Infinite Flashlight: Difference between revisions

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So it's the middle of the night, you're [[Silent Hill|being chased by mangled oversized toddlers with knives through a Kafkaesque take on a dark and twisted elementary school]], and you realize that in all the chaos you've completely forgotten to change the batteries in your flashlight. Sounds like a problem, right? Wrong!
 
You have an [['''Infinite Flashlight]]''', which will never run out [[Gameplay and Story Segregation|unless the plot dictates otherwise]]. If need be, you could probably hook it up to an inverter and power a city from the bottomless depths of your flashlight (if it wouldn't rob you of your only light source while you worked, remember those knife-babies?).
 
Of course, many games don't take enough in-game time to complete for four D-cells of battery power to run out. But even if you can [[Take Your Time|take weeks or even months]] to complete the main plot, the flashlight will never run out. Definitely an [[Acceptable Breaks From Reality|Acceptable Break from Reality]]. Such things do exist in some form in real life, but typically require shaking to provide kinetic energy to charge a capacitor to power a feeble white LED (granted, you're probably shaking hard enough as it is because of the fiendish killer knife babies). More usefully, "survival" flashlights use a crank mechanism and generator to recharge a battery, which is [[Department of Redundancy Department|powerful enough to power medium-power]] LEDs.
 
Contrast with [[Ten -Second Flashlight]], the usual result when developers try to avert this one.
{{examples}}
 
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== Action Adventure ==
* ''[[The Legend of Zelda: aA Link Toto T Hethe Past (Video Game)|The Legend of Zelda a Link To T He Past]]'' has a lantern that consumes magic to light [[Ten -Second Flashlight]] torches, but always lights up the area in front of you just fine.
** This was changed in ''[[The Legend of Zelda: Twilight Princess (Video Game)|The Legend of Zelda Twilight Princess]]'', where the lantern needs oil. Thankfully it doesn't run out [[Ten -Second Flashlight]]-fast.
** On the other hand, ''[[Zelda II: theThe Adventure of Link (Video Game)|Zelda II the Adventure of Link]]'' was even worse: once you get the Candle, all dark caves in the game are automatically lit, [[Nuclear Candle|through and through]]. You don't even have to select it.
* Luigi's flashlight in ''[[LuigisLuigi's Mansion (Video Game)|Luigis Mansion]]'' never runs out throughout the entire game. Admittedly, the game isn't supposed to take that much time, but you still use the flashlight a whole lot.
 
== Adventure Game ==
* In [[Colossal Cave|Adventure]] (the text game from 1976) your first set of flashlight batteries will run out fairly quickly. After you replace them, the fresh batteries last forever.
* The obscure 1984 computer game ''[[Below the Root]]'' (based on Zilpha Keatley Snyder's ''[[Green -Sky Trilogy]]'') had an underground area that was pitch-dark. It was possible to obtain honeylamps that would provide light for a short time, but to fully explore the area and beat the game, it was highly recommended that you obtain an item called the spirit lamp, which provides light for as long as you hold the item.
* Possibly justified in ''[[Rama]]'', which takes place in the distant future. Arthur C. Clarke did hope that we would tap into zero-point energy someday.
 
