History Main / ChoiceOfTwoWeapons

26th Mar '17 8:16:21 PM LovePsychothefirst
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** Actually, the whole group. The system has a set up for a sub-weapon that gives them something else to attack with and gives unique skills as well. Yuri has a glove on his off-hand to punch enemies with, Estelle and Flynn use shields for protection and bashing enemies, Rita has a book and Karol a bag, Judith uses her ''heels'', Patty has a gun (which is used more in cutscenes than her main weapon, a knife), and Repede has a collar as his subweapon.
27th Feb '17 12:31:08 PM erforce
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* ''CastlevaniaSymphonyOfTheNight'' lets Alucard equip a weapon in each hand, with a separate button assigned to each. Handy for areas where enemies have varying weaknesses as it keeps the player from having to constantly hit up the subscreen.
* The Hunter class in ''SaltAndSanctuary'' begins with a whip and a crossbow.

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* ''CastlevaniaSymphonyOfTheNight'' ''VideoGame/CastlevaniaSymphonyOfTheNight'' lets Alucard equip a weapon in each hand, with a separate button assigned to each. Handy for areas where enemies have varying weaknesses as it keeps the player from having to constantly hit up the subscreen.
* The Hunter class in ''SaltAndSanctuary'' ''VideoGame/SaltAndSanctuary'' begins with a whip and a crossbow.



* ''GodEaterBurst'' features a transforming weapon that switches from melee to firearm. The player has several choices for each slot, but must have exactly one of each before embarking on a mission.

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* ''GodEaterBurst'' ''VideoGame/GodEaterBurst'' features a transforming weapon that switches from melee to firearm. The player has several choices for each slot, but must have exactly one of each before embarking on a mission.



* ''VideoGame/{{Fallout|1}}'', ''VideoGame/{{Fallout 2}}'' and ''VideoGame/{{Fallout Tactics|BrotherhoodOfSteel}}'' let you carry two weapons in your hands and switch between them without the penalty associated with digging into your inventory during combat. Most players would just carry two guns, say a long-range sniper rifle and a close-range bullet sprayer. You also had the option of carrying a gun and a [[DropTheHammer Super Sledgehammer]] or two melee weapons. And then there's the HyperspaceArsenal you're carrying around in your pants that costs a few AP to access. Finally, if you left either (or both) slots open, you had access to two different sets of hand-to-hand attacks.

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* ''VideoGame/{{Fallout}}''
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''VideoGame/{{Fallout|1}}'', ''VideoGame/{{Fallout 2}}'' and ''VideoGame/{{Fallout Tactics|BrotherhoodOfSteel}}'' let you carry two weapons in your hands and switch between them without the penalty associated with digging into your inventory during combat. Most players would just carry two guns, say a long-range sniper rifle and a close-range bullet sprayer. You also had the option of carrying a gun and a [[DropTheHammer Super Sledgehammer]] or two melee weapons. And then there's the HyperspaceArsenal you're carrying around in your pants that costs a few AP to access. Finally, if you left either (or both) slots open, you had access to two different sets of hand-to-hand attacks.



* In ''VideoGame/DynastyWarriors 3, 4'' and ''5'', all characters can switch between their normal weapon and a bow. The bow is more or less useless, though.

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* ''VideoGame/DynastyWarriors''
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In ''VideoGame/DynastyWarriors 3, ''3, 4'' and ''5'', all characters can switch between their normal weapon and a bow. The bow is more or less useless, though.



** In the [[Literature/TheHeroicLegendofArslan Arslan]] crossover game, all characters carry more than 1 weapon type into battle, with some characters carrying up to 3 weapon types. The game's charge-shift mechanic allows characters to freely switch between weapons at any time.
** In VideoGame/HyruleWarriors, many characters possess more than one weapon moveset. However, they cannot freely switch between them during battle, so the weapon must be equipped before a mission.

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** * In the [[Literature/TheHeroicLegendofArslan Arslan]] ''[[Literature/TheHeroicLegendofArslan Arslan]]'' crossover game, all characters carry more than 1 weapon type into battle, with some characters carrying up to 3 weapon types. The game's charge-shift mechanic allows characters to freely switch between weapons at any time.
** * In VideoGame/HyruleWarriors, ''VideoGame/HyruleWarriors'', many characters possess more than one weapon moveset. However, they cannot freely switch between them during battle, so the weapon must be equipped before a mission.



