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The Usual Adversaries

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The Usual Adversaries refers to the ubiquitous Always Chaotic Evil creatures that are always messing everything up for everyone in a setting, and the hatred towards said creatures held by the good forces who are always having to fight them off. Naturally, this varies by setting, though Orcs are among the most common in Fantasy works.
Related to Always Chaotic Evil, Scary Dogmatic Aliens, Hard-Coded Hostility, Villain by Default, and The Heartless. Compare the Goldfish Poop Gang, who keep harassing the protagonists but are generally played for more comedic purposes and are marked by incompetence. Similar to Goddamned Bats, but while Goddamned Bats is a gameplay trope, this is a narrative one.
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Genshin Impact: Most enemy factions from launch have fallen Out of Focus and been replaced with ones that are more regional but significantly more dangerous as part of the Sorting Algorithm of Evil. Unsurprisingly, both halves of the Big Bad Ensemble are an exception to this, but one (the Abyss Order) rarely elicits any groans because ever since the prologue they've primarily posed a threat in stories that have to do with the Driving Question of what happened to the Traveler's sibling and why. Not the Fatui, who are of equal prominence in every nation and are often revealed to be involved in plots that seem to be that of another faction or individual. The fact that they show up in unexpected places has been pointed out at least once, and as they're instigators of so many conflicts, when the main characters encounter them they have a tendency to assume they're responsible for whatever problem they're trying to solve, even when they're not.
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Kirkwall in Dragon Age II is a hotbed of rising tensions between mages and templars, and it shows. Blood mages are the most frequently encountered source of trouble for poor Hawke, to the point that they lampshade it in the sequel when Blood Magic causes more problems.
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Each of the games in the Dragon Age series has a different usual adversary to make your life miserable:
The Darkspawn in Dragon Age: Origins are the bogeymen of the setting, an embodiment of a magical curse upon Thedas. Fortunately, they don't show up on the surface often because they are too disorganized and chaotic unless they are united under an Archdemon who leads them on a Blight. Unfortunately, the game takes place during the beginning of the Fifth Blight. They are by far the most common adversary in this game.
Kirkwall in Dragon Age II is a hotbed of rising tensions between mages and templars, and it shows. Blood mages are the most frequently encountered source of trouble for poor Hawke, to the point that they lampshade it in the sequel when Blood Magic causes more problems.
A gigantic Breach in the Veil has opened up in the skies of Thedas in Dragon Age: Inquisition, spewing forth demons aplenty. Smaller Rifts also dot the landscape, and only the Inquisitor can seal them. After the first Act, the Elder One's forces take center stage. Whether or not he has more Venatori mages or Red Templars depends on a choice made in Act One.
Throughout the series, Tevinter mages are more often than not hostile encounters to our heroes, whether they are slavers or random thugs. Even in the third game, where you actually encounter good Tevinter mages, you still fight against Tevinters that allied themselves to the Big Bad.
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The "stupid stupid rat creatures" from Jeff Smith's Bone.
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As the series goes on and as Bolan is eventually recruited by the U.S. government, the villains become more diversified, bringing in everything from Soviets to international and domestic terrorists to Third World dictators, as well as different organized crime syndicates. The most notable of the new recurring villains is MERGE, an international crime syndicate formed by elements of The Mafia, the Corsican milieu, the Colombian drug cartels, and the Mexican Mafia.
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Nazis in Hellboy. Of both the Steampunk and magical varieties. While the larger threat is always from Eldritch Abominations, the various Nazi factions have a bizarre habit of being involved with almost every story arc in one way or another, even if the arc had nothing to do with them. One chapter hung a lampshade on it when Roger and Abe find (an utterly inexplicable and with no plausible or possible reason for even being there) a Nazi submarine in the ancient tunnels of a lost civilization beneath the Himalayas. They aren't remotely surprised; the damn Nazis have shown up everywhere else.
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Speaking of Kingdom Hearts II, Nobodies add their machinations to the mess that the Heartless started.
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Communists occupy roughly the same place in Jack Ryan's pantheon that Nazis do in Indiana Jones', at least during the original Tom Clancy novels. The end of the Cold War did force Clancy to branch out and find some new enemies, but thankfully, Chinese with Chopper Support were still around for him to write about.
Of particular note are the extreme-left terrorist underworld, usually funded by the USSR or some affiliated nation-state. They're effectively the Starter Villain for the series, as being threatened by one such group is what got Jack Ryan to go into the CIA full time, but they're also notable for how hated they are, even by their Soviet handlers and by the communities they're trying to "liberate." They stick around for a while after the end of the Cold War, in some cases ending up as Hired Guns for newer villains.
Even the stories that aren't ostensibly about the Cold War will often find a way to work this in. Patriot Games and The Sum of All Fears are set in The Troubles and the Arab–Israeli Conflict, respectively: however, the villains in both are an extreme-left terrorist cell with ties to the Soviet Bloc. In Clear and Present Danger, the heroes are facing the Medellin Cartel: however, the main antagonist is the Cartel's Dragon-in-Chief, a former Cuban intelligence officer, and their success in intelligence owes a lot to his training, knowledge, and experience.
