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=== [[First-Person Shooter]] ===
* Almost all [[FPS]] games except the ones near the classic end of [[Fackler Scale of FPS Realism|FPS realism scale]] (with no reloading) and a handful near the realistic end of the scale. ''[[Half Life]]'', ''[[Halo]]'', ''[[Doom|Doom 3]]'', ''[[Call of Duty]]'', the ''[[Medal of Honor]]'' series, ''[[First Encounter Assault Recon|FEAR]]'', the list goes on. The classic exception is any game featuring the M1 Garand; this is [[Truth in Television]] to an extent, as the weapon is tricky to unload while under fire and typically US soldiers were instructed to fire off the rest of the en-bloc clip rather than do so.
* Particularly aggravating in ''[[Call of Duty]]'' - the game actively encourages the player to abuse this trope, by increasing the reload time of every weapon in the game when empty (except for some reason ''United Offensive'
** Also, particularly ridiculous in ''[[Call of Duty:
** The first two games are actually somewhat schizophrenic about this trope. The bolt-action weapons all follow these rules ''except'' for the Lee-Enfield, which can only be manually reloaded if there are five or less bullets left in it. Additionally, the BAR in ''1'', along with the Bren, Gewehr 43, and SVT-40 in ''2'', do not have alternate reload animations for emptying the magazine.
** ''Call of Duty: World At War'' mostly follows this, with one exception. When using the Double-Barreled Shotgun, you may reload after firing only one shell. If you do, the reloading animation will show you blocking the other shell with your thumb while shaking the spent shell out.
** Shotguns that are loaded one shell at a time in this series go to both extremes - the pump-action ones are always pumped at the end of a reload no matter how many shells are loaded, while the automatic ones (excluding the SPAS-12 in ''Black Ops'') leave the chambering step out entirely.
* In ''[[Half-Life (series)|Half-Life]]'', this is [[Hand Wave|Handwaved]] as a function of the HEV suit. It's also guilty of the "reload more visible rounds than you have" bit with the revolver, but not the shotgun - it actually reloads faster if you have shells already loaded, and its reload cycle can be interrupted between shells (both essential anti-zombie features).
** ''Half-Life'' does accurately handle the chambered round in one case: when reloading a non-empty Glock 17, the chambered round is kept for a total of
* Similar to the Call of Duty one above, ''[[Left 4 Dead]]'' applied a similar mechanic to the Auto Shotgun. If you had just one round in the gun before you started to reload, you performed the standard animation. If you reloaded from empty, your character took an extra second to cock the gun. Justified in that you need to chamber a round in the gun before firing and the "auto" part took over. It dips back into [[Fridge Logic]] territory again in [[Left 4 Dead 2|the sequel]], though, where both Tier 2 shotguns will do the cocking animation regardless of how many rounds are left in the gun, but the animation can be interrupted to fire the gun, eliminating the drawback.
** Every other gun however follows this trope, excluding the pump shotgun in the first game and the pistols in the second.
** ''Left 4 Dead'' actually averted this before the first patch, as reloading magazine-loaded weapons early would result in the rest of the magazine being lost. This granted a huge advantage to the shotguns and was quickly patched out.
*
** Indeed, the original ''Team Fortress'' had several types of dropped ammo, and you could even pick up ammo you could not use. This resulted in an annoying shuffle where teammates had to swap ammo to make the most of it. And if you just killed an enemy that doesn't use the same types of ammo as you do, tough luck.
** Spies can recharge their cloaking devices by picking up the aforementioned baseball bats and bottles. Engineers can also build sentry guns from them.
** The Scout's Force-A-Nature has a
** It was mentioned in an Ubercharged article that [[It Runs on Nonsensoleum|all the classes have a miniature ammo factory somewhere on them that automatically converts ammo]].
