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* ''VideoGame/DeadByDaylights''' survivor Vittorio has the unique perk Quick Gambit. Due to the game's multiplayer focus, a character equipped with Quick Gambit is providing the benefit to the other survivors; when said character is being chased by the Killer, anyone repairing a generator near the chase gets a bonus applied to their repair speed, which also means that the Killer won't be far from a new target if they decide to disengage.

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* ''VideoGame/DeadByDaylights''' ''VideoGame/DeadByDaylight'''s survivor Vittorio has the unique perk Quick Gambit. Due to the game's multiplayer focus, a character equipped with Quick Gambit is providing the benefit to the other survivors; when said character is being chased by the Killer, anyone repairing a generator near the chase gets a bonus applied to their repair speed, which also means that the Killer won't be far from a new target if they decide to disengage.
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[[AC:SurvivalHorror]]
* ''VideoGame/DeadByDaylights''' survivor Vittorio has the unique perk Quick Gambit. Due to the game's multiplayer focus, a character equipped with Quick Gambit is providing the benefit to the other survivors; when said character is being chased by the Killer, anyone repairing a generator near the chase gets a bonus applied to their repair speed, which also means that the Killer won't be far from a new target if they decide to disengage.

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This is about a specific radius where the game gives you some benefits like points/filling a certain gauge if you can keep lethal things near your hitbox but not quite where they hit you. It's most commonly seen in ShootEmUp and especially BulletHell games, where it's called grazing or scraping. This can be a utilization of HitboxDissonance, but it doesn't have to involve it. This trope tends to become a necessity for ArbitraryWeaponRange and SpreadShot weapons, with it being a disadvantage for the former and the effective way to maximise damage on one foe for the latter. The game frequently adds a visual effect or a sound to indicate that you're successfully pulling this risky maneuver off. Naturally, one of the HardModePerks involving this mechanic means that more bullets also means more grazing and more opportunities to reap this trope's benefits.

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This is about a specific radius where the game gives you some benefits like points/filling a certain gauge if you can keep lethal things near your hitbox but not quite where they hit you. It's most commonly seen in ShootEmUp and especially BulletHell games, where it's called grazing or scraping. This can be a utilization use of HitboxDissonance, but it doesn't have to involve it. This trope tends to become a necessity for ArbitraryWeaponRange and SpreadShot weapons, with it being a disadvantage for the former and the effective way to maximise damage on one foe for the latter. The game frequently adds a visual effect or a sound to indicate that you're successfully pulling this risky maneuver off. Naturally, one of the HardModePerks involving this mechanic means that more bullets also means more grazing and more opportunities to reap this trope's benefits.



* ''VideoGame/DinoRun'': The game awards you points for "surfing the doomwall" (staying inside the AdvancingWallOfDoom while it's onscreen).

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* ''VideoGame/DinoRun'': The game ''VideoGame/DinoRun'' awards you points for "surfing the doomwall" (staying inside the AdvancingWallOfDoom while it's onscreen).



* ''VideoGame/KnightsInTheNightmare'' uses this version, awarding bonus experience for it.

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* In ''VideoGame/JamestownLegendOfTheLostColony'', you get bonus points for letting enemy bullets graze your conveyance without hitting its weak point.
%%*
''VideoGame/KnightsInTheNightmare'' uses this version, awarding bonus experience for it.it. %%Missing context: A version of what?



* ''VideoGame/{{Raiden}} DX'' has the graze bonus, despite being a non-Bullet Hell shooter with a ship-sized hitbox released in 1994.
* ''VideoGame/RaidenFighters'' brings the hitboxes closer to Bullet Hell-size, with the Slave having the smallest. However, if you're using the Judge Spear version of the Slave (which has the Judge Spear's game-breaking bomb), your movement speed becomes so fast that grazing becomes dangerous and impractical.
* ''Raiden IV'' also downsizes the hitbox, to accomodate the denser enemy fire, and also has a grazing bonus.

