Emergency Weapon: Difference between revisions

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* The ''[[Rainbow Six]]: Vegas'' series features pistols with infinite magazines (although limited shots per magazines), but considering the fact that you can carry two 'primary' weapons with upwards of ''ten'' full magazines for each, there's really no excuse for running out of ammo (unless you [[Crippling Overspecialization|over-specialize]] one of them). Though it does make you look much more [[Badass]].
** As do ''[[Medal of Honor]]: Airborne'' and the 2010 reboot.
** ''Airborne'' also lets you stomp on enemies during your parachute descent, making you lethal before your feet even touch the ground. ''[[Section 8 (video game)]]'', which has all players drop in from orbit when they spawn, does much the same.
* The ''[[Half-Life (Video Gameseries)|Half-Life]]'' series has the crowbar for every game except ''Opposing Force'', which gives you a pipe wrench and later a combat knife.
* ''[[Half-Life 2 (Video Game)|Half-Life 2]]'' also has the Gravity Gun, which has infinite uses and [[Wreaking Havok|can turn any loose object in the environment into a lethal projectile]], from boxes, oil drums, old tires, and iron stakes to giant buzzsaw blades, exploding barrels, and enemy grenades. Quite a fun weapon! Buzzsaw blades are particularly useful for bisecting crowds of zombies with one attack.
* ''[[Halo]]'' has the inventive solution of letting you [[Pistol-Whipping|use your guns as melee weapons]]; a melee attack dealt to a sleeping or unaware enemy is a [[One-Hit Kill]]. This has become somewhat popular in games such as ''[[Gears of War]]'', where your main gun has a built-in [[Chainsaw Good|chainsaw]] ''[[Bayonet Ya|bayonet]]'' for just this purpose. Also found in the earlier [[Call of Duty]] games.
** ''[[Halo]]'' 2 and 3 have weapons that only function in melee (specifically, an [[Laser Blade|energy sword]] and a [[Drop the Hammer|gravity hammer]]), but they have limited energy. The sword becomes completely useless when depleted, and the hammer (while still usable as a simple blunt object) loses its knock-back ability.
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* In ''Darkwatch'', ''every'' weapon had some bladed or spiked component to allow it to be used in melee.
** For those few situations where a bayonet will not do, [http://forum.pafoa.org/gun-pictures-24/10037-cz-75-sp-01-tactical.html breech teeth].
* In ''[[GoldenGoldenEye Eye007 (1997 (Videovideo Gamegame)|Golden Eye 1997]]'', Bond can deliver a swift karate chop to take down enemies if he ran out of ammo.
** A karate chop to the back of the neck is more powerful than any other single attack in the game, with the exception of the [[One-Hit Kill|Golden Gun]] of course.
** In its spiritual successor, ''[[GoldeneyeGoldenEye: Rogue Agent]]'', the player is provided with a pistol with infinite ammunition, in addition to a few of the lethal uses for your [[Magic Tool|golden]] [[Electronic Eyes|eye]].
* Some newer games are providing very useful backup melee attacks. ''[[Counter-Strike (Video Game)|Counter-Strike]]'', the ''[[Battlefield (Video Gameseries)|Battlefield]]'' series and later ''[[Call of Duty]]'' games feature a knife that is an instant kill, and ''F.E.A.R.'' not only has pistol whips and rifle butts but also jump and slide kicks that are instant kills.
* In ''[[Painkiller]]'', the emergency weapon is the titular Painkiller. It's actually quite useful -- its rapid-fire melee hits can keep an enemy from attacking, and its ranged secondary is powerful enough to kill most weaker enemies in one hit on Normal difficulty... and you can also fire it at a wall to create an unstoppable laser to fry your enemies by keeping the Painkiller pointed at the "hook".
** Its "combo" attack (launching the blade extended and spinning at low speed) has even higher damage and pierces shields and armor, though it's too slow for anything but sniping. The Painkiller's also the preferred weapon for corpse juggling, which can shake gems out of defeated enemies to give you some extra gold.
