre-existing Encounters / int_1adee40d | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_1adee40d | comment |
In The World Ends with You, you fight Noise by scanning your surroundings with the Player Pin and then touching those red monstrous-looking symbols to begin battle. In essence, battles that don't advance the story or clear out invisible walls are completely optional, though you miss out on pins, EXP, and PP if you decide not to battle a lot. This can make things very difficult later; even on easy mode, the final boss essentially becomes a Hopeless Boss Fight. But you later run into a type of Noise that head towards you whenever you use the Player Pin (which you also can't run from), and near the end you'll have a chance of being forced into a battle whenever you get to a new area. | |
Pre-existing Encounters / int_1adee40d | featureApplicability |
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The World Ends with You (Video Game) | hasFeature |
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Pre-existing Encounters / int_1aec9ec4 | type |
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Pre-existing Encounters / int_1aec9ec4 | comment |
In Septerra Core: Legacy of the Ancients, every battle is a set encounter. And if you leave the map and have to backtrack later, every encounter is respawned in the exact same location. Some battles are skippable only if there's multiple ways to get to the destination, and even then, there's almost always at least one encounter on each route. | |
Pre-existing Encounters / int_1aec9ec4 | featureApplicability |
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Septerra Core (Video Game) | hasFeature |
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Pre-existing Encounters / int_1e5e6b01 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_1e5e6b01 | comment |
Robotrek has normal enemies usually meandering around the environment. If they see the player they will usually speed up and give chase. Any time the enemies touch the player's sides or back, they get the first move in battle. Though there are also a handful of mandatory, non-boss encounters. | |
Pre-existing Encounters / int_1e5e6b01 | featureApplicability |
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Robotrek (Video Game) | hasFeature |
Pre-existing Encounters / int_1e5e6b01 | |
Pre-existing Encounters / int_20f32dbb | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_20f32dbb | comment |
Meritous: There's a limited number of monsters in the entire game, visible on screen once it the same room as them, provided they're not Invisible Monsters, and the heads-up display even shows you the total, as well as how many you've killed. | |
Pre-existing Encounters / int_20f32dbb | featureApplicability |
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Pre-existing Encounters / int_20f32dbb | featureConfidence |
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Meritous (Video Game) | hasFeature |
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Pre-existing Encounters / int_21e321da | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_21e321da | comment |
The 3DS remake of Dragon Quest VII has all its enemies visible and avoidable on the overworld and in almost every dungeon (though in the latter case you may struggle to avoid them as the dungeons tend to be cramped), unlike its original Playstation release which is all Random Encounters. The single exception is the Multipleximus Maximus dungeon, which still has to use random encounters due to its unorthodox design. | |
Pre-existing Encounters / int_21e321da | featureApplicability |
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Pre-existing Encounters / int_21e321da | featureConfidence |
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Dragon Quest VII (Video Game) | hasFeature |
Pre-existing Encounters / int_21e321da | |
Pre-existing Encounters / int_22a8a2dd | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_22a8a2dd | comment |
In all Chinese Paladin games the monsters are physically represented on the map patrolling the areas. However, sometimes their sprites are tiny and blends in with the background, making it harder to see them coming. Regardless they all will chase the player, usually at a faster-than-walk pace, after they've seen you. | |
Pre-existing Encounters / int_22a8a2dd | featureApplicability |
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Chinese Paladin | hasFeature |
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Pre-existing Encounters / int_2b8a9a79 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_2b8a9a79 | comment |
The Harry Potter games for Game Boy Color. Enemies are represented as small sparkling blue clouds, whereas bosses are shown as larger versions of the same. You can avoid most random encounters, but bosses typically block progress until defeated. | |
Pre-existing Encounters / int_2b8a9a79 | featureApplicability |
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Pre-existing Encounters / int_2b8a9a79 | featureConfidence |
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Harry Potter (Video Game) | hasFeature |
Pre-existing Encounters / int_2b8a9a79 | |
Pre-existing Encounters / int_2c0e5819 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_2c0e5819 | comment |
Monster Racers: Wild monsters appear in the overworld as yellow orbs. You can also use an item to freeze them in place and avoid battle, but some of them don't move anyway. | |
Pre-existing Encounters / int_2c0e5819 | featureApplicability |
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Pre-existing Encounters / int_2c0e5819 | featureConfidence |
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Monster Racers (Video Game) | hasFeature |
Pre-existing Encounters / int_2c0e5819 | |
Pre-existing Encounters / int_2d644371 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_2d644371 | comment |
Tales Series: Tales of Symphonia: Monster groups appear as somewhat unrelated models, like a floating skull, a slime, or some kind of long insect. Tales of Phantasia normally uses random encounters but has a specific area of preexisting encounters during the Valhalla War sequence, where you are trying to find the enemy leader in the middle of the mazelike, contested Valhalla Plains. Encounters appear as skeletal ghosts in cloaks which replenish when you leave a screen and come back. Each fight takes up a chunk of your limited time to win the war, so you have to fight as few as you can to get the best reward for least cost. |
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Pre-existing Encounters / int_2d644371 | featureApplicability |
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Pre-existing Encounters / int_2d644371 | featureConfidence |
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Tales Series (Video Game) | hasFeature |
Pre-existing Encounters / int_2d644371 | |
Pre-existing Encounters / int_318fe3d2 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_318fe3d2 | comment |
Although standard enemies are still random encounters, the Etrian Odyssey series also features several Bosses in Mook's Clothing called F.O.E. that are visible on the map, which generally should be run from when first encountered. One thing that makes them particularly dangerous is that they can continue to approach while you're fighting a random encounter; take too long, and the F.O.E. will join in, potentially turning a difficult encounter into a deadly one. | |
Pre-existing Encounters / int_318fe3d2 | featureApplicability |
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Etrian Odyssey (Video Game) | hasFeature |
Pre-existing Encounters / int_318fe3d2 | |
Pre-existing Encounters / int_359666b7 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_359666b7 | comment |
Lufia II: Rise of the Sinistrals has enemies visible on the screen in dungeons, allowing you to avoid them if you wish. You can also stun them with arrows to dart past them with ease. Some of the enemies move in unusual set patterns, others can teleport around the room, and some puzzles even require you to lure monsters onto switches. There's even one puzzle that has you bet on which monster will win a race! | |
Pre-existing Encounters / int_359666b7 | featureApplicability |
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Pre-existing Encounters / int_359666b7 | featureConfidence |
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Lufia II: Rise of the Sinistrals (Video Game) | hasFeature |
Pre-existing Encounters / int_359666b7 | |
Pre-existing Encounters / int_372350a0 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_372350a0 | comment |
All normal enemy encounters in Dubloon are represented as figures walking mindlessly around, with a sprite representing the "leader". | |
Pre-existing Encounters / int_372350a0 | featureApplicability |
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Pre-existing Encounters / int_372350a0 | featureConfidence |
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Dubloon (Video Game) | hasFeature |
Pre-existing Encounters / int_372350a0 | |
Pre-existing Encounters / int_3d0f5f70 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_3d0f5f70 | comment |
The Final Fantasy Legend II and Final Fantasy Legend III DS remakes replace random encounters from the originals with monsters running on the world map representing battles. Most are possible to avoid. | |
Pre-existing Encounters / int_3d0f5f70 | featureApplicability |
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Pre-existing Encounters / int_3d0f5f70 | featureConfidence |
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Final Fantasy Legend II (Video Game) | hasFeature |
Pre-existing Encounters / int_3d0f5f70 | |
Pre-existing Encounters / int_43274322 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_43274322 | comment |
Kentucky Route Zero: The Bluegrass State has a lot of roadside 'encounters' scattered about, made visible by markers on your map as you approach them. This being an Adventure Game, most of these encounters aren't important except for the sake of exploring, soaking in the atmosphere, and developing your characters. | |
Pre-existing Encounters / int_43274322 | featureApplicability |
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Pre-existing Encounters / int_43274322 | featureConfidence |
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Kentucky Route Zero (Video Game) | hasFeature |
Pre-existing Encounters / int_43274322 | |
Pre-existing Encounters / int_43f52aa9 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_43f52aa9 | comment |
