History Main / InformedEquipment

28th Jun '16 6:09:56 PM Adept
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* Any table top game using miniatures, like HerosQuest, ''TabletopGame/{{Warhammer 40000}}'' or TabletopGame/{{Warhammer}} has this unless you customize the miniatures. A pack of clanrats holding swords can be upgraded to have spears but will still be holding swords, obviously.

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* Any table top game using miniatures, like HerosQuest, ''TabletopGame/{{Warhammer 40000}}'' or TabletopGame/{{Warhammer}} has this unless you customize the miniatures. A pack of clanrats holding swords can be upgraded to have spears but will still be holding swords, obviously.
25th Jun '16 9:20:41 PM nombretomado
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* In the ''BaldursGate'' series, multiclass fighter/mages use the fighter model, but can still equip mage robes because of their experience as a mage. This isn't shown on their character model, and fighter/mages end up standing around casting spells in their underclothes. Same thing happens when you equip a thief with the [[GameBreaker use any item ability]] with armour heavier than studded leather.

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* In the ''BaldursGate'' ''Franchise/BaldursGate'' series, multiclass fighter/mages use the fighter model, but can still equip mage robes because of their experience as a mage. This isn't shown on their character model, and fighter/mages end up standing around casting spells in their underclothes. Same thing happens when you equip a thief with the [[GameBreaker use any item ability]] with armour heavier than studded leather.
11th Jun '16 8:16:20 PM nombretomado
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* Also inverted in ''{{Tekken}} 6'', where only certain clothing and accessories found in Scenario Campaign actually give you a stat boost. {{Narm}} frequently ensues, as the current best combination of stat-boosting items often makes your character look completely ridiculous.

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* Also inverted in ''{{Tekken}} ''VideoGame/{{Tekken}} 6'', where only certain clothing and accessories found in Scenario Campaign actually give you a stat boost. {{Narm}} frequently ensues, as the current best combination of stat-boosting items often makes your character look completely ridiculous.
10th Jun '16 1:16:30 PM mariovsonic999
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** In addition, the portraits of the characters do not reflect when the characters are promoted into an advanced class. Only few characters has different portraits like [[VideoGame/FireEmblemTellius Ike]].

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** In addition, the portraits of the characters do not reflect when the characters are promoted into an advanced class. Only few characters has different portraits when promoted like [[VideoGame/FireEmblemTellius Ike]].Ike from Ranger to Lord]].
10th Jun '16 1:15:49 PM mariovsonic999
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Added DiffLines:

** In addition, the portraits of the characters do not reflect when the characters are promoted into an advanced class. Only few characters has different portraits like [[VideoGame/FireEmblemTellius Ike]].
4th Jun '16 9:51:39 AM nombretomado
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* And averted again in the PS2 roguelike ''VideoGame/{{Baroque}}''. A full set of equipment consists of a coat, a pair of artificial wings, and a sword (or the Angelic Rifle), all of which show up over the [[NoNameGiven nameless protagonist's]] normal clothing and are carried over into cutscenes.

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* And averted again in the PS2 [=PS2=] roguelike ''VideoGame/{{Baroque}}''. A full set of equipment consists of a coat, a pair of artificial wings, and a sword (or the Angelic Rifle), all of which show up over the [[NoNameGiven nameless protagonist's]] normal clothing and are carried over into cutscenes.
28th May '16 4:19:30 PM nombretomado
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* Title character of ''VideoGame/LegacyOfKain: Blood Omen'' - the first game in the series, made by Silicon Knights for PlayStation and PC - had a rather extensive collection of visually distinctive weapons and armor suits each of which altered the way Kain looked, despite the game being completely 2D.