* ''[[Team Fortress 2 (Video Game)|Team Fortress 2]]'' has a different melee weapon for every single class - A [[Batter Up|baseball Bat]] for the Scout, an [[Shovel Strike|entrenchment Shovel]] for the Soldier, a [[Percussive Maintenance|Wrench]] for the Engineer, a [[Butterfly Knife]] for the Spy, a [[Kukris Are Kool|Kukri]] for the Sniper, a Bonesaw for the Medic, a whiskey Bottle for the Demoman, a [[Axe Crazy|Fire Axe]] for the Pyro, and [[Good Old Fisticuffs|bare Fists]] for the Heavy. The 'unlockables' added in subsequent patches provide alternative melee weaponry on top of these.
** Inverted with the Spy class however: the Spy's ability to [[Back Stab]] makes the butterfly knife his primary weapon most of the time, while his [[Revolvers Are Just Better|Revolver]], while still powerful, is the [[Emergency Weapon]] in case he gets caught. In fact, the [[Item Crafting]] system categorized Spy knives as primary weapon.
** Indeed, the unlockables in the game can end up being that character's secondary or even primary weapon! For example, the "DemoKnight", in which the Demoman trades in his Bottle for various [[Heroes Prefer Swords|swords]], his Stickybomb Launcher for a [[Luckily, My Shield Will Protect Me|shield]] which grants him a [[Foe-Tossing Charge]], and sometimes even his [[Grenade Launcher]] for [[Tricked-Out Shoes]] that give some extra health and the ability to turn while charging with the shield.
*** It seems the game is deliberately programmed to enforce this trope: one of the Spy's unlockable weapons is an icicle that, when the Spy is lit on fire, melts to grant the Spy immunity to fire for two seconds. Normally the icicle takes an additional 13 seconds to regenerate, but in Medieval Mode, where the Spy has no other weapon slots, the icicle regenerates instantly.
* ''[[Duke Nukem 3D (Video Game)|Duke Nukem 3D]]'' had Duke's Mighty Foot, which was, oddly enough, more powerful than the pistol. In fact, in the original version of the game, it was possible to set your weapon to kick and use both that and the quick-kick button ''at the same time'', [[Good Bad Bugs|giving the impression of dropkicking the enemy several times in succession or doing]] [[That Russian Squat Dance]] (dealing great damage in the meantime). If you do the same [[Literally Shattered Lives|while auto-kicking a frozen enemy]], you can get '''three legs on screen'''!
** Not to mention being a one-hit kill when used in combination with the shrink weapon - squish is the byword.
* ''[[Serious Sam]]'' starts the player off with an [[Lethal Joke Weapon|incredibly powerful knife]] and a rather less powerful infinite-ammo revolver.
* ''[[Star Wars: Dark Forces Saga (Video Game)|Dark Forces]]'' has a fist you can fall back on. At one point you're expected to kill a big angry lizard called a Kell Dragon with it (or two, if you're on hard mode). Its sequel, ''Jedi Knight'', starts with your fists as a backup... and then you get the lightsaber, which never needs recharging and is probably the most useful and powerful weapon in the game bar none. Incidentally, in ''Jedi Knight'', the only things that can hurt the lone Kell Dragon you can encounter are explosives and the lightsaber--energy weapon shots ''bounce off'' its skin. In the expansion pack, ''Mysteries of the Sith'', you start with the lightsaber. The sequel to that, ''Jedi Outcast'', has you starting out with a stun baton (cattle prod) as a backup weapon, which is actually useful against certain types of enemies, and then you get the lightsaber and never look back. Finally, the sequel to that, ''Jedi Academy'', has you with a lightsaber from the beginning. In one mission, you can lose it, and you don't get another infinite-ammo weapon to replace it, though you regain it after you complete the mission.
* The difference between ''[[Deus Ex (Video Game)|Deus Ex]]'' and most first-person perspective shooters is readily apparent in its "backup weapons"--the infinite-ammunition close-combat weapons remain at least marginally useful to the end of the game. This is especially after completing the mission for one of the Triads--you get a melee nanotech light saber.
** With correct augments (combat strength, bullet resistance, fast running, etc) this trope is subverted and they become very, very, VERY deadly. Not many games let you frontal charge an assault bot armed with miniguns and rockets with a sword-and win. Comfortably and easily.
* ''[[Deus Ex: Human Revolution (Video Game)|Deus Ex Human Revolution]]'' gives you takedowns, with a twist: you have to have at least one full energy cell to use a takedown, meaning there are times when you don't have the energy to take out an opponent. However, your ''last'' energy cell doubles as an emergency energy cell: it takes 40 seconds to reach a full charge after emptying it (upgradable to 20 seconds), meaning that with enough patience, you can punch or stab everyone in the game (except for three of the bosses) without worrying about recharging your batteries.