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Extremist Muslims in the Paladin of Shadows books, although the subtype varies; terrorists, Chechen paramilitaries and slavers have all shown up.
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The Phantom has the Singh Brotherhood in particular and pirates in general. Inevitably, since the mantle of the Phantom was created in the first place with the goal of combating piracy by someone who had lost his entire family to them.
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In The Night Unfurls, there are The Black Dogs, with Tolkien-esque Orcs and mercenaries being the most common enemy type.
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In RWBY, no matter how many human (and other) adversaries come and go, there's always the Grimm.
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The Dawn of War series and Warhammer 40,000: Space Marine have Space Marines, Orks, Chaos Space Marines, and Eldar duking it out on every world from here to Eye of Terror and back. Occasionally some combination of Tau, Imperial Guard, Necrons, Tyranids, Dark Eldar, and Sisters of Battle join the fray. Because of the Grimdark, most or all of them are working against each other at any and all times.
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Absolutely nobody in Spellforce III likes the Purity, and almost every mission past the first story chapter has them as the primary antagonists no matter which faction you choose to lead into battle.
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The Green Beret from Commandos: Strike Force occasionally mutters "Damn Nazis!"
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Even the stories that aren't ostensibly about the Cold War will often find a way to work this in. Patriot Games and The Sum of All Fears are set in The Troubles and the Arab–Israeli Conflict, respectively: however, the villains in both are an extreme-left terrorist cell with ties to the Soviet Bloc. In Clear and Present Danger, the heroes are facing the Medellin Cartel: however, the main antagonist is the Cartel's Dragon-in-Chief, a former Cuban intelligence officer, and their success in intelligence owes a lot to his training, knowledge, and experience.
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Oblivion has the Dremora, an intelligent race of lesser Daedra, who are the primary Mooks in the Legions of Hell of Big Bad Mehrunes Dagon. As you make your way through the main quest, you'll kill more than you can keep count.
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James Bond has SMERSH, an extremely powerful Soviet black ops organization that controls a number of assets in the West and whose operations Bond finds himself regularly fighting against. In the later books, SMERSH fades into the background and is replaced with SPECTRE, a private intelligence contractor and criminal organization. Bond's enmity with them is originally purely professional, but turns to It's Personal when their leader murders his wife.
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A few races in World of Warcraft.
First, trolls. They have different subspecies present in every continent, all of which have a instance dedicated to destroy their empire. Every expansion has added new trolls to kill, to the point that players are now expecting a troll raid dungeon for every new content. Not too bad at first, it becomes especially noticeable in Burning Crusade, where the story stops being about fighting demons and other new enemies in an alien world to be about fighting the same old trolls back home, and in Cataclysm, where the players have to stop fighting a global war against the other faction as well as a world-endangering alliance of several independent factions working for the Old Gods to defeat two troll empires that they have already defeated in the past. After Mists, the game took a break with trolls for two expansions... only for them to come back with a bang in Battle for Azeroth, which has an entire continent full of trolls, and not one, but two troll raids.
Then, ogres. They don't have as many instances dedicated to kill them as trolls, but they make up for it by being everywhere, including in places where they couldn't possibly be (Gilneas and Kalimdor). They're also in practically every mercenary and criminal organization. Pretty good for a species that's not even from this world.
Murlocs, barely-sentient fish-men who lurk around beaches and rivers almost everywhere. They were the standard mooks of Warcraft III and this extended to World of Warcraft and even the Hearthstone card game.
Minions of the Old Gods, the residential Eldritch Abominations, are a more threatening variation of this trope. The Old Gods (so far) have never been the main villains of the entire expansion, yet their minions are always somewhere around, either helping/manipulating the actual main antagonist (Cataclysm, Mists of Pandaria) or taking advantage of the chaos to further their own agenda (Wrath of the Lich King, Legion). So no matter the expansion, you will eventually have to deal with crazy cultists, Faceless, some Big Creepy-Crawlies and naga. Unless it takes place outside of Azeroth, that is, in which case you'll fight the servants of the Void (which created the Old Gods), who are also crazy and want to devour the universe, but are mostly Living Shadows rather than anything biological.
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Packs of Mandalorian raiders often show up in the first Knights of the Old Republic.
Its sequel has Bounty Hunters antagonizing you at practically every location, largely due to the bounty on your head.
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Orcs (duh!) in Orcs Must Die!.
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The Orcs of Tolkien's Legendarium, who serve as the primary mooks from The Silmarillion to the way to The Lord of the Rings, are distressingly numerous and fertile, and they will not stop attacking humans, elves, and dwarves even when they aren't enslaved by the current Dark Lord.
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For PAYDAY 2, Gensec fills this role, being responsible for a lot of the security software and hardware that the Payday gang has to bypass. They begin to take a more traditional approach to this role when their private security forces show up to stop you.
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Skyrim: Bandits are everywhere, outnumbering both sides of the Civil War and all of the game's civilians combined. They're also not too bright because, since you're the Dragonborn, the bandits are almost literally Bullying a Dragon. The game has plenty of undead as well (particularly Draugrs), who are more capital-E Evil, but at least they tend to stay in their crypts and don't bother anyone who doesn't go looking for trouble.