*** And now with the Scout's new weapon, The Holy Mackerel, that factory can now process ''dead fish'' as well.
*** But you can't get ammo or metal from dropped hats, even though they were crafted out of enough metal to build
* The Firearms mod for Half-Life averts this. Partially empty magazines are still partially empty if the player reloads them. Shotgun reloads can be interrupted after each shell. Most guns retain a round in the chamber if reloaded while there is still one round in the magazine; exceptions are programmed in specifically in the cases where the weapon's real-world counterpart would not behave that way (revolvers; Sterling submachine gun). In the case of the revolvers, there is a distinct reload animation for each of the possible number of shots fired: if reloading only two bullets, the character would place a thumb over the remaining four to keep them in their chambers. The empty chambers were then reloaded one at a time, and the reload could be canceled partway through, similar to the shotgun. The mod's motto, after all, was that ''it's all about the guns''. Its successor, ''Firearms: Source'', has done away with certain features such as magazine merging which was not seen as adding anything to gameplay.
* ''[[Crysis (series)|Crysis]]'' can't make up its mind, magazine-fed weapons realistically have the +1 statistic and faster reloads if they aren't completely empty. At the same time, magazines are filled from the reserve and not individually tracked.
** On the other hand, enemies DO have limited ammo, often falling back on their sidearms if they use up their assault rifle rounds. You also get more ammunition if you kill the enemy before he can get off too many shots.
* ''[[Halo]]'' follows this trope to the letter. Maybe the MC [[Hyperspace Arsenal|stores his magazines/grenades/reserve weapon (in H1) inside his suit]], which also contains a universal
** [[Lampshade Hanging|Lampshaded]] by some [[NPC|marines]] in the game, who will occasionally shoot a few rounds into downed enemies (when there are no other obvious targets remaining) and sometimes say things like "Don't mind me, just emptying the magazine," as they do so.
** This may be a callback to the below mentioned ''[[Marathon Trilogy|Marathon]]'', which required the player to expend their remaining ammo in order to reload to a full magazine.
* The PC game ''[[Combat Arms]]'' allows this trope with reload in that you retain all ammunition, but each weapon's ammunition is tied to the (instance of the) weapon itself; if you drop your weapon in favor of another weapon or another instance of the same weapon, you get as much ammunition as that other instance had. If it's empty...
* The Golden Gun and Rocket Launcher in ''[[GoldenEye 007 (1997 video game)|Goldeneye 64]]'' are the only weapons that ''don't'' do this, both because they only have a single shot per reload. Other guns play it totally straight, especially in multiplayer: if you have an empty gun in multiplayer, and you get killed, the next person to grab that gun will find it with
* In ''[[Quake]] Live'', picking up weapons gives a set amount. For example, picking up a rocket launcher gives
* Every gun in ''[[Quantum of Solace]]'' follows this trope except for the Golden Gun, which you don't get reloads for, and any weapon fed with loose ammo, such as the pump-action shotgun, the LTK revolver, and the Revolver Grenade Launcher. Interestingly, the last two examples will have you eject ALL the rounds in the weapon (spent ones get dumped, unfired ones go back to ammo pool) and then reload the chambers individually. Interestingly enough, guns picked up from NPCs will always have a random number of rounds missing from the magazine, completely regardless of whether or not they have actually fired any shots, implying that enemies just walk around with half-loaded guns all the time.
* ''[[Sin]]'' and its sequel, Episodes play this one straight, but even more maddening is the fact that the shotgun in [[Sin]]: Episodes, which uses a magazine, will always be pumped after reloading no matter what (ejecting a shell). Since it also is pumped automatically after firing a shot also, Blade is in essence ejecting an unused cartridge with every reload.
* ''[[Rainbow Six]]: Vegas 2'' is similar to ''Crysis'' in this regard. Reloading an empty weapon requires the protagonist to cock the gun to put the first round into the chamber. In addition, reloading before a gun is empty adds one extra bullet to the next magazine (excluding belt
** Also averted in previous ''Rainbow Six'' games, where you start each level with X magazines, each holding Y bullets - all tracked individually. You never just drop a mag unless it's empty, instead you put it back in your pocket. Whenever you reload, any non-empty magazine you're holding is kept, and put at the bottom of your loading queue. Meaning that if you're the kind of person who reloads when half of your magazine is gone, then more often than not by the middle of the level you'll be reloading with half-empty mags.
