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Emergency Weapon: Difference between revisions

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{{trope}}
[[File:Bootspoon_8135.png|link=Chex Quest|rightframe|One of the few times [[The Tick|SPOON!!]] is an appropriate battle cry.]]
 
{{quote|''"...While this may not be the case of every 3D game out there, the overwhelming majority feel the need to equip you with an axe, a chainsaw, a cleaver, a dagger, a @!#%'n tuba, I don't care. All these games give you a '''something''' when you're out of ammo. I don't know why. Whatever happened to being a p***y and kicking dirt like I do?"''|Reason #1 as to why 3D games are not like real life, ''[http://www.youtube.com/watch?v=4kp_CkH5AKM 3D Games - Realistic My Ass]''.}}
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* Many [[First-Person Shooter]] games have a unique melee weapon - often a [[Improvised Weapon|random object]] that the protagonist uses like a club - which becomes iconic for the series, such as the crowbar from ''[[Half-Life]]''
* ''[[Doom]]'' actually includes two melee weapons: plain old fists, and a powerful [[Chainsaw Good|chainsaw]]. It also includes [[Quad Damage|Berserk Packs]] which make your punches ten times stronger, enough to [[Ludicrous Gibs|instantly gib]] smaller enemies. ''Doom 3'' has a similar powerup for the fists, but in addition to killing enemies instantly, it also slowed down time and made you invincible. Of course, it was only available twice in the ''entire game'', and it was accompanied by some rather disturbing screaming.
** ''Doom 3'' also adds the flashlight, which deals twice as much damage as the fists and actually [[Who Forgot the Lights?|lets you see what you're doing]], but swings twice as slowly (and, in the PC version, has shorter range). ''Doom 3: Resurrection of Evil'' adds the Grabber, which can be used to grab barrels, crates, and even most enemy projectiles and fire them back at the sender, and in addition its Soul Cube analogue gives the same bonuses as the above-mentioned powerup from the base game, depending on how many of the Hunters you've killed.
* [[Chex Quest]], based on the Doom engine, has the "Boot Spoon", pictured above, which can do some Zorch damage to enemies when used. Being a game about cereal, it makes sense... kinda.
* In ''[[Hexen]]'', each of the classes has a different infinite-ammo starting weapon. The Mage is unique because his Sapphire Wand is a ranged weapon - an infinite-range hitscan weapon which pierces enemies, at that. In many cases, it is more useful than his spells.
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* The ''[[Half-Life (Video Game)|Half-Life]]'' series has the crowbar for every game except ''Opposing Force'', which gives you a pipe wrench and later a combat knife.
* ''[[Half-Life 2 (Video Game)|Half-Life 2]]'' also has the Gravity Gun, which has infinite uses and [[Wreaking Havok|can turn any loose object in the environment into a lethal projectile]], from boxes, oil drums, old tires, and iron stakes to giant buzzsaw blades, exploding barrels, and enemy grenades. Quite a fun weapon! Buzzsaw blades are particularly useful for bisecting crowds of zombies with one attack.
* ''[[Halo]]'' has the inventive solution of letting you [[Pistol -Whipping|use your guns as melee weapons]]; a melee attack dealt to a sleeping or unaware enemy is a [[One-Hit Kill]]. This has become somewhat popular in games such as ''[[Gears of War]]'', where your main gun has a built-in [[Chainsaw Good|chainsaw]] ''[[Bayonet Ya|bayonet]]'' for just this purpose. Also found in the earlier [[Call of Duty]] games.
** ''[[Halo]]'' 2 and 3 have weapons that only function in melee (specifically, an [[Laser Blade|energy sword]] and a [[Drop the Hammer|gravity hammer]]), but they have limited energy. The sword becomes completely useless when depleted, and the hammer (while still usable as a simple blunt object) loses its knock-back ability.
*** In ''[[Halo]]'' 2 and 3, you can use your regular melee, and he will be holding the hilt of the sword, so it is still a blunt object.
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* ''[[Team Fortress 2 (Video Game)|Team Fortress 2]]'' has a different melee weapon for every single class - A [[Batter Up|baseball Bat]] for the Scout, an [[Shovel Strike|entrenchment Shovel]] for the Soldier, a [[Percussive Maintenance|Wrench]] for the Engineer, a [[Butterfly Knife]] for the Spy, a [[Kukris Are Kool|Kukri]] for the Sniper, a Bonesaw for the Medic, a whiskey Bottle for the Demoman, a [[Axe Crazy|Fire Axe]] for the Pyro, and [[Good Old Fisticuffs|bare Fists]] for the Heavy. The 'unlockables' added in subsequent patches provide alternative melee weaponry on top of these.
** Inverted with the Spy class however: the Spy's ability to [[Back Stab]] makes the butterfly knife his primary weapon most of the time, while his [[Revolvers Are Just Better|Revolver]], while still powerful, is the [[Emergency Weapon]] in case he gets caught. In fact, the [[Item Crafting]] system categorized Spy knives as primary weapon.
** Indeed, the unlockables in the game can end up being that character's secondary or even primary weapon! For example, the "DemoKnight", in which the Demoman trades in his Bottle for various [[Heroes Prefer Swords|swords]], his Stickybomb Launcher for a [[Luckily, My Shield Will Protect Me|shield]] which grants him a [[Foe-Tossing Charge]], and sometimes even his [[Grenade Launcher]] for [[Tricked -Out Shoes]] that give some extra health and the ability to turn while charging with the shield.
*** It seems the game is deliberately programmed to enforce this trope: one of the Spy's unlockable weapons is an icicle that, when the Spy is lit on fire, melts to grant the Spy immunity to fire for two seconds. Normally the icicle takes an additional 13 seconds to regenerate, but in Medieval Mode, where the Spy has no other weapon slots, the icicle regenerates instantly.
* ''[[Duke Nukem 3D (Video Game)|Duke Nukem 3D]]'' had Duke's Mighty Foot, which was, oddly enough, more powerful than the pistol. In fact, in the original version of the game, it was possible to set your weapon to kick and use both that and the quick-kick button ''at the same time'', [[Good Bad Bugs|giving the impression of dropkicking the enemy several times in succession or doing]] [[That Russian Squat Dance]] (dealing great damage in the meantime). If you do the same [[Literally Shattered Lives|while auto-kicking a frozen enemy]], you can get '''three legs on screen'''!