In The Elder Scrolls IV: Oblivion; enemies may be concealed by terrain or vegetation, but often can be seen at a distance, and indeed may not see the character, giving the player the chance for a missile attack or just to flee undetected. This also holds true for Morrowind, though the sheer number of Cliff Racers you face can make it seem like you're fighting random encounters every step. | |
Pre-existing Encounters / int_43f52aa9 | featureApplicability |
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Pre-existing Encounters / int_43f52aa9 | featureConfidence |
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The Elder Scrolls IV: Oblivion (Video Game) | hasFeature |
Pre-existing Encounters / int_43f52aa9 | |
Pre-existing Encounters / int_44ebe34f | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_44ebe34f | comment |
In Haven (2020) Mook mobs and many of the bosses visibly wander or lie in wait until approached or they catch sight of the protagonists. | |
Pre-existing Encounters / int_44ebe34f | featureApplicability |
1.0 | |
Pre-existing Encounters / int_44ebe34f | featureConfidence |
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Haven (2020) (Video Game) | hasFeature |
Pre-existing Encounters / int_44ebe34f | |
Pre-existing Encounters / int_49a88435 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_49a88435 | comment |
Final Fantasy XII has something like this as well, although you can't always avoid the enemies. Some of them come after you. On the other hand, some of them won't attack you until you attack them first. | |
Pre-existing Encounters / int_49a88435 | featureApplicability |
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Pre-existing Encounters / int_49a88435 | featureConfidence |
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Final Fantasy XII (Video Game) | hasFeature |
Pre-existing Encounters / int_49a88435 | |
Pre-existing Encounters / int_4a4dcdd8 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_4a4dcdd8 | comment |
In Final Fantasy Mystic Quest, unlike the rest of the series, the monsters in the dungeons are always visible and in fixed positions. There are two exceptions, but there are items to counteract their invisibility (which, conveniently, are found in that very same dungeon). Luckily for you, they don't respawn until after you leave. | |
Pre-existing Encounters / int_4a4dcdd8 | featureApplicability |
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Pre-existing Encounters / int_4a4dcdd8 | featureConfidence |
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Final Fantasy Mystic Quest (Video Game) | hasFeature |
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Pre-existing Encounters / int_4e31ccbc | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_4e31ccbc | comment |
In The Magic Candle, enemy parties are visible to you when they're one tile away. You're visible to them at two tiles' distance, and unless they're holding a position, they'll come after you. A Nitro Boost will keep you ahead of them... but may crash you right into another party. It's safer to use magic: the Locate spell will make all troops visible for a few turns, and Confuse will shake off a party that's caught your scent. (Later, the Teleport spell makes Locate obsolete — you can't 'port right into an enemy party, so you can check where they are by preparing Teleport, noticing the conspicuous unavailable tiles, and then cancelling.) | |
Pre-existing Encounters / int_4e31ccbc | featureApplicability |
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The Magic Candle (Video Game) | hasFeature |
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Pre-existing Encounters / int_4e9f355 | type |
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Pre-existing Encounters / int_4e9f355 | comment |
A good number of the fights in Crisis Core: Final Fantasy VII are like this. The first dungeon uses them almost exclusively. The one battle required to complete a side mission in Crisis Core is this as well. All other battles give the impression of being random encounters, although they only trigger at specific locations due to the realtime nature of the game's battles and can often be avoided by hugging the walls. | |
Pre-existing Encounters / int_4e9f355 | featureApplicability |
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Crisis Core (Video Game) | hasFeature |
Pre-existing Encounters / int_4e9f355 | |
Pre-existing Encounters / int_505bdb62 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_505bdb62 | comment |
Magi-Nation goes in and out of this trope. in Shadow Geysers and the Shadow Hold, they're completely random - but in everywhere else, they're entirely skippable. | |
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Magi-Nation (Tabletop Game) | hasFeature |
Pre-existing Encounters / int_505bdb62 | |
Pre-existing Encounters / int_507dfb6a | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_507dfb6a | comment |
In EarthBound (1994), not only are enemies shown clearly on screen (though the sprites tend to hide their type), but the direction your character is facing when the encounter occurs makes a difference. If the enemy is facing away from you, you get an additional turn at the start; if you're facing away from it, the enemy gets the first turn. If an enemy is weak enough that you can kill it before it gets a chance to attack, it's defeated instantly. Getting an extra turn at the start of battle makes this much more likely. Also, very small enemies— such as ants and slugs— who are actually quite tough will be squashed underfoot unless another enemy attacks you while you're immobilized. The Casey Bat banks on hitting an enemy when they're tuned away as it guarantees a free hit on them and adds to the Casey Bat's already powerful slugger hit which is great when you'll strike out if you don't. In an interesting variation, once you've beaten the Sanctuary boss for a given area (or are, simply, highly enough leveled), enemies will run from you. This does allow you to get back-attacks on them much more readily, but at that point the experience provided is so low that it would almost certainly be faster to just call it a day and move on. Mother 3 has a similar system, although back attacks never lead to automatic victory; instead, if you are on a high enough level, you can just dash through the enemies, gaining no rewards but also avoiding the encounters entirely. |
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Pre-existing Encounters / int_507dfb6a | featureApplicability |
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EarthBound (1994) (Video Game) | hasFeature |
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Pre-existing Encounters / int_51d8e360 | type |
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Pre-existing Encounters / int_51d8e360 | comment |
Blue Dragon has enemies walking around most areas. Outside of encounters, you can attack them from behind, get the first attack on them, and use certain class skills within a fixed radius to attract, repel, stun, or sneak past them outside of battle. You can also fight them in consecutive battles, or even pit some of them against each other this way. | |
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Blue Dragon (Video Game) | hasFeature |
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Pre-existing Encounters / int_5209cf3c | comment |
Mario & Luigi games have this as well, including both the many-enemies-in-one model and the ability to initiate combat preemptively. If an enemy hits you before you hit it, however, they get the First Strike. | |
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Mario & Luigi (Video Game) | hasFeature |
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Pre-existing Encounters / int_556e9c56 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_556e9c56 | comment |
In Child of Light, standard mooks, which are often Actually Four Mooks each, only trigger battle mode when you approach them. If one approaches you from behind, you will be Ambushed and they will attack first, if you do the same to them, you get a Surprise Attack. | |
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Child of Light / Videogame | hasFeature |
Pre-existing Encounters / int_556e9c56 | |
Pre-existing Encounters / int_559a396b | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_559a396b | comment |
New Super Mario Bros. U also has these, but you have to actually defeat the enemies to win, like Super Mario Bros. 3. | |
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New Super Mario Bros. U (Video Game) | hasFeature |
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Pre-existing Encounters / int_57f19f4d | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_57f19f4d | comment |
New Super Mario Bros. Wii also has enemies on the world map which transport the player to the battle screen. The different is that to win, you have to collect the Toad balloons instead of defeating the enemies. The enemies are Goombas, Spinies, Ice Bros, Porcuppfers, Stalking Piranha Plants, Bullet Bills, Lakitus and Lava Bubbles. | |
Pre-existing Encounters / int_57f19f4d | featureApplicability |
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New Super Mario Bros. Wii (Video Game) | hasFeature |
Pre-existing Encounters / int_57f19f4d | |
Pre-existing Encounters / int_58cf4968 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_58cf4968 | comment |
Tales of Phantasia normally uses random encounters but has a specific area of preexisting encounters during the Valhalla War sequence, where you are trying to find the enemy leader in the middle of the mazelike, contested Valhalla Plains. Encounters appear as skeletal ghosts in cloaks which replenish when you leave a screen and come back. Each fight takes up a chunk of your limited time to win the war, so you have to fight as few as you can to get the best reward for least cost. | |
Pre-existing Encounters / int_58cf4968 | featureApplicability |
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Pre-existing Encounters / int_58cf4968 | featureConfidence |
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Tales of Phantasia (Video Game) | hasFeature |
Pre-existing Encounters / int_58cf4968 | |
Pre-existing Encounters / int_5921531a | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_5921531a | comment |
In Persona 3 and Persona 4, Shadows walk the map as blobs - black blobs are normal, red blobs are Elite Mooks, and gold blobs are Metal Slime. Hitting them with your weapon starts the fight. Hit it in the back and you get a surprise round; get hit first and they get the first move. If you level up enough, they run from you — and if you happen to fight them anyway, the enemies will suffer from the Distress status effect. | |
Pre-existing Encounters / int_5921531a | featureApplicability |