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Persona 3 also has Strega, a Terrible Trio of Persona users who antagonize the heroes throughout the game. However, aside from killing Shinjiro, they are more a nuisance than anything and usually don't put up much of a fight, though in their defense you'll always outnumber them and you never fight them all together.
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In Fallout: New Vegas, the Fiends serve as this. The player can accept bounties on their leaders that will end up weakening them and lead to their defeat in the epilogue. Notable because, unlike the other raider tribes in the game such as the Vipers, Jackals, Powder Gangers, Khans, Scorpions, and White Legs, the Fiends have very little in the way of backstory and no real reason for being so numerous. They're also one of the few enemy factions to respawn continuously.
Fallout 3's generic "Raider" NPCs are the franchise's best example. There are literally thousands of them, but no interactions are possible other than killing. They're mindlessly hostile to every other entity in the game. There's no indication of how they sustain themselves, what they want, where they came from, or why they completely outnumber the inhabitants of all of the settlements, nor are they involved in the main story or even a single sidequest. They don't even get unique factional identities like the various gangs/tribes in New Vegas, 1, and 2. 3 also has, depending on your karma, Talon Company mercenaries or Regulator vigilantes, both of whom will try to hunt you down for doing good/doing bad (though the Talon Company are always present at some locations and hostile; the Regulators only start appearing if you have bad Karma.)
For the Fallout series as a whole, the Khans serve this purpose, having been enemies of the NCR since the very beginning and continually surviving despite being nearly purged by both the Vault Dweller and the Chosen One (though the Courier can potentially finish the job). The other contenders are Super Mutants, who were the main villains of the first game but lost all plot relevance after their defeat there, becoming basically Always Chaotic Evil Orcs (besides those at Broken Hills and Jacobstown) who seemingly pop out of nowhere to attack random people throughout the wastes with no central direction. By New Vegas, however, that the Super Mutants are for the most part trying to settle down away from humans, both peacefully (Jacobstown) and by way of shooting any humans who come nearby (Black Mountain). The exception being Davison's group, who act as antagonists early on.
Raiders, Gunners, and Super Mutants serve this role no matter what faction you pick in Fallout 4. The Institute and the Synths under their control serve as the main, plot-relevant enemy if you pick any faction but them, and certain sidequests have their own unique antagonistic factions, but you'll still spend the vast majority of the game fighting the former three groups instead. Like 3, it's never explained how the Raiders or Gunners became so numerous nor can you really interact with them, and Super Mutants have even less plot relevance here than in 3 as they're simply another Institute bioweapon project.
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James Bond has SPECTRE, a private intelligence contractor and criminal organization. Bond comes up against their plots in all but one of the Sean Connery films, as well as Lazenby's one film. They disappear beginning in the Roger Moore years. No single organization takes their place after this, but the most common villain for the rest of the series are various forms of mad capitalists, either messing with global geopolitics to increase their profit margins or using their corporate empire to pursue some ideological goal. SPECTRE did return in the aptly named Spectre after an absence of forty-four years; it remains to be seen whether this was a one-off or whether their status as the usual villains will return.
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 James Bond
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In Exalted, some player character splats can be each others' Usual Adversaries. Notable are the Dragon-Blooded Dynasts and their Wyld Hunt, constantly trying to kill the Solar Exalted and their reincarnations over and over.
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The Marvel Cinematic Universe has HYDRA, the rogue Nazi science division which branched off from the Third Reich after World War II. They have quickly become this trope for the universe as a whole, easily taking the crown of the most frequently occurring antagonistic force, yet only in two films are they the main antagonists. Hydra has appeared in a villainous role in Captain America: The First Avenger, Captain America: The Winter Soldier, Avengers: Age of Ultron and Ant-Man, and play a minor, but significant role in Captain America: Civil War, on top of consistent appearances in Agents of S.H.I.E.L.D. The list of named characters who are members of the organization has gotten into the dozens, including the Red Skull, Arnim Zola, Heinz Kruger, Baron von Strucker, Daniel Whitehall, Bucky Barnes/Winter Soldier, Brock Rumlow/Crossbones, Alexander Pierce, John Garrett/The Clairvoyant, Raina, Grant Ward, Senator Stern, Doctor List, Doctor Debbie, Jasper Sitwell, Marcus Scarlotti/Whiplash, Carl Creel/The Absorbing Man, Donald Gill/Blizzard, Jack Rollins, Sunil Bakshi, Johann Fennhoff/Doctor Faustus, Julien Beckers, Ian Quinn, Edison Po, Toshiro Mori, Vincent Beckers, Octavian Bloom, Mitchell Carson and Agent 33/Kara Lynn Palamas. Apparently their threat of "cut off one head and two shall take its place" is not to be taken lightly.
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Dungeons & Dragons:
The vast majority of D&D games take place at low levels and thus almost inevitably involve the party fight the same groups of low level enemies: bandits, Wolves, kobolds, goblins, Orcs, or even some combination of the lot. As noted below, Undead are also common.
Although it depends on the setting, undead are typically portrayed as the most hated creature type in the setting, even above actual demons and devils (probably because the average mortal is a lot more likely to encounter the former, to be fair). Basically any God that isn't explicitly associated with Necromancy probably hates the undead, and even Neutral deities may encourage their destruction. A quote from a cleric states that he fights dragons because he wants to. He fights undead because he has to.
