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4* ''VideoGame/GoldenEye1997'' popularized the idea of a rifle with an adjustable scope. ''VideoGame/GoldenEyeWii'' adds an array of ''VideoGame/ModernWarfare''-esque gun add-ons, like underbarrel grenade launchers, reflex sights, ACOG scopes, and more.
5* ''VideoGame/PerfectDark'' had a variety of interesting and odd weapon add-ons, from the relatively normal (the Falcon 2 had a laser module and optional sight or silencer) to the dangerous (the Dragon's internal proximity mine can't be popular with troops when it goes wrong) to the awesome (the Superdragon's [[GameBreaker underbarrel repeating grenade launcher]]) to the downright weird (the self-aiming system in the CMP-150).
6* ''VideoGame/ParasiteEve2'' has an unusually comprehensive system of Weapon Attachments. Some of them are pure boosters, like a bigger magazine for your P08, but other weapons -- most notably the Assault Rifle -- have a huge selection of possible attachments. You can mount an underslung GrenadeLauncher, sure -- but you could also mount an underslung [[FireBreathingWeapon flamethrower]], or an underslung [[StaticStunGun high-voltage taser]], or an underslung [[EnergyWeapon laser]].
7* ''VideoGame/ResonanceOfFate'' takes weapon-attachments up to eleven. Not only can you mount all your weapons with bigger magazines, various scopes and barrel-extensions, but higher-level extensions have, themselves, ports for FURTHER extensions. Towards the end of the game, you'll find yourself wielding an Escher-ish handgun with 8-9 scopes stacked on top of one another, 12 barrels pointing in various directions, 2-3 handles for added stability, and a magazine longer than the gun itself. Assuming you don't go whole-hog with a huge Drum Magazine, but that cuts down on the number of handles and barrels you can attach. Thankfully the attachments [[InformedEquipment don't affect the in-game models]], which have a single stock appearance, so you won't have the misfortune of looking upon your self-created abomination in battle.
8* ''Franchise/DeusExUniverse''
9** ''VideoGame/DeusEx'' features weapon mods such as silencers, recoil suppressors, range extenders or laser sights...
10** ''VideoGame/DeusExHumanRevolution'' has a number of upgrades and accessories for weapons, including specialty accessories. The generic upgrade packs can boost ammunition capacity, reload speed, rate of fire, and damage. Generic accessories include silencers and laser-targeting systems. True specialty accessories do crazy things to weapons, like the mod to the 10mm pistol that makes it completely ignore armor (one-shot kill on any headshot, even against [[GiantMook Ogres]]), the mod that allows bullets to curve to find the target for the machine pistol and the combat rifle, and the mod that gives bullets a remote detonation system for the revolver. Annoyingly, any accessories that you ''know'' the enemy is using (like the laser targeting system on sniper rifles) is either not on the weapon when you pick it up, or incompatible with the weapon when you get it yourself.
11* In ''VideoGame/BioShock1'', you can find "Power to the People" stations which give one of your guns a single upgrade. Examples include more damage, larger magazines, faster rate of fire, reduced recoil, better range, no damage from your own shots (for the grenade launcher), random [[ElementalPowers elemental]] effects (particularly in ''VideoGame/BioShock2'') and ricocheting shots.
12* ''VideoGame/{{Crysis}}'' features a weapon modding system where parts can be swapped onto the various mount points of a weapon; if you feel like it, you can put a sniper scope on your shotgun.
13* ''VideoGame/GarrysMod'' has Spy's Customizable Weaponry, covering several types of accessories like scopes and grenade launchers, and various ammo types such as [[KillItWithFire incendiary]]. The base pack uses stock weapons from ''VideoGame/CounterStrike: Source'', though you can download Extra Customizable Weaponry to add even more weapons such as {{revolvers|AreJustBetter}} and {{shotguns|AreJustBetter}}... and yes, you can put an ACOG x4 on a scattergun.
14* ''VideoGame/MetalGear'':
15** Every game starting from [[VideoGame/MetalGear1 the original]] has featured suppressors, though in the first two games just having one in your inventory automatically silences all your guns. ''VideoGame/MetalGearSolid'' switched to having a suppressor as an actual attachment for the SOCOM pistol.
16** ''VideoGame/MetalGearSolid3SnakeEater'', for the player, only has suppressors as optional parts which can be removed and attached at will and wear out with use. It also features a scene where a young Revolver Ocelot fitted his Single Action Army revolver with a stock. While riding a motorbike, no less. The End's sniper rifle is also modified; a Mosin-Nagant with a metal side-folding stock and pistol grip firing [[AbnormalAmmo tranquilizer bullets]]. And of course there's Snake's custom M1911, which he happily burbles about the enhancements to for several minutes.
17** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' features a much more extensive gun customization system, able to put on upwards of five attachments depending on the gun: suppressors on the muzzle, sights on the top rail, flashlights on the right rail, {{laser|Sight}}s on the left, and your choice of a foregrip, a GrenadeLauncher, or underbarrel shotgun on the bottom rail.
18** ''VideoGame/MetalGearSolidVThePhantomPain'' allows the player to create an unholy variety of frankenguns once you rescue the master gunsmith. It's possible to take the barrel from one rifle and mount it on another, take the scope from yet another rifle and stick a stock from something else to create a unique custom weapon.
19* The ''VideoGame/ArmyOfTwo'' games make a big point of having a lot of custom weapon options; the second allows you to bash together parts and create unholy frankenguns to your heart's content ("Why yes, my [=MP5=] ''does'' have an [=AK-47=] barrel on it").
20** You can also modify your gun camo; [[BlingBlingBang golden finishings]] increase your aggro (read: making enemies notice and attack you more), while proper camo will decrease it.
21* ''VideoGame/GearsOfWar'' is famed for featuring a gun with an underbarrel {{chainsaw|Good}}.
22* ''VideoGame/{{Black}}'' takes this to its logical conclusion, adding parts to guns simply to make them look cooler; the Uzi is a particularly good example, with the actual charging handle immobilized with a RIS rail. So they added a ''second'' charging handle on the side.
23* ''VideoGame/CallOfDuty'':
24** ''VideoGame/CallOfDutyWorldAtWar'' allows the player to use rifle grenades with the M1 Garand and the bolt-action rifles; the process shown is actually incorrect, however, since contemporary rifle grenades required the rifle itself to be unloaded and reloaded with special grenade blank rounds.
25** ''VideoGame/CallOfDuty4ModernWarfare'' prominently features the M4 SOPMOD, mostly used during the SAS mission. SOPMOD is, in fact, a [[http://en.wikipedia.org/wiki/SOPMOD weapon customization kit]] (SOPMOD stands for Special Operations Peculiar [=MODification=] kit) that includes, among other things, a red dot sight, an ACOG scope, an M203 grenade launcher, a suppressor, a laser aiming module, a foregrip, and all kinds of other fun stuff.
26** ''VideoGame/CallOfDutyModernWarfare2'' features a laundry list of accessories including various scopes and reflex sights, underbarrel grenade launchers and shotguns, and a rather more farfetched portable heartbeat sensor. In multiplayer there's even a special perk to let you take two add-ons instead of one. The game also features several prominent problems with the guns shown. The TAR-21, for example, is built and deployed with an integral red dot sight that runs off a power source built into the gun; there are ironsights, but they're backups meant for use if the red dot fails for whatever reason. Taking the Red Dot Sight attachment with the TAR-21 will give you the weapon's proper real-life dot sight system rather than the generic dot sight most other weapons in the game get.
27** ''VideoGame/CallOfDutyBlackOps'' contains much of the above, and introduces an underbarrel [[FireBreathingWeapon flamethrower]]. Also new to the game is the ability to change the color of the lens or dot in the reflex sights, as well as changing the dot to a circle, a cross, or a [[SillinessSwitch skull, heart, nuke symbol, etc.]] You can also paint your personal emblem onto a gun and engrave your clan tags into the receiver.
28*** To their credit, the flamethrower attachment is ridiculously short lived, firing a full tank in about two seconds due to the very small size. However, since most of the stuff used in the game wasn't developed until long ''after'' the Vietnam war... [[AnachronismStew well]].
29*** ''Black Ops'' also has a nice fix for submachine guns being used without stocks like they are in ''Modern Warfare 2'' -- most guns in that category already have a foregrip attached, so adding the Grip attachment typically makes your character unfold the stock instead.
30** ''VideoGame/CallOfDutyModernWarfare3'' adds the Hybrid Sight and HAMR Scope, which are both essentially a combination of a red dot sight and ACOG scope. Special mention goes to the version attached to the RSASS in the "Eye of the Storm" mission, which, like the page image, is a sniper scope with a reflex sight attached to it.
31** ''VideoGame/CallOfDutyBlackOpsII'', dear God, ''Black Ops II''. You don't even need to use a perk to add two attachments to your primary. There's even a wildcard that lets you add ''three'' attachments. This game loves the customization so much, in fact, that you can even select and customize your weapons ''in singleplayer''.
32*** ''Black Ops II'' also features the hybrid scope, a reflex sight on