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Persona 3 (Video Game) | hasFeature |
Pre-existing Encounters / int_5921531a | |
Pre-existing Encounters / int_5921531c | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_5921531c | comment |
In Persona 5, enemies now have dungeon specific forms, like knights, security guards and police officers, who wander the maps. Battle starts when you attack them or they attack you. However, in keeping with the game's Phantom Thief themes, you now sneak up and Back Stab enemies to get an advantage in battle, instead of just hitting them. | |
Pre-existing Encounters / int_5921531c | featureApplicability |
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Persona 5 (Video Game) | hasFeature |
Pre-existing Encounters / int_5921531c | |
Pre-existing Encounters / int_5afbc0cb | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_5afbc0cb | comment |
Undertale mostly has invisible Random Encounters, but some Vegetoids in the Ruins are plainly visible and won't attack until interacted with. | |
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Undertale (Video Game) | hasFeature |
Pre-existing Encounters / int_5afbc0cb | |
Pre-existing Encounters / int_5c8bc496 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_5c8bc496 | comment |
Epic Battle Fantasy: In the third, fourth and fifth games, most foes appear on the map, and you initiate battles by interacting with them. The enemy encounters that don't appear on the map trigger when you step on specific tiles. | |
Pre-existing Encounters / int_5c8bc496 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_5c8bc496 | featureConfidence |
1.0 | |
Epic Battle Fantasy (Video Game) | hasFeature |
Pre-existing Encounters / int_5c8bc496 | |
Pre-existing Encounters / int_5e50079 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_5e50079 | comment |
Enemies in Lunarosse are represented by blue flames you can touch or avoid. In some dungeons, they're represented by general soldier sprites instead. | |
Pre-existing Encounters / int_5e50079 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_5e50079 | featureConfidence |
1.0 | |
Lunarosse (Video Game) | hasFeature |
Pre-existing Encounters / int_5e50079 | |
Pre-existing Encounters / int_5f78b9c7 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_5f78b9c7 | comment |
A significant number of street racing games such as Tokyo Xtreme Racer and Racing Lagoon have rival cars that exist onscreen and engage you in a duel when you pass the headlights on them (or vice versa.) | |
Pre-existing Encounters / int_5f78b9c7 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_5f78b9c7 | featureConfidence |
1.0 | |
Tokyo Xtreme Racer (Video Game) | hasFeature |
Pre-existing Encounters / int_5f78b9c7 | |
Pre-existing Encounters / int_618bcaf2 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_618bcaf2 | comment |
For the King: Most overworld combat encounters are stationary and visible on the map and don't trigger until the Player Character enters their hex. Zig-zagged with occasional Random Encounters when monsters successfully ambush the PC. One Scourge's active effect obscures preexisting encounters so the player can see where they are but not what monsters are involved. | |
Pre-existing Encounters / int_618bcaf2 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_618bcaf2 | featureConfidence |
1.0 | |
For the King (Video Game) | hasFeature |
Pre-existing Encounters / int_618bcaf2 | |
Pre-existing Encounters / int_61de95d6 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_61de95d6 | comment |
Freelancer has encounters set as 'Patrol Paths' which can be from any faction, although the factions they belong to are easy to deduce because of location and whether they're neutral, friendly or hostile. | |
Pre-existing Encounters / int_61de95d6 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_61de95d6 | featureConfidence |
1.0 | |
Freelancer (Video Game) | hasFeature |
Pre-existing Encounters / int_61de95d6 | |
Pre-existing Encounters / int_629cd094 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_629cd094 | comment |
Dragon Age: Origins uses this, for good reason. Enemies scale with your party's average level, and since stat do have caps in that game, grinding to level 99 makes all of the enemies nigh impossible to defeat since theirs don't. | |
Pre-existing Encounters / int_629cd094 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_629cd094 | featureConfidence |
1.0 | |
Dragon Age: Origins (Video Game) | hasFeature |
Pre-existing Encounters / int_629cd094 | |
Pre-existing Encounters / int_62bf543 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_62bf543 | comment |
Super Mario Bros. 3 has Hammer Bros., Boomerang Bros., Fire Bros. and Sledge Bros. randomly wandering around the world maps. Mario is transported to a battle screen if they run into him, but can sometimes avoid them. | |
Pre-existing Encounters / int_62bf543 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_62bf543 | featureConfidence |
1.0 | |
Super Mario Bros. 3 (Video Game) | hasFeature |
Pre-existing Encounters / int_62bf543 | |
Pre-existing Encounters / int_6365ff2d | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_6365ff2d | comment |
Dragon Quest has four predetermined battles; the Golem at the gates of Cantlin, the Green Dragon guarding Princess Gwaelin's cell in the tunnel to Rimuldar, the Axe Knight guarding Erdrick's Armor in the ruins of Hauksness and the Dragonlord himself. | |
Pre-existing Encounters / int_6365ff2d | featureApplicability |
1.0 | |
Pre-existing Encounters / int_6365ff2d | featureConfidence |
1.0 | |
Dragon Quest (Video Game) | hasFeature |
Pre-existing Encounters / int_6365ff2d | |
Pre-existing Encounters / int_67cf76a5 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_67cf76a5 | comment |
Getsu Fuma Den has some enemy encounters triggered by running into their sprites on the overworld, though in most places they're impossible to avoid. | |
Pre-existing Encounters / int_67cf76a5 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_67cf76a5 | featureConfidence |
1.0 | |
Getsu Fuma Den (Video Game) | hasFeature |
Pre-existing Encounters / int_67cf76a5 | |
Pre-existing Encounters / int_6ac55ec7 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_6ac55ec7 | comment |
Let's start with the granddaddy, Dungeons & Dragons, and its spin-off Pathfinder. As fantasy games with many site-based adventures, there is usually a certain amount of predictability in the encounters. Players often have numerous spells and powers that allow them to see ahead and detect, avoid, or otherwise bypass enemies and perform a Dungeon Bypass. The exact methods vary by edition, but mundane stealth, invisibility, spells that allow clairvoyance and similar powers, gathering rumors away from the dungeon and putting clues together, teleportation, magic that reshapes dungeon walls, illusions, spells that create walls and barriers, and more are all available so you don't have to encounter every single enemy or trap between you and your objective. Special mention must be made of D&D's numerous Story Breaker Powers in the late-game, which would in theory allow a party to spy on a villain, buff up, teleport into his bedchambers, and slaughter him. In practice, an experienced GM should plan for these eventualities, and some players purposefully avoid solving the plot like this as a matter of etiquette. In D&D and Pathfinder, experience points are gained for defeating enemies and other methods. Thus, a party may decide not to skip the skippable encounters, not only because it cuts content, but because they miss the loot. Additionally, there is argument whether the GM should award XP for bypassed monsters, as that challenge was defeated in once sense, and XP is awarded for defeating encounters, not slaughtering enemies. |
|
Pre-existing Encounters / int_6ac55ec7 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_6ac55ec7 | featureConfidence |
1.0 | |
Dungeons & Dragons (Tabletop Game) | hasFeature |
Pre-existing Encounters / int_6ac55ec7 | |
Pre-existing Encounters / int_6c1d09b3 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_6c1d09b3 | comment |
In Fallout 3 and Fallout: New Vegas, once you reach a certain karma (in the former) or faction infamy (in the latter) level, you will have hit squads sent after you. When you enter their spawning areas, they will always find you, although you can sometimes get off a few shots at them from a distance before they attack (though this counts as unprovoked attacking and thus will hurt your reputation even worse). | |
Pre-existing Encounters / int_6c1d09b3 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_6c1d09b3 | featureConfidence |
1.0 | |
Fallout 3 (Video Game) | hasFeature |
Pre-existing Encounters / int_6c1d09b3 | |
Pre-existing Encounters / int_6d8311c4 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_6d8311c4 | comment |
A majority of trainers in each game are entirely avoidable, while legendary Pokémon (except for the free-roaming kinds) appear as sprites on the screen that the player has to walk up to to initiate the fight, and most can be ignored completely. Though starting with Ruby and Sapphire, the cover legendary mascot must be encountered to continue the story. The only exception so far is Emerald, wherein the mascot Rayquaza only needs to be approached instead of fought; a battle with it can optionally be done later. The remakes of Pokémon Gold and Silver (HeartGold and SoulSilver), the first games to feature mascot legendaries, even changed it so the mascots had to be encountered before the player could continue for the Pokémon League. | |
Pre-existing Encounters / int_6d8311c4 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_6d8311c4 | featureConfidence |
1.0 | |
Pokémon Gold and Silver (Video Game) | hasFeature |
Pre-existing Encounters / int_6d8311c4 | |
Pre-existing Encounters / int_6d9ef838 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_6d9ef838 | comment |
Parasite Eve 2 uses both types. Some rooms may look clear but the minute you explore a certain part, you are ambushed no matter how much you try to get around it. For the most part, you can see enemies on the field and if you are sneaky enough, you can walk by them without triggering a battle. | |
Pre-existing Encounters / int_6d9ef838 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_6d9ef838 | featureConfidence |
1.0 | |
Parasite Eve 2 (Video Game) | hasFeature |
Pre-existing Encounters / int_6d9ef838 | |
Pre-existing Encounters / int_6f70ad52 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_6f70ad52 | comment |
The Citadel in Wasteland is filled with dozens of monks and nuns, and every one has a unique name. Consequently, although it's one of the most dangerous places in the game, it's also one of the only ones without random spawns. | |
