History Main / DestroyableItems

4th Feb '17 6:41:39 AM Getta
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A related trope is BreakableWeapons. Compare AttackablePickup.

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A related trope is BreakableWeapons.Related tropes are BreakableWeapons and DisadvantageousDisintegration. Compare AttackablePickup.


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* In ''Franchise/CrashBandicoot'' games, Wumpa Fruits and even OneUps can be spun away by Crash, or be blown away by explosives. In the "being chased" levels, the thing that chases you (boulders, giant polar bears, triceratops etc) can also do the same.
25th Dec '16 8:59:32 AM ADrago
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* In ''VideoGame/TeamFortress2'' items would be given out based on how many achievements you had completed for a class. When they introduced a way to delete items, they didn't realize there was no way to get them back. So until they implemented a new drop system, everything you deleted was LostForever.

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* In ''VideoGame/TeamFortress2'' items would be given out based on how many achievements you had completed for a class. When they introduced a way to delete items, they didn't realize there was no way to get them back. So until they implemented a new drop system, everything you deleted was LostForever.lost.
19th Dec '16 11:11:30 AM ester
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* ''VideoGame/CrystalQuest'' punishes players who shoot everything coming out of the {{Mook Maker}}s by subtracting points if they shoot a bonus crystal.
9th Aug '16 2:26:20 PM Ripburger
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* The {{X-COM}} series plays this trope pretty heavily, along with destroyable terrain. Items even have different amounts of 'hit points' and a few are explosive in their own right.

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* The {{X-COM}} {{VideoGame/XCOM}} series plays this trope pretty heavily, along with destroyable terrain. Items even have different amounts of 'hit points' and a few are explosive in their own right.
17th Jun '16 12:42:32 AM erforce
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* ''Videogame/DonkeyKongCountry'' and its sequels had boss fights (or puzzles) that required the use of barrels. Wouldn't you know it, if anything minor touches those barrels, they ''explode'' into pieces, even though they're made of wood with metal bands. This is especially annoying in any boss fight where there's lots of stuff flying around on the screen and you need to use said barrels against the boss.

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* ''Videogame/DonkeyKongCountry'' ''Videogame/DonkeyKongCountry1'' and its sequels had boss fights (or puzzles) that required the use of barrels. Wouldn't you know it, if anything minor touches those barrels, they ''explode'' into pieces, even though they're made of wood with metal bands. This is especially annoying in any boss fight where there's lots of stuff flying around on the screen and you need to use said barrels against the boss.
15th Sep '15 1:05:17 AM TVT1234
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* ''Every item'' in ''VideoGame/PlanetBlupi'' can be destroyed in one way or another, usually via explosion.
3rd Jun '15 6:48:00 AM MacronNotes
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* In ''JaggedAlliance 2'', any item can be destroyed. Usually this occurs through explosions which damage a character, thus damaging the items he is carrying. Also, weapons become damaged (and can be potentially destroyed) by firing them repeatedly, and armor is damaged every time you get shot. Finally, wading or swimming through water will cause damage to most items you're carrying. Fortunately you can repair most items back to 100% condition.

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* In ''JaggedAlliance ''VideoGame/JaggedAlliance 2'', any item can be destroyed. Usually this occurs through explosions which damage a character, thus damaging the items he is carrying. Also, weapons become damaged (and can be potentially destroyed) by firing them repeatedly, and armor is damaged every time you get shot. Finally, wading or swimming through water will cause damage to most items you're carrying. Fortunately you can repair most items back to 100% condition.
9th Jul '14 4:07:33 AM SeptimusHeap
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* The ''CatacombFantasyTrilogy'' series. You can make powerups (zappers, x-terminators and cure potions) explode by shooting your magic missiles at them, though scrolls, keys and radar gems are immune. This matters little because there's an unreasonable abundance of these items.

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* The ''CatacombFantasyTrilogy'' ''VideoGame/CatacombFantasyTrilogy'' series. You can make powerups (zappers, x-terminators and cure potions) explode by shooting your magic missiles at them, though scrolls, keys and radar gems are immune. This matters little because there's an unreasonable abundance of these items.
22nd May '14 4:28:10 PM Prfnoff
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* ''VideoGame/{{Glider}} PRO'' makes it possible for bonus items to be permanently destroyed by switches or triggers designed to do so. Even [[StarShapedCoupon Magic Stars]] can be destroyed this way, making the game unwinnable; this effect may cause a graphical glitch and is proscribed by the LevelEditor.
22nd May '14 4:22:48 PM Prfnoff
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ExactlyWhatItSaysOnTheTin. A game mechanic, [[ScrappyMechanic usually a disliked one]], by which a game's pickups, powerups, and sometimes even [[UnWinnable mission-critical objects]] can be destroyed entirely by accident. This can include damage by the players' attacks, damage from enemies' attacks, and, if the developer is especially evil, the [[BottomlessPit game]] [[LavaPit environment]] [[MalevolentArchitecture itself]]. Vehicles are not included in this trope unless they take an unreasonably low amount of firepower to destroy.