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** In System Shock 2, learning to properly use the wrench is actually a requisite of completing the [[Harder Than Hard|Impossible]] setting as buying upgrades becomes prohibitively expensive in cyber modules (making energy or exotic weapon skill an utter folly to pursue), enemies can take more damage than ever before, specialized ammo supplies dwindle to a trickle (especially precious armor-piercing bullets) and vending machine prices for extra ammo will make you think twice about spending your nanites like they're going out of style.
* ''[[Prey]]'' gives you both a pipe wrench and an alien hybrid machine gun/sniper rifle that can slowly recharge one clip worth of ammo when you run out.
* ''[[Star Wars]]: [[Republic Commando]]'' has melee attacks associated with every weapon via the melee quick-hit button. The default Commando-issue [[Swiss Army Weapon|Swiss Army Rifle]] includes a deadly strike with the [[Blade Below the Shoulder|retractable blade in the left glove]], while other weapons resort to [[Pistol -Whipping|beaning your enemies with them]]. The actual emergency weapon slot is the DC-15s pistol that you to fall back on if you manage to run out of ammo for ''all'' your weapons. It has infinite ammo, a recharge time, and about zero usefulness other than saving ammo. Actually [[Pistol -Whipping]] with said pistol is the weakest melee attack in the game (which wouldn't be so bad, except you can't switch to an empty weapon should you want to melee with that one instead).
* The starting weapon in ''[[Far Cry]] 2'' is an enormous machete the [[Big Bad]] slammed into the wall just above your head. Any attack from stealth with it will either kill or critically wound the target, but they'll usually shout and give away your position before they die.
* ''[[Crysis (Video Game)|Crysis]]'' allows you to use your fists as melee weapons in addition to a [[Pistol -Whipping]] quick-hit button. While this may sound fairly unimpressive, remember that the [[Player Character]] is clad in [[Powered Armor]] and can punch holes in brick walls. As a result, your fists wind up being one of the most lethal weapons in the game; a single punch in Strength Mode is a [[One-Hit Kill]] to everything except bosses.
** In Strength Mode, you can also throw barrels/crates, debris, and even [[Grievous Harm With a Body|enemy Mooks at each other]] as your [[Emergency Weapon]].
** ''Crysis 2'' does away with having fists in a melee weapon slot, but combines more functions into the quick-hit button. Tapping it deals a regular punch, holding it down launches a Strength Mode kick (Strength Mode is no longer a separate suit mode), and pressing it while behind an enemy deals an instant-kill [[Back Stab]].
* ''[[Command and Conquer]]: [[Command and Conquer Tiberium|Renegade]]'' had the silenced Falcon pistol. However, its status as an emergency weapon varies across the game; early on if you can consistently nail [[Boom! Headshot!|headshots]] it's the most useful weapon you could possibly have, but later on when you're up against multiple armored foes at a time (or in multiplayer), it falls purely into this trope.
* ''[[Tron Two Point Oh (Video Game)|Tron 2.0]]'' gives you, in addition to the iconic Disc weapon, three other base weapons and a number of modifiers for all four weapons. However, using a modifier or a different weapon consumes energy, which is also used for tasks like recovering files from storage bins, so you'll find yourself using the unmodified Disc through most of the game. (It helps that it's a solid all-around weapon, as well as a defense against other Disc attacks.)
* [[Heretic]] gives you a wooden staff you can poke enemies with and the much more useful ''Gauntlets of the Necromancer'' which can electrocute enemies at close range.
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** Samus also had a literal Emergency Pistol in Zero Mission that she uses during the [[Unexpected Gameplay Change]] stealth sequence during which she's lost her power suit. It's only able to stun enemies, and for exceptionally short periods at that; Samus herself [[Lampshade Hanging|hangs a giant lampshade]] on its ineffectiveness in a cutscene.
{{quote| "All I had for protection was my rather useless emergency pistol..."}}
*** You'd think she would be better suited to just [[Pistol -Whipping|bash the Pirates over the head with the silly thing]]. Apparently she came to the same conclusion herself by the time of ''[[Super Smash Bros]] Brawl.''
** In the original ''Metroid'', all of the bosses could be harmed with your regular beam in case you ran out of missiles (with the exception of metroids, but they always gave you missiles when you killed them). In fact, Kraid {{spoiler|is particularly weak against ''morph ball bombs''}}. The later games are able to mix it up thanks to the Charge Beam powerup; bosses take no damage from uncharged beam shots, while charged shots are just as strong as missiles but take a second or two to actually charge up.
 