Pre-existing Encounters / int_6f70ad52 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_6f70ad52 | featureConfidence |
1.0 | |
Wasteland (Video Game) | hasFeature |
Pre-existing Encounters / int_6f70ad52 | |
Pre-existing Encounters / int_792239e5 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_792239e5 | comment |
Tales of Symphonia: Monster groups appear as somewhat unrelated models, like a floating skull, a slime, or some kind of long insect. | |
Pre-existing Encounters / int_792239e5 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_792239e5 | featureConfidence |
1.0 | |
Tales of Symphonia (Video Game) | hasFeature |
Pre-existing Encounters / int_792239e5 | |
Pre-existing Encounters / int_7a8bcd69 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_7a8bcd69 | comment |
Weird and Unfortunate Things Are Happening: Only in Vedim Space, and some are avoidable, while others are not. | |
Pre-existing Encounters / int_7a8bcd69 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_7a8bcd69 | featureConfidence |
1.0 | |
Weird and Unfortunate Things Are Happening (Video Game) | hasFeature |
Pre-existing Encounters / int_7a8bcd69 | |
Pre-existing Encounters / int_7c31fdd7 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_7c31fdd7 | comment |
The Valkyrie Profile games have enemies visible onscreen as shadowy shapes similar to Persona 3's blobs. These can be frozen and used as steps. The third game, being a Strategy RPG, has Set Encounters rather than Skippable. There are only a certain amount of story battles total, with a handful of optional fights scattered throughout. |
|
Pre-existing Encounters / int_7c31fdd7 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_7c31fdd7 | featureConfidence |
1.0 | |
Valkyrie Profile (Video Game) | hasFeature |
Pre-existing Encounters / int_7c31fdd7 | |
Pre-existing Encounters / int_7e238573 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_7e238573 | comment |
Also, very small enemies— such as ants and slugs— who are actually quite tough will be squashed underfoot unless another enemy attacks you while you're immobilized. The Casey Bat banks on hitting an enemy when they're tuned away as it guarantees a free hit on them and adds to the Casey Bat's already powerful slugger hit which is great when you'll strike out if you don't. | |
Pre-existing Encounters / int_7e238573 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_7e238573 | featureConfidence |
1.0 | |
Casey at the Bat | hasFeature |
Pre-existing Encounters / int_7e238573 | |
Pre-existing Encounters / int_7fd4e5f5 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_7fd4e5f5 | comment |
The 7th Saga has encounters appear as pixels on the minimap that you can avoid in theory. In practice, you won't be dodging most of them unless you're very skilled at it. | |
Pre-existing Encounters / int_7fd4e5f5 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_7fd4e5f5 | featureConfidence |
1.0 | |
The 7th Saga (Video Game) | hasFeature |
Pre-existing Encounters / int_7fd4e5f5 | |
Pre-existing Encounters / int_811d7bc4 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_811d7bc4 | comment |
Helen's Mysterious Castle: Enemies that aren't the set version of this, instead run around and trigger a battle when they make contact with Helen. | |
Pre-existing Encounters / int_811d7bc4 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_811d7bc4 | featureConfidence |
1.0 | |
Helen's Mysterious Castle (Video Game) | hasFeature |
Pre-existing Encounters / int_811d7bc4 | |
Pre-existing Encounters / int_819853fe | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_819853fe | comment |
Final Fantasy XIII-2 has monsters spawn on top of you, but you can still run out of their agro radius to avoid fighting all but the fastest enemies, the game also has something called the Mog clock. The Mog clock has three sections, Green means you can do a pre-emptive strike, yellow means you can't, red means the enemy begins to chase you, and running out forces you into the battle without letting you retry from the beginning of the fight if you die (putting you back in the overworld with no guarantee the mob you were hunting will spawn again). | |
Pre-existing Encounters / int_819853fe | featureApplicability |
1.0 | |
Pre-existing Encounters / int_819853fe | featureConfidence |
1.0 | |
Final Fantasy XIII-2 (Video Game) | hasFeature |
Pre-existing Encounters / int_819853fe | |
Pre-existing Encounters / int_8258e260 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_8258e260 | comment |
Super Mario Bros.: The RPGs consistently use enemies in this manner, usually with one sprite or model representing a whole band, and often allow you to initiate battle with an attack in the overworld that will hit every enemy in the battle screen. Super Mario RPG: Legend of the Seven Stars is the first to display enemies walking around, but like the PC a single enemy represents the whole party. Paper Mario has the monsters walk around in plain sight, with contact leading to combat. They can be avoided entirely, or the player can opt for a First Strike (leading to a bit of extra damage) by jumping on the enemy or hitting them with the hammer or certain partner skills. Some badges also provided other options. One of them instantly defeats weak enemies if you hit them on the field, while another stuns the first enemy instead of damaging it. In Paper Mario: The Origami King, as you grow stronger over the course of the game, you can instantly kill weaker enemies in the overworld with by striking first instead of heading into the battle screen. Mario & Luigi games have this as well, including both the many-enemies-in-one model and the ability to initiate combat preemptively. If an enemy hits you before you hit it, however, they get the First Strike. |
|
Pre-existing Encounters / int_8258e260 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_8258e260 | featureConfidence |
1.0 | |
Super Mario Bros. (Franchise) | hasFeature |
Pre-existing Encounters / int_8258e260 | |
Pre-existing Encounters / int_826ef177 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_826ef177 | comment |
The NES version of Bionic Commando and its Rearmed remake have enemy trucks patrolling the world map, which when encountered, transport the player to an overhead battle scene. | |
Pre-existing Encounters / int_826ef177 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_826ef177 | featureConfidence |
1.0 | |
Bionic Commando (Video Game) | hasFeature |
Pre-existing Encounters / int_826ef177 | |
Pre-existing Encounters / int_83f8495b | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_83f8495b | comment |
With the exception of the situations mentioned under "Set Encounters", the standard for battles in Zelda II: The Adventure of Link is that, while walking off-road, enemy sprites will appear and move about the map, and if you can avoid them then you won't go to the battle screen. They can also be skipped to an extent by walking onto the nearest road, because running into an enemy sprite on a road results in the battle screen that appears there not having any enemies, after which Link can easily walk away and continue exploring the overworld. | |
Pre-existing Encounters / int_83f8495b | featureApplicability |
1.0 | |
Pre-existing Encounters / int_83f8495b | featureConfidence |
1.0 | |
Zelda II: The Adventure of Link (Video Game) | hasFeature |
Pre-existing Encounters / int_83f8495b | |
Pre-existing Encounters / int_86814cd0 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_86814cd0 | comment |
Final Fantasy IV has three set encounters with a Behemoth on one-square-wide paths in Bahamut's lair. Unlike the set FF1 encounters though, these disappear once you've won them once. | |
Pre-existing Encounters / int_86814cd0 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_86814cd0 | featureConfidence |
1.0 | |
Final Fantasy IV (Video Game) | hasFeature |
Pre-existing Encounters / int_86814cd0 | |
Pre-existing Encounters / int_86814ea1 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_86814ea1 | comment |
Final Fantasy XV has a combination of both random encounters and preexisting encounters: only a handful of enemies randomly spawn (usually from heavily-forested areas or the daemons at night) while most monsters and imperial soldiers can be seen beforehand and avoided should the player so choose. | |
Pre-existing Encounters / int_86814ea1 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_86814ea1 | featureConfidence |
1.0 | |
Final Fantasy XV (Video Game) | hasFeature |
Pre-existing Encounters / int_86814ea1 | |
Pre-existing Encounters / int_8d318bad | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_8d318bad | comment |
Super Mario RPG: Legend of the Seven Stars is the first to display enemies walking around, but like the PC a single enemy represents the whole party. | |
Pre-existing Encounters / int_8d318bad | featureApplicability |
1.0 | |
Pre-existing Encounters / int_8d318bad | featureConfidence |
1.0 | |
Super Mario RPG (Video Game) | hasFeature |
Pre-existing Encounters / int_8d318bad | |
Pre-existing Encounters / int_8ec33a86 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_8ec33a86 | comment |
Xenoblade Chronicles 1 and Xenoblade Chronicles 2: All enemy encounters are present in the world proper, helping to lend to the game's grand sense of scale. The player can choose to fight any of them at will (Or not. The first time you go through any given area, there will be enemies a good four or five times your level scattered about). While most enemies will mind their own business otherwise, other enemies will initiate the battle on their own; some will do so if they see you, some if they hear you, and still others if you use an Ether-based move in their vicinity. Likewise, even enemies that wouldn't pick a fight with you ordinarily might do so if they stumble upon you in the middle of a fight with another one of their species. Also as an anti-frustration measure, even aggressive enemies will stop triggering if you're ten levels or more higher than them, allowing you to freely explore certain areas with impunity after a while. Xenoblade Chronicles X includes a wide array of leveled enemies in each area (including many that are above the player's level cap!). Added to the mix are exceptionally large monsters that will completely ignore your party on foot, but will suddenly become threats once you get Humongous Mecha. Similarly, smaller creatures will decline to mess with giant robots (unless you step on them). |
|
Pre-existing Encounters / int_8ec33a86 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_8ec33a86 | featureConfidence |
