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* ''[[Kingdom Hearts]]'':
* ''[[Kingdom Hearts]]'':
** Late in ''[[Kingdom Hearts (video game)|Kingdom Hearts]]'', Sora loses the Keyblade and must fight through Hollow Bastion using only a toy wooden sword. This is eased, however, by having [[Beauty and the Beast|the Beast]] fighting alongside him. You can cast spells too, but that might not help so much if you're one of those who specialized in combat and since the Keyblade also enhances your magic, that ends up weakened as well.
** Late in ''[[Kingdom Hearts (video game)|Kingdom Hearts]]'', Sora loses the Keyblade and must fight through Hollow Bastion using only a toy wooden sword. This is eased, however, by having [[Beauty and the Beast|the Beast]] fighting alongside him. You can cast spells too, but that might not help so much if you're one of those who specialized in combat and since the Keyblade also enhances your magic, that ends up weakened as well.
** Happens again in ''[[Kingdom Hearts: 358 Days Over 2|358/2 Days]]''. Xion can't remember how to use her keyblade, so you give her yours for a mission. What do you use? A stick.
** Happens again in ''[[Kingdom Hearts: 358/2 Days|358/2 Days]]''. Xion can't remember how to use her keyblade, so you give her yours for a mission. What do you use? A stick.
** And again, in ''[[Kingdom Hearts coded]]'', when {{spoiler|Maleficent breaks Data Sora's Keyblade}}, to the point of it being a [[Mythology Gag]] now.
** And again, in ''[[Kingdom Hearts coded]]'', when {{spoiler|Maleficent breaks Data Sora's Keyblade}}, to the point of it being a [[Mythology Gag]] now.
* Happens in ''[[Fable]]'', as well. Your character ends up in a prison cell with nothing but his undies. Thankfully, you get your equipment back about ten minutes later.
* Happens in ''[[Fable]]'', as well. Your character ends up in a prison cell with nothing but his undies. Thankfully, you get your equipment back about ten minutes later.
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** Also inverted in ''Half-Life 2: Episode 1'', in that it happens early in the game before you have much of a weapon collection, and the gravity gun is immediately turbo-charged to use for more gameplay goodness than HL2 allowed with it.
** Also inverted in ''Half-Life 2: Episode 1'', in that it happens early in the game before you have much of a weapon collection, and the gravity gun is immediately turbo-charged to use for more gameplay goodness than HL2 allowed with it.
* ''[[Duke Nukem 3D]]'', captured by Pig Cops. After the ''second level''. And if one isn't paying attention, they'll die instantly at the start of the next level: the pigs are going to electrocute Duke via electric chair!
* ''[[Duke Nukem 3D]]'', captured by Pig Cops. After the ''second level''. And if one isn't paying attention, they'll die instantly at the start of the next level: the pigs are going to electrocute Duke via electric chair!
* ''[[Command and Conquer|Command and Conquer: Renegade]]'', captured by stealth soldiers. However in this case you never get back the weapons taken from you, and have to rebuild your arsenal from almost scratch, save your pistol. Also interestingly, as soon as you rescue any given prisoner, they automatically get a gatling gun from [[Hammerspace|seemingly nowhere]]. You never recover your reliable, accurate assault rifle either. Sniff.
* ''[[Command & Conquer|Command and Conquer: Renegade]]'', captured by stealth soldiers. However in this case you never get back the weapons taken from you, and have to rebuild your arsenal from almost scratch, save your pistol. Also interestingly, as soon as you rescue any given prisoner, they automatically get a gatling gun from [[Hammerspace|seemingly nowhere]]. You never recover your reliable, accurate assault rifle either. Sniff.
** Possibly because the chaingun is (oddly) just as accurate, and you have better weapons to use down the line like the laser rifle which is also accurate
** Possibly because the chaingun is (oddly) just as accurate, and you have better weapons to use down the line like the laser rifle which is also accurate
* This occurs in ''[[Postal]] 2'', when not only are you knocked out and kidnapped, but you wake up dressed in a Gimp suit. After escaping and getting your weapons back, you then have to go to the laundromat to change back to your regular clothes.
* This occurs in ''[[Postal]] 2'', when not only are you knocked out and kidnapped, but you wake up dressed in a Gimp suit. After escaping and getting your weapons back, you then have to go to the laundromat to change back to your regular clothes.
