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** ''FinalFantasy'' does this a lot. ''[[FinalFantasyIII III]]'' and ''[[FinalFantasyV V]]'' both give you the Jobs after a few hours, and you don't get the Espers until pretty well into the story of ''[[FinalFantasyVI VI]]''. The other games do similar things to varying degrees, but these are the most obvious.

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** ''FinalFantasy'' does this a lot. ''[[FinalFantasyIII III]]'' and ''[[FinalFantasyV V]]'' both give you the Jobs after a few hours, the first major dungeon, and you don't get the Espers until pretty well into the story of ''[[FinalFantasyVI VI]]''.VI]]'', though you have the advantage of each character's unique skill. The other games do similar things to varying degrees, but these are the most obvious.
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** In the tutorial level, he doesn't have any powers. He doesn't gain his healing power until he wakes up in a hospital in the first proper level.
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* The HEV suits from the original ''HalfLife'' and its sequel.

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* The HEV suits from the original ''HalfLife'' and its sequel. The Gravity Gun too.
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* In DeadSpace 1 and 2, the plasma cutter, stasis module, and kinesis module aren't given immediately.
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* SonicColours DS doesn't give you the well known boost (it's basically a third Sonic Rush with some alterations) until Tropical Resort Act ''2''. The first "real" wisp power after that is at the start of the second zone, where once you've got used to the boost, the wisp powers really come into play.

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* SonicColours DS doesn't give you the well known boost (it's basically a third Sonic Rush with some alterations) until Tropical Resort Act ''2''. The first "real" wisp power after that is at the start of the second zone, where once you've got used to the boost, the wisp powers really come into play. Additionally, the Wii version doesn't give you your first "real" wisp power until Tropical Resort Act 2, but you get the boost from the start of the game.
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The first kill that you have in Just Cause 2 is with the grappling hook. You don\'t play any levels without it.


* ''JustCause 2'' and its trademark grappling hook.
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* In {{Fallout 3}}, you get the ability to use V.A.T.s after your tenth birthday party.

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* In {{Fallout 3}}, you get the ability to use V.A.T.s S. after your tenth birthday party.
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* SonicColours DS doesn't give you the well known boost (it's basically a third Sonic Rush with some alterations) until Tropical Resort Act ''2''. The first "real" wisp power after that is at the start of the second zone, where once you've got used to the boost, the wisp powers really come into play.
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* In {{Fallout3}}, you get the ability to use V.A.T.s after your tenth birthday party.

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* In {{Fallout3}}, {{Fallout 3}}, you get the ability to use V.A.T.s after your tenth birthday party.
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* In Fallout3, you get the ability to use V.A.T.s after your tenth birthday party.

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* In Fallout3, {{Fallout3}}, you get the ability to use V.A.T.s after your tenth birthday party.
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* In [[Fallout Fallout ]], you get the ability to use V.A.T.s after your tenth birthday party.
* In [[Timesplitters Timesplitters Future Perfect]], you get the Uplink after you get to the rebel base.

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* In [[Fallout Fallout ]], Fallout3, you get the ability to use V.A.T.s after your tenth birthday party.
* In [[Timesplitters [[{{Timesplitters}} Timesplitters Future Perfect]], you get the Uplink after you get to the rebel base.
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* In [[Fallout Fallout ]], you get the ability to use V.A.T.s after your tenth birthday party.
* In [[Timesplitters Timesplitters Future Perfect]], you get the Uplink after you get to the rebel base.
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* In ''Game/KingdomHearts'', you can't actually fight the Heartless until you gain a Keyblade.

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* In ''Game/KingdomHearts'', ''VideoGame/KingdomHearts'', you can't actually fight the Heartless until you gain a Keyblade.
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Contrast EleventhHourSuperpower, which involves a sudden power-up right before the climax, as well as ATasteOfPower that lets you have a (nearly) full set of powers for a while before taking them away. Recently, many games have also adopted the trend of giving the hero powers by infecting him or her with TheVirus or TheCorruption shortly after the game starts.

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Contrast EleventhHourSuperpower, which involves a sudden power-up right before the climax, as well as ATasteOfPower that lets you have a (nearly) full set of powers for a while before taking them away. Recently, many games have also adopted the trend of giving the hero powers by infecting him or her with TheVirus or TheCorruption shortly after the game starts. SisterTrope to SwordOfPlotAdvancement.
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* The monster detecting radios from the SilentHill series.

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* This is relatively common in the PaperMario series. In ''The Thousand Year Door'', the Star Meter abilities are only available after visiting the titular door for the first time, and in ''Super Paper Mario'' you get the 3D-flip ability halfway through the first level.