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ExactlyWhatItSaysOnTheTin. A game mechanic, [[ScrappyMechanic usually a disliked one]], by which a game's pickups, powerups, and sometimes even [[UnWinnable mission-critical objects]] can be destroyed entirely by accident. This can include damage by the players' attacks, damage from enemies' attacks, and, if the developer is especially evil, the [[BottomlessPit game]] [[LavaPit environment]] [[MalevolentArchitecture itself]]. Vehicles are not included in this trope unless they take an unreasonably low amount of firepower to destroy.
destroy.

Some games may even punish players who destroy certain items, on top of losing the items themselves.



* In ''FinalFantasyTacticsA2'', some enemies gain abilities that break armour/weapons at a certain late-game part unless you have a special ability equipped... the main problem with that being there so much better Passive abilities to use over Safeguard.
** The original ''FinalFantasyTactics'' also had Knights, whose main ability was to break weapons and armor. Some bosses in the game have even stronger abilities that do this.

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* In ''FinalFantasyTacticsA2'', ''VideoGame/FinalFantasyTacticsA2'', some enemies gain abilities that break armour/weapons at a certain late-game part unless you have a special ability equipped... the main problem with that being there so much better Passive abilities to use over Safeguard.
** The original ''FinalFantasyTactics'' ''VideoGame/FinalFantasyTactics'' also had Knights, whose main ability was to break weapons and armor. Some bosses in the game have even stronger abilities that do this.



* Some [=RPG=]s will drop a random treasure chest (or equivalent thereof) into the middle of an enemy party during a random encounter. Finishing the fight without damaging the chest nets you its contents, but the chest can be destroyed if you're not careful. An example of this: the later ''MegaManBattleNetwork'' games, where random Mystery Data can appear during a virus battle.

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* Some [=RPG=]s will drop a random treasure chest (or equivalent thereof) into the middle of an enemy party during a random encounter. Finishing the fight without damaging the chest nets you its contents, but the chest can be destroyed if you're not careful. An example of this: the later ''MegaManBattleNetwork'' ''VideoGame/MegaManBattleNetwork'' games, where random Mystery Data can appear during a virus battle.



* ''FarCry 2'' has ammo and explosive stockpiles that are amazingly valuable when raiding camps and bases, as most enemy weapons are rusted to the point of near-uselessness and they won't necessarily have something you can take ammo from. Explosive stockpiles, obviously, go up in a massive fireball that will probably burn everything nearby and create a spreading fire, while ammo stockpiles fire a hail of bullets in every direction for about 5 seconds or so. While this is often a tactically sound method of eliminating enemies or distracting them, it can result in a massive OhCrap for players running low on ammo and grenades.

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* ''FarCry 2'' ''VideoGame/FarCry2'' has ammo and explosive stockpiles that are amazingly valuable when raiding camps and bases, as most enemy weapons are rusted to the point of near-uselessness and they won't necessarily have something you can take ammo from. Explosive stockpiles, obviously, go up in a massive fireball that will probably burn everything nearby and create a spreading fire, while ammo stockpiles fire a hail of bullets in every direction for about 5 seconds or so. While this is often a tactically sound method of eliminating enemies or distracting them, it can result in a massive OhCrap for players running low on ammo and grenades.



* ''BillyHatcherAndTheGiantEgg'' uses this sometimes in the form of special-purpose eggs that must be negotiated to a goal. Especially annoying because giant eggs are also used to combat enemies, essentially binding your ability to fight back by nullifying your only weapon.
* ''PhantomBrave'' has objects littered around all of their stages. These items all have the exact same stats as a character does. Including HP. What's more, destroying them even gives EXP.

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* ''BillyHatcherAndTheGiantEgg'' ''VideoGame/BillyHatcherAndTheGiantEgg'' uses this sometimes in the form of special-purpose eggs that must be negotiated to a goal. Especially annoying because giant eggs are also used to combat enemies, essentially binding your ability to fight back by nullifying your only weapon.
* ''PhantomBrave'' ''VideoGame/PhantomBrave'' has objects littered around all of their stages. These items all have the exact same stats as a character does. Including HP. What's more, destroying them even gives EXP.



* ''VideoGame/{{Nethack}}'' has a variety of ways to both destroy and prevent items from being destroyed. For example, if your character falls into water, their scrolls will become blank and their potions will dilute - unless they're being stored in an oilskin sack.

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* ''VideoGame/{{Nethack}}'' ''VideoGame/NetHack'' has a variety of ways to both destroy and prevent items from being destroyed. For example, if your character falls into water, their scrolls will become blank and their potions will dilute - unless they're being stored in an oilskin sack.


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* ''VideoGame/CrystalQuest'' punishes players who shoot everything coming out of the {{Mook Maker}}s by subtracting points if they shoot a bonus crystal.
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