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** This is carried over into [[Super Smash Bros]] Most of Olimar's moves requires him to use a Pikmin to actually strike the foe, though he does have a (very few) weak melee attacks that don't use Pikmen.
* ''[[Sword of the Stars]]'' has surface-to-orbit missiles. While they might destroy lone scouts or even small groups of starships that are [[Point Defenseless]], they become much less useful once the enemy either has sufficient point defence or [[We Have Reserves|brings enough spares]] to the battle. No substitute for a proper battle fleet, they are.
* Units in the ''[[Super Robot Wars]] Original Generation'' may or may not come with a ''useful'' no-energy no-ammo attack (if nothing else, for example, a Grungust can always [[Rocket Punch]]). If they don't, you can bet they'll come with either the option to perform a generic Attack (basically, bodyslamming the enemy), or head-mounted short-range vulcan cannons with unlimited ammo (one of many, many [[Shout -Out|Shout Outs]] to ''[[Gundam]]'', although vulcan ammo was notably limited there). These attacks always hit for piddling damage and are seldom necessary, but can be fun for [[Cherry Tapping]] (or conserving ammo and energy). You could, however, upgrade these weapons. Why? Most Vulcans have 10-15 shots and body-slam has infinite ammo.
 
== Other ==
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* In 4/fA, the Hanger ability becomes a set, permanent ability, with a catch: NEXTs with tank-type legs have no restriction in hangar weapons, meaning that carrying grenade launchers with gatling gun backups is perfectly valid option (obviously, barring weight restrictions).
* In ''Beat Blades Haruka'', the characters have attacks that require no energy to use. However, they're very inaccurate and will only ever inflict 1 damage whenever they do hit, meaning that if you ever run out energy for normal attacks, [[Literal Metaphor|you're pretty]] [[H Game|much screwed]].
* ''Driv3r'' - Tanner's 17-bullet-per-mag [[AKA -47|9mm Automatic]]. If you run out of ammo for your other guns (including several machineguns, two other pistols, one of which is silent and fires faster, a grenade launcher and an assault rifle) in a later mission, where you're facing an ass load of dudes with ALL of those guns, [[Oh Crap|bend over and kiss ass goodbye]].
* In fourth edition ''[[Dungeons and Dragons]]'', powers fall into several types depending on how often they're able to be used and how powerful they are. The At will powers can be used as many times as you want per day, but they are way less damaging than the daily powers.
 
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[[Category:Weapons and Wielding Tropes]]
[[Category:Emergency Weapon]]
[[Category:Trope]]
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