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* This is relatively common in the PaperMario series. In ''The Thousand Year Door'', the Star Meter abilities are only available after visiting the titular eponymous door for the first time, and in ''Super Paper Mario'' you get the 3D-flip ability halfway through the first level.



* After the two prologue chapters of {{Final Fantasy XIII}}, you get so [[DidYouJustPunchOutCthulhu say "hello" to Anima]]. He says "hello" back by [[SuperEmpowering making]] [[BlessedWithSuck you]] [[TheChosenOne l'Cie]].

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* After the two prologue chapters of {{Final Fantasy XIII}}, you get so to [[DidYouJustPunchOutCthulhu say "hello" to Anima]]. He says "hello" back by [[SuperEmpowering making]] [[BlessedWithSuck you]] [[TheChosenOne l'Cie]].l'Cie]].
* In the first ''BloodOmen'' game, you play through the first level as a human, then spend the rest of the game as a super-powerful vampire.
* In ''VampireTheMasqueradeRedemption'', you play through the first dungeon as a human, then spend the rest of the game as a super-powerful vampire.
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* After the two prologue chapters of {{Final Fantasy XIII}}, you get so [[DidYouJustPunchOutCthulhu say "hello" to Anima]]. He says "hello" back by [[SuperEmpowering making]] [[BlessedWithSuck you]] [[TheChosenOne l'Cie]].
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* In ''ViewtifulJoe'', you don't get the [[TransformationTrinket V-Watch]] until shortly into the first level. Barely an example, but you do have to fight your first few enemies without it.

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Simply put, a special ability that sets the hero apart and establishes why ''he'' is the one saving the day. More often than not, this power is what sets the game apart as well, and will often serve as its core gameplay mechanic. Many games today will feature an upgrade system for the power, allowing our hero to adapt to even greater threats as his enemies grow stronger.

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Simply put, a special ability that sets the hero apart and establishes why ''he'' is the one saving the day. More often than not, this power is what sets the game apart as well, and will often serve as its core gameplay mechanic. Many games today will feature an upgrade system for the power, allowing our hero to adapt to even greater threats as his enemies grow stronger.
stronger.



This does not have to be a ''power'', specifically. Weapons count as well, provided they give the hero some advantage over his enemies that normal weapons don't. Such a weapon will usually be ForgedByTheGods.

Contrast EleventhHourSuperpower, which involves a sudden power-up right before the climax, as well as ATasteOfPower that lets you have a (nearly) full set of powers for a while before taking them away.

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This does not have to be a ''power'', specifically. Weapons count as well, provided they give the hero some advantage over his enemies that normal weapons don't. Such a weapon will usually be ForgedByTheGods.

ForgedByTheGods.

Contrast EleventhHourSuperpower, which involves a sudden power-up right before the climax, as well as ATasteOfPower that lets you have a (nearly) full set of powers for a while before taking them away. Recently, many games have also adopted the trend of giving the hero powers by infecting him or her with TheVirus or TheCorruption shortly after the game starts.



** The first KnightsOfTheOldRepublic game works like this too. You start off as just a Republic soldier on Taris, but become a Jedi shortly after that.



* In ''[=~Dante's Inferno~=]'', it's Death's Scythe.

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* In ''[=~Dante's Inferno~=]'', it's Death's Scythe. you kill [[TheGrimReaper Death]] as a tutorial boss and steal his scythe. [[spoiler: [[OrIsIt Or do you?...]]]]



* ''[[MetroidPrime Metroid Prime 3: Corruption]]''. You start the game with the general Samus gear, but after the assault on Norion and Samus successfully saving the planet from destruction (for once), she gains the power.

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* ''[[MetroidPrime Metroid Prime 3: Corruption]]''. You start the game with the general Samus gear, but after the assault on Norion and Samus successfully saving the planet from destruction (for once), she gains the power. [[SuperMode Hypermode.]]



* The ''DevilMayCry'' games have the Devil Arms, which are acquired either through flashy cutscenes or defeating bosses. The main characters are superpowered already, but this makes them even more powerful.

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* The ''DevilMayCry'' games have the Devil Arms, which are acquired either through flashy cutscenes or defeating bosses. The main characters are superpowered already, but this makes them even more powerful.
** There's also [[SuperMode Devil Trigger]], which usually isn't acquired until you're a few missions into the game.