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* ''VideoGame/{{Raiden}} ''VideoGame/{{Raiden}}'' series:
** ''Raiden
DX'' has the graze bonus, despite being a non-Bullet Hell shooter with a ship-sized hitbox released in 1994.
* ** ''Raiden IV'' downsizes the hitbox to accomodate the denser enemy fire, and also has a grazing bonus.
**
''VideoGame/RaidenFighters'' brings the hitboxes closer to Bullet Hell-size, with the Slave having the smallest. However, if you're using the Judge Spear version of the Slave (which has the Judge Spear's game-breaking bomb), your movement speed becomes so fast that grazing becomes dangerous and impractical.
* ''Raiden IV'' also downsizes the hitbox, to accomodate the denser enemy fire, and also has a grazing bonus.
impractical.



** The IKA, PSY, and GW modes imitate the mechanics of Ikaruga, Pysvariar, and Giga Wing respectively - IKA allows you to graze opposite-polarity bullets while absorbing the same-polarity ones and shooting them back at the boss as lasers, PSY lets you spin your ship and graze bullets to charge a power bar that gives you a boost whenever it fills, and GW lets you charge up a barrier to cancel out bullets.

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** The IKA, PSY, and GW modes imitate the mechanics of Ikaruga, Pysvariar, ''Ikaruga'', ''Pysvariar'', and Giga Wing respectively - ''Giga Wing'' respectively; IKA allows you to graze opposite-polarity bullets while absorbing the same-polarity ones and shooting them back at the boss as lasers, PSY lets you spin your ship and graze bullets to charge a power bar that gives you a boost whenever it fills, and GW lets you charge up a barrier to cancel out bullets.
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* In ''VideoGame/{{Forza}}'' you can perform Near Misses to gain Skill Score, with more score for getting closer to the traffic.

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** In ''VideoGame/NeedForSpeedMostWanted2012'', while nitrous gets refilled automatically, driving in the opposite lane of traffic and nearly hitting oncoming cars recharges your nitrous faster.

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** In ''VideoGame/NeedForSpeedHotPursuit'', ''VideoGame/NeedForSpeedTheRun'' and ''VideoGame/NeedForSpeedMostWanted2012'', while nitrous gets refilled automatically, driving in the opposite lane of traffic and nearly hitting oncoming cars recharges your nitrous faster.faster.
** ''VideoGame/NeedForSpeedUnbound'', there are two different nitro boosts. A normal nitrous (indicated in blue) which is filled up over time and three bars of Burst Nitrous (indicated in yellow) that are filled up by doing stunts like near misses, drifts, and jumps.




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* The drift events of ''VideoGame/{{Grid}}'' awards you extra points for drifting close to flags/cones without touching it.
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This is about a specific radius where the game gives you some benefits like points/filling a certain gauge if you can keep lethal things near your hitbox but not quite where they hit you. It's most commonly seen in ShootEmUp and especially BulletHell games, where it's called grazing or scraping. This can be a utilization of HitboxDissonance, but it doesn't have to involve it. This trope tends to become a necessity for ArbitraryMaximumRange and SpreadShot weapons, with it being a disadvantage for the former and the effective way to maximise damage on one foe for the latter. The game frequently adds a visual effect or a sound to indicate that you're successfully pulling this risky maneuver off. Naturally, one of the HardModePerks involving this mechanic means that more bullets also means more grazing and more opportunities to reap this trope's benefits.

to:

This is about a specific radius where the game gives you some benefits like points/filling a certain gauge if you can keep lethal things near your hitbox but not quite where they hit you. It's most commonly seen in ShootEmUp and especially BulletHell games, where it's called grazing or scraping. This can be a utilization of HitboxDissonance, but it doesn't have to involve it. This trope tends to become a necessity for ArbitraryMaximumRange ArbitraryWeaponRange and SpreadShot weapons, with it being a disadvantage for the former and the effective way to maximise damage on one foe for the latter. The game frequently adds a visual effect or a sound to indicate that you're successfully pulling this risky maneuver off. Naturally, one of the HardModePerks involving this mechanic means that more bullets also means more grazing and more opportunities to reap this trope's benefits.
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* In ''VideoGame/MechaRitzSteelRondo'', the purple mecha's unique gimmick is that by grazing enemy bullets, a meter at the bottom of the screen will fill up. When it's completely filled, all bullets on-screen are cancelled (or become revenge bullets, if [[DynamicDifficulty Rank]] is 150 or more) and all on-screen enemies take some damage (enough to destroy most smaller enemies).

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This is about a specific radius where the game gives you some benefits like points/filling a certain gauge if you can keep lethal things near your hitbox but not quite where they hit you. It's most commonly seen in ShootEmUp and especially BulletHell games, where it's called grazing or scraping. This can be a utilization of HitboxDissonance, but it doesn't have to involve it. This trope tends to become a necessity for ArbitraryMaximumRange and SpreadShot weapons, with it being a disadvantage for the former and the effective way to maximise damage on one foe for the latter. The game frequently adds a visual effect or a sound to indicate that you're successfully pulling this risky maneuver off.

to:

This is about a specific radius where the game gives you some benefits like points/filling a certain gauge if you can keep lethal things near your hitbox but not quite where they hit you. It's most commonly seen in ShootEmUp and especially BulletHell games, where it's called grazing or scraping. This can be a utilization of HitboxDissonance, but it doesn't have to involve it. This trope tends to become a necessity for ArbitraryMaximumRange and SpreadShot weapons, with it being a disadvantage for the former and the effective way to maximise damage on one foe for the latter. The game frequently adds a visual effect or a sound to indicate that you're successfully pulling this risky maneuver off.
off. Naturally, one of the HardModePerks involving this mechanic means that more bullets also means more grazing and more opportunities to reap this trope's benefits.



* Most ''Franchise/TouhouProject'' games starting from ''VideoGame/TouhouGensokyoLotusLandStory'' have a graze mechanic accompanied by a sharp pop/crackle sound and small white particles flying off from the hitbox area. ''VideoGame/TouhouKoumakyouTheEmbodimentOfScarletDevil'' increases the value of bullet cancels instead, as well as giving a raw score bonus at the end of every stage. Later games would increase the value of point items.

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* Most ''Franchise/TouhouProject'' games starting from ''VideoGame/TouhouGensokyoLotusLandStory'' have a graze mechanic accompanied by a sharp pop/crackle sound and small white particles flying off from the hitbox area.
**
''VideoGame/TouhouKoumakyouTheEmbodimentOfScarletDevil'' increases the value of bullet cancels instead, as well as giving a raw score bonus at the end of every stage. Later games would increase the value of point items.items.
** ''VideoGame/TouhouChireidenSubterraneanAnimism'' rewards grazing by filling a "signal strength" meter which slowly drops over time while you're not dodging. Maxing out the meter causes you to collect all pickup items on the screen from anywhere, and all Point Items you collect this way will be at their maximum possible value.
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** In ''VideoGame/NeedForSpeedMostWanted'' (2012), while nitrous gets refilled automatically, driving in the opposite lane of traffic and nearly hitting oncoming cars recharges your nitrous faster.

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** In ''VideoGame/NeedForSpeedMostWanted'' (2012), ''VideoGame/NeedForSpeedMostWanted2012'', while nitrous gets refilled automatically, driving in the opposite lane of traffic and nearly hitting oncoming cars recharges your nitrous faster.
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None



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* ''Witch Thief'' keeps track of the number of Grazes you have. Grazes add to your score and thereby your [[GameplayGrading grade]].
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* In ''VideoGame/NeedForSpeedMostWanted'' driving in the opposite lane of traffic and nearly hitting oncoming cars recharges your nitrous faster.
* In ''VideoGame/NeedForSpeedUnderground2'' drifting closer to walls awards more points, at the risk of colliding and losing your points altogether.
* In ''VideoGame/BurnoutParadise'' Near Misses award extra points/multipliers.