* ''[[Perfect Dark]]'' has it with all guns, but especially amusing is the sight of a full clip being loaded into a revolver no matter how many bullets are left. The Jackal sniper rifle in ''Zero'' avoids this by being single
* ''[[Home Front]]'' plays it straight.
* ''[[Cry of Fear]]'' any magazine-based weapon loses all bullets in the mag when reloaded. Of course, Simon is a disturbed teenager, not a soldier. Given his already remarkable proficiency with the weapons, he can be forgiven for not thinking of simply saving the magazines and manually topping them up from each other.
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=== [[Role-Playing Game]] ===
* In the ''[[Fallout]]'' series, you can always reload the exact number of bullets needed directly from your inventory, never spending a magazine. This is made even more confusing by the icons for ammunition items in one's inventory, many of which ambiguously feature a container of loose bullets, chains of linked cartridges, and partly loaded magazines that look like they could fit in one or two of the many weapons that will take a given type of ammunition.
** Also, if you have a submachine gun drawn and stand around without doing anything for a few moments, your character will change magazines and throw the old one over his/her shoulder, over and over. Apparently
** Taken to extremes with weapon mods in ''[[Fallout: New Vegas]]'', where you could be loading normal magazines into a weapon, then stop, add an extended magazines attachment to it, and suddenly ''every'' magazine loaded into it is extended.
*** However, New Vegas also averts the trope with revolvers; you'll reload exactly as many bullets as you've fired, be it one, three or four, or the whole clip.
* Not only is this trope possible in ''[[Parasite Eve]] II'', complete with ejecting spend bullet cartridges etc. But Aya reloads at the end of every encounter automatically. Making it possible, if you time it right, to reload your weapon ejecting all the cartridges, and then before she's even started putting more bullets in the automatic-reload kicks in and she ejects all another full set of bullet cartridges from the weapon.
* ''[[Mass Effect]] 2'' explains the "ammo clips" as actually being [[Overheating|heat sinks]] for the weapons. Somehow, any leftover "coolness" in the discarded heatsink is retained so you don't lose shots for reloading early. Also, the lore states that the heat sinks are standardized, such that all weapons use the same design, thus explaining why you can use your enemy's dropped heat sinks to reload.
** This, however, does not explain why you can have
=== [[Stealth Based Game]] ===
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** ''[[Metal Gear Solid]] 4'' eliminated the instant reloads (largely because of how easy they'd made the previous game's [[Humongous Mecha|Shagohod]] boss) and required the actual reload animation play out; this showed him taking out the old magazine and tucking it away for later. However, almost all weapons have a [[Dramatic Gun Cock]] which usually ejects a non-spent round, which is never deducted from the player's total, and all weapons that aren't single shot follow this trope to the letter.
*** Special mention must go to the highly [[Unorthodox Reload]] of the long-barreled, scoped [[Hand Cannon|Desert Eagle]]. Due to a glitch, rather than inserting just a magazine Snake mimes reloading with a whole other gun which he places into the space occupied by the first.
*** Also actually averted by the Type 17 pistol, which required a
=== [[Survival Horror]] ===
* Averted in the original "Resident Evil" games, where your character will not go through a reload animation without first emptying the magazine. To reload a partially loaded gun, you must access the inventory screen and combine your ammo with the gun.
** Interestingly enough, in the "Outbreak" spinoff of the ''[[Resident Evil]]'' series, characters find both filled magazines and individual shells, and if you reload using the latter, your character has to reload each shell individually. Magazines can be used to reload instantly, but only when the weapon is empty.