** This became vastly simpler to manage in the sequel's ''Lord of Destruction'' expansion pack, which added two extra weapon/shield slots that could be toggled to and back with a single keypress (as well as providing more InventoryTetris space, natch).

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** This became vastly simpler to manage in the sequel's ''VideoGame/DiabloII'''s ''Lord of Destruction'' expansion pack, which added two extra weapon/shield slots that could be toggled to and back with a single keypress (as well as providing more InventoryTetris space, natch).



* In ''RogueGalaxy'', each character has access to two distinct weapons, generally a main one for melee and a less-cool one for ranged. Of course, the ranger switches that around with a cool bow and a lame melee weapon, and the rogue dual-wields daggers with the back-up weapon being her shoes (for [[KickChick kicking]]). In practice, there are only a handful of bosses in the game where the ranged weapons are necessary, and the overpowered hero has a special ability that lets him [[SwordBeam use his sword at range]].
* In ''TalesOfSymphoniaDawnOfTheNewWorld'', Richter Abend wields a sword and an axe. [[DualWielding At the same time]].

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* In ''RogueGalaxy'', ''VideoGame/RogueGalaxy'', each character has access to two distinct weapons, generally a main one for melee and a less-cool one for ranged. Of course, the ranger switches that around with a cool bow and a lame melee weapon, and the rogue dual-wields daggers with the back-up weapon being her shoes (for [[KickChick kicking]]). In practice, there are only a handful of bosses in the game where the ranged weapons are necessary, and the overpowered hero has a special ability that lets him [[SwordBeam use his sword at range]].
* In ''TalesOfSymphoniaDawnOfTheNewWorld'', ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'', Richter Abend wields a sword and an axe. [[DualWielding At the same time]].
24th Dec '16 11:32:31 AM nombretomado
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* ''{{Arcanum}}'' characters can be built to switch between guns or bows and melee weapons, but carrying multiple weapons of your chosen type is also common because BreakableWeapons is in effect and swords are no good for breaking open stubborn chests.

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* ''{{Arcanum}}'' ''VideoGame/ArcanumOfSteamworksAndMagickObscura'' characters can be built to switch between guns or bows and melee weapons, but carrying multiple weapons of your chosen type is also common because BreakableWeapons is in effect and swords are no good for breaking open stubborn chests.
4th Oct '16 1:45:56 PM DeeeFoo
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** In the [[Literature/TheHeroicLegendofArslan Arslan]] crossover game, all characters carry more than 1 weapon type into battle, with some characters carrying up to 3 weapon types. The game's charge-shift mechanic allows characters to freely switch between weapons at any time.
** In VideoGame/HyruleWarriors, many characters possess more than one weapon moveset. However, they cannot freely switch between them during battle, so the weapon must be equipped before a mission.
1st Sep '16 1:14:17 PM Soldancer
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* ''VideoGame/DarkSouls'', ''VideoGame/DemonsSouls'', and ''VideoGame/{{Bloodborne}}'' all feature two inventory slots for each hand. Typically this results in the player having two different weapon sets to switch between. ''{{Bloodborne}}'' does it one better by even having transforming weapons with two modes.



* ''VideoGame/MightAndMagic'' series is the king of this trope, not bothering to stop with only two different weapons, but three and even four in some cases.

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* ''VideoGame/MightAndMagic'' series is the king of uses this trope, frequently, not bothering to stop with only two different weapons, but three and even four in some cases.


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* After reaching level 4, in ''VideoGame/VictorVran'', Victor can carry any two weapons and switch between them at will.
* ''CastlevaniaSymphonyOfTheNight'' lets Alucard equip a weapon in each hand, with a separate button assigned to each. Handy for areas where enemies have varying weaknesses as it keeps the player from having to constantly hit up the subscreen.
* The Hunter class in ''SaltAndSanctuary'' begins with a whip and a crossbow.


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* ''GodEaterBurst'' features a transforming weapon that switches from melee to firearm. The player has several choices for each slot, but must have exactly one of each before embarking on a mission.
* ''Franchis/MonsterHunter'' typically only allows one weapon at a time, but some of them have two modes. The Switch Axe transforms into a [[{{BFS}} greatsword]], the Bow conceals a blade for melee attacks, and the Lance can fire bullets.
9th Aug '16 2:21:15 PM Ripburger
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* In the earlier ''{{VideoGame/XCOM}}'' games, ''[[VideoGames/XCOMUFODefense UFO Defense]]'' and ''[[VideoGame/XCOMTerrorFromTheDeep Terror from the Deep]]'', your soldiers had two 'hand' inventory slots, where you would need to put weapons in order to use them. Most larger weapons such as rifles or rocket launchers suffered big accuracy penalties if both hands were used, but pistols did not and so having some troops wielding pistols and grenades or stun rods or thermic lances saved valuable [=APs=] by not swapping weapons when confronted with suitable situations.