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* Title character of ''VideoGame/LegacyOfKain: Blood Omen'' - the first game in the series, made by Silicon Knights for PlayStation UsefulNotes/PlayStation and PC - had a rather extensive collection of visually distinctive weapons and armor suits each of which altered the way Kain looked, despite the game being completely 2D.
26th May '16 9:57:31 PM Kadorhal
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* This is also usually the case for the first-person view itself; games like ''VideoGame/{{STALKER}}: Shadow of Chernobyl'' and ''VideoGame/UnrealTournament'' assume your character is always wearing fingerless gloves, no matter what armor in the former or model in the latter you're using. Later games have managed to avert this in various ways - some (''VideoGame/UnrealTournament2004'') don't show any hands on your gun at all, while others (''VideoGame/Left4Dead'' and the ''S.T.A.L.K.E.R.'' sequels) change the appearance of the arms holding the gun depending on what character you play as.
* Even with the ''VideoGame/{{ARMA}}'' series' focus on realism, this can happen on occasion - ''Operation Arrowhead'' adds a few guns that can load different types of magazines, from normal 30-round boxes to 100-round dual drums. However, the game doesn't make a physical distinction between the two and will appear to load the standard 30-round magazine at all times.

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* This is also usually the case for the first-person view itself; games like ''VideoGame/{{STALKER}}: Shadow of Chernobyl'' and ''VideoGame/UnrealTournament'' assume your character is always wearing fingerless gloves, no matter what armor in the former or model in the latter you're using. Later games have managed to avert this in various ways - some (''VideoGame/UnrealTournament2004'') don't show any hands on your gun at all, while others (''VideoGame/Left4Dead'' and (''VideoGame/Left4Dead'', the ''S.T.A.L.K.E.R.'' sequels) sequels, and the above ''Call of Duty'' post-''Modern Warfare'') change the appearance of the arms holding the gun depending on what character you play as.
* Even with the ''VideoGame/{{ARMA}}'' series' focus on realism, this can happen on occasion - ''Operation Arrowhead'' adds a few guns that can load different types of magazines, from normal 30-round boxes to 100-round dual drums. However, the game doesn't make a physical distinction between the two and will have weapons appear to load the standard 30-round magazine at all times.



* ''VideoGame/RainbowSix: Vegas'' and its sequel do a form of this - while weapons in a player's hand will reflect any attachments whether you're seeing the weapon in first- or third-person, when it gets dropped on the ground all that flies out the window and you just get a lower-poly, completely unmodified version of the weapon. Weapons dropped by terrorists in singleplayer in particular seem to always spontaneously sprout a 6x scope if you loot one from its previous owner.



* Happens in ''VideoGame/ProjectXZone''. No matter what you equip your characters with, or how high they rank up, they will have the same 2D sprites throughout the game: equipment only affects stats. What's more, you can equip against type: characters who canonically don't use weapons ([[VideoGame/VirtuaFighter Akira/Pai]]), dislike weapons ([[VideoGame/{{Tekken}} Heihachi]]), or are more powerful than most weapons barehanded (Heihachi again, [[Franchise/StreetFighter Ryu/Ken]]), can be equipped with any manner of guns and swords, and said equip will often improve their stats, sometimes more than the character it was "meant" for.
* In ''VideoGame/{{Undertale}}'', many weapons and lots of different armour can be found throughout the game, and characters sometimes mention what the protagonist is wearing. However protagonist's sprite never changes no matter what they're wearing.

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* Happens in ''VideoGame/ProjectXZone''. No matter what you equip your characters with, or how high they rank up, they will have the same 2D sprites throughout the game: equipment only affects stats. What's more, you can equip against type: characters who canonically don't use weapons ([[VideoGame/VirtuaFighter Akira/Pai]]), dislike weapons ([[VideoGame/{{Tekken}} Heihachi]]), or are more powerful than most weapons barehanded (Heihachi again, [[Franchise/StreetFighter Ryu/Ken]]), can be equipped with any manner of guns and swords, and said equip will often improve their stats, sometimes more than it will for the character it was "meant" for.
* In ''VideoGame/{{Undertale}}'', many weapons and lots of different armour can be found throughout the game, and characters sometimes mention what the protagonist is wearing. However However, the protagonist's sprite never changes no matter what they're wearing.