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* ''VideoGame/NeedForSpeed''
** In ''VideoGame/NeedForSpeedUnderground 2'', one of the stunts to refill your nitrous consists of driving in the opposite lane of traffic and nearly hitting oncoming cars. Also, in drifting contests, drifting closer to walls awards more points, at the risk of colliding and losing your points altogether.
**
In ''VideoGame/NeedForSpeedMostWanted'' (2012), while nitrous gets refilled automatically, driving in the opposite lane of traffic and nearly hitting oncoming cars recharges your nitrous faster.
* In ''VideoGame/NeedForSpeedUnderground2'' drifting closer to walls awards more points, at the risk of colliding and losing your points altogether.
* In ''VideoGame/BurnoutParadise''
''VideoGame/BurnoutParadise'', Near Misses award extra points/multipliers.
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That's not a sprite, it's a model.


* ''VideoGame/KidIcarusUprising'': During flight sections, Pit will enter a gliding stance if the player stops shooting, which improves his mobility and makes it easier to avoid projectiles. In this state, bullets that get really close to Pit's sprite produce a special sound effect that, if triggered a certain number of times, will unlock rewards for the player.

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* ''VideoGame/KidIcarusUprising'': During flight sections, Pit will enter a gliding stance if the player stops shooting, which improves his mobility and makes it easier to avoid projectiles. In this state, bullets that get really close to Pit's sprite hitbox produce a special sound effect that, if triggered a certain number of times, will unlock rewards for the player.

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* ''VideoGame/RRootage'': As your ship grazes a bullet, the graze meter in the bottom-right corner fills up. When it's full, the ship becomes invincible for a while.

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* ''VideoGame/RRootage'': As ''VideoGame/RRootage'':
** In normal mode: as
your ship grazes a bullet, the graze meter in the bottom-right corner fills up. When it's full, the ship becomes invincible for a while.while.
** The IKA, PSY, and GW modes imitate the mechanics of Ikaruga, Pysvariar, and Giga Wing respectively - IKA allows you to graze opposite-polarity bullets while absorbing the same-polarity ones and shooting them back at the boss as lasers, PSY lets you spin your ship and graze bullets to charge a power bar that gives you a boost whenever it fills, and GW lets you charge up a barrier to cancel out bullets.
Is there an issue? Send a MessageReason:
None


This is about a specific radius where the game gives you some benefits like points/filling a certain gauge if you can keep lethal things near your hitbox but not quite where they hit you. It's most commonly seen in ShootEmUp and especially BulletHell games, where it's called grazing or scraping. This can be a ulitilisation of HitboxDissonance, but it doesn't have to involve it. This trope tends to become a necessity for ArbitraryMaximumRange and SpreadShot weapons, with it being a disadvantage for the former and the effective way to maximise damage on one foe for the latter. The game frequently adds a visual effect or a sound to indicate that you're successfully pulling this risky maneuver off.

to:

This is about a specific radius where the game gives you some benefits like points/filling a certain gauge if you can keep lethal things near your hitbox but not quite where they hit you. It's most commonly seen in ShootEmUp and especially BulletHell games, where it's called grazing or scraping. This can be a ulitilisation utilization of HitboxDissonance, but it doesn't have to involve it. This trope tends to become a necessity for ArbitraryMaximumRange and SpreadShot weapons, with it being a disadvantage for the former and the effective way to maximise damage on one foe for the latter. The game frequently adds a visual effect or a sound to indicate that you're successfully pulling this risky maneuver off.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Deltarune}}'' gives you Tension Points, which can be used for spells, when the SOUL comes close to bullets.