* In ''[[Unreal (Video Game)|Unreal]]'', the basic weapon automatically recharges itself over time can be upgraded over the course of the game into a pretty devastating (though slow) weapon.
* The ''[[Unreal Tournament (Video Game)|Unreal Tournament]]'' series has the Impact Hammer, a pneumatic weapon that can deal devastating close-range damage, be used to [[Rocket Jump]], and if you're really good, deflect certain projectiles.
** ''[[Unreal Tournament 2004 (Video Game)|Unreal Tournament 2004]]'' replaces the Impact Hammer with a Shield Gun that is basically the same thing but with alternate fire changed to a shield with 100 health that recharges when not active.
* Quake II provides the blaster which, despite being an "advanced technology" energy weapon, is quite weak. (The Hyperblaster, which ''isn't'' an emergency weapon in that it actually hungrily uses up ammunition, is a much more useful variant that emits the same plasma bolts, but at a much higher rate than the Blaster.)
* Unlike most FPS games, ''[[Bio ShockBioshock]]'s'' wrench is arguably the most useful weapon in the game. With the proper upgrades, it allows you to effortlessly kill Big Daddies as well.
* Same with ''[[Bio ShockBioshock]]'', ''[[System Shock]] 2's'' wrench can be very deadly with proper upgrades. Or you can just change to laser rapier or alien crystal if you want.
** In System Shock 2, learning to properly use the wrench is actually a requisite of completing the [[Harder Than Hard|Impossible]] setting as buying upgrades becomes prohibitively expensive in cyber modules (making energy or exotic weapon skill an utter folly to pursue), enemies can take more damage than ever before, specialized ammo supplies dwindle to a trickle (especially precious armor-piercing bullets) and vending machine prices for extra ammo will make you think twice about spending your nanites like they're going out of style.
* ''[[Prey]]'' gives you both a pipe wrench and an alien hybrid machine gun/sniper rifle that can slowly recharge one clip worth of ammo when you run out.
* ''[[Star Wars]]: [[Republic Commando]]'' has melee attacks associated with every weapon via the melee quick-hit button. The default Commando-issue [[Swiss Army Weapon|Swiss Army Rifle]] includes a deadly strike with the [[Blade Below the Shoulder|retractable blade in the left glove]], while other weapons resort to [[Pistol-Whipping|beaning your enemies with them]]. The actual emergency weapon slot is the DC-15s pistol that you to fall back on if you manage to run out of ammo for ''all'' your weapons. It has infinite ammo, a recharge time, and about zero usefulness other than saving ammo. Actually [[Pistol-Whipping]] with said pistol is the weakest melee attack in the game (which wouldn't be so bad, except you can't switch to an empty weapon should you want to melee with that one instead).
* The starting weapon in ''[[Far Cry]] 2'' is an enormous machete the [[Big Bad]] slammed into the wall just above your head. Any attack from stealth with it will either kill or critically wound the target, but they'll usually shout and give away your position before they die.
* ''[[Crysis (Video Gameseries)|Crysis]]'' allows you to use your fists as melee weapons in addition to a [[Pistol-Whipping]] quick-hit button. While this may sound fairly unimpressive, remember that the [[Player Character]] is clad in [[Powered Armor]] and can punch holes in brick walls. As a result, your fists wind up being one of the most lethal weapons in the game; a single punch in Strength Mode is a [[One-Hit Kill]] to everything except bosses.
** In Strength Mode, you can also throw barrels/crates, debris, and even [[Grievous Harm Withwith a Body|enemy Mooks at each other]] as your [[Emergency Weapon]].
** ''Crysis 2'' does away with having fists in a melee weapon slot, but combines more functions into the quick-hit button. Tapping it deals a regular punch, holding it down launches a Strength Mode kick (Strength Mode is no longer a separate suit mode), and pressing it while behind an enemy deals an instant-kill [[Back Stab]].