It's also likely that undead show up in campaigns so often because they're one of the best fleshed out types of monsters in most editions of D&D. There is a laundry list of types, ranging from weak things like zombies and skeletons all the way up to Vampires and Liches. They all theme well together, allowing the DM to mix and match with basically any types of undead to appear together and can work as either hordes or individual enemies, and have a wide range of interesting powers and abilities.
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Averted with Marv of Sin City fame who enjoys fighting hitmen. When he goes up against hitmen, he becomes positively giddy since "no matter what you do to them, you don't feel bad."
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Fallout 3's generic "Raider" NPCs are the franchise's best example. There are literally thousands of them, but no interactions are possible other than killing. They're mindlessly hostile to every other entity in the game. There's no indication of how they sustain themselves, what they want, where they came from, or why they completely outnumber the inhabitants of all of the settlements, nor are they involved in the main story or even a single sidequest. They don't even get unique factional identities like the various gangs/tribes in New Vegas, 1, and 2. 3 also has, depending on your karma, Talon Company mercenaries or Regulator vigilantes, both of whom will try to hunt you down for doing good/doing bad (though the Talon Company are always present at some locations and hostile; the Regulators only start appearing if you have bad Karma.)
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Raiders, Gunners, and Super Mutants serve this role no matter what faction you pick in Fallout 4. The Institute and the Synths under their control serve as the main, plot-relevant enemy if you pick any faction but them, and certain sidequests have their own unique antagonistic factions, but you'll still spend the vast majority of the game fighting the former three groups instead. Like 3, it's never explained how the Raiders or Gunners became so numerous nor can you really interact with them, and Super Mutants have even less plot relevance here than in 3 as they're simply another Institute bioweapon project.
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Escape Velocity: Space Pirates, no matter the game. Pirates (under different names depending on game/group) are hostile to everyone other than themselves and tend to be the enemy for cargo missions and secondary storylines. You can join pirate factions in Overridenote nominally you can join one in Nova, but in the actual story they're an anti-pirate faction of free traders, but of the three main pirate factions, one (the South Tip Renegades) remains hostile and even serves as the main enemy of one of the pirate storylines.
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The Peacekeepers from Farscape fulfill this rather nicely. They hunt down the main protagonist for two seasons under one crazy commander after another for what amounts to being in the wrong place at the wrong time. And then things get worse.
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Stargate SG-1, of course, has the Goa'uld. They're the main antagonists of the series for the first eight seasons, even after more powerful aliens like the Replicators appear. In the last two seasons, their empire has been torn down and a new alien race becomes the main threat: however, they remain as a lesser but still dangerous antagonist, and the final TV movie that closes the series revolves around putting down their last System Lord. They're also loathed throughout the galaxy by heroes and villains alike. Best summed up in season 3 when a bounty hunter coerces SG-1 into capturing one of them:
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By the time of late Star Trek: Deep Space Nine, the defining bad guys were the Dominion and Cardassians, with an occasional side order of Breen. Amusingly, the actual Dominion soldiers, while feared, were also treated with respect and even given honourable burials; it was their bureaucrats, the Vorta, who tended to annoy and frustrate everyone, including people on the same side!
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Just about every canon campaign in Battle for Wesnoth has the player fighting either Orcs or the undead at some point. Even the one in which the protagonist is a necromancer. And the campaign in which the protagonist is an Orcish warlord.
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Halo has the Covenant as the one enemy faction that has appeared in almost every single game. In contrast, the Flood appear in the original trilogy, Halo Wars, and Halo Wars 2's DLC, but have been absent in every other game with the exception of the "Flood" multiplayer gametype and Halo: Spartan Assault's co-op mode, both of which are presented in-universe as nothing more than training simulations. Forerunner automatons have appeared more often, but are still completely absent in Halo 3: ODST and Halo: Reach. While the Covenant are technically replaced by the Banished in Halo Wars 2 (with the latter actually originating as an anti-Covenant rebellion), it just so happens that both factions are made up of mostly the same species and have relatively similar technology.
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Mass Effect 2: the Collectors are the story's primary villains, with the geth also being relevant secondary villains connected to the plot, and some sidequests have their own unique antagonists. But for the vast majority of the game you're just fighting unrelated mercenaries who happen to be in the way of something a character wants or who are randomly kicking the dog near you in sidequests. They consist of the Blood Pack, Blue Suns, and Eclipse; some missions pit you against all three.
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Mass Effect 3: Cerberus forces (who have been indoctrinated) are the most common enemy faction in the game from the player's perspective, despite In-Universe being tiny and insignificant. Shepard's team often come to blows with them in various missions that do not otherwise involve them from any logical plot standpoint, solely to throw in combat sequences; their involvement in the Tuchanka arc and Citadel coup are particularly notable since, unlike the other main missions involving them, their leader doesn't even give a reason as to why they were there. Shepard can't ask him, either.
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In BioShock, Atlas tells the player to grab a crowbar or something to defend himself; Johnny wasn't so lucky against the most common threat in Rapture.