* Taken to the level of ScrappyMechanic in ''VideoGame/MetalGearSolid4GunsOfThePatriots''. Snake ''always'' uses his Operator handgun[[note]]your starting equipment which is quickly outclassed by other weapons even in the first level[[/note]] in every single cutscene. However when gameplay resumes he'll have put away whatever weapon you were using and still have the Operator in his hands. If you removed the gun from your inventory completely, it will be back in slot one having kicked whatever weapon was there out to make space.

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* Taken to the level of ScrappyMechanic in ''VideoGame/MetalGearSolid4GunsOfThePatriots''. Unlike the previous two games, where [[VideoGame/MetalGearSolid2SonsOfLiberty Raiden]] or [[VideoGame/MetalGearSolid3SnakeEater Naked Snake]] would at the very least hold a different type of pistol in cutscenes if you entered it with that one equipped, here Old Snake ''always'' uses his always ignores your choice of weapon and instead brandishes the Operator handgun[[note]]your starting equipment which is quickly outclassed by other weapons even in he gets after the first level[[/note]] in every single cutscene. However ten minutes. Where this gets taken further, however, is that when gameplay resumes he'll have put away whatever weapon you were using and still have the Operator in his hands. If you removed the gun from your inventory completely, it will be back in slot one having kicked whatever weapon was there out to make space. The M4 Custom is a rare accomplice to this as well, being the only long-arm (that actually belongs to him, at least) he'll equip in cutscenes where he does so; this essentially forces you to dedicate two of your five weapon slots to the Operator and M4 at all times and make do with three for the other weapons you actually want to use.



* In the ''VideoGame/AceCombat'' series, ''[[VideoGame/AceCombatXSkiesOfDeception Skies of Deception]]'', ''[[VideoGame/AceCombatJointAssault Joint Assault]]'', ''[[VideoGame/AceCombatAssaultHorizonLegacy Assault Horizon Legacy]]'' and ''[[VideoGame/AceCombatInfinity Infinity]]'' allow you to customize planes by adding parts to them, but the changes are not reflected; the only physical change you can make is [[NoseArt the paint scheme]].

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* In the ''VideoGame/AceCombat'' series, ''[[VideoGame/AceCombatXSkiesOfDeception Skies of Deception]]'', ''[[VideoGame/AceCombatJointAssault Joint Assault]]'', ''[[VideoGame/AceCombatAssaultHorizonLegacy Assault Horizon Legacy]]'' and ''[[VideoGame/AceCombatInfinity Infinity]]'' allow you to customize planes by adding parts to them, but the changes are not reflected; the only physical change you can make is [[NoseArt the paint scheme]].scheme (and in Infinity the emblem)]].



* In the first four ''VideoGame/{{MechWarrior}}'' games, the in-game models of your 'Mechs did not reflect what weapons you had loaded on to it, with ''Mechwarrior 3'' being a particularly infamous example with mechs vomiting up guided missiles from their cockpit canopy and shooting lasers from missile racks. ''Living Legends'' and ''Online'' have since fixed that, with missile racks changing in size depending on what is fitted, weapon barrels changing to indicate the type of laser or cannon, and so on.

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* In the first four ''VideoGame/{{MechWarrior}}'' games, the in-game models of your 'Mechs did not reflect what weapons you had loaded on to it, with ''Mechwarrior 3'' being a particularly infamous example with mechs vomiting up guided missiles from their cockpit canopy and shooting lasers from missile racks. ''Living Legends'' and ''Online'' have since fixed that, with missile racks changing in size depending on what is fitted, weapon barrels changing to indicate the type of laser or cannon, and so on.



* ''VideoGame/CommandAndConquer: Generals'', where the 3D model was updated depending on upgrades. A missile upgrade for a jeep resulted in that missile showing up on the side of the jeep, etc.

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* ''VideoGame/CommandAndConquer: Generals'', ''VideoGame/CommandAndConquerGenerals'', where the 3D model was updated depending on upgrades. A missile upgrade for a jeep resulted in that missile showing up on the side of the jeep, etc.
21st May '16 10:23:48 PM nombretomado
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*** The PS3 port of Vesperia featured DLC that changed the characters' costumes, so they would look like they were wearing their most powerful armors. This is still only cosmetic, however; you can still have crappy armor equipped with this costume on.

