---
key: mechanic/game-mechanics--gm-all-or-nothing-gore
type: mechanic
id: game-mechanics--gm-all-or-nothing-gore
lang: en
title: All-or-nothing gore
summary: Severe visible injury appears only when the target transitions to death.
updatedAt: '2026-10-22'
status: active
url: >-
  https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-all-or-nothing-gore/
jsonUrl: >-
  https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-all-or-nothing-gore.json
markdownUrl: >-
  https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-all-or-nothing-gore.md
aliases:
  - All-or-nothing damage
tags:
  - Game design techniques
  - Killing
  - Blood
  - Immersion killers
sourceIds:
  - source-f8dce75df4a5082a
  - source-a58bf403242eef24
sources:
  - id: source-f8dce75df4a5082a
    title: 'Game Mechanics: All-or-nothing gore'
    url: 'https://gamemechanics.org/patterns/all-or-nothing-gore'
    verifiedAt: null
  - id: source-a58bf403242eef24
    title: 'F.E.A.R. 2: Project Origin (2009)'
    url: >-
      https://gamemechanics.org/patterns/all-or-nothing-gore/game/f-e-a-r-2-project-origin
    verifiedAt: null
relations: []
placements:
  - catalogId: game-mechanics
    id: gm-all-or-nothing-gore
    title: Game design techniques
    url: >-
      https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-all-or-nothing-gore
    categoryIds:
      - gm-category-killing
      - gm-category-immersion-killers
      - gm-category-blood
supersededBy: []
attributes:
  preview:
    updatedAt: '2026-10-22'
    title: All-or-nothing damage
    description: Severe visible injury appears only when the target transitions to death.
    image:
      src: images/mechanics/impact-all-or-nothing-gore.webp
      width: 598
      height: 308
      game: 'F.E.A.R. 2: Project Origin'
      sourceUrl: 'https://gamemechanics.org/patterns/all-or-nothing-gore'
      originalUrl: 'https://cdn.gamemechanics.org/webm/fear_2_splash_death2-mtfldrp2.webm'
      sourceFrameSeconds: 1.91
      credit: Monolith Productions; frame from clip via GameMechanics.org
      rights: >-
        Game imagery © its respective rights holders. Source host:
        GameMechanics.org. Visible source watermarks preserved. All rights
        reserved; excluded from MIT and CC BY 4.0.
      caption: Appearance changes abruptly after lethal damage
      alt: >-
        F.E.A.R. 2: Project Origin: Appearance changes abruptly after lethal
        damage.
      markers:
        - x: 50
          'y': 40
          label: Abrupt transition to a destroyed model
    tips:
      - Match the state transition to gameplay damage and the project’s style.
    examples:
      - title: 'F.E.A.R. 2: Project Origin'
        url: 'https://gamemechanics.org/patterns/all-or-nothing-gore'
endsAt: null
provenance: >-
  Editorial reference index based on the 199 public Game Mechanics pattern pages
  checked on 2026-10-20. Original concise RU/EN definitions by
  gamemechanics.pro; pattern names, category associations and game-reference
  URLs retained from gamemechanics.org. The source gallery includes a film
  analogy. Linked materials retain their original rights; references are
  upstream attributions, not independent verification.
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
catalogKey: catalog/game-mechanics
---
# All-or-nothing gore

id: game-mechanics--gm-all-or-nothing-gore
type: mechanic
key: mechanic/game-mechanics--gm-all-or-nothing-gore
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-all-or-nothing-gore/

Severe visible injury appears only when the target transitions to death.

## At a glance

![F.E.A.R. 2: Project Origin: Appearance changes abruptly after lethal damage.](https://gamemechanics.pro/images/mechanics/impact-all-or-nothing-gore.webp)

[F.E.A.R. 2: Project Origin](https://gamemechanics.org/patterns/all-or-nothing-gore) · Game imagery © its respective rights holders. Source host: GameMechanics.org. Visible source watermarks preserved. All rights reserved; excluded from MIT and CC BY 4.0.

[Source recording](https://cdn.gamemechanics.org/webm/fear_2_splash_death2-mtfldrp2.webm), 1.91 s

1. Abrupt transition to a destroyed model

- Match the state transition to gameplay damage and the project’s style.

- [F.E.A.R. 2: Project Origin](https://gamemechanics.org/patterns/all-or-nothing-gore)

## How it works

Severe visible injury appears only when the target transitions to death.

## Variants

### How the technique works

<a id="gm-all-or-nothing-gore-rule"></a>

- Severe visible injury appears only when the target transitions to death. <a id="gm-all-or-nothing-gore-definition"></a>

## Context and limits

All 199 Game Mechanics entries at the check date: player actions, systems, presentation techniques and contested patterns. Entries are grouped by their first source-card category; all categories appear in their descriptions. Definitions use original wording. References link to game-specific galleries; images and videos remain at the source.

## Connected materials


## Sources and provenance

Editorial reference index based on the 199 public Game Mechanics pattern pages checked on 2026-10-20. Original concise RU/EN definitions by gamemechanics.pro; pattern names, category associations and game-reference URLs retained from gamemechanics.org. The source gallery includes a film analogy. Linked materials retain their original rights; references are upstream attributions, not independent verification.

- [Game Mechanics: All-or-nothing gore](https://gamemechanics.org/patterns/all-or-nothing-gore) (id: source-f8dce75df4a5082a)
- [F.E.A.R. 2: Project Origin (2009)](https://gamemechanics.org/patterns/all-or-nothing-gore/game/f-e-a-r-2-project-origin) (id: source-a58bf403242eef24)

CC-BY-4.0 · gamemechanics.pro contributors