** This happens a lot with shotguns in third-person shooters. For example, in ''[[Resident Evil 4]]'' Leon always loads two shells into his shotgun(s), regardless of how many shells you actually load with it ([[Egregious]] in the case of the Striker, which, when fully upgraded, can hold a staggering
*** Speaking of ''RE4'', this is also averted with the [[Hand Cannon]]: Leon is shown loading three shells into the chamber when he reloads, which is the number of bullets the gun actually holds. Upgrading its capacity at all makes him start using
*** Furthermore, in
* ''[[Call of Cthulhu (tabletop game)|Call of Cthulhu]]: [[Dark Corners of the Earth]]'' plays this beyond straight: any weapon can be reloaded at any point by removing its magazine (or clip, or shells, etc.) and putting a new one in, even if the weapon is already full.
=== [[Third-Person Shooter]] ===
* Also, many [[Third-Person Shooter
* ''[[Dirge of Cerberus]]'' had a peculiar case... the Giant Hydra, final form of the [[Sniper Rifle|Hydra]] if you choose to upgrade it
* ''[[Gears of War]]'' takes this to baffling levels because of its "Active Reload" mechanic. Reloading a gun starts a slide that takes a few seconds but stopping the slide in a thin bar will reload faster. Missing the bar will cause the gun to jam, making the reload take longer than simply waiting. However, hitting a small area inside the bar will trigger a "Perfect Reload," which will bestow bonuses (typically to some combination of damage, rate of fire, recoil reduction, effective range, or shot prep time on some heavy weapons) -- but only to the bullets it actually replaced. This means that doing a mid-mag perfect reload will show the character ejecting a magazine and replacing it with another, but only bestows a bonus to a number of bullets within the new magazine as were absent in the previous one. The first two games overwrote previous Perfect Reloads whenever a new reload was attempted (i.e.,
** That's right, the bonus from loading your gun harder expires. But that's another can of worms entirely.
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** ''[[Operation Flashpoint]]'' does this as well, minus the "+1" reloading.
* In ''[[Day Of Defeat]]'', reloading means disposing of the entirety of the current magazine, regardless of its content.
* ''[[Frontlines: Fuel of War]]'' gives you
* The PC series ''[[Battlefield (series)|Battlefield]]'' gives you limited ammunition, and you find yourself losing any bullets left in a discarded magazine. The exceptions to this rule are the ''[[Battlefield: Bad Company]]'' spinoffs and ''[[Battlefield 3]]''.
* In ''Chronicles of [[Riddick]]: Escape from Butcher Bay'', any ammo you currently have in your magazine is discarded with it. It has to be noted, however, that you get so darn many magazines in the course of the game that preserving ammo isn't really necessary.
* In ''[[Urban Terror]]'', you toss a magazine - kiss it goodbye. Having only
* If you toss your magazine in the ''[[Ghost Recon]]'' series, kiss it goodbye. The tutorial at the beginning of the first game actually makes a point of saying that it is better to sacrifice a few bullets and reload than to have a magazine run out in the middle of a fight.
** However, there is no animation for racking the gun on an automatic weapon, regardless of whether or not there were any bullets left in the magazine.
* If you unload a weapon in ''[[System Shock]]'', you lose the magazine if, and only if, the weapon has been fired. So, if you have a thirty round Flechette weapon, and fire only one shot (technically impossible, but whatever), then unload it to put in a different kind of ammo, say goodbye to that magazine. Generally
** Not quite. The game actually keeps track of the unspent ammo in an ejected magazine. If you have three seven-round magazines, fire four rounds from one, eject it and load another and fire three rounds, and eject it, you'll have two magazines left. It doesn't happen very often (most people just empty their magazines entirely, or don't keep track of each individual round), but System Shock actually is one of the most ''realistic'' aversions of this trope.