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*** The PS3 [=PS3=] port of Vesperia featured DLC that changed the characters' costumes, so they would look like they were wearing their most powerful armors. This is still only cosmetic, however; you can still have crappy armor equipped with this costume on.
27th Apr '16 11:14:21 PM Diask
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This trope seems to be fading as 3D graphics become more common, space becomes cheaper, and game engine-rendered realtime {{cutscene}}s become more prevalent. 3D models are completely free of the exponential increase in artwork that plagued games with single-sprite 2D models, as each additional piece of equipment can be simply added rather than having to re-create every permutation of animation; on the other hand, weaponry and equipment not currently in use are often ignored in third-person games so player characters doesn't look ridiculous having four full-size rifles dangling off various parts of their body. In addition, armor is often intentionally left Informed Equipment to maintain a recognizable image associated with a character and avoid hiding their face.

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This trope seems to be fading as 3D graphics become more common, space becomes cheaper, and game engine-rendered realtime {{cutscene}}s become more prevalent. 3D models are completely free of the exponential increase in artwork that plagued games with single-sprite 2D models, as each additional piece of equipment can be simply added rather than having to re-create every permutation of animation; on the other hand, weaponry and equipment not currently in use are often ignored in third-person games so player characters doesn't look ridiculous having four full-size rifles dangling off various parts of their body. In addition, armor is often intentionally left Informed Equipment to maintain a [[IconicOutfit recognizable image associated with a character character]] and avoid hiding their face.



* The player in ''VideoGame/{{Spelunky}}'' can equip many pieces of equipment, including gloves, shoes, spectacles and a ''[[https://en.wikipedia.org/wiki/Hedjet Hedjet]]'', yet the only thing they are actually shown wearing are their default clothes and either a jet-pack or a cape.



* Goes all the way back to ''VideoGame/DragonQuestI''. The first armor in the game? "Clothing". And you can go into battle without it. Despite this quite literal fighting in the nude, the sprite nonetheless showed the hero wearing a full suit of armor.
** But it's also averted in the game, as the sprite isn't holding a weapon or a shield unless you have purchased one. The sprite's even altered to showing him carrying the rescued princess.

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* Goes all the way back to ''VideoGame/DragonQuestI''. The first armor in the game? "Clothing". And you You can go into battle without it. Despite this quite literal fighting in the nude, it, yet the sprite nonetheless showed the hero wearing a full suit of armor.
** But it's
armor. It's also averted in the game, as the sprite isn't holding a weapon or a shield unless you have purchased one. The sprite's even altered to showing him carrying the rescued princess.



* In ''EternalSonata'', neither weapons nor outfits make any visible changes on the characters, despite the fact that said weapons and outfits are often specifically described in terms of their colour and general appearance.
* This occurs in ''ResonanceOfFate'' due to its DesignItYourselfEquipment system. Not only is it possible to attach various GunAccessories to your characters pistol at several extension points, higher level mods have extension points of their own that further accessories can be added. At the end of the game, the gun is a ridiculous monstrosity with several scopes that are often stacked on top of one another, additional barrels pointing in every directions, handles attached to super long clips that themselves have barrels attached to them, and other insanity.
* ''UltimaVIII'', one of the last games released on disks rather than [=CD=]s, had only room for one isometric sprite set for the hero - which came with a pot helmet all the time.
** ''UltimaVII'', on the other hand, didn't have separate sprites for the various kinds of armor and cloaks one could wear, but did have an actual nude sprite for characters.
*** ''UltimaVIIPartII: Serpent Isle'' did have a potent paperdoll system that depicted every piece of armor and almost every other item equipped, but the sprite showed no differences other than the weapon equipped. The Exult engine allowed this function for the previous The Black Gate too, which had one humorous side effect; if you recruited thirteen-year old Spark, his paperdoll was still the default "huge muscular guy", with the head of a small boy.
* In ''Persona 3'' most armors or certain clothes won't change the characters appearance. [[FanService Besides the bikini.]]
* In ''Persona 4'', the characters supposedly don heavy armor to fight in the TV World, but you never see it. [[HandWave Handwaved]] by Chie suggesting they wear them ''under'' their school uniforms.