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* ''[[Marathon Trilogy|Marathon]]'' has its fair share of this. It happens over five times when combining all three games. As Jason Jones once said, [[Word of God|"ah, grasshopper, the most accessable weapon of all is your own fists, you must learn to lay aside your weapons of steel and use your flesh."]] He said in response to some people saying how it was impossible to do a couple levels in the first game [[Self-Imposed Challenge|Vidmaster-style]] as there were no weapon pickups in those level, and Vidmaster-style means starting with level select (and by extension, nothing but a pistol plus a couple clips for it and your fists). There is one level which could not be completed using level select unless using mods, though, as getting out of the first room required triggering a switch remotely, and the pistol can't do that.
* ''[[Marathon Trilogy|Marathon]]'' has its fair share of this. It happens over five times when combining all three games. As Jason Jones once said, [[Word of God|"ah, grasshopper, the most accessable weapon of all is your own fists, you must learn to lay aside your weapons of steel and use your flesh."]] He said in response to some people saying how it was impossible to do a couple levels in the first game [[Self-Imposed Challenge|Vidmaster-style]] as there were no weapon pickups in those level, and Vidmaster-style means starting with level select (and by extension, nothing but a pistol plus a couple clips for it and your fists). There is one level which could not be completed using level select unless using mods, though, as getting out of the first room required triggering a switch remotely, and the pistol can't do that.
* ''Turning Point: Fall of Liberty'' strips you of your guns and ammo at the end of each level and replaces them with 1 or 2 preset guns (often not very good).
* ''Turning Point: Fall of Liberty'' strips you of your guns and ammo at the end of each level and replaces them with 1 or 2 preset guns (often not very good).
* ''[[Call of Duty]]: [[Modern Warfare]] 2'' has one of the most intense levels of the game, when Soap, Ghost, and Roach fight their way through a Favela. Near the end of the level, your squad requires you evacuate. Cue running across rooftops. Of course, you trip, miss a gap, and fall off a ledge and black out. You don't have time to reclaim your weapons, so you run half a mile through a massive slum to get back to the rooftops without the weapons you were kicking ass with earlier, with an entire militia on your tail, and make a breakneck jump to [[Predator|"get to the chopper"]], with a final leap that pays homage to the original daring escape made by Soap in Call of Duty 4 on the cargo rig.
* ''[[Call of Duty]]: [[Modern Warfare]] 2'' has one of the most intense levels of the game, when Soap, Ghost, and Roach fight their way through a Favela. Near the end of the level, your squad requires you evacuate. Cue running across rooftops. Of course, you trip, miss a gap, and fall off a ledge and black out. You don't have time to reclaim your weapons, so you run half a mile through a massive slum to get back to the rooftops without the weapons you were kicking ass with earlier, with an entire militia on your tail, and make a breakneck jump to [[Predator|"get to the chopper"]], with a final leap that pays homage to the original daring escape made by Soap in Call of Duty 4 on the cargo rig.
* ''[[Serious Sam]]'' does this constantly. In First encounter, it was actually a variation of it where, at the end of one level, most of your ammo is taken away but weapons still remain. In Second Encounter and Serious Sam II, Sam loses weapons after every chapter due to teleportation restrictions. In the last chapter of Serious Sam II, you'll lose your weapons by being captured.
* ''[[Serious Sam]]'' does this constantly. In First encounter, it was actually a variation of it where, at the end of one level, most of your ammo is taken away but weapons still remain. In Second Encounter and Serious Sam II, Sam loses weapons after every chapter due to teleportation restrictions. In the last chapter of Serious Sam II, you'll lose your weapons by being captured.
* This is a severe punishment in ''Bloodwings: Pumpkinhead's Revenge'', for apparently if you take anything from a certain cutscene that was not actually a scene from the movie, a group of children will warn you to put it back. If you choose to deny their demand, they strip you of your entire inventory, thus pretty much rendering the game [[Unwinnable]].
* This is a severe punishment in ''Bloodwings: Pumpkinhead's Revenge'', for apparently if you take anything from a certain cutscene that was not actually a scene from the movie, a group of children will warn you to put it back. If you choose to deny their demand, they strip you of your entire inventory, thus pretty much rendering the game [[Unwinnable]].
* In the 'Sudden Death' mode of ''[[Team Fortress 2]]'', triggered when a match ends in a stalemate, all classes of both teams are forced to use their (in almost all cases quite damaging) melee weapons. [[Hilarity Ensues]]. (this originated as a custom game modifier [[Ascended Fanon|that Valve applied across the board]])
* In the 'Sudden Death' mode of ''[[Team Fortress 2]]'', triggered when a match ends in a stalemate, all classes of both teams are forced to use their (in almost all cases quite damaging) melee weapons. [[Hilarity Ensues]]. (this originated as a custom game modifier [[Ascended Fanon|that Valve applied across the board]])
** One of the "Roll The Dice" results leaves you with only the use of your Melee weapons and nothing else. A slap on the wrist if you're next to your spawn, a death sentence for any spy behind enemy lines now left with only his knife (but no disguise kit or cloak watch).