** Curiously, the sequel, ''[[System Shock]] 2'', followed this trope to the letter.
* Averted in the ''Delta Force'' series of first-person shooters by Novalogic. In these games, if you reload, even if you only used a few bullets, the entire rest of the magazine goes to waste. Needless to say, one should almost never manually reload a [[More Dakka|M249 Squad Automatic Weapon]] in the game, which due to its large magazine, the player usually can only carry
* The ''[[Quake II]]'' mod "Action Quake" tracked magazines. Players have only
* Averted in ''[[Condemned]]'', in which you simply can't reload guns. [[Throw-Away Guns|At all]]. Also, guns you scavenge off corpses will only be fully loaded if you managed to take their previous holder down before he could squeeze a shot, otherwise they'll be down by the correct number of bullets, or even empty (in which case you're probably ''dead'').
** ''[[Condemned]] 2'', however, allows the player to scavenge ammo from dropped weapons and find ammo in supply lockers, but not carry reloads. This ultimately meant that the player had one magazine, and that was it.
*** However, you can carry two of the same
* Fully averted in ''[[America's Army]]'', where the game keeps track of the individual magazines, so if you fire a bullet and reload you can later re-reload that magazine with one less bullet. It also keeps track of whether a round is in the chamber.
* ''[[Unreal]]'' had the Automag, which is the only weapon in the game that needed a reload every few shots. In fact, even the Automag avoids this trope, because while you have to reload every magazine, you can't reload manually - the only way to do it is firing the remaining bullets or switching it out. Additionally, you can't see the number of bullets left in the magazine (though you can hear the gun clicking in the last five shots). Originally, ''[[Unreal Tournament]]'''s Enforcer was also meant to work like this, though all that remains of this is the animation in the game files.<ref>A certain mod for UT, Oldskool Amp'd, has the Automag's reload much more manageable via a key and an ammo counter.</ref>
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*** The ''Darkest Hour'' mod for Red Orchestra naturally also averts this trope; however, if you choose a class equipped with the M1 Garand, you can reload it mid-clip. Doing so does take longer than an empty reload, because the clip has to be ejected manually if it still has bullets.
** The ''Infiltration'' mod did much the same thing.
* Averted in ''[[The Darkness]]'': If you reload a weapon before you empty the entire magazine, the remaining part of that magazine is gone (for pistols this is because [[Throw-Away Guns|Jackie doesn't bother reloading them normally]]). Careless players might take a while to realize where all their ammo went when they had around
* ''OPERATION 7'', a tactical MMO FPS, deals with this realistically like the ''[[Rainbow Six]]'' series. Since there's no way to consolidate partial magazines at any time, you could wind up with mags that are a third-full or worse.
* ''Firearms'', a mod of ''Half-Life'' also had this, although it did allow you to consolidate partially loaded magazines at any time during gameplay.
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=== [[Light Gun Game]] ===
* Light-gun game ''Operation Wolf'' would only get you more ammo by the magazine. Reloading is automatic, too, so if you want to avoid it you'll need to waste a few rounds.
* ''[[Virtua Cop]] 3'' provides an example of actually accounting for the chambered round. Practically every gun from the default pistol with unlimited ammo to the ones you collect from pickups will keep the chambered round upon reloading when you haven't spent the full clip. You even get to see a cross-section of the magazine and chamber so you can view the entire process as well as have the ammo counter go up by
=== [[Platform Game]] ===
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=== [[Role-Playing Game]] ===
* The first ''[[Xenosaga]]'' game used ammunition for both
* Averted in the Sega Genesis version of ''[[Shadowrun]]''. Ammunition was listed in number of magazines instead of bullets, and characters would only reload when their magazines were empty. However, it is possible to reload in the pause screen. Doing so when the magazine isn't empty brings up a warning: "You still have ammo left. Reload?" Accepting would discard the ammo left in the half-empty magazine.
* The classic RPG ''[[Wasteland (video game)|Wasteland]]'' had variable-sized magazines, but once loaded you can't unload or otherwise salvage the ammo inside if you have to either reload or unjam the weapon. In other words, reloading a weapon
=== [[Shoot'Em Up]] ===
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=== [[Stealth Based Game]] ===
* Averted in the first ''[[Hitman]]'' game. If you reload, the entire magazine is tossed away.