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* In ''EternalSonata'', ''VideoGame/EternalSonata'', neither weapons nor outfits make any visible changes on the characters, despite the fact that said weapons and outfits are often specifically described in terms of their colour and general appearance.
* This occurs in ''ResonanceOfFate'' ''VideoGame/ResonanceOfFate'' due to its DesignItYourselfEquipment system. Not only is it possible to attach various GunAccessories to your characters pistol at several extension points, higher level mods have extension points of their own that further accessories can be added. At the end of the game, the gun is a ridiculous monstrosity with several scopes that are often stacked on top of one another, additional barrels pointing in every directions, handles attached to super long clips that themselves have barrels attached to them, and other insanity.
* ''UltimaVIII'', ''VideoGame/{{Ultima}}'':
** ''VideoGame/UltimaVIII'',
one of the last games released on disks rather than [=CD=]s, had only room for one isometric sprite set for the hero - which came with a pot helmet all the time.
** ''UltimaVII'', ''VideoGame/UltimaVII'', on the other hand, didn't have separate sprites for the various kinds of armor and cloaks one could wear, but did have an actual nude sprite for characters.
*** ''UltimaVIIPartII: ** ''VideoGame/UltimaVIIPartII: Serpent Isle'' did have a potent paperdoll system that depicted every piece of armor and almost every other item equipped, but the sprite showed no differences other than the weapon equipped. The Exult engine allowed this function for the previous The Black Gate too, which had one humorous side effect; if you recruited thirteen-year old Spark, his paperdoll was still the default "huge muscular guy", with the head of a small boy.
* In ''Persona 3'' ''VideoGame/{{Persona 3}}'' most armors or certain clothes won't change the characters appearance. [[FanService Besides the bikini.]]
* In ''Persona 4'', ''VideoGame/{{Persona 4}}'', the characters supposedly don heavy armor to fight in the TV World, but you never see it. [[HandWave Handwaved]] by Chie suggesting they wear them ''under'' their school uniforms.



* ''PlanescapeTorment'' plays this straight with two characters and averts it for one. If you put a robe on the Nameless One (who normally wears what seems to be a combination loincloth-toolbelt-backpack and a pair of boots), or get him made up to look like a zombie, it will show up on his in-game model. However, if you put different outfits on either Annah or Fall-From-Grace their appearance will not change; even though the only difference between their various outfits is a palette swap you will not see a change in the color of their rendering.
* While you can equip armor and equipment in ''SonicChronicles: The Dark Brotherhood'', none of it actually shows up on the model. This gets somewhat ridiculous when you equip a hammer, but it still doesn't show up. Only equipped Chao can be seen in battle, where they float behind the characters in your party.

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* ''PlanescapeTorment'' ''VideoGame/PlanescapeTorment'' plays this straight with two characters and averts it for one. If you put a robe on the Nameless One (who normally wears what seems to be a combination loincloth-toolbelt-backpack and a pair of boots), or get him made up to look like a zombie, it will show up on his in-game model. However, if you put different outfits on either Annah or Fall-From-Grace their appearance will not change; even though the only difference between their various outfits is a palette swap you will not see a change in the color of their rendering.
* While you can equip armor and equipment in ''SonicChronicles: ''VideoGame/SonicChronicles: The Dark Brotherhood'', none of it actually shows up on the model. This gets somewhat ridiculous when you equip a hammer, but it still doesn't show up. Only equipped Chao can be seen in battle, where they float behind the characters in your party.



* In ''VideoGame/{{Undertale}}'', many weapons and lots of different armour can be found throughout the game, and characters sometimes mention what [[spoiler: Frisk]] is wearing. However [[spoiler: Frisk's]] sprite never changes no matter what they're wearing.

