Let's Split Up, Gang!: Difference between revisions

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{{quote|'''Norbert''': Let's split up.
'''Daggett''': Why?
'''Norbert''': [[Lampshade Hanging|It makes too much sense to stick together]].
'''Daggett''': Oh.|''[[The Angry Beavers]]''}}
 
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** In Advance and A2, "dispatch" missions involve sending off a character to do a mission, and their statistics determine their chance of success. It's possible to send off several members at once on dispatch missions while your main group does missions of its own (which are sometimes necessary to progress the dispatch missions).
* ''[[Eternal Sonata]]'' does this for a large part of the middle of the game.
* There are several instances in the first ''[[Wild ArmsARMs 1]]'' game where the party splits up into individual characters, sometimes to allow for [[Character Development]].
** At the very end of ''[[Wild ArmsARMs 2]]'', the player must split all their existing characters into 3 parties to fight the final 3 sub-bosses. The stand-out is that one party consists of only 1 member, so if you assign the wrong character to that party, their sub-boss is unbeatably hard, forcing you to restart the whole dungeon all over again.
** ''[[Wild ArmsARMs 3]]'' also had this happen at one point. It was because the rest of the group had left Clive behind to [[Get a Hold of Yourself, Man!|get his shit together]] and then fell into a trap. Clive then plays the role of the [[Big Damn Heroes|Big Damn Hero]] and rescues them. However, they remain split-up for pretty much the rest of the dungeon, swapping between Clive and the Party to solve switch puzzles.
* The original ''[[Resident Evil 1]]'' (and 2002's Remake) has a prime example of this in Jill's scenario; Not content with having Chris and Wesker disappear within the first 5 minutes, Jill and Barry decide it's a ''great'' idea to split up, despite being stuck in a mansion in the middle of nowhere, in the dark, just after having seen a zombie eating another team-mate (although to be fair this example is something of a plot device more than anything else).
** Somewhat justified as S.T.A.R.S. members are [[All There in the Manual|specifically trained to work independently]], so splitting up is less bizarre and more standard operating procedure.
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* The last portion of ''[[Popful Mail]]'' has the heroes doing this when fighting the Overlord and his henchmen. Gaw takes on Morgal, while Tatto fights Necros and Mail deals with the Overlord himself.
* ''[[Anachronox]]'' only allows you to control a maximum of three characters at a time, forcing you to swap characters at a bar where the currently unusued characters presumably wait around getting plastered until you come back. At the end of the game, however, all seven characters must enter the [[Big Bad]]'s fortress at once. To avoid having to rewrite the interface, the game creates THREE separate parties, two each of three characters, and one of one, between which the player may swap at will. All three parties must act in concert to reach the [[Final Boss]].
* The mid-nineties [[Lucas ArtsLucasArts]] adventure game ''[[The Dig]]'' uses this trope, after Maggie decides to split up from Brink and explore Cocytus {{spoiler|after Brink's death}}, rationalizing that staying together would mean certain death to them as well, and Cocytus is just as alien to both of them. It works out at the start, after Maggie manages to discover an alien library (through an accident that might have gotten Brink killed had he followed along){{spoiler|, but the splitup backfires when Maggie gets abducted by a giant spider.}}
* In ''[[Lost Odyssey]]'', your party spends almost the entirety of the third disc split up. At the end of the section, you have to fight a boss that reflects all magical attacks. Your party at this point consists entirely of [[Squishy Wizard]]s.
* The ''[[Super Robot Wars]]'' series often has Route Splits: missions where the group has to split up to deal with simultaneous crises, or where a part of the group has a separate mission, and usually ends up picking up a number of new party members along the way. The player, playing the part of an [[Original Generation]] character, will always get the choice of which group they want to join up with. This helps to add replay value to the game, as you can make one choice the first time you play through, then try out the other choice the second time around.
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** Which almost always ends in Daphne getting kidnapped, Velma losing her glasses, and Shaggy and Scooby getting chased by the monster (usually [[Scooby-Dooby Doors|through a hallway with lots of doors]]). And yet...[[Status Quo Is God|they never learn...]]
** And ,of course every [[Scooby Doo]] imitator does the same: ''[[Josie and the Pussy Cats]], [[Jabberjaw]], [[Speed Buggy]]'', etc.
** ''[[A Pup Named Scooby -Doo]]'' liked to parody this by having Fred suggest it even when it made absolutely no sense. For example:
{{quote|'''Fred''': ...We'll be safer if we stick together, right?
'''Everyone''': Right!
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'''Everyone''': HUH??? }}
** In ''[[Scooby-Doo! Mystery Incorporated]]'' Fred never says it once.
** There was an episode of ''[[What's New, Scooby -Doo?]]'' where Shaggy once said it. Fred looked stunned, saying [[Lampshade Hanging|"he said the thing I always say"]].
* ''[[Avatar: The Last Airbender]]'' does this in the series finale {{spoiler|Zuko and Katara head off to confront Azula, Aang goes to confront the Firelord, and everyone else goes to stop the fleet.}}
** In the previous season, Aang had gone off to learn from a guru, Sokka went to meet the Water Tribe warriors, Toph went to meet her mother {{spoiler|and gets captured by the bounty hunters her parents sent to bring her home}} and Katara stays in Ba Sing Se to help plan and organise the invasion of the Fire Nation. {{spoiler|Meaning none of them are around to realise that Azula, Mai and Ty Lee have infiltrated the city}}.