1.0 | |
Xenoblade Chronicles 1 (Video Game) | hasFeature |
Pre-existing Encounters / int_8ec33a86 | |
Pre-existing Encounters / int_8ec33aad | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_8ec33aad | comment |
Xenoblade Chronicles X includes a wide array of leveled enemies in each area (including many that are above the player's level cap!). Added to the mix are exceptionally large monsters that will completely ignore your party on foot, but will suddenly become threats once you get Humongous Mecha. Similarly, smaller creatures will decline to mess with giant robots (unless you step on them). | |
Pre-existing Encounters / int_8ec33aad | featureApplicability |
1.0 | |
Pre-existing Encounters / int_8ec33aad | featureConfidence |
1.0 | |
Xenoblade Chronicles X (Video Game) | hasFeature |
Pre-existing Encounters / int_8ec33aad | |
Pre-existing Encounters / int_8ee238c9 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_8ee238c9 | comment |
'Persona: In Persona 3 and Persona 4, Shadows walk the map as blobs - black blobs are normal, red blobs are Elite Mooks, and gold blobs are Metal Slime. Hitting them with your weapon starts the fight. Hit it in the back and you get a surprise round; get hit first and they get the first move. If you level up enough, they run from you — and if you happen to fight them anyway, the enemies will suffer from the Distress status effect. In Persona 5, enemies now have dungeon specific forms, like knights, security guards and police officers, who wander the maps. Battle starts when you attack them or they attack you. However, in keeping with the game's Phantom Thief themes, you now sneak up and Back Stab enemies to get an advantage in battle, instead of just hitting them. |
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Pre-existing Encounters / int_8ee238c9 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_8ee238c9 | featureConfidence |
1.0 | |
Persona (Franchise) | hasFeature |
Pre-existing Encounters / int_8ee238c9 | |
Pre-existing Encounters / int_8f578d93 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_8f578d93 | comment |
Mana Khemia: Alchemists of Al-Revis shows enemies as blobs of varying shapes, sizes and colors, depending on their power relative to your party. | |
Pre-existing Encounters / int_8f578d93 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_8f578d93 | featureConfidence |
1.0 | |
Mana Khemia: Alchemists of Al-Revis (Video Game) | hasFeature |
Pre-existing Encounters / int_8f578d93 | |
Pre-existing Encounters / int_91684031 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_91684031 | comment |
Pokémon Black and White add a new type of pre-existing encounter in the forms of shaking patches of grass on the overworld, clouds of dirt in caves, and shadows in the water. Moving onto either will start a battle with a wild Pokémon, but the Pokémon available in this fashion are often rarer than the norm or exclusive to this type of encounter, including even extremely powerful fully evolved Pokémon like Metagross, Tyranitar, and Dragonite. | |
Pre-existing Encounters / int_91684031 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_91684031 | featureConfidence |
1.0 | |
Pokémon Black and White (Video Game) | hasFeature |
Pre-existing Encounters / int_91684031 | |
Pre-existing Encounters / int_924b6d63 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_924b6d63 | comment |
Unlike Xenogears, the Xenosaga game series is composed entirely of non-random encounters. | |
Pre-existing Encounters / int_924b6d63 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_924b6d63 | featureConfidence |
1.0 | |
Xenogears (Video Game) | hasFeature |
Pre-existing Encounters / int_924b6d63 | |
Pre-existing Encounters / int_93fc1d2b | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_93fc1d2b | comment |
Paper Mario has the monsters walk around in plain sight, with contact leading to combat. They can be avoided entirely, or the player can opt for a First Strike (leading to a bit of extra damage) by jumping on the enemy or hitting them with the hammer or certain partner skills. Some badges also provided other options. One of them instantly defeats weak enemies if you hit them on the field, while another stuns the first enemy instead of damaging it. In Paper Mario: The Origami King, as you grow stronger over the course of the game, you can instantly kill weaker enemies in the overworld with by striking first instead of heading into the battle screen. | |
Pre-existing Encounters / int_93fc1d2b | featureApplicability |
1.0 | |
Pre-existing Encounters / int_93fc1d2b | featureConfidence |
1.0 | |
Paper Mario (Video Game) | hasFeature |
Pre-existing Encounters / int_93fc1d2b | |
Pre-existing Encounters / int_94462161 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_94462161 | comment |
In Wolf's Gang, enemies like adventurers walk around on the overworld and initiate encounters if the player comes into contact with them. | |
Pre-existing Encounters / int_94462161 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_94462161 | featureConfidence |
1.0 | |
Wolf's Gang (Video Game) | hasFeature |
Pre-existing Encounters / int_94462161 | |
Pre-existing Encounters / int_959e6cb | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_959e6cb | comment |
Dragon Quest IX has some, which is different for the series. However, similar to Super Mario RPG, one enemy on the screen represents a party, or a single monster. This makes hunting those elusive Metal Slimes a lot easier, at least until the Tower of Nod where the King metal slimes hide in groups. However, on the downside, they chase you, which certainly doesn't make it any easier to avoid them. (And later on, you run into enemies who block your way) | |
Pre-existing Encounters / int_959e6cb | featureApplicability |
1.0 | |
Pre-existing Encounters / int_959e6cb | featureConfidence |
1.0 | |
Dragon Quest IX (Video Game) | hasFeature |
Pre-existing Encounters / int_959e6cb | |
Pre-existing Encounters / int_968e23f4 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_968e23f4 | comment |
The NES version of Captain America and the Avengers has "Black Holes" at various points on the map, which lead to an encounter with a miniboss and/or a group of mooks. | |
Pre-existing Encounters / int_968e23f4 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_968e23f4 | featureConfidence |
1.0 | |
Captain America and the Avengers (Video Game) | hasFeature |
Pre-existing Encounters / int_968e23f4 | |
Pre-existing Encounters / int_971b0368 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_971b0368 | comment |
SaGa Frontier displays monsters on the screen as location and enemy-type relevant sprites. In many areas, it's possible to just walk around them. | |
Pre-existing Encounters / int_971b0368 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_971b0368 | featureConfidence |
1.0 | |
SaGa Frontier (Video Game) | hasFeature |
Pre-existing Encounters / int_971b0368 | |
Pre-existing Encounters / int_9b602c3f | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_9b602c3f | comment |
Deltarune has the enemies shown on the overworld, and they move towards you quickly to initiate the encounter. If you're fast enough, you can avoid them, but most of the time, you won't. They also respawn in the same area if you leave and re-enter the room after defeating them. | |
Pre-existing Encounters / int_9b602c3f | featureApplicability |
1.0 | |
Pre-existing Encounters / int_9b602c3f | featureConfidence |
1.0 | |
Deltarune (Video Game) | hasFeature |
Pre-existing Encounters / int_9b602c3f | |
Pre-existing Encounters / int_9f89a5f0 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_9f89a5f0 | comment |
Pokémon: A majority of trainers in each game are entirely avoidable, while legendary Pokémon (except for the free-roaming kinds) appear as sprites on the screen that the player has to walk up to to initiate the fight, and most can be ignored completely. Though starting with Ruby and Sapphire, the cover legendary mascot must be encountered to continue the story. The only exception so far is Emerald, wherein the mascot Rayquaza only needs to be approached instead of fought; a battle with it can optionally be done later. The remakes of Pokémon Gold and Silver (HeartGold and SoulSilver), the first games to feature mascot legendaries, even changed it so the mascots had to be encountered before the player could continue for the Pokémon League. Pokémon Black and White add a new type of pre-existing encounter in the forms of shaking patches of grass on the overworld, clouds of dirt in caves, and shadows in the water. Moving onto either will start a battle with a wild Pokémon, but the Pokémon available in this fashion are often rarer than the norm or exclusive to this type of encounter, including even extremely powerful fully evolved Pokémon like Metagross, Tyranitar, and Dragonite. Pokémon X and Y also have this, though in the form of shaking bushes that will trigger a Pokémon ambush if approached, along with shadows that appear in various caves and outside at Victory Road that will make a Pokémon dive down and attack you if you step under them. The Generation VI remakes of Pokémon Ruby and Sapphire have the DexNav Pokémon, which must be snuck up on and often have moves they could normally only get from breeding, potentially also getting improved rates of top-tier stats. Pokémon Sun and Moon add on to the version from X and Y with some unique behaviors for specific Pokémon. These include Pokémon that charge at you in the grass, Pokémon feeding on piles of berries, and one Pokémon that runs from you so quickly that it's necessary to ride on Tauros to actually fight it. In Pokémon Let's Go, Pikachu! and Eevee!, all wild Pokémon encounters are preexisting encounters - wild Pokémon pop out of tall grass (and anywhere in caves) and roam around the map, prompting an encounter only if you run into them. This is combined with the usual Random Encounters in Pokémon Sword and Shield. Pokémon Legends: Arceus ditches the idea of Pokémon hiding in tall grass all together; in fact, it will often be the player character sneaking through tall grass themselves in order to catch Pokémon off-guard themselves, as all the creatures now freely roam the overworld as pre-existing encounters. You don't even have to instigate battle with them and can skip to attempting capture if you think you can get away with not weakening them first. Pokémon Scarlet and Violet onwards similarly have Pokémon freely roam the overworld, though similarly to Sword and Shield, you have to instigate battle if you want to catch them. |
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Pre-existing Encounters / int_9f89a5f0 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_9f89a5f0 | featureConfidence |