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* ''VideoGame/{{Deltarune}}'' gives you Tension Points, which can be used for spells, when ''VideoGame/{{Deltarune}}'': When the SOUL comes close to bullets.
bullets, you gain Tension Points for your magic, and many attacks also end faster.
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Compare DeadlyDodging and HighSpeedMissileDodge. For similar {{game mechanics}} see ActionCommands, CounterAttack and CriticalStatusBuff.
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Example previously had incorrect information.


* In ''VideoGame/SaintsRowTheThird'', one way to gain the [[FameGate street cred needed to unlock story missions]] is to cause almost-collisions while driving at high speeds (i.e. barely missing another car or a building), as well as near-crashes while flying a plane. The closer you come to an obstacle before missing it, the more rep points you get.

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* In ''VideoGame/SaintsRowTheThird'', the ''VideoGame/SaintsRow'' series, one way to gain Respect (Which depending on the game, either serves as [[FameGate street cred needed to unlock story missions]] or a form of ExperiencePoints to unlock new abilities and weapons) is to cause almost-collisions while driving at high speeds (i.e. barely missing another car or a building), as well as near-crashes while flying a plane. The closer you come to an obstacle before missing it, the more rep points you get.
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* ''VideoGame/SistersRoyale'': Each sister's regular shot that can be temporarily strengthened via grazing bullets as well as a familiar which can grant them bonus points once they graze past enough bullets while used.

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* ''VideoGame/SistersRoyale'': Each sister's regular shot that can be temporarily strengthened via grazing bullets as well as a familiar bullets. Same goes for their familiars which can grant them bonus points once they graze past enough bullets while used.

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[[AC:RolePlayingGame]]
* ''VideoGame/{{Deltarune}}'' gives you Tension Points, which can be used for spells, when the SOUL comes close to bullets.



* ''VideoGame/{{Deltarune}}'' fills Tension Points which can be used for spells when the SOUL comes close to bullets.
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* ''VideoGame/SistersRoyale'': Each's regular shot that can be temporarily strengthened via grazing bullets as well as a familiar which can grant them bonus points once they graze past enough bullets while used.

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* ''VideoGame/SistersRoyale'': Each's Each sister's regular shot that can be temporarily strengthened via grazing bullets as well as a familiar which can grant them bonus points once they graze past enough bullets while used.
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Removed TLP Note.


TLP Note: This seems like a distinct concept that should have its own page. Administrivia/RollingUpdates.
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Indexes: GameMechanics
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Created from YKTTW

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TLP Note: This seems like a distinct concept that should have its own page. Administrivia/RollingUpdates.
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[[quoteright:320:[[VideoGame/{{Frantic}} https://static.tvtropes.org/pmwiki/pub/images/bulletgrazebenefitf2.png]]]]
[[caption-width-right:320:Close, but not close enough. Green graze particles -> blue bar being filled.]]

This is about a specific radius where the game gives you some benefits like points/filling a certain gauge if you can keep lethal things near your hitbox but not quite where they hit you. It's most commonly seen in ShootEmUp and especially BulletHell games, where it's called grazing or scraping. This can be a ulitilisation of HitboxDissonance, but it doesn't have to involve it. This trope tends to become a necessity for ArbitraryMaximumRange and SpreadShot weapons, with it being a disadvantage for the former and the effective way to maximise damage on one foe for the latter. The game frequently adds a visual effect or a sound to indicate that you're successfully pulling this risky maneuver off.
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!!Examples:

[[AC:PlatformGame]]
* ''VideoGame/DinoRun'': The game awards you points for "surfing the doomwall" (staying inside the AdvancingWallOfDoom while it's onscreen).
* ''VideoGame/{{Skylanders}}'': During some of [[BigBad Kaos's]] boss fights, he will fire Doomsharks at the player. Narrowly dodging them will heal the player.

[[AC:RacingGame]]
* In ''VideoGame/NeedForSpeedMostWanted'' driving in the opposite lane of traffic and nearly hitting oncoming cars recharges your nitrous faster.
* In ''VideoGame/NeedForSpeedUnderground2'' drifting closer to walls awards more points, at the risk of colliding and losing your points altogether.
* In ''VideoGame/BurnoutParadise'' Near Misses award extra points/multipliers.