* ''[[Command and Conquer]]: [[Command and Conquer Tiberium|Renegade]]'' had the silenced Falcon pistol. However, its status as an emergency weapon varies across the game; early on if you can consistently nail [[Boom! Headshot!|headshots]] it's the most useful weapon you could possibly have, but later on when you're up against multiple armored foes at a time (or in multiplayer), it falls purely into this trope.
* ''[[Tron Two Point Oh (Video Game)|Tron 2.0]]'' gives you, in addition to the iconic Disc weapon, three other base weapons and a number of modifiers for all four weapons. However, using a modifier or a different weapon consumes energy, which is also used for tasks like recovering files from storage bins, so you'll find yourself using the unmodified Disc through most of the game. (It helps that it's a solid all-around weapon, as well as a defense against other Disc attacks.)
* [[Heretic]] gives you a wooden staff you can poke enemies with and the much more useful ''Gauntlets of the Necromancer'' which can electrocute enemies at close range.
* ''[[Left 4 Dead]]'' has a pistol as your backup weapon that has unlimited ammo and it's the only weapon that you can use if you are downed. Grabbing a second pistol gives you [[Guns Akimbo]].
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* ''[[Blood Rayne]] 2'' gives you the Carpathian Dragons, handguns fueled by blood. If they run out of ammo, Rayne can use her own blood instead.
* ''[[Oni]]'' has limited ammunition available for guns (even though there are only two ammo types overall), and some later bosses are resistant to them. This isn't much of a problem, though, as the hand-to-hand fighting is typically the focus of combat, anyway.
* On the two easier modes of the ''[[Crusader: (VideoNo Game)Remorse|Crusader]]'' games, Mama's Boy and Weekend Warrior, your starting weapon has infinite ammunition. Outside of those difficulty levels...well, don't run out of ammo, is all I'll say.
* The wrench from [[Ratchet and Clank]] not only has unlimited uses but boomerangs when thrown and when properly upgraded is described as the most deadly weapon in the galaxy.
* The ''[[Tomb Raider]]'' series has Lara with her defaul dual Pistols that have unlimited ammo, which is used mainly as a backup weapon halfway through the game once you collect other guns and ammo. It's the weakest weapon.
* In [[Psi -Ops: theThe Mindgate Conspiracy (Video Game)|Psi Ops the Mindgate Conspiracy]], you have your silenced pistol with rare ammunition (since no enemy really carries one) and a larger gun. Since it usually takes about a clip, per enemy thankfully you have [[Telekinesis]] as back-up or your main weapon. If you run out of psi energy, you'll still have [[Good Old Fisticuffs]].
* The first ''[[Syphon Filter]]'' had the Air Taser, which uses no ammo, had long range, counted as a silent weapon (unless the enemy starts screaming when they get lit on fire), and is pretty much an instant kill if it latches on any part of the enemy's body. The developers seem to have realized how they've made the [[Emergency Weapon]] too damn useful, so they changed it to a combat knife in later games. [[They Changed It, Now It Sucks|And killed all the fun.]]
** ...Though they did include it as an [[Infinity+1 Sword|unlockable weapon]] in at least one of the later games. One of the rare cases of a weapon appearing on BOTH ends of the spectrum. Oh, and the by the way: "long range" means technically ''infinite''. The game is also nice enough to tell you when you're aiming at someone's head, so that street with a bunch of snipers just waiting for you to walk down becomes trivial when you realize you can sit far beyond their engagement range and fiddle with your aiming until you ''light them on fire''.
* In ''[[Jet Force Gemini]]'', your basic weapon is the Jet Force pistol. It's weak, can only be fired 5 or so times before needing to pause, and has limited ammo. But if you run out, it can still fire an infinite supply of emergency pellets, which are even weaker.
* ''[[Metal Arms]]: Glitch in the System''. The starting weapon is the recharging "mining laser", and even fully upgraded, it's only slightly better than useless. And even that's better than Glitch's weak Melee.
* In the first ''[[Max Payne (Video Gameseries)|Max Payne]]'', Max starts off with a pipe as his emergency weapon, which quickly gets upgraded to a [[Batter Up|baseball bat]]. One level forces you to sneak around with nothing but the bat until you find some weapons. Through the Captain Baseball Bat Boy running theme, the bat is probably the most celebrated weapon in the series's story.