* Kind of the defining trope for spellcasters in most pencil & paper RPGs. A first-level magic-user in AD&D, for example, would have a spell that was ''nearly'' as good as a single swing of the fighter's weapon, which he was allowed to use ''one'' time per day. By level 5, still fairly low-level (though it would take a lot more than two hours of playing time to get there), he had access to Fireballs, capable of taking out ''multiple'' low-level enemies in one hit.


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* This is relatively common in the PaperMario series. In ''The Thousand Year Door'', the Star Meter abilities are only available after visiting the titular door for the first time, and in ''Super Paper Mario'' you get the 3D-flip ability halfway through the first level.
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* In ''JustCause 2'' and its trademark grappling hook.

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* In ''JustCause 2'' and its trademark grappling hook.
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* In ''JustCause 2'' it's the trademark grappling hook.

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* In ''JustCause 2'' it's the and its trademark grappling hook.

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Contrast EleventhHourSuperpower, which involves a sudden power-up right before the climax.

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Contrast EleventhHourSuperpower, which involves a sudden power-up right before the climax.climax, as well as ATasteOfPower that lets you have a (nearly) full set of powers for a while before taking them away.


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* Unlike ''[=~Assassin's Creed~=]'' that used ATasteOfPower, you start ''2'' as an Italian youth with just his fists. Ezio does not gain the Hidden Blade until some time later.
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* The HEV suits from the original ''HalfLife'' and its sequel.
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* Kind of the defining trope for spellcasters in most pencil & paper RPGs. A first-level magic-user in AD&D, for example, would have a spell that was ''nearly'' as good as a single swing of the fighter's weapon, which he was allowed to use ''one'' time per day. By level 5, still fairly low-level (though it would take a lot more than two hours of playing time to get there), he had access to Fireballs, capable of taking out ''multiple'' low-level enemies in one hit.
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* In ''KingdomHearts'', you can't actually fight the Heartless until you gain a Keyblade.
* In {{Portal}}, you don't actually get the signature Portal Device until a few test chambers in. Even then, you can only fire one portal, unable to make orange portals until later.

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* In ''KingdomHearts'', ''Game/KingdomHearts'', you can't actually fight the Heartless until you gain a Keyblade.
* In {{Portal}}, ''{{Portal}}'', you don't actually get the signature Portal Device until a few test chambers in. Even then, you can only fire one portal, unable to make orange portals until later.



* In ''DantesInferno'', it's Death's Scythe.

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* In ''DantesInferno'', ''[=~Dante's Inferno~=]'', it's Death's Scythe.
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* In TimeShift, you only receive your time controlling suit when you reach the second level.
* In Singularity, you receive the Time Manipulation Device early on, which lets you control time to a certain extent.

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* In TimeShift, ''TimeShift'', you only receive your time controlling suit when you reach the second level.
* In Singularity, ''{{Singularity}}'', you receive the Time Manipulation Device early on, which lets you control time to a certain extent.
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*In ''JustCause 2'' it's the trademark grappling hook.
*In ''DantesInferno'', it's Death's Scythe.
*In the new {{Wolfenstein}}, it's B.J.'s otherworldly medallion.
*Elric of Melnibone, Stormbringer could be considered this.

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*In * In ''JustCause 2'' it's the trademark grappling hook.
*In * In ''DantesInferno'', it's Death's Scythe.
*In * In the new {{Wolfenstein}}, it's B.J.'s otherworldly medallion.
*Elric * Elric of Melnibone, Stormbringer could be considered this.



* In ''DarkSector'' Hayden gains the power of the Glaive shortly after he gets infected. \

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* In ''DarkSector'' Hayden gains the power of the Glaive shortly after he gets infected. \
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* In ''{{Onimusha}}'', your attacks to hurt the demons, but won't kill them. You shortly later gain the Oni Gauntlet.

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* In ''{{Onimusha}}'', your attacks to do hurt the demons, but won't kill them. You shortly later gain the Oni Gauntlet.
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* Very often in {{RPG}}s in general, which let you get on with little more than your melee weapons and a few items before giving you whatever magic you're going to be using for the rest of the game.
** In ''LegendOfDragoon'', you don't get the Dragoon abilities until a few hours in.
** ''FinalFantasy'' does this a lot. ''[[FinalFantasyIII III]]'' and ''[[FinalFantasyV V]]'' both give you the Jobs after a few hours, and you don't get the Espers until pretty well into the story of ''[[FinalFantasyVI VI]]''. The other games do similar things to varying degrees, but these are the most obvious.
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* The [[LivingShadow Shadows]] in ''BlueDragon''. You're pretty much powerless in fights before you get them [[spoiler:and after you lose them at the end of Disc 2]].

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