** One of the "Roll The Dice" results leaves you with only the use of your Melee weapons and nothing else. A slap on the wrist if you're next to your spawn, a death sentence for any spy behind enemy lines now left with only his knife (but no disguise kit or cloak watch).
* Happens several times in ''[[First Encounter Assault Recon|F.E.A.R.]]'' and sequels.
* Happens several times in ''[[First Encounter Assault Recon|F.E.A.R.]]'' and sequels.
** In ''F.E.A.R.'', several psychic vision sequences in the final Interval inexplicably make all of Point Man's weapons vanish and equip him with a pistol.
** In ''F.E.A.R.'', several psychic vision sequences in the final Interval inexplicably make all of Point Man's weapons vanish and equip him with a pistol.
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* In a rare unscripted version, ''[[Nethack]]'' has nymphs, who seduce your character, steal your equipment and then teleport away. More than a few players have died because they were suddenly left weaponless after running into a nymph. (Of course, this is ''NetHack''. More than a few players have died falling down stairs. [[Everything Trying to Kill You]] is a bit of an understatement.)
* In a rare unscripted version, ''[[Nethack]]'' has nymphs, who seduce your character, steal your equipment and then teleport away. More than a few players have died because they were suddenly left weaponless after running into a nymph. (Of course, this is ''NetHack''. More than a few players have died falling down stairs. [[Everything Trying to Kill You]] is a bit of an understatement.)
* ''[[Ancient Domains of Mystery|ADOM]]'' twists this by making the player voluntarily give up his equipment. Just hanging inside the Tower of Eternal Flames, fire immunity or no, will randomly and permanently destroy things from your inventory (with fireproof blankets/rings of ice as a partial countermeasure). Falling down the Rift breaks a good portion of your currently carried inventory and the only way to diminish the effect is to have the few [[Cursed with Awesome|good/not too awful]] corruption effects among an array of nasty ones. On both occasions the smart player is forced to stash most of their rarer belongings somewhere and having to get by with only the bare essentials. Using artifact weapons/armor is an option due to their indestructible nature, but they also accelerate the player's food consumption, making starvation a real possibility.
* ''[[Ancient Domains of Mystery|ADOM]]'' twists this by making the player voluntarily give up his equipment. Just hanging inside the Tower of Eternal Flames, fire immunity or no, will randomly and permanently destroy things from your inventory (with fireproof blankets/rings of ice as a partial countermeasure). Falling down the Rift breaks a good portion of your currently carried inventory and the only way to diminish the effect is to have the few [[Cursed with Awesome|good/not too awful]] corruption effects among an array of nasty ones. On both occasions the smart player is forced to stash most of their rarer belongings somewhere and having to get by with only the bare essentials. Using artifact weapons/armor is an option due to their indestructible nature, but they also accelerate the player's food consumption, making starvation a real possibility.
* In ''[[Chocobos Dungeon|Final Fantasy Fables: Chocobo's Dungeon]]'', all of the special dungeons prevent you from bringing in items including gear from outside; upon entering, your inventory is put into your storage (if there isn't enough room in storage, you can't enter). Upon leaving the dungeon you get to keep everything you found inside and can go to storage to retrieve your former gear as well.
* In ''[[Chocobo's Dungeon|Final Fantasy Fables: Chocobo's Dungeon]]'', all of the special dungeons prevent you from bringing in items including gear from outside; upon entering, your inventory is put into your storage (if there isn't enough room in storage, you can't enter). Upon leaving the dungeon you get to keep everything you found inside and can go to storage to retrieve your former gear as well.




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** [[Ninja]].
** [[Ninja]].
* In ''[[Assassin's Creed]] 2'', after {{spoiler|Ezio's father and brothers are executed}} a [[Heavily Armored Mook|Brute]] disarms him and he has to run for it. It isn't until a while later that you get the Hidden Blade, and even later before you get a proper sword again.
* In ''[[Assassin's Creed]] 2'', after {{spoiler|Ezio's father and brothers are executed}} a [[Heavily Armored Mook|Brute]] disarms him and he has to run for it. It isn't until a while later that you get the Hidden Blade, and even later before you get a proper sword again.