 
== Action ==
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* In ''[[Silhouette Mirage]]'', all of your attacks require Spirit. IF you run out of Spirit, your equipped parasite will be consumed to regain 100 points. If it was your last parasite, you will be given a Sloth (basic shot) parasite as well - however, this only happens ''once''; run out of spirit with just a Sloth left and you're screwed. This is considerably more annoying in the American version, where Spirit is your [[Mana Meter]], than in the Japanese, where Spirit was only drained by enemy attacks. Although they ''did'' grant a mercy that when you were stuck with the Sloth, you never lost it.
* The arcade game ''Narc'' switched you from automatic fire to semiautomatic if you ran out of ammo, cutting your firing speed in half.
* The ''[[Jazz Jackrabbit (Video Game)|Jazz Jackrabbit]]'' series first ammo is the Blaster, weak bullets that never are used up and are useful until you find better ammo. Although getting some rapid fire Powerups make them very good weapons on their own.
* Similiarly, ''Abuse'''s base weapon, a simple repeating laser rifle, uses ammo to increase its firing rate (up to several hundred units) rather than to shoot at all. If its ammo falls to zero, it just shoots less quickly.
* Later iterations of the ''[[Armored Core (Video Game)|Armored Core]]'' series had special cores that allowed up to two back-up weapons to be stored inside, for use when the main weapon ran out of ammo or got destroyed. However, the back up weapons were limited by size, so you could then only really use a small pistol or laser blade. Worked well for players that rely mainly on ammo based weapons during missions with a ton of [[Goddamned Bats]].
* The console ports of ''[[Ikaruga]]'' offer a "Prototype Mode" in which you have limited shots. If you use up those shots, you switch out for weaker shots that are only effective at point blank.
* ''Punisher'', 2005 game has 'Instant Kills'. Grab an enemy, horribly dispose of them and take their guns. Sometimes with a knife to the face. Oddly, face/knife is possible early on in the Ryker's Prison section. Someone forgot to search Frank.
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== Action Adventure ==
 
* ''[[MedievilMediEvil (Video1998 Gamevideo game)|Medievil]]'' featured a skeletal protagonist. If all his weapons were taken, he'd detach his left arm and wield it as a club with his right.
** It can also be used as a boomerang.
* Samus' Power Beam was quickly obsoleted in many a ''[[Metroid]]'' game, especially the [[Metroid Prime|Prime]]s, as you got upgrades. In Metroid Prime 2: Echoes, the Luminoth beam weapons required energy sources alien to Samus' Power Suit, thus turning the Power Beam into the [[Emergency Weapon]]. Of course, the three Luminoth weapons can still fire without ammo by charging a shot, thus keeping Samus from being locked out of any doors. Ammo is required for those three weapons to regain full functionality, however.
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== Platformer ==
 
* ''[[Mega Man (Videovideo Gamegame)|Mega Man]]'' always starts with his basic Mega Buster, and it never has finite ammo. If you run out of the weapon a boss is [[Elemental Rock-Paper-Scissors|weak against]], the buster can help you finish the fight. In fact, completing the entire game with only the buster is possible (save for at least one puzzle per game, but those only appear in Dr. Wily's fortresses), and it isn't too much more difficult than the regular [[Nintendo Hard]] game. The [[Updated Rerelease]], ''Mega Man: Powered Up!'', even ''encourages'' you to kill bosses using only the Mega Buster, allowing you to play though the entire game as that boss.
** Note that the Mega Buster actually becomes ''more'' useful than some boss weapons in later games, once the [[Charged Attack|charge-shot ability]] was introduced in ''[[Mega Man (Videovideo Gamegame)|Mega Man]] 4''.
* ''[[Harry Potter]]'' video games have introduced the Flippendo knockback jinx, a basic attack spell which consumes no [[Mana]].
* ''[[American McGee's Alice]]'' gives you the Vorpal Blade, a kitchen knife that can be used as a melee weapon or thrown, after which it will reappear in your hand several seconds later. It is the only weapon that uses no Willpower for either attack.
* ''[[Earthworm Jim (Videovideo Gamegame)|Earthworm Jim]]'' has a blaster with lots of types of ammo, all of which are limited. The plain ammo is finite but refills itself slowly when low.
 
== Role-Playing Game ==
 
* In ''[[Dark Cloud (Video Game)|Dark Cloud]]'', one of your weapons is blessed to never break no matter how much it is used. Instead of disappearing when its durability runs out, it loses all its upgrades and reverts to the weakest weapon in the game. Which, like losing a full power weapon, is a gut punch.