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* In ''VideoGame/{{Undertale}}'', many weapons and lots of different armour can be found throughout the game, and characters sometimes mention what [[spoiler: Frisk]] the protagonist is wearing. However [[spoiler: Frisk's]] protagonist's sprite never changes no matter what they're wearing.



* ''[[VideoGame/{{X}} X-Universe]]'': When you fit a gun to a slot on a ship, a cannon appears in a corresponding spot on the ship's model. It looks exactly the same no matter what gun you put there. Other equipment doesn't even do that much.

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* ''[[VideoGame/{{X}} X-Universe]]'': ''VideoGame/{{X}}-Universe'': When you fit a gun to a slot on a ship, a cannon appears in a corresponding spot on the ship's model. It looks exactly the same no matter what gun you put there. Other equipment doesn't even do that much.



* In ''{{Faxanadu}}'' your character's sprite would display the armor he equipped, which was a pretty cool feature when the game debuted in 1987.

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* In ''{{Faxanadu}}'' ''VideoGame/{{Faxanadu}}'' your character's sprite would display the armor he equipped, which was a pretty cool feature when the game debuted in 1987.



* Shovel Knight from ''VideoGame/ShovelKnight'' gets a PaletteSwap to indicate what armour he's wearing.



* In ''VideoGame/RogueLegacy'', the player character's sprite consists of several pieces of armour that are coloured differently depending on what they wear.



* ''{{Neptunia}}'' won't show your armor (as they're just bracelets and other rings), but any changes to your weapon, accessories, outfits or processor parts for the [=CPUs=] will appear in battle.

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* ''{{Neptunia}}'' ''VideoGame/{{Neptunia}}'' won't show your armor (as they're just bracelets and other rings), but any changes to your weapon, accessories, outfits or processor parts for the [=CPUs=] will appear in battle.



** Similarly, in ''VideoGame/FinalFantasyXIII-2'', the cutscenes show changes to Noel's and Serah's equipped weapons.

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** Similarly, in ''VideoGame/FinalFantasyXIII-2'', ''VideoGame/FinalFantasyXIII2'', the cutscenes show changes to Noel's and Serah's equipped weapons.



* ''DungeonSiege'', by giving every item its own 3D model.

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* ''DungeonSiege'', ''VideoGame/DungeonSiege'', by giving every item its own 3D model.



* ''VideoGame/{{Fallout|1}}'' is notable, being fully sprite-based. Every armor in the game has its rendering for each of the available the player models, and each weapon is represented by the class model (small arms, spear, big arms, etc.) visibly wielded by characters. {{NPC}}s in the game are generally rendered according to the armor they wear; {{NPC}}s in the party, however, never change their looks.

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* ''VideoGame/{{Fallout|1}}'' ''VideoGame/{{Fallout 1}}'' is notable, being fully sprite-based. Every armor in the game has its rendering for each of the available the player models, and each weapon is represented by the class model (small arms, spear, big arms, etc.) visibly wielded by characters. {{NPC}}s in the game are generally rendered according to the armor they wear; {{NPC}}s in the party, however, never change their looks.



* The game series ''KouryuuDensetsuVillgust'' - when a character gets a full set of next-level equipment, their battle sprite changes (usually just colors, but in some cases a headband or extra armor gets added) to reflect it. However, only in the equipment screen is each piece of equipment rendered (in a PaperDoll style) - in battle, if you have all the members of the "blue" set and a "green" helmet, for instance, you usually still appear green.

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* The game series ''KouryuuDensetsuVillgust'' ''VideoGame/KouryuuDensetsuVillgust'' - when a character gets a full set of next-level equipment, their battle sprite changes (usually just colors, but in some cases a headband or extra armor gets added) to reflect it. However, only in the equipment screen is each piece of equipment rendered (in a PaperDoll style) - in battle, if you have all the members of the "blue" set and a "green" helmet, for instance, you usually still appear green.