* ''[[Manhunt]]'' does this after every level.
* ''[[Manhunt]]'' does this after every level.
* Happens twice in ''[[Commandos]] 2'' and once in ''[[Commandos]] 3''.
* Happens twice in ''[[Commandos]] 2'' and once in ''[[Commandos]] 3''.
* You start the last two levels of ''[[Hitman]] 2: Silent Assassin'' equipped with nothing but your trusty non-metallic strangulation wire.
* You start the last two levels of ''[[Hitman]] 2: Silent Assassin'' equipped with nothing but your trusty non-metallic strangulation wire.
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* At one point in ''[[Silent Hill]] [[Silent Hill 2|2]]'', you're required to use an elevator that can hold one person. And ''[[Malevolent Architecture|only]]'' one person. You have to drop all your weapons and health items, ride the elevator down, then [[Door to Before|work your way back to your possessions]].
* At one point in ''[[Silent Hill]] [[Silent Hill 2|2]]'', you're required to use an elevator that can hold one person. And ''[[Malevolent Architecture|only]]'' one person. You have to drop all your weapons and health items, ride the elevator down, then [[Door to Before|work your way back to your possessions]].
* In ''[[Silent Hill Homecoming]]'', Alex begins {{spoiler|the final level}} with all his (by now, considerable) stock of weapons missing. Thankfully, a quick look around the area turns up the combat knife and a basic pistol. Find an optional semi-hidden key and you'll gain access to the locker room, where all your items are conveniently stashed.
* In ''[[Silent Hill Homecoming]]'', Alex begins {{spoiler|the final level}} with all his (by now, considerable) stock of weapons missing. Thankfully, a quick look around the area turns up the combat knife and a basic pistol. Find an optional semi-hidden key and you'll gain access to the locker room, where all your items are conveniently stashed.
* The first third of the ''[[Call of Cthulhu]]: [[Dark Corners of the Earth]]'' is played like this, and after that you still lose all your weapons in several occasions to retain the horror feel. Once you're strangely quickly given a pistol, even though the only monster in the level is utterly immune to bullets, and in other time you're reduced to a pistol, even though you would think that being sent to help a party of soldiers would call for ''more'' arsenal.
* The first third of the ''[[Call of Cthulhu]]: [[Dark Corners of the Earth]]'' is played like this, and after that you still lose all your weapons in several occasions to retain the horror feel. Once you're strangely quickly given a pistol, even though the only monster in the level is utterly immune to bullets, and in other time you're reduced to a pistol, even though you would think that being sent to help a party of soldiers would call for ''more'' arsenal.
* "[[Alan Wake]]" has the annoying habit of dropping all of his weapons, lights and ammo in between the chapters. Sometimes even in the same chapter due to cutscene stupidity.
* "[[Alan Wake]]" has the annoying habit of dropping all of his weapons, lights and ammo in between the chapters. Sometimes even in the same chapter due to cutscene stupidity.
* ''[[Fatal Frame|Fatal Frame 2]]'': Mio dropped her ghost-capturing camera after she was surprised by a ghost in the tunnel between haunted houses full of ghosts. Yeah, that's just as lame as it sounds, ''especially'' because the camera is her only "weapon" in the game. {{spoiler|[[It Got Worse|It gets worse]]. The very next puzzle [[Unwinnable|can lock you]] with a ghost that is supposedly trivial to defeat, if only Mio has her camera.}}
* ''[[Fatal Frame|Fatal Frame 2]]'': Mio dropped her ghost-capturing camera after she was surprised by a ghost in the tunnel between haunted houses full of ghosts. Yeah, that's just as lame as it sounds, ''especially'' because the camera is her only "weapon" in the game. {{spoiler|[[It Got Worse|It gets worse]]. The very next puzzle [[Unwinnable|can lock you]] with a ghost that is supposedly trivial to defeat, if only Mio has her camera.}}
* In ''[[Dead Space 2]]'', the first level consists of running past necromorphs in a straitjacket. Oh, and to make matters worse, Isaac's health bar is alarmingly low. Have fun.
* In ''[[Dead Space 2]]'', the first level consists of running past necromorphs in a straitjacket. Oh, and to make matters worse, Isaac's health bar is alarmingly low. Have fun.




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** In the ''Honest Hearts'' expansion there's a more reasonable explaination - since you're joining a caravan that will travel through mountainous terrain, you can only carry 75 pounds of gear with you to keep up. (You do get to choose which gear to take with you, however. Also, if you pass a few checks, you can get someone else to carry an additional 25 pounds of gear for you.)