* ''[[Summon Night]]: Swordcraft Story'' lets you use your forging hammer if all of your [[Item Crafting|forged weapons]] break.
* ''[[Pokémon]]'' have limited uses for all of their moves. If they run out, they can resort to Struggle, which does little damage and costs HP. Also comes into play when the opponent uses Encore, which only allows the use of the last used move. Once that move runs out, Struggle ensues.
* ''[[Mega Man Battle Network (Video Game)|Mega Man Battle Network]]'' has the same Mega Buster as the platforming series, except much less useful. Even the earliest Battle Chips do around 30 or more points of damage, and running out forces you to rely on your buster which starts off doing [[Scratch Damage|1 point of damage per shot]]. In fact, some normal enemies are completely unkillable without the right Battle Chips.
** ''Battle Network 6'', or at least the [[One Game for Thethe Price of Two|Greiga version]], threw the Buster lovers a bone with the main-element Crosses, Heat and Elec, both of which have great damage and range (as Busters go), and the [[Super Mode]]'s insanely fast rapid-fire gun. It's still not quite as effective as using chips.
** And it comes all the way around to awesome once again in ''[[Mega Man Star Force]] 2''. The [[Buster Max]] giga card (the most powerful type of card, of which you can only use one at any given time) turns the Buster into the game equivalent of a gatling gun that can chew anything in your path into little tiny crunchy bits.
* Ein, the hero of ''[[Riviera the Promised Land]]'' possesses a Diviner, an unbreakable mystical weapon which grows in strength with its user. He can use it as a powerful holy sword if he doesn't want to use one of the [[Breakable Weapons]] made by mortals; the other party members can use it as a rather ineffective throwing weapon in emergencies. If you play right, you can gain the Diviners of two other Grim Angels as well; like your own, they are unbreakable and can only be used effectively by Ein.
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== Other ==
 
* Should Jack run out of spears in ''[[Lost in Blue (Video Game)|Lost in Blue]] 2'', he can take enemies on with his bare hands. Punches hit for puny damage, but successful dodging can lead to him taking down a ''tiger'' like a man.
* In 4/fA, the Hanger ability becomes a set, permanent ability, with a catch: NEXTs with tank-type legs have no restriction in hangar weapons, meaning that carrying grenade launchers with gatling gun backups is perfectly valid option (obviously, barring weight restrictions).
* In ''Beat Blades Haruka'', the characters have attacks that require no energy to use. However, they're very inaccurate and will only ever inflict 1 damage whenever they do hit, meaning that if you ever run out energy for normal attacks, [[Literal Metaphor|you're pretty]] [[H Game-game|much screwed]].
* ''Driv3r'' - Tanner's 17-bullet-per-mag [[AKA-47|9mm Automatic]]. If you run out of ammo for your other guns (including several machineguns, two other pistols, one of which is silent and fires faster, a grenade launcher and an assault rifle) in a later mission, where you're facing an ass load of dudes with ALL of those guns, [[Oh Crap|bend over and kiss ass goodbye]].
* In fourth edition ''[[Dungeons and Dragons]]'', powers fall into several types depending on how often they're able to be used and how powerful they are. The At will powers can be used as many times as you want per day, but they are way less damaging than the daily powers.
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** Unless you spend an obscene amount of time, points, and tools to increase the strength of the club. While the lack of range remains a problem, it can become ridiculously overpowered.
*** Due to its swinging in an arc, and having little recovery time the Tonfa was very spammable, and was probably the most effective weapon vs [[Goddamn Bats]].
* In ''[[Dead Space (Franchiseseries)|Dead Space]]'', you can club enemies with a gun or stomp on them. Despite the relative weakness of these attacks, the sheer level of MANLINESS in the character's accompanying scream, and subsequent screen shake, makes them more satisfying to use than most of the actual weapons!
** The melee attacks with your "guns" (read: hastily modified power tools with their safeties disabled) are not that useful, but Isaac's ground stomp can SEVER LIMBS from prone enemies! He must work out in high gravity.