1.0 | |
Pokémon (Franchise) | hasFeature |
Pre-existing Encounters / int_9f89a5f0 | |
Pre-existing Encounters / int_9fa025d | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_9fa025d | comment |
Mother 3 has a similar system, although back attacks never lead to automatic victory; instead, if you are on a high enough level, you can just dash through the enemies, gaining no rewards but also avoiding the encounters entirely. | |
Pre-existing Encounters / int_9fa025d | featureApplicability |
1.0 | |
Pre-existing Encounters / int_9fa025d | featureConfidence |
1.0 | |
Mother 3 (Video Game) | hasFeature |
Pre-existing Encounters / int_9fa025d | |
Pre-existing Encounters / int_a1d1d244 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_a1d1d244 | comment |
SD Snatcher shows enemies moving around on the screen. | |
Pre-existing Encounters / int_a1d1d244 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_a1d1d244 | featureConfidence |
1.0 | |
SD Snatcher (Video Game) | hasFeature |
Pre-existing Encounters / int_a1d1d244 | |
Pre-existing Encounters / int_a3984fe3 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_a3984fe3 | comment |
Fake Happy End: Unlike many other dungeon crawlers, all encounters, including regular ones, are shown as enemy symbols on the map. Regular enemies appear as small floating orbs while bosses and minibosses appear as monstrous faces. | |
Pre-existing Encounters / int_a3984fe3 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_a3984fe3 | featureConfidence |
1.0 | |
Fake Happy End (Video Game) | hasFeature |
Pre-existing Encounters / int_a3984fe3 | |
Pre-existing Encounters / int_a81325d3 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_a81325d3 | comment |
Final Fantasy: In Final Fantasy Mystic Quest, unlike the rest of the series, the monsters in the dungeons are always visible and in fixed positions. There are two exceptions, but there are items to counteract their invisibility (which, conveniently, are found in that very same dungeon). Luckily for you, they don't respawn until after you leave. It's tradition to have Bonus Bosses roam in the overworld or a dungeon map. It began in Final Fantasy V with Omega roaming an area in the final dungeon. The path is narrow, so the player has to be careful or else they face this monster. The most famous examples are the WEAPONs from Final Fantasy VII: Ultima is flying over the skies, Emerald is underwater, and Ruby is buried under the desert surrounding the Gold Saucer theme park, with only its tiny head visible. Even Diamond WEAPON, which is fought as part of the story appears as a sprite in the world map advancing toward Midgar. Final Fantasy XII has something like this as well, although you can't always avoid the enemies. Some of them come after you. On the other hand, some of them won't attack you until you attack them first. Final Fantasy XIII has visible encounters as well. Some enemies completely block your path and you are forced to fight them. Preemptive strikes occur when you approach the enemy from behind without alerting them. Final Fantasy XIII-2 has monsters spawn on top of you, but you can still run out of their agro radius to avoid fighting all but the fastest enemies, the game also has something called the Mog clock. The Mog clock has three sections, Green means you can do a pre-emptive strike, yellow means you can't, red means the enemy begins to chase you, and running out forces you into the battle without letting you retry from the beginning of the fight if you die (putting you back in the overworld with no guarantee the mob you were hunting will spawn again). Final Fantasy XV has a combination of both random encounters and preexisting encounters: only a handful of enemies randomly spawn (usually from heavily-forested areas or the daemons at night) while most monsters and imperial soldiers can be seen beforehand and avoided should the player so choose. The Final Fantasy Legend II and Final Fantasy Legend III DS remakes replace random encounters from the originals with monsters running on the world map representing battles. Most are possible to avoid. Final Fantasy Crystal Chronicles: The Crystal Bearers are not only preexisting, but limited. Almost all of them are avoidable. |
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Pre-existing Encounters / int_a81325d3 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_a81325d3 | featureConfidence |
1.0 | |
Final Fantasy (Franchise) | hasFeature |
Pre-existing Encounters / int_a81325d3 | |
Pre-existing Encounters / int_afbc40fb | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_afbc40fb | comment |
Prayer of the Faithless: Green and black enemies will track the player upon noticing them, red enemies move randomly and quickly, and blue enemies are stationary but tend to block important paths. Only green and red enemies respawn upon entering a map, though the Tower of Sinners has respawning black enemies. | |
Pre-existing Encounters / int_afbc40fb | featureApplicability |
1.0 | |
Pre-existing Encounters / int_afbc40fb | featureConfidence |
1.0 | |
Prayer of the Faithless (Video Game) | hasFeature |
Pre-existing Encounters / int_afbc40fb | |
Pre-existing Encounters / int_b1feec39 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_b1feec39 | comment |
Breath of Fire: Dragon Quarter gets rid of random encounters and has the enemies appear onscreen. It distinguishes itself from other games that do this by encouraging you to use bait and traps to lure the enemies into better positions for you to attack them. | |
Pre-existing Encounters / int_b1feec39 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_b1feec39 | featureConfidence |
1.0 | |
Breath of Fire: Dragon Quarter (Video Game) | hasFeature |
Pre-existing Encounters / int_b1feec39 | |
Pre-existing Encounters / int_b4622158 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_b4622158 | comment |
The first versions of Rakenzarn Tales used balls of light for its enemies, with certain colors representing certain enemies. After the development of Rakenzarn Frontier Story, they were changed to black silhouettes instead. | |
Pre-existing Encounters / int_b4622158 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_b4622158 | featureConfidence |
1.0 | |
Rakenzarn Tales (Video Game) | hasFeature |
Pre-existing Encounters / int_b4622158 | |
Pre-existing Encounters / int_b8b8bc38 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_b8b8bc38 | comment |
Tokyo Mirage Sessions ♯FE: Enemies spawn in set locations when you step into a particular spot and they are visible. You can choose to battle them or avoid them. They generally spawn when you are still a few feet away from them, but some are set to spawn several at a time with you right in the middle of them and with only narrow openings to escape. | |
Pre-existing Encounters / int_b8b8bc38 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_b8b8bc38 | featureConfidence |
1.0 | |
Tokyo Mirage Sessions ♯FE (Video Game) | hasFeature |
Pre-existing Encounters / int_b8b8bc38 | |
Pre-existing Encounters / int_bb14ffc1 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_bb14ffc1 | comment |
Nearly every enemy in Cosmic Star Heroine can be seen on the field before engaging them in a battle. Some can be bypassed with careful maneuvring, but that is mostly detrimental as you always emerge from battle in the same state you went in, only richer and more powerful. | |
Pre-existing Encounters / int_bb14ffc1 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_bb14ffc1 | featureConfidence |
1.0 | |
Cosmic Star Heroine (Video Game) | hasFeature |
Pre-existing Encounters / int_bb14ffc1 | |
Pre-existing Encounters / int_c00614a7 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_c00614a7 | comment |
Final Fantasy Crystal Chronicles: The Crystal Bearers are not only preexisting, but limited. Almost all of them are avoidable. | |
Pre-existing Encounters / int_c00614a7 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_c00614a7 | featureConfidence |
1.0 | |
Final Fantasy Crystal Chronicles (Video Game) | hasFeature |
Pre-existing Encounters / int_c00614a7 | |
Pre-existing Encounters / int_c0c57462 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_c0c57462 | comment |
Chrono Trigger (and its successor, Chrono Cross) often give the player the option to avoid fights if the player wishes. Sometimes, though, monsters jump out from out of nowhere and ambush the party in pre-determined locations, and other times they are visible but unavoidable. Interestingly, Chrono Trigger didn't transition to a separate screen for battles; instead, when enemies attack the Player Characters, the battle menu pops up on the same screen as when they are walking around (Chrono Cross, however, does not do this). Treasure Hunter G works in exactly the same way. |
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Pre-existing Encounters / int_c0c57462 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_c0c57462 | featureConfidence |
1.0 | |
Chrono Trigger (Video Game) | hasFeature |
Pre-existing Encounters / int_c0c57462 | |
Pre-existing Encounters / int_c1b43f85 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_c1b43f85 | comment |
Super Mario 3D World: In each world until (but including) the seventh, Mario and his friends will find preemptive Enemy Blockades as they complete the levels and progress through the world maps. In them, they have to defeat an assortment of enemies of a specific species, and doing so will not only clear the way in the map but also yield Green Stars. Notably, in two of the blockades, they have to fight a Mini-Boss instead (Prince Bully), while in the last one they have to fight a Degraded Boss (Boss Brolder). | |
Pre-existing Encounters / int_c1b43f85 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_c1b43f85 | featureConfidence |
1.0 | |
Super Mario 3D World (Video Game) | hasFeature |
Pre-existing Encounters / int_c1b43f85 | |
Pre-existing Encounters / int_c2463c46 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_c2463c46 | comment |
You can't see them in Final Fantasy, but there are squares where you are guaranteed to get into a battle if you step on them. These are almost always squares adjacent to treasure chests. An infamous area of Earth Cave, known as the "Giant's Arm" or "Hall of Giants", was a bending passageway where every single square was an automatic encounter against Giants and/or Green Ogres. This was removed from the Pixel Remaster version, along with tiled encounters in general. Instead they were replaced with hooded monster figures on the map that had to be spoken to, to initiate a fight. |