[[AC:ShootEmUp]]
* ''VideoGame/BulletAudyssey'' has you touch bullets with the ship's Absorb Aura that surrounds it to fill the attack meter before you lash out at the enemies.
* ''VideoGame/BulletHeaven2'' adds 20 points every time you graze a bullet, which the game signifies by making it temporarily bigger (obviously not enough to hit you) and playing a quiet sound.
* ''VideoGame/CastleOfShikigami'' has the Tension Bullet System. When you get close to a bullet, the player character has a red outline. Doing so makes attacks more powerful and gives additional points.
* ''VideoGame/{{Deltarune}}'' fills Tension Points which can be used for spells when the SOUL comes close to bullets.
* ''VideoGame/{{Frantic}}'' lets you scrape bullets and fill the Tension Gauge with it. Once its full, your point multiplier goes up.
* ''VideoGame/GrazeCounter'', as indicated by the title, makes grazing a core mechanic by filling a bar when you're doing it, which is indicated by the bullets turning red. Once it's full, you can unleash a highly damaging counterattack that also gets rid of enemy bullets and makes enemies drop stars when they're hit.
* ''VideoGame/KnightsInTheNightmare'' uses this version, awarding bonus experience for it.
* ''VideoGame/{{Psyvariar}}'' actually encourages grazing as a game mechanic, as grazing builds up an experience meter that, when filled, levels up your ship, temporarily making you invincible and powering up your ship at certain level milestones.
* ''VideoGame/{{Raiden}} DX'' has the graze bonus, despite being a non-Bullet Hell shooter with a ship-sized hitbox released in 1994.
* ''VideoGame/RaidenFighters'' brings the hitboxes closer to Bullet Hell-size, with the Slave having the smallest. However, if you're using the Judge Spear version of the Slave (which has the Judge Spear's game-breaking bomb), your movement speed becomes so fast that grazing becomes dangerous and impractical.
* ''Raiden IV'' also downsizes the hitbox, to accomodate the denser enemy fire, and also has a grazing bonus.
* ''VideoGame/{{Reactance}} 2'' fills the focus meter and multiplier slightly every time you graze.
* ''VideoGame/RRootage'': As your ship grazes a bullet, the graze meter in the bottom-right corner fills up. When it's full, the ship becomes invincible for a while.
* ''VideoGame/{{Seihou}}'' games let you "Evade" the bullets or lasers by letting them come close to your hitbox. Each time a bullet is evaded adds points to your score and adds to the clear bonus.
* ''VideoGame/SistersRoyale'': Each's regular shot that can be temporarily strengthened via grazing bullets as well as a familiar which can grant them bonus points once they graze past enough bullets while used.
* Most ''Franchise/TouhouProject'' games starting from ''VideoGame/TouhouGensokyoLotusLandStory'' have a graze mechanic accompanied by a sharp pop/crackle sound and small white particles flying off from the hitbox area. ''VideoGame/TouhouKoumakyouTheEmbodimentOfScarletDevil'' increases the value of bullet cancels instead, as well as giving a raw score bonus at the end of every stage. Later games would increase the value of point items.

[[AC:ThirdPersonShooter]]
* ''VideoGame/KidIcarusUprising'': During flight sections, Pit will enter a gliding stance if the player stops shooting, which improves his mobility and makes it easier to avoid projectiles. In this state, bullets that get really close to Pit's sprite produce a special sound effect that, if triggered a certain number of times, will unlock rewards for the player.

[[AC:WideOpenSandbox]]
* In ''VideoGame/SaintsRowTheThird'', one way to gain the [[FameGate street cred needed to unlock story missions]] is to cause almost-collisions while driving at high speeds (i.e. barely missing another car or a building), as well as near-crashes while flying a plane. The closer you come to an obstacle before missing it, the more rep points you get.
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Indexes: GameMechanics
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