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* ''[[Left 4 Dead]]''. So why do you have the ability to turn it on and off? Stealth. Sometimes it's easier to sneak past the Commons, and it always is in the Witch's case.
* ''[[Doom]] 3''. The in-game description even says that it has a static power source. It ''does'' get knocked out at one point in the game by some annoying electromagnetic pulses, but it's a temporary thing and it only happens twice, when you are not in immediate danger.
* In Bungie's ''[[Pathways Intointo Darkness]]'', you only have five days to complete your mission before the [[Sealed Evil in Aa Can]] awakens to destroy ordered reality on earth, your flashlight can last for a week. Although there is a set of nightvision goggles necessary to get past evil creepy-crawlies that are attracted to your flashlight.
* ''[[The Chronicles of Riddick]]: Escape From Butcher Bay,'' at least before you get the titular character's 'eyeshine' ability.
** Except for one level--andlevel—and what a level it is. At one point, Riddick tackles a guard, dropping both of them down a very, very deep well and into the sewers. Riddick thus loses all his weapons and is forced to use the guard's shotgun. The shotgun has a built-in flashlight, as do most of the weapons, but it's been damaged in the fall and flickers continuously. What's more, it'll fail completely in [[Exact Time to Failure|exactly eight minutes]], as the computer voice (in the ''shotgun'') helpfully informs you. So you're down in the deep, dank sewers with only a few minutes until you're left in the dark forever. Oh, and did I mention the crazy sewer mutants who pop out of nowhere?
* Averted in the first ''[[Halo]]'' game, where the flashlight can indeed run out. The flashlights in ''Halos 2 & 3'', however, are infinite, though this is handwaved as drawing power from your new suit's fusion core. It will however turn off on its own in lighted areas.
* ''[[First Encounter Assault Recon|F.E.A.R.]]'' had a rather annoying [[Ten -Second Flashlight]]. The sequel, ''Project Origin'', instead uses an [[Infinite Flashlight]] that specifically fails during supernatural scare sequences.
* ''[[Team Fortress Classic (Video Game)|Team Fortress Classic]]'' still has the flashlight from ''[[Half-Life 1 (Videovideo Gamegame)|Half-Life 1]]'' in the code, but because the power gauge was removed it now shines indefinitely. If you're curious, you activate it by hitting the ~ key and typing: bind <key> "impulse 100"
* In ''[[The Nameless Mod]]'' using a (somewhat rare) augmentation upgrade on your default light enhancement results in this. As a ''[[Deus Ex (Video Game)|Deus Ex]]'' mod (where gameplay pretty much required dark areas), this comes in handy.
* In ''[[BioBioShock Shock(series)]] 2'', your suit will automatically turn on in dark areas. Given that you're playing a [[What Measure Is a Non-Human?|not-quite-human ''thing'']] that [[ColourColor-Coded for Your Convenience|can change what color its body to express its mood]], it's less of an "[[Infinite Flashlight]]" and more of "Making Yourself More Bright When You Need It".
* In ''Vietcong'' the player has a flashlight that never runs out of power - mainly useful for the mission segments when you must traverse through the tunnel systems of your enemies. However, some players never actually realised they had a flashlight during those missions since they'd never used it previously and ended up negotiating the tunnels in near complete darkness. A case of read the manual in those cases.
* ''[[STALKER]]'' gives you a infinite headlamp by default. Some ofarmor thesets higher-end(first suitsand second game) or helmets (third game) have reallynight crappyvision, butwhich is also unlimited, nightthough visionuntil late in the game most will only have Gen 1 devices (which are crap).
* ''[[Metro 2033]]'' takes a surprisingly realistic approach: the flashlight runs on batteries that need to be periodically recharged by a crank mechanism. You can keep cranking [[Tim Taylor Technology|past 100% charge]] to temporarily make the light brighter.
* ''[[Unreal (Video Game)|Unreal]]'' has a powerful, permanent "searchlight" that you get far into the game (which makes you use a good number of [[Ten -Second Flashlight|disposable versions]] before that point), which is not in fact infinite. Its charge is so high no sane player is likely to run out of power for it, but if you take long enough to finish the game it's likely you'll see its charge bar diminish a fair bit before the end. Makes no difference in gameplay terms, though, so it counts as playing it straight.
* ''[[Painkiller]]'' and its expansion, ''Painkiller: Battle out of Hell'' both have infinite flashlights. In the first game it is literally a flashlight that emanates inexplicably from Daniel's chest (you never see the light itself, but it does flicker, make electrical noises and has a distortion in the center like a normal flashlight). in Battle out of Hell, the light has been replaced with a strange glowing yellow ball in the bottom left corner of the screen. Presumably, this is supposed to represent a lantern or candle instead of an electrical torch.
 
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* The Pip-Boy 3000a wrist computer in ''[[Fallout 3]]'' can also be used as a lantern with an unlimited power supply. Justified by the prevalence of miniaturized nuclear and fusion power.
** Interestingly, it's not a flashlight ''per se''. The character just turns on the backlight for the screen.
* An interesting variation: In ''[[Final Fantasy LegendSaGa 2]]'' there's a cave where it's too bright to see ''anything'' inside, aptly named Bright Cave. You need the TrueEye MAGI to see normally in the cave, but it never wears off, making the MAGI an Infinite... Flashdark?
* ''[[Mass Effect 3]]'' gives the crew muzzle flashlights, but it's plausible to presume they're run off whatever absurdly high-capacity battery is flinging minuscule slugs at absurd muzzle velocities all day out of the gun, and they're never on for very long anyway.
 
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== Other ==
 
* The ''[[Who Framed Roger Rabbit?]]'' game for the NES -- sortNES—sort of. [[Fridge Logic|For some reason]], you have to use a different flashlight in each cave, but those caves stay lit permanently. [[They Just Didn't Care|And all over.]]
 
== Web Original ==
* Discussed in ''[[Cracked (Website).com|Cracked]]'': Photoplasty advertises it in [https://web.archive.org/web/20131005152300/http://www.cracked.com/photoplasty_273_26-ads-products-that-must-exist-in-video-games_p26/#24 Ads for Products That Must Exist in Video Games].
 
{{reflist}}
[[Category:Acceptable Breaks From Reality]]
[[Category:Infinite Flashlight{{PAGENAME}}]]
[[Category:Trope]]