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Pre-existing Encounters / int_c2463c46 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_c2463c46 | featureConfidence |
1.0 | |
Final Fantasy (Video Game) | hasFeature |
Pre-existing Encounters / int_c2463c46 | |
Pre-existing Encounters / int_c2463c53 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_c2463c53 | comment |
It's tradition to have Bonus Bosses roam in the overworld or a dungeon map. It began in Final Fantasy V with Omega roaming an area in the final dungeon. The path is narrow, so the player has to be careful or else they face this monster. The most famous examples are the WEAPONs from Final Fantasy VII: Ultima is flying over the skies, Emerald is underwater, and Ruby is buried under the desert surrounding the Gold Saucer theme park, with only its tiny head visible. Even Diamond WEAPON, which is fought as part of the story appears as a sprite in the world map advancing toward Midgar. | |
Pre-existing Encounters / int_c2463c53 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_c2463c53 | featureConfidence |
1.0 | |
Final Fantasy V (Video Game) | hasFeature |
Pre-existing Encounters / int_c2463c53 | |
Pre-existing Encounters / int_c2d7e755 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_c2d7e755 | comment |
Save the Light has you encountering enemies in the overworld, unlike in Attack the Light or Unleash the Light, where they have Random Encounters instead. This gives you a chance to preemptively strike them to initiate the battle, but if they strike you first, you lose 2 Star Points. | |
Pre-existing Encounters / int_c2d7e755 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_c2d7e755 | featureConfidence |
1.0 | |
Save the Light (Video Game) | hasFeature |
Pre-existing Encounters / int_c2d7e755 | |
Pre-existing Encounters / int_c3a1b10b | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_c3a1b10b | comment |
In Planet Alcatraz, besides the plot-essential encounters, there are optional locations on the map you can visit or ignore at will. | |
Pre-existing Encounters / int_c3a1b10b | featureApplicability |
1.0 | |
Pre-existing Encounters / int_c3a1b10b | featureConfidence |
1.0 | |
Planet Alcatraz (Video Game) | hasFeature |
Pre-existing Encounters / int_c3a1b10b | |
Pre-existing Encounters / int_c449ef2c | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_c449ef2c | comment |
Corruption of Laetitia: All encounters are symbol encounters, though if the player already allied with the faction the enemy belongs to, they won't initiate a fight upon contact and will even let the player walk through them. They also won't respawn if the player defeats them while sufficiently overleveled. | |
Pre-existing Encounters / int_c449ef2c | featureApplicability |
1.0 | |
Pre-existing Encounters / int_c449ef2c | featureConfidence |
1.0 | |
Corruption of Laetitia (Video Game) | hasFeature |
Pre-existing Encounters / int_c449ef2c | |
Pre-existing Encounters / int_cb45dbdc | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_cb45dbdc | comment |
Pokémon Scarlet and Violet onwards similarly have Pokémon freely roam the overworld, though similarly to Sword and Shield, you have to instigate battle if you want to catch them. | |
Pre-existing Encounters / int_cb45dbdc | featureApplicability |
1.0 | |
Pre-existing Encounters / int_cb45dbdc | featureConfidence |
1.0 | |
Pokémon Scarlet and Violet (Video Game) | hasFeature |
Pre-existing Encounters / int_cb45dbdc | |
Pre-existing Encounters / int_cd767e9e | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_cd767e9e | comment |
Ys IX: Monstrum Nox has shadowy pillars of energy found throughout the local City of Adventure. Touching them spawns several Lemures to fight. Averted in dungeons, fields and during Grimwald Nox, since the former has all the enemies present from the very beginning, while the latter has monsters spawning in waves. | |
Pre-existing Encounters / int_cd767e9e | featureApplicability |
-1.0 | |
Pre-existing Encounters / int_cd767e9e | featureConfidence |
1.0 | |
Ys IX: Monstrum Nox (Video Game) | hasFeature |
Pre-existing Encounters / int_cd767e9e | |
Pre-existing Encounters / int_d0aa1fb1 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_d0aa1fb1 | comment |
In the Grandia series, not only are the enemies visible, but how you make contact with them effects whether you get first strike or not. | |
Pre-existing Encounters / int_d0aa1fb1 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_d0aa1fb1 | featureConfidence |
1.0 | |
Grandia (Video Game) | hasFeature |
Pre-existing Encounters / int_d0aa1fb1 | |
Pre-existing Encounters / int_d1702e57 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_d1702e57 | comment |
Pokémon Legends: Arceus ditches the idea of Pokémon hiding in tall grass all together; in fact, it will often be the player character sneaking through tall grass themselves in order to catch Pokémon off-guard themselves, as all the creatures now freely roam the overworld as pre-existing encounters. You don't even have to instigate battle with them and can skip to attempting capture if you think you can get away with not weakening them first. | |
Pre-existing Encounters / int_d1702e57 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_d1702e57 | featureConfidence |
1.0 | |
Pokémon Legends: Arceus (Video Game) | hasFeature |
Pre-existing Encounters / int_d1702e57 | |
Pre-existing Encounters / int_d20d7367 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_d20d7367 | comment |
Abyss Crossing: All encounters are random, except for minibosses known as "Floor Enemies" that show up as sinister red orbs. Unlike most examples of this trope, Floor Enemies move in predetermined patterns and don't chase the player. | |
Pre-existing Encounters / int_d20d7367 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_d20d7367 | featureConfidence |
1.0 | |
Abyss Crossing (Video Game) | hasFeature |
Pre-existing Encounters / int_d20d7367 | |
Pre-existing Encounters / int_d502170c | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_d502170c | comment |
Pokémon Sun and Moon add on to the version from X and Y with some unique behaviors for specific Pokémon. These include Pokémon that charge at you in the grass, Pokémon feeding on piles of berries, and one Pokémon that runs from you so quickly that it's necessary to ride on Tauros to actually fight it. | |
Pre-existing Encounters / int_d502170c | featureApplicability |
1.0 | |
Pre-existing Encounters / int_d502170c | featureConfidence |
1.0 | |
Pokémon Sun and Moon (Video Game) | hasFeature |
Pre-existing Encounters / int_d502170c | |
Pre-existing Encounters / int_d557e6c3 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_d557e6c3 | comment |
Early games in the Lunar series use random encounters (with the occasional set encounter), while the remakes display the enemies as monsters, making battles potentially avoidable. | |
Pre-existing Encounters / int_d557e6c3 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_d557e6c3 | featureConfidence |
1.0 | |
Lunar (Video Game) | hasFeature |
Pre-existing Encounters / int_d557e6c3 | |
Pre-existing Encounters / int_d57d722e | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_d57d722e | comment |
Ōkami has Demon Scrolls, which trigger an encounter when they touch you. They follow you around and can be stunned with a brush stroke. There are also Devil Gates, for which you have to go out of your way to trigger the encounter. Some of the Devil Gates can be brutal. Demon Scrolls return in Ōkamiden. | |
Pre-existing Encounters / int_d57d722e | featureApplicability |
1.0 | |
Pre-existing Encounters / int_d57d722e | featureConfidence |
1.0 | |
Ōkami (Video Game) | hasFeature |
Pre-existing Encounters / int_d57d722e | |
Pre-existing Encounters / int_da72cf97 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_da72cf97 | comment |
In the Trails Series games, which were remade for PSP, have their "random" encounters wandering around the overworld. They'll home in on you at close range, but if you're careful, you can pretty much avoid them completely. | |
Pre-existing Encounters / int_da72cf97 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_da72cf97 | featureConfidence |
1.0 | |
Trails Series (Video Game) | hasFeature |
Pre-existing Encounters / int_da72cf97 | |
Pre-existing Encounters / int_df8856e6 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_df8856e6 | comment |
Due to the linear design of Dungeon Siege, which forces you to take one route from the beginning to the end of the game, all encounters are set. Avoiding them is virtually impossible, unless they are nestled in a "side-area" which can be skipped. And due to the bird's eye view 3D gameplay, you can always see what's coming up, and it is often necessary to prepare your attack and wear the proper gear before charging in. This is subverted in some areas (like going down an elevator) and in Dungeon Siege II (where enemies sometimes pop out of nowhere), but the vast majority of encounters are not surprising and not avoidable. | |
Pre-existing Encounters / int_df8856e6 | featureApplicability |
-0.3 | |
Pre-existing Encounters / int_df8856e6 | featureConfidence |
1.0 | |
Dungeon Siege (Video Game) | hasFeature |
Pre-existing Encounters / int_df8856e6 | |
Pre-existing Encounters / int_e22c949c | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_e22c949c | comment |
Dragon Quest The 3DS remake of Dragon Quest VII has all its enemies visible and avoidable on the overworld and in almost every dungeon (though in the latter case you may struggle to avoid them as the dungeons tend to be cramped), unlike its original Playstation release which is all Random Encounters. The single exception is the Multipleximus Maximus dungeon, which still has to use random encounters due to its unorthodox design. Dragon Quest VIII, in addition to its normal random encounters, also has some monsters for the Monster Arena visible on the world map. While they give chase if you are near by, they can usually be seen for some distance off, and can be avoided. This is changed for the 3DS remake, where all encounters are visible this way. Dragon Quest IX has some, which is different for the series. However, similar to Super Mario RPG, one enemy on the screen represents a party, or a single monster. This makes hunting those elusive Metal Slimes a lot easier, at least until the Tower of Nod where the King metal slimes hide in groups. However, on the downside, they chase you, which certainly doesn't make it any easier to avoid them. (And later on, you run into enemies who block your way) |
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Pre-existing Encounters / int_e22c949c | featureApplicability |
1.0 | |
Pre-existing Encounters / int_e22c949c | featureConfidence |
1.0 | |
DragonQuest | hasFeature |