** In the ''Honest Hearts'' expansion there's a more reasonable explaination - since you're joining a caravan that will travel through mountainous terrain, you can only carry 75 pounds of gear with you to keep up. (You do get to choose which gear to take with you, however. Also, if you pass a few checks, you can get someone else to carry an additional 25 pounds of gear for you.)
* In order to complete the "Penal Ties" mission in the Residential district of ''[[Grand Theft Auto II]]'', you have to get arrested, and thereby get stripped of all your weapons.
* In order to complete the "Penal Ties" mission in the Residential district of ''[[Grand Theft Auto II]]'', you have to get arrested, and thereby get stripped of all your weapons.
* The last story mission of ''[[Grand Theft Auto III]]'' sees you stripped of the possible [[Hyperspace Arsenal|thousands-of-pounds of weaponry and ammunition you might be carrying]] in the opening cutscene before you punch out a guard and steal his pistol. The rest of the mission requires you to keep pace with your fleeing ex-girlfriend turned crime lord while properly re-arming yourself to stay alive and eventually shoot down the helicopter she's escaping in. If the player finds many of the packages and is swift with a vehicle, it is possible to swing by a safehouse and load up on the goodies.
* The last story mission of ''[[Grand Theft Auto III]]'' sees you stripped of the possible [[Hyperspace Arsenal|thousands-of-pounds of weaponry and ammunition you might be carrying]] in the opening cutscene before you punch out a guard and steal his pistol. The rest of the mission requires you to keep pace with your fleeing ex-girlfriend turned crime lord while properly re-arming yourself to stay alive and eventually shoot down the helicopter she's escaping in. If the player finds many of the packages and is swift with a vehicle, it is possible to swing by a safehouse and load up on the goodies.
* In ''[[Grand Theft Auto Vice City]]'', Tommy is asked to ''persuade'' someone to part with some land by going to the country club and beating the crap out of him. There's a metal detector at the entrance which places all your weapons outside (you can pick them up again when you leave) -- but this trope is subverted because it is possible to jump over the outside wall and enter the country club with all your equipment. The metal detector only takes away your guns and grenades, though. Entering with a chainsaw is perfectly fine.
* In ''[[Grand Theft Auto Vice City]]'', Tommy is asked to ''persuade'' someone to part with some land by going to the country club and beating the crap out of him. There's a metal detector at the entrance which places all your weapons outside (you can pick them up again when you leave) -- but this trope is subverted because it is possible to jump over the outside wall and enter the country club with all your equipment. The metal detector only takes away your guns and grenades, though. Entering with a chainsaw is perfectly fine.
* In ''[[Grand Theft Auto San Andreas]]'', CJ loses all his guns after the helicopter he's gunning down from gets... gunned down and crashes in water. You must then make your way aboard the gangster-ridden container ship you were attacking and acquire guns by killing gang members. (Or {{spoiler|you can simply swim ashore, buy new weapons, and go back}}). Another mission, Stowaway, has CJ inside a plane loaded with explosives (possibly landmines). Shooting in there is not forbidden, no - but one shot that misses a government agent mook in there means hitting the explosives and the whole thing goes kaboom. Players are likely to resort to melee weapons or unarmed combat in there, risking no such thing - especially since getting into the plane in the first place is [[That One Level|That One Level Part]] players are unlikely to want to repeat. <ref>Driving up to and then up a narrow ramp of said plane, while it's taking off, on a motorbike, and with barrels rolling out of the ramp every once in a while. And the plane has quite a lot of head start...</ref>
* In ''[[Grand Theft Auto San Andreas]]'', CJ loses all his guns after the helicopter he's gunning down from gets... gunned down and crashes in water. You must then make your way aboard the gangster-ridden container ship you were attacking and acquire guns by killing gang members. (Or {{spoiler|you can simply swim ashore, buy new weapons, and go back}}). Another mission, Stowaway, has CJ inside a plane loaded with explosives (possibly landmines). Shooting in there is not forbidden, no - but one shot that misses a government agent mook in there means hitting the explosives and the whole thing goes kaboom. Players are likely to resort to melee weapons or unarmed combat in there, risking no such thing - especially since getting into the plane in the first place is [[That One Level|That One Level Part]] players are unlikely to want to repeat. <ref>Driving up to and then up a narrow ramp of said plane, while it's taking off, on a motorbike, and with barrels rolling out of the ramp every once in a while. And the plane has quite a lot of head start...</ref>