*** Plus it's a fantastic stress relief to just stomp those monstrosities into necromorph pulp with those heavy boots.
* This is what melee weapons are for the Hunter class in ''[[World of Warcraft]]'', as well as the Raptor Strike ability (a melee attack that deals more damage). Once you start getting melee weapons that increase attributes and stats, you're best off with those that boost ranged combat, your primary role/attack form.
* In ''[[Star Trek (Franchise)|Star Trek]]: [[Star Trek: Voyager (TV)|Voyager]]: Elite Force'', the Phaser was almost certainly ''intended'' as the [[Emergency Weapon]], since it has its own separate ammunition supply that recharges on its own. However, it's powerful enough that many players use it even when all the other weapons have plenty of ammunition, thus conserving the big guns for that ''other'' kind of [[Boss Battle|emergency]].
* In the ''[[Twisted Metal]]'' series, the [[Emergency Weapon]] is a set of machine guns with infinite ammo.
* In all ''[[Fallout]]'' games, if push comes to shove (literally) you can always switch to fists (and kicks in ''F1'', ''F2'' and ''Tactics''). Of course, some characters fight with their fists anyway, and there are plenty of spiked knuckles and other melee weapons available.
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** ''Fallout New Vegas'' also introduces special unarmed techniques, granted as rewards for a few unmarked quests (except the Kahn Trick, which is a reward for a marked quest), and only one of them requires any points invested in the unarmed skill. Some of the more useful ones are those that can buy you time to rearm yourself, such as the Ranger Takedown (knock-down effect), or the aforementioned Kahn Trick (stun effect), making your bare fists a more useful emergency weapon.
** In the "Operation Anchorage" DLC quest, you lose all your equipment (since you're in a simulation) and have only a knife and a weak gun to start with - you have to find other weapons if you want to use them. Halfway through you reach your HQ, lose all your weapons and can then requisition a weapons package suited to your skills, most of which contain one main weapon and one weaker emergency weapon. However you rarely need to use them, since there are several bottomless ammo dispensers placed everywhere.
** [[Fallout: New Vegas]]: Also gives you [http://fallout.wikia.com/wiki/Recharger_pistol Recharger pistol] and recharger rifle which don't require ammo (but can still break)
* In the first ''[[Alien vs. Predator]]'' game for the PC, if you ran out of weapons for all of your guns you ended up using your pulse rifle as a club. The exception is the fact that, given the type of enemy you face in the game, if it comes down to that you're pretty much screwed already.
** The second replaced this with a knife, which was about as useful as you'd expect. The most recent addition to the series gives you an infinite-ammo pistol, which is generally enough to fight off a single Alien, but not much more.
* The Vulcan Cannon in the original ''[[Descent]]''. It recieved a [[Game Breaker|game-breaking]] upgrade in ''II'' with the Gauss Cannon, but was once again [[Nerf|Nerfed]] in ''3'' with the Vauss Cannon, which replaces both.
** To a greater extent, the Flare. Since you can run out of energy for your energy weapons and ammo for the above, launching flares(horribly slow without energy) will always do one point of damage.
* In the ''[[Modern Warfare]]'' games, ''[[Call of Duty|World At War]]'', and ''[[Call of Duty: Black Ops (Video Game)|Call of Duty Black Ops]]'', the knife is meant for when you find yourself in melee situations. Since it's an instant kill, however, many people just run around the battlefield using it as their primary weapon. Combine this with the Commando Perk(allows longer melee range), Tactical Knife (faster melee speed), and Lightwight (faster character speed) in MW2 and you have what is arguably a [[Game Breaker]].
* In Bioshock 2, your Drill can be ludicrously useful. With the right Gene Tonics and all upgrades, you can drain health, freeze enemies, and even reflect projectiles with your drill. Played straight with each weapon's pistol whipping functionality, a quick melee strike that can be performed with any weapon, minus the Research Camera.
* ''[[Red Dead Redemption]]'' gives you a knife and your fists as emergency weapons when you run out of ammo, but since Marston is carrying 30 guns on his person at all times this is unlikely to happen.
* While [[Cave Story (Video Game)|Cave Story]] has weapons that use ammo, there is only one weapon (two if you count the upgraded version) that has ''limited'' ammo, the missile launcher. The ammo for the Machine Gun recharges quite quickly, even quicker if you find an upgrade for that, and the Bubble Gun recharges very slowly on Lvl 1 and very quickly on Lvl 3.
 
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