Pre-existing Encounters / int_e22c949c | |
Pre-existing Encounters / int_e2ada0e6 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_e2ada0e6 | comment |
Guardian's Crusade uses this, with enemy encounters represented as white ghost/tadpole-like things on the map. In addition, the ghost's appearance and behaviour denoted the kind of battle it would be - an easy battle with a weak enemy would be represent by a small, blue-eyed ghost that ran away from you, whereas a stronger enemy would be larger, have red eyes and actively come after you. The in-between ghosts had green eyes and just sort of wandered around. | |
Pre-existing Encounters / int_e2ada0e6 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_e2ada0e6 | featureConfidence |
1.0 | |
Guardian's Crusade (Video Game) | hasFeature |
Pre-existing Encounters / int_e2ada0e6 | |
Pre-existing Encounters / int_e4f2d161 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_e4f2d161 | comment |
Normal enemies in Barkley, Shut Up and Jam: Gaiden take the form of a wandering monster sprite that will chase you if it spots you. Catch it from behind and you will get to act first in an ensuing battle. Get caught from behind by them and they will act first instead. | |
Pre-existing Encounters / int_e4f2d161 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_e4f2d161 | featureConfidence |
1.0 | |
Barkley, Shut Up and Jam: Gaiden (Video Game) | hasFeature |
Pre-existing Encounters / int_e4f2d161 | |
Pre-existing Encounters / int_e5d8e2fe | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_e5d8e2fe | comment |
LISA: Every single enemy has a unique sprite and spot where they're fought. The only exception is the Figures that appear in a cave stretch in the first area. | |
Pre-existing Encounters / int_e5d8e2fe | featureApplicability |
1.0 | |
Pre-existing Encounters / int_e5d8e2fe | featureConfidence |
1.0 | |
LISA (Video Game) | hasFeature |
Pre-existing Encounters / int_e5d8e2fe | |
Pre-existing Encounters / int_e68decb8 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_e68decb8 | comment |
In Star Control 2, most battles result when an enemy fleet (readily visible beforehand) makes contact with your flagship. This can happen in planetary systems (where you can see the approaching fleet and its type, but not its strength) and in hyperspace (where all you see is an approaching hole). In both cases, a fast-enough flagship can maneuver to avoid the encounter altogether. The game also has several set battles, which cannot be avoided in order to finish the game. | |
Pre-existing Encounters / int_e68decb8 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_e68decb8 | featureConfidence |
1.0 | |
Star Control (Video Game) | hasFeature |
Pre-existing Encounters / int_e68decb8 | |
Pre-existing Encounters / int_e863cc41 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_e863cc41 | comment |
In all Mega Man Battle Network and Star Force games, V2/Alpha boss rematches are invisible encounters set at specific points on the overworld, usually on a random dead end. You can actually tell when you have it right - Mega Man will return to his standing position right before the Fight Woosh rather than freeze in the middle of a step. | |
Pre-existing Encounters / int_e863cc41 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_e863cc41 | featureConfidence |
1.0 | |
Mega Man Battle Network (Video Game) | hasFeature |
Pre-existing Encounters / int_e863cc41 | |
Pre-existing Encounters / int_e89bfc87 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_e89bfc87 | comment |
Okiku, Star Apprentice: They're floating black cloak-like blobs with red eyes that move around and fight Okiku on contact with her, or the blast from the Wand of Blasting. | |
Pre-existing Encounters / int_e89bfc87 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_e89bfc87 | featureConfidence |
1.0 | |
Okiku, Star Apprentice (Video Game) | hasFeature |
Pre-existing Encounters / int_e89bfc87 | |
Pre-existing Encounters / int_e97cdaa5 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_e97cdaa5 | comment |
Treasure Hunter G works in exactly the same way. | |
Pre-existing Encounters / int_e97cdaa5 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_e97cdaa5 | featureConfidence |
1.0 | |
Treasure Hunter G (Video Game) | hasFeature |
Pre-existing Encounters / int_e97cdaa5 | |
Pre-existing Encounters / int_eb6719f6 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_eb6719f6 | comment |
When you first board the Ragnarok in Final Fantasy VIII, there are eight monsters called Propagators roaming the halls that will trigger a battle if you touch any of them. They come in four color-coded pairs; to keep them from coming back to life, you have to kill one Propagator and then kill its same-colored counterpart while avoiding the others. | |
Pre-existing Encounters / int_eb6719f6 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_eb6719f6 | featureConfidence |
1.0 | |
Final Fantasy VIII (Video Game) | hasFeature |
Pre-existing Encounters / int_eb6719f6 | |
Pre-existing Encounters / int_eb6802b4 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_eb6802b4 | comment |
Final Fantasy XIII has visible encounters as well. Some enemies completely block your path and you are forced to fight them. Preemptive strikes occur when you approach the enemy from behind without alerting them. | |
Pre-existing Encounters / int_eb6802b4 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_eb6802b4 | featureConfidence |
1.0 | |
Final Fantasy XIII (Video Game) | hasFeature |
Pre-existing Encounters / int_eb6802b4 | |
Pre-existing Encounters / int_f0688fff | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_f0688fff | comment |
The Generation VI remakes of Pokémon Ruby and Sapphire have the DexNav Pokémon, which must be snuck up on and often have moves they could normally only get from breeding, potentially also getting improved rates of top-tier stats. | |
Pre-existing Encounters / int_f0688fff | featureApplicability |
1.0 | |
Pre-existing Encounters / int_f0688fff | featureConfidence |
1.0 | |
Pokémon Ruby and Sapphire (Video Game) | hasFeature |
Pre-existing Encounters / int_f0688fff | |
Pre-existing Encounters / int_f6c5733b | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_f6c5733b | comment |
Hyperdimension Neptunia mk2 does away with the random encounters from the previous game and displays each enemy group on the map of the dungeon you're in. Every game in the Neptunia series since, including the remakes of the first three games has used it. | |
Pre-existing Encounters / int_f6c5733b | featureApplicability |
1.0 | |
Pre-existing Encounters / int_f6c5733b | featureConfidence |
1.0 | |
Hyperdimension Neptunia mk2 (Video Game) | hasFeature |
Pre-existing Encounters / int_f6c5733b | |
Pre-existing Encounters / int_f6f5617d | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_f6f5617d | comment |
Luxaren Allure has bosses which are represented by large monsters in a fixed place on the map. | |
Pre-existing Encounters / int_f6f5617d | featureApplicability |
1.0 | |
Pre-existing Encounters / int_f6f5617d | featureConfidence |
1.0 | |
Luxaren Allure (Video Game) | hasFeature |
Pre-existing Encounters / int_f6f5617d | |
Pre-existing Encounters / int_f724b70d | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_f724b70d | comment |
Code Lyoko: Fall of X.A.N.A.: Nearly every single battle is unavoidable because the monsters don't move on the field until the player (whose character is a "Sooper Deformed" variation of one of the Lyoko Warriors from the series) enters a monster's detection area, which is guaranteed to cover the whole width of the path that you must travel to the target of a mission, usually a Tower or a certain teleporter. As soon as you enter the field, the monster moves to you (surprisingly, Megatanks don't move, but battle still ensues when the field is triggered) and you enter the battle. The only skippable monsters usually guard alternate paths (which almost always lead to item-containing Data Packs, some of which contain vital Plug-ins (equippable items that require points to activate, similar to Badges in Paper Mario, except that point upgrades are automatic) or powerful items). Most battles can be seen coming, except for certain boss battles, where the boss hides offscreen until the battle is triggered. And all battles in this game are RPG-style, rather than the action-based battles of the first two games. | |
Pre-existing Encounters / int_f724b70d | featureApplicability |
1.0 | |
Pre-existing Encounters / int_f724b70d | featureConfidence |
1.0 | |
Code Lyoko | hasFeature |
Pre-existing Encounters / int_f724b70d | |
Pre-existing Encounters / int_f858847a | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_f858847a | comment |
Pokémon X and Y also have this, though in the form of shaking bushes that will trigger a Pokémon ambush if approached, along with shadows that appear in various caves and outside at Victory Road that will make a Pokémon dive down and attack you if you step under them. | |
Pre-existing Encounters / int_f858847a | featureApplicability |
1.0 | |
Pre-existing Encounters / int_f858847a | featureConfidence |
1.0 | |
Pokémon X and Y (Video Game) | hasFeature |
Pre-existing Encounters / int_f858847a | |
Pre-existing Encounters / int_f8a8780f | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_f8a8780f | comment |
Knight Bewitched 2: The game has a setting that makes the majority of enemies either roaming or random encounters, though some enemies in dungeons will always be preexisting while all world map enemies will always be random. | |
Pre-existing Encounters / int_f8a8780f | featureApplicability |
1.0 | |
Pre-existing Encounters / int_f8a8780f | featureConfidence |
1.0 | |
Knight Bewitched 2 (Video Game) | hasFeature |
Pre-existing Encounters / int_f8a8780f | |
Pre-existing Encounters / int_f9368d52 | type |
Pre-existing Encounters | |
Pre-existing Encounters / int_f9368d52 | comment |
In Kingdom Hearts: Chain of Memories, the only game in the series which separates the battle screen from the exploration screen, you can skip random Mook encounters. Whenever they touch you, you enter combat with them. However, if you strike them first, then they begin the battle stunned (and, if you used the right card to form the room, pre-damaged). You can avoid them as much as possible, although if you use a particular kind of card to form the room, they will chase you. | |
Pre-existing Encounters / int_f9368d52 | featureApplicability |
1.0 | |
Pre-existing Encounters / int_f9368d52 | featureConfidence |
1.0 | |
Kingdom Hearts: Chain of Memories (Video Game) | hasFeature |
Pre-existing Encounters / int_f9368d52 |
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