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Mass Effect:
Mass Effect 2: the Collectors are the story's primary villains, with the geth also being relevant secondary villains connected to the plot, and some sidequests have their own unique antagonists. But for the vast majority of the game you're just fighting unrelated mercenaries who happen to be in the way of something a character wants or who are randomly kicking the dog near you in sidequests. They consist of the Blood Pack, Blue Suns, and Eclipse; some missions pit you against all three.
Mass Effect 3: Cerberus forces (who have been indoctrinated) are the most common enemy faction in the game from the player's perspective, despite In-Universe being tiny and insignificant. Shepard's team often come to blows with them in various missions that do not otherwise involve them from any logical plot standpoint, solely to throw in combat sequences; their involvement in the Tuchanka arc and Citadel coup are particularly notable since, unlike the other main missions involving them, their leader doesn't even give a reason as to why they were there. Shepard can't ask him, either.
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DM of the Rings lampshades the lack of variety in monster types several times. Since it portrays The Lord of the Rings as an original D&D campaign, Orcs are pretty much the only enemy encountered.
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For the Fallout series as a whole, the Khans serve this purpose, having been enemies of the NCR since the very beginning and continually surviving despite being nearly purged by both the Vault Dweller and the Chosen One (though the Courier can potentially finish the job). The other contenders are Super Mutants, who were the main villains of the first game but lost all plot relevance after their defeat there, becoming basically Always Chaotic Evil Orcs (besides those at Broken Hills and Jacobstown) who seemingly pop out of nowhere to attack random people throughout the wastes with no central direction. By New Vegas, however, that the Super Mutants are for the most part trying to settle down away from humans, both peacefully (Jacobstown) and by way of shooting any humans who come nearby (Black Mountain). The exception being Davison's group, who act as antagonists early on.
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 Fallout
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From Final Fantasy XI: While it can be applied to Beastmen as a whole, it's generally Quadav, Orcs, and Yagudo for Bastok, San d'Oria, and Windurst respectively.
And the Goblins fit this trope generally — they're just everywhere.
Meanwhile, Aht Urhgan is almost constantly Besieged by Mamool Ja, Trolls, Lamiae and their Undead Mooks. Yeah, those folks have a real talent for PR.
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In Werewolf: The Apocalypse the Garou player characters often have to fight neverending hordes of banes (especially scrags), along with the heaps of fomori and Black Spiral Dancers.
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Indiana Jones makes his thoughts on this trope clear:
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Persona:
A specific individual is The Reaper, who appears as a Recurring Boss throughout Persona 3, Persona 4 and Persona 5, as well as spinoffs Persona Q: Shadow of the Labyrinth and Persona Q2: New Cinema Labyrinth.
Persona 3 also has Strega, a Terrible Trio of Persona users who antagonize the heroes throughout the game. However, aside from killing Shinjiro, they are more a nuisance than anything and usually don't put up much of a fight, though in their defense you'll always outnumber them and you never fight them all together.
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The Star Trek: Lower Decks, fittingly for its Denser and Wackier nature, makes this trope out of the Pakleds of all species. Despite their low intelligence, they seize a host of alien technology, destroy Starfleet vessels and the Cerritos on the ropes in the season 1 finale. They are only defeated thanks to a Big Damn Heroes moment from Captain Riker's ''Titan'', which takes the task of managing the threat in season 2.
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The various Shadowspawn in The Wheel of Time, but predominantly the Trollocs and Myrdraal. They do appear to be a serious challenge in massive forces, but seem to be little more than an annoyance for several of the major characters, especially The Chosen One, late in the series. In fact, the use of them can be seen as akin to a Zerg Rush.
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The Elder Scrolls
The series in general has bandits. Sometimes they're called a different name (smugglers, brigands, etc.) but they always fill the niche of low-end generic enemies with Hard-Coded Hostility that populate the games' many caves and ruins.
Morrowind has the many varieties of lesser Dagoth creatures who serve Dagoth Ur. Following the main quest means slaughtering them by the hundreds.
Oblivion has the Dremora, an intelligent race of lesser Daedra, who are the primary Mooks in the Legions of Hell of Big Bad Mehrunes Dagon. As you make your way through the main quest, you'll kill more than you can keep count.
Skyrim: Bandits are everywhere, outnumbering both sides of the Civil War and all of the game's civilians combined. They're also not too bright because, since you're the Dragonborn, the bandits are almost literally Bullying a Dragon. The game has plenty of undead as well (particularly Draugrs), who are more capital-E Evil, but at least they tend to stay in their crypts and don't bother anyone who doesn't go looking for trouble.
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Kingdom Come: Deliverance has the Cumans, mercenaries and bandits that comprise the the invading army of King Sigismund of Hungary. Their seemingly endless numbers is explained as there being more of them hired and deployed as time goes on, which makes things all the more urgent for your side because those loyal to Wenceslaus have finite numbers.
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The Tick really hates ninjas.
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EverQuest is set up so that most individual cities have Usual Adversaries. Freeport has the Deathfist orcs, Qeynos and Halas have the Blackburrow gnolls, Kaladim has the kragplooms, Felwithe and Kelethin have the Crushbone orcs, Oggok has the Tae Ew lizardmen, Grobb has the frogloks of Guk, and Erudin and Ak'Anon have wild kobolds.
