One-Bullet Clips: Difference between revisions

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* 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 18 shots rather than the supposed maximum of 17. Also, the slide does not retract if the Glock is reloaded in this way, whereas it does if the gun is emptied prior to reloading it. This is not the case for the USP from ''[[Half-Life 2]]'', however - the slide will always magically lock back at the start of a reload.
* 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.
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*** 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 36+ guns.
* 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 speedloader, [[Fan Wank|it's the only logical explanation]].
** [[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 10 bullets in it.
* In ''[[Quake]] Live'', picking up weapons gives a set amount. For example, picking up a rocket launcher gives 10 ammo, and a lightning gun gives 100. This also applies to weapons dropped by players, no matter how much ammo the player had before he/she dropped the weapon.
* 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-fed LMGs, which are always re-cocked no matter how many bullets you had left). However, despite the HUD only showing how many magazines you could fill with your remaining bullets, magazines are not actually tracked.
** 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-shot.
* ''[[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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== [[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 100 shells, but still only needs two to fully reload).
*** 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 speedloaders instead.
*** Furthermore, in [[RE 4]] Leon picks up loose bullets as opposed to actual magazines and clips. Since he carries these in boxes, and doesn't have any magazines in his inventory, it's unknown where he gets the magazines from. Although, having to watch Leon load 15 individual bullets into a magazine would get extremely aggravating.
* ''[[Call of Cthulhu (tabletop game)]]: [[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]] ==
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== [[Wide Open Sandbox]] ==
* ''[[The Godfather (video game)|The Godfather]]: The Game'' plays this fully straight.
* In ''[[Scarface the World Is Yours]]'', gunfighting on foot follows the trope, but entering a vehicle abruptly prevents you from reloading until the magazine is emptied.
* ''[[STALKER]]: Shadow Of Chernobyl'' follows this trope with the player's weapons, with a few exceptions; most notably, switching ammo types with the shotgun requires the player to manually unload the tube magazine in the inventory menu. Enemy weapons are a mixed bag; the player has to unload actual guns manually rather than removing and hoovering up magazines with their shoes, but the rest of an enemy's ammo is simply depicted as boxes of bullets or shells.
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** However, the game ends up averting it so hard that later missions of the game have you and your SWAT team of five (including you) raiding dangerous cults, going toe-to-toe with domestic terrorist organization with only about four magazines. The worst offender seems to be when you're expected to secure an entire hospital AND prevent the assassination of a foreign diplomat being treated there for wounds taken in a failed suicide attempt. And no, there's not a single security guard to be found. The only law enforcement in the nation seems to be you five, your sniper backup, and the guy who drives the van.
** That said, as the game constantly reminds the player, SWAT is a police force and life-saving organization first and a military unit second. Thus SWAT never intends to kill people until all other options have been exhausted (or said person is clearly threatening a civilian or officer). As a result, they are not intended to be firing a high volume of rounds.
* The ''[[Rainbow Six]]'' series, based off the work of Tom Clancy, is very accurate in its depiction of firearms. The ammo counter shows the number of rounds in the weapon, and the number of magazines in reserve, however in ''Vegas'' the number is not tracked internally. Instead ''Vegas'' just keeps track of the number of magazines the rounds you have left would fill. In its more tactical predecessors though, if you reload a half-full magazine, it jumps to the back of the line, and you may just put it back in later. This can lead to a player carrying six magazines with two bullets each. Rainbow Six is also very realistic with this "fast loading" by actually showing the magazine size + the one bullet left in the chamber. Shotguns, on the other hand, track individual shells, and they must be reloaded one at a time.
** Unfortunately for those who prefer more firearm simulation, compared to its predecessors, later ''[[Rainbow Six]]'' games fall prey to the [[Reality Is Unrealistic]] trope as far [http://www.popularmechanics.com/technology/military_law/4255750.html as weapon effects are concerned].
** The first ''Rainbow Six'', as well as its expansion (''Eagle Watch'') and even the sequel, are pretty realistic for game weapons. As the series became less about planning and realism and more about action (the switch from a dedicated planning screen to a field hand-signal system in the Vegas games, for example), the realism of the weapons started to go downhill.
** ''[[Operation Flashpoint]]'' does this as well, minus the "+1" reloading.
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* ''[[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).
* ''[[Metal Gear Solid 3: Snake Eater]]'' does account for already-chambered bullets when reloading.
 
== [[Survival Horror]] ==
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* In ''[[Oni]]'', individual rounds aren't tracked, only whole magazines (not that they could be given ''Oni'''s universal ammo system), so reloading with a shot left in the weapon wastes it (and magazines are very hard to come by). Enemies carry finite numbers of ammo magazines, and reload, so their weapon will have exactly as many bullets in it as they had left to shoot at you (so, it's best to kill him just as he reloads.)
* ''[[SOCOM: U.S. Navy SEALs|SOCOM]]'' games tend to do this. When reloading, you simply switch between magazines you're carrying on you, so you could end up with any number of One Bullet magazines if you're not budgeting how you use each magazine.
* In the video game adaptation/sequel to ''[[The Thing (video game)|The Thing]],'' if you reload a magazine based weapon, the remaining bullets in the replaced magazine are gone forever.
* In ''Operation Winback,'' reloading your sub-machine gun or shotgun while there were still bullets in the magazine led to those spare bullets being discarded as well. Unfortunately this was kind of redundant as your starting pistol was very accurate, did decent damage, granted you a bonus if you completed a mission using no other weapons... and had infinite ammo.
* ''[[Arm A]]: Armed Assault'' keeps track of the amount of ammunition in each magazine in your inventory, only throwing away magazines if they are completely depleted. If you have multiple semi-depleted magazines, they are sorted in order of decreasing bullets.
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** 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, 10-bullet magazines of 7.62 WP bullets into an AK-47 (three magazines of 10 at a time, obviously) and have a fully loaded 30-round magazine, or vice versa with the Dragunov sniper rifle (although that leaves you with a loaded 10-round magazine and a 30-round magazine with 20 rounds remaining). Note that in some fan mods of the game such as some iterations/builds of the famous and continually evolving ''v1.13'', using magazines not suited for a weapon (such as feeding a 7-shot pistol a 30-round SMG mag of the same caliber) costs extra action points
*** 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]].