* In the original
* ''[[Siren (video game)|Siren]]'' avoids this issue by simply not using weapons that have detachable magazines. The guns in the game are either revolvers or hunting rifles; you reload the cylinders or internal magazines with loose bullets. It also deals with the corollary by [[Unusable Enemy Equipment|not letting you take weapons from fallen enemies.]]
** The sequel/remake, ''Siren: Blood Curse'', acts in much the same way, the only differences being that the rifles are now single-shot instead of repeating, double-barrel shotguns (which can be [[Sawed-Off Shotgun|sawed down]]) are thrown into the mix, and you can take weapons from enemies (although you can only carry one weapon at a time, and there's usually only one person with a gun in the level—either you or an enemy).
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* Averted in ''[[Eternal Darkness]]'': when revolvers (the most common firearm) are reloaded, only the spent shells are dropped, and each bullet is reloaded one at a time (you can even stop before the revolver is full by letting go of the reload button or moving). Weapons like shotguns and single-shot rifles also avert this trope; however, in the one level where a character acquires magazine-loading weapons, this trope is played completely straight.
* The revolver, double-barrel/pump-action shotguns, and hunting rifle in ''[[Alan Wake]]'' all have to be reloaded one shell at a time, which will slow Alan down if you have him trying to run from the Taken. Reloading can also be stopped if you have to let loose a round or two to get some breathing space or find a Safe Haven.
* When reloading an empty
=== [[Third-Person Shooter]] ===
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=== [[Turn Based Tactics]] ===
* ''[[Jagged Alliance]] 2'' works similarly, except that when the squad isn't in contact with the enemy, reloading a partially full weapon transfers rounds from the new magazine until the weapon is full. This allows partial magazines to be consolidated between battles.
** The characters seem to haul a [[Bag of Holding]] full of empty magazines of every size and description, though; it's possible to load an arbitrary number of, say,
*** And both fail to address the fact that the SVD and AK-47/AKM use different kinds of ammunition (7.62x54mmR vs. 7.62x39mm) ... and the game also allows the same generic '7.62' ammunition to be loaded into the PPSh (which actually fires 7.62x25mm rounds). They're all Warsaw Pact rounds and all 7.62mm caliber, but that doesn't make them the same stuff.
**** Averted in 1.13. Not only was the above issue fixed, it also features every kind of production ammo ever made, some of the wildcat cartridges, and a couple of fictional ammo types, just for fun.
* Likewise, the first two ''[[X-COM]]'' games, in which every magazine is a separate inventory item, and the number of bullets in each is tracked realistically.
** Except for the bug where partially used magazines in a weapon are counted as gone at the end of mission. Magazines not in a weapon however, [[Good Bad Bugs|return to base fully loaded regardless of if they actually were]].
* Averted to an almost ridiculous extent by ''[[7.62 High
** Each gun also requires its own model of magazine that takes up inventory space, with some magazines (like the ammo boxes for machine guns or drum mags) taking up large amounts of space. The magazines all need to be individually filled with ammo, which is [[Captain Obvious|best done before combat]]. Ammo quality is also tracked by the bullet.
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=== [[Genre Busting]] ===
* Sidestepped in ''[[Pathologic]]''. The revolver is reloaded offscreen (the character pulls it down to their side first), avoiding the need for custom animations depending on how many bullets it currently has. The rifle is reloaded on-screen, but it has a literal one-bullet clip, so the trope doesn't apply. Played straight with the shotgun, however—your character always chucks the shells out of the gun, regardless of whether or not one is still unspent. The shotgun is also guilty of the "reload more visible shots than you actually have"
{{reflist}}
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[[Category:Acceptable Breaks From Reality]]
[[Category:Guns Do Not Work That Way]]
[[Category:One
[[Category:Video Game Tropes]]
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