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The Foot Clan in Teenage Mutant Ninja Turtles. No matter the incarnation, the Turtles will always be bothered by hordes of Foot Ninjas trying to kill them.
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The Executioner:
Initially, The Mafia serves this role. The series was kicked off when Mack Bolan's father went insane and killed himself and his family after the Mafia's Loan Sharks drove him to bankruptcy and his daughter to prostitution. This provoked Bolan's retaliatory crusade, not only against the Mafia family responsible for this, but the entire community.
As the series goes on and as Bolan is eventually recruited by the U.S. government, the villains become more diversified, bringing in everything from Soviets to international and domestic terrorists to Third World dictators, as well as different organized crime syndicates. The most notable of the new recurring villains is MERGE, an international crime syndicate formed by elements of The Mafia, the Corsican milieu, the Colombian drug cartels, and the Mexican Mafia.
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I Miss the Sunrise has Lessers, a highly aggressive and unintelligible subrace of the lacertians.
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The varied and sundry species of Windbag in Bastion, which are all technically different stages in the lifecycle of the same lifeform. They used to live underground and not bother humanity much, but now there's no underground left and they're vaguely aware it's humanity's fault, so they're sort of pissed. Also, humans kind of use Windbag nurseries as power sources, which they're probably not thrilled about either.
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The Skruggs of Heroman fill this role from the simple fact that they NEVER. EVER. Seem to stay beaten.
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Ian from The Descendants absolutely hates anything that comes from Faerie.
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Morrowind has the many varieties of lesser Dagoth creatures who serve Dagoth Ur. Following the main quest means slaughtering them by the hundreds.
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In The Hitchhiker's Guide to the Galaxy, Arthur and Ford haven't seen the last of the bloody Vogons after getting thrown out of an airlock by them. Vogons don't like leaving jobs unfinished.
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Outside of the usual Warhammer 40,000 punching bags such as Orks and cultists, Dawn of War somewhat bizarrely uses the Alpha Legion as generic Chaos enemies to fight. In canon, they are characterised as schemers with mysterious goals who specialise at infiltration, terrorism and subversion. Fans have come up with a few theories explaining this discrepancy in characterisation.
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A gigantic Breach in the Veil has opened up in the skies of Thedas in Dragon Age: Inquisition, spewing forth demons aplenty. Smaller Rifts also dot the landscape, and only the Inquisitor can seal them. After the first Act, the Elder One's forces take center stage. Whether or not he has more Venatori mages or Red Templars depends on a choice made in Act One.
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The Punisher: Similar to his inspiration The Executioner below, the Punisher's main target is The Mafia, which killed his entire family as collateral damage in a drive-by shooting.
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Daleks from Doctor Who. To put it simply, between the old series and the new series, a Time War was waged between Daleks and Time Lords where the Doctor himself was explicitly the only survivor. This was quickly proved wrong as Daleks started appearing across the universe, solidifying their Joker Immunity.
Cybermen, Sontarans and other Time Lords (especially The Master) are also common sights.
Catherine Tate claimed she was originally reluctant to join Doctor Who, as she believed it was literally always the Daleks.
The Third Doctor faced The Master in literally every one of the five stories in season 8.
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The Romans in Asterix. Even a walk in the woods will typically lead to a run-in with a patrol. Also inverted, in that the Gauls welcome these run-ins, but the Romans are deeply annoyed (and mauled each and every time).
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The Diablo series, as one can probably guess, primarily has the demons of the Burning Hells in this role, though undead are also a big threat early on.
The Dark Coven led by Maghda causes a lot of your problems early on in Diablo III before the demons proper take over the role for the rest of the game.
Then in Reaper of Souls, the Reapers of Malthael become your number one enemy, abating only for a while when you go after Adria in the Blood Marsh to settle the score with her for the end of Act III.
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On Person of Interest this role was fulfilled by the Dirty Cops of HR. They are the villains in the pilot episode and they end up being behind many of the life-or-death situations that the main characters are trying to resolve. From time to time the Russian mob or Elias's resurgent Italian mob show up, usually as the alies or enemies of HR. When HR is finally defeated, the role of the usual adversary is taken over by Vigillance, a group of pro-privacy Western Terrorists. The agents of the nefarious organization Decima start showing up more regularly as the third season progresses until the season finale reveals that Decima actually created Vigilance as an Unwitting Pawn in its master plan.
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There's hardly a person in Andromeda who doesn't hate and fear the Magog. Being the followers of the living embodiment of a dead galaxy, those reactions are well earned.
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The Noxians inside League of Legends have a general belief in Chaotic Evil and success by whatever means necessary, causing them to support and aid many clearly bad people to become champions inside the universe, or harm many others which then pisses them off enough to become champions also.
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Green Martians in general in John Carter of Mars (with the exception of the Thark horde, who are allies of the heroes from the end of the first book on). Not really Always Chaotic Evil (they're a brutal but honorable bunch), but with a culture where you win honor through successful raiding they'll jump at the chance to attack anyone passing through or near their territory, making them a perennial headache for any Barsoomian hero.