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* In the earlier ''{{VideoGame/XCOM}}'' games, ''[[VideoGames/XCOMUFODefense ''[[VideoGame/XCOMUFODefense UFO Defense]]'' and ''[[VideoGame/XCOMTerrorFromTheDeep Terror from the Deep]]'', your soldiers had two 'hand' inventory slots, where you would need to put weapons in order to use them. Most larger weapons such as rifles or rocket launchers suffered big accuracy penalties if both hands were used, but pistols did not and so having some troops wielding pistols and grenades or stun rods or thermic lances saved valuable [=APs=] by not swapping weapons when confronted with suitable situations.
9th Aug '16 2:19:02 PM Ripburger
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* In the earlier {{X-COM}} games, Enemy Unknown/UFO Defense and Terror from the Deep, your soldiers had two 'hand' inventory slots, where you would need to put weapons in order to use them. Most larger weapons such as rifles or rocket launchers suffered big accuracy penalties if both hands were used, but pistols did not and so having some troops wielding pistols and grenades or stun rods or thermic lances saved valuable [=APs=] by not swapping weapons when confronted with suitable situations.

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* In the earlier {{X-COM}} ''{{VideoGame/XCOM}}'' games, Enemy Unknown/UFO Defense ''[[VideoGames/XCOMUFODefense UFO Defense]]'' and ''[[VideoGame/XCOMTerrorFromTheDeep Terror from the Deep, Deep]]'', your soldiers had two 'hand' inventory slots, where you would need to put weapons in order to use them. Most larger weapons such as rifles or rocket launchers suffered big accuracy penalties if both hands were used, but pistols did not and so having some troops wielding pistols and grenades or stun rods or thermic lances saved valuable [=APs=] by not swapping weapons when confronted with suitable situations.
4th Aug '16 9:43:25 AM UmbrellasWereAwesome
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* In ''Franchise/{{Halo}}'', Master Chief can carry two weapons at a time, as well as repurpose the fundamentally different Covenant technology and use it for himself. From 2 and onwards a Musketeer style approach was possible with the energy sword and gravity hammer. Too close for comfort? Take one of them out and continue the slaughter close-up. Its better than the butt of a gun.

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* In ''Franchise/{{Halo}}'', Master Chief the player characters can carry two weapons at a time, as well as repurpose the fundamentally different Covenant technology and use it for himself. in addition to some grenades plus one equipment/armor ability of his/her choice. From 2 and onwards ''VideoGame/{{Halo 2}}'' onward, a Musketeer style approach was possible with the if you had an energy sword and or gravity hammer. Too close for comfort? Take one of them out and continue the slaughter close-up. Its It's better than the butt of a gun.
25th Jun '16 11:38:40 AM nombretomado
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* The majority of units in ''BattleForWesnoth'' carry two different types of weapons, often one each of ranged and melee.

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* The majority of units in ''BattleForWesnoth'' ''VideoGame/BattleForWesnoth'' carry two different types of weapons, often one each of ranged and melee.
23rd May '16 9:32:19 AM InsomniacWeasel
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Note that [[TruthInTelevision both in real-life and in fiction]], this trope needn't be limited to individuals. Vehicles, from airplanes to mecha to battleships, normally carry at least 2 varieties of heavy weapon. The most common arrangement in real-life is a heavier, longer-ranged one meant to act as the main damage dealer, which is supplemented by a [[CherryTapping weaker]] [[MoreDakka but quicker firing one]] for use against targets which aren't worth a short from the main weapon (either because of limited ammo or because the pilot/crew can't afford to waste precious time loading and aiming another). Interestingly, this is often reversed in fiction, especially video games: the weaker, simpler to use rapidfire weapons is more likely to serve as the main mode of attack while the more powerful, homing or explosive one would be relegated to the role of a "special weapon" for those "special occasions". Examples include tanks carrying machineguns to supplement their cannons, fighter planes carrying chainguns to supplement their missiles, or a fictional starship carrying powerful torpedoes to supplement its lasers (a reverse example).
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