* ''FinalFantasyCrystalChronicles'' has a semi-aversion with its weapons, but much like the above the clothing does not change. However, this was changed in the sequel ''[[VideoGame/FinalFantasyCrystalChroniclesRingOfFates Ring Of Fates]]'', the first DS entry. Every piece of equipment you equip changes how the on-screen characters look.

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* ''FinalFantasyCrystalChronicles'' ''VideoGame/FinalFantasyCrystalChronicles'' has a semi-aversion with its weapons, but much like the above the clothing does not change. However, this was changed in the sequel ''[[VideoGame/FinalFantasyCrystalChroniclesRingOfFates Ring Of Fates]]'', the first DS entry. Every piece of equipment you equip changes how the on-screen characters look.



* This is ''mostly'' the case in ''VideoGame/{{Persona 3}}'' during mission sequences (outside of missions they wear whatever is appropriate), but every character has a couple of outfits that change the character model's clothes as well. For instance, females can wear the [[BreastPlate High-Cut Armor]], and each also has a separate [[{{Meido}} maid outfit]]. {{Lampshade|Hanging}}d; when you assign these armors to the characters, they tend to get a bit flustered. Some of the unique male armor also gets a less dramatic reaction (since none of it is anywhere near as FanService friendly). Note that this only happened in the ''FES'' version - while the outfits do exist in the vanilla game, you can only get the reactions from the characters while their clothes stay the same.

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* This is ''mostly'' the case in ''VideoGame/{{Persona 3}}'' during mission sequences (outside of missions they wear whatever is appropriate), but every character has a couple of outfits that change the character model's clothes as well. For instance, females can wear the [[BreastPlate High-Cut Armor]], and each also has a separate [[{{Meido}} maid outfit]]. {{Lampshade|Hanging}}d; when When you assign these armors to the characters, they tend to get a bit flustered. Some of the unique male armor also gets a less dramatic reaction (since none of it is anywhere near as FanService friendly). Note that this only happened in the ''FES'' version - while the outfits do exist in the vanilla game, you can only get the reactions from the characters while their clothes stay the same.



* ''[[TalesOfTheWorld Tales of the World: Radiant Mythology]]'' averts this to such a degree that equipping a piece of armor that would theoretically cause major overlap issues on your character automatically de-equips the offending piece(s) upon equipping the new one - with each change shown on your character's model, remembering how large each piece actually is comes in handy.

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* ''[[TalesOfTheWorld Tales of the World: ''VideoGame/TalesOfTheWorld: Radiant Mythology]]'' Mythology'' averts this to such a degree that equipping a piece of armor that would theoretically cause major overlap issues on your character automatically de-equips the offending piece(s) upon equipping the new one - with each change shown on your character's model, remembering how large each piece actually is comes in handy.



* ''Franchise/MassEffect''. Every armor suit and gun is individually rendered. However, your squadmates do still show up in their starting armor in a few cutscenes when they are not currently selected as active party members. Some of the alien squadmates will also show up in default armor while on your ship, the others wear either civilian clothes or crew uniforms.
** However, [[RedShirt Private Jenkins']] model doesn't change based on his equipment. Given that the only ways you can have different items to give him are a NewGamePlus (where you know not to bother) or using cheats, this is definitely reasonable.

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* ''Franchise/MassEffect''. Every In ''VideoGame/MassEffect1'', every armor suit and gun is individually rendered. However, your squadmates do still show up in their starting armor in a few cutscenes when they are not currently selected as active party members. Some of the alien squadmates will also show up in default armor while on your ship, the others wear either civilian clothes or crew uniforms.
** However,
uniforms. [[RedShirt Private Jenkins']] model model, however, doesn't change based on his equipment. Given that the only ways you can have different items to give him are a NewGamePlus (where you know not to bother) or using cheats, this is definitely reasonable.



* ''{{X-Com}}'':

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* ''{{X-Com}}'': ''VideoGame/XCom'':


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* In ''VideoGame/{{Minecraft}}'', every piece of armour you wear is shown on your character's model. A full set almost completely covers it, kinda making all that painstaking skin design [[ConcealedCustomization a waste of time]].
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