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The Dark Coven led by Maghda causes a lot of your problems early on in Diablo III before the demons proper take over the role for the rest of the game.
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In Starcraft II Wings Of Liberty, the Tal'darim fill this role, having little plot relevance and a Card-Carrying Villain personality. In some missions, the Taldarim make over the top threats ("We will pursue you to the end of the universe, James Raynor!"), to which Raynor reacts with merely annoyance. They're mainly there to pad out side missions and give you protoss enemies to fight, because Raynor is canonically allied with the main protoss faction at this point. Raynor spends most missions fighting the Zerg Swarm, and even fights the Terran Dominion more than the Tal'darim. In Heart of the Swarm, we learn that the Tal'darim and Narud were in league with each other.
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Tsukihime: Vampires. Except Arcueid. Mainly because all the vampires shown except Arc are completely fucking insane and very deadly. Arc, on the other hand, is a cheerful, huggable Cloudcuckoolander. Unless you're Ciel or have any connection with her at all.
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In Our Little Adventure, it's the treasureless monster encounters like giant animals, spiders and other creepy crawlies. Rocky and Angelika often complain about this in the comic.
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In Buffy the Vampire Slayer, the most commonly recurring enemy type for our heroes is...Well, take a wild guess.
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Touhou has the Fairies. While sometimes justified in their actions when they're stated to be guarding a certain area, usually they by and large seem to have no aim in life other than to wear you down before you face the boss of the current stage. They are nowhere near the nastiness of other examples in this page, it's just the thing fairies do. Oh, and don't feel bad about shooting them down, they are effectively immortal and the combat is non-lethal anyway.
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Cyborgs in The Dishwasher. By the time of the game, about the only people that like them are themselves and the people trying to use them. About the only sympathetic cyborg we see is Yuki, the Dishwasher's stepsister. And even then, only for a time.
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Stargate Atlantis: The Wraith occupy the same place in this series and in the Pegasus galaxy that the Goa'uld do in SG-1 and in the Milky Way.
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Homeline's Infinity and Centrum's Interworld Service serve as this for each other in GURPS Infinite Worlds, as their respective worlds are the only ones that have full access to parachronic tech. They are directly competing against one another to spread their influence and secure any potential "back doors" into their homeworlds.
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In Rift, it's...well, make a wild guess. And, by extension, invasions. (Additionally, each faction seems to view the other side as this.)
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The Coalition from Rifts.
Tolkeen was a peaceful, accepting, integrated kingdom in a mainly magic-based society. The Coalition States went to war with them, forcing them to leap off the Moral Event Horizon in an effort to survive. It ultimately failed. This is not the first time the Coalition has done this. Similarly, Free Quebec was actually a member of the Coalition, but felt they were getting sidelined, and quite possibly lied to, by the Coalition's leaders. All their suspicious were absolutely true, resulting in a costly war between what should have been natural allies. Even for those who think the Coalition might be right, they're hard to love.
At the same time, Chi-Town (founder and seat of power for the Coalition) was pretty tolerant and open until Nostrous Dunscon decided to declare war on them and fling hellish magical Nightmare Fuel at them. Kinda hard to blame them for thinking magic was evil after that.
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While both major sides of the Alliance/Independent conflict in Firefly may see each other as this, no one likes the Reavers. Though in their case, it's more fear than true hatred.
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While many adventurers in Goblin Slayer consider demons to be the primary threat to the world, for Goblin Slayer, his allies, and everyone the little bastards prey upon, the goblins are the more immediate threat.
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Star Trek: Voyager had an evolving menu of typical adversaries, owing to the quadrant-spanning journey of the Voyager bringing them close to different civilizations with different territories. The first regulars were the Kazon (particularly the Nistrim sect). The organ-stealing Viidians showed up shortly afterward, but they stopped being a threat after the Think Tank devised a solution to the problem of their continual biological degradation. The Hierarchy showed up every now and again, but never proved to be a persistent threat. The garbage-towing Malon were also an occasional problem. The last group of recurring enemies to encounter the Voyager were the Borg, who occupied the largest expanses of territory in the Delta Quadrant, and Species 8472, their strongest rivals and natives of fluidic space.
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The Darkspawn in Dragon Age: Origins are the bogeymen of the setting, an embodiment of a magical curse upon Thedas. Fortunately, they don't show up on the surface often because they are too disorganized and chaotic unless they are united under an Archdemon who leads them on a Blight. Unfortunately, the game takes place during the beginning of the Fifth Blight. They are by far the most common adversary in this game.
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In Babylon 5, the Raiders fulfill this for a while, until they are promptly defeated for good about halfway through the first season. Afterwards, it uses different adversaries.
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Lampshaded in The Sum of All Fears, when Bill Cabot remarks how their nuclear emergency drills always include the Russians as the enemy.
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OK K.O.! Let's Be Heroes has Box More's robots, which regularly attack Gar's Bodega or otherwise do something to inconvenience Lakewood Plaza (and are threatening, regardless of their outward goofiness). Given that, K.O.'s initial confusion over Mr. Logic not doing that despite being a robot like them is understandable.
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Star Trek: The Next Generation: The Borg became this over the course of many years. Also, the Klingons, Romulans, Ferengi, and multiple other races of Rubber-Forehead Aliens that seem to have more evil members running around than good.
The Romulans were closest to this trope in the series overall; the Borg made relatively few appearances, the Klingons weren't enemies anymore (though individual Klingons often were), the Ferengi were quickly pushed aside, and the Cardassians only showed up towards the end of the series.
By the time of late Star Trek: Deep Space Nine, the defining bad guys were the Dominion and Cardassians, with an occasional side order of Breen. Amusingly, the actual Dominion soldiers, while feared, were also treated with respect and even given honourable burials; it was their bureaucrats, the Vorta, who tended to annoy and frustrate everyone, including people on the same side!
Star Trek: Voyager had an evolving menu of typical adversaries, owing to the quadrant-spanning journey of the Voyager bringing them close to different civilizations with different territories. The first regulars were the Kazon (particularly the Nistrim sect). The organ-stealing Viidians showed up shortly afterward, but they stopped being a threat after the Think Tank devised a solution to the problem of their continual biological degradation. The Hierarchy showed up every now and again, but never proved to be a persistent threat. The garbage-towing Malon were also an occasional problem. The last group of recurring enemies to encounter the Voyager were the Borg, who occupied the largest expanses of territory in the Delta Quadrant, and Species 8472, their strongest rivals and natives of fluidic space.
The Star Trek: Lower Decks, fittingly for its Denser and Wackier nature, makes this trope out of the Pakleds of all species. Despite their low intelligence, they seize a host of alien technology, destroy Starfleet vessels and the Cerritos on the ropes in the season 1 finale. They are only defeated thanks to a Big Damn Heroes moment from Captain Riker's ''Titan'', which takes the task of managing the threat in season 2.
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The following is a list of statements referring to the current page from other pages.

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type
The Usual Adversaries
 Diablo (1997) (Video Game) / int_87854c3d
type
The Usual Adversaries
 Dragon's Dogma (Video Game) / int_87854c3d
type
The Usual Adversaries
 Duke Nukem (Video Game) / int_87854c3d
type
The Usual Adversaries
 Duke Nukem Forever (Video Game) / int_87854c3d
type
The Usual Adversaries
 Escape Velocity (Video Game) / int_87854c3d
type
The Usual Adversaries
 EverQuest (Video Game) / int_87854c3d
type
The Usual Adversaries
 GrimGrimoire (Video Game) / int_87854c3d
type
The Usual Adversaries
 Guild Wars 2 (Video Game) / int_87854c3d
type
The Usual Adversaries
 Half-Life (Video Game) / int_87854c3d
type
The Usual Adversaries
 Halo Wars 2 (Video Game) / int_87854c3d
type
The Usual Adversaries
 I Miss the Sunrise (Video Game) / int_87854c3d
type
The Usual Adversaries
 Insaniquarium (Video Game) / int_87854c3d
type
The Usual Adversaries
 Jedi Knight: Jedi Academy (Video Game) / int_87854c3d
type
The Usual Adversaries
 King of Dragon Pass (Video Game) / int_87854c3d
type
The Usual Adversaries
 Kingdom Come: Deliverance (Video Game) / int_87854c3d
type
The Usual Adversaries
 Kingdom Hearts: 358/2 Days (Video Game) / int_87854c3d
type
The Usual Adversaries
 Kingdom Under Fire: The Crusaders (Video Game) / int_87854c3d
type
The Usual Adversaries
 Mass Effect (Video Game) / int_87854c3d
type
The Usual Adversaries
 Orcs Must Die! (Video Game) / int_87854c3d
type
The Usual Adversaries
 PAYDAY 2 (Video Game) / int_87854c3d
type
The Usual Adversaries
 Resident Evil 3: Nemesis (Video Game) / int_87854c3d
type
The Usual Adversaries
 Samurai Shodown (Video Game) / int_87854c3d
type
The Usual Adversaries
 Sid Meier's Alpha Centauri (Video Game) / int_87854c3d
type
The Usual Adversaries
 Super Robot Wars W (Video Game) / int_87854c3d
type
The Usual Adversaries
 Total War: Warhammer II (Video Game) / int_87854c3d
type
The Usual Adversaries
 Turnip Boy Commits Tax Evasion (Video Game) / int_87854c3d
type
The Usual Adversaries
 Valheim (Video Game) / int_87854c3d
type
The Usual Adversaries
 Warhammer40000Spacemarine
seeAlso
The Usual Adversaries
 EverQuest II / Videogame / int_87854c3d
type
The Usual Adversaries
 Oxhorn Short Shorts (Web Animation) / int_87854c3d
type
The Usual Adversaries
 Shadow of Israphel (Web Video) / int_87854c3d
type
The Usual Adversaries
 DM of the Rings (Webcomic) / int_87854c3d
type
The Usual Adversaries
 Our Little Adventure (Webcomic) / int_87854c3d
type
The Usual Adversaries
 Big Show (Wrestling) / int_87854c3d
type
The Usual Adversaries
 WWE (Wrestling) / int_87854c3d
type
The Usual Adversaries
 Mobile Suit Gundam AGE / int_87854c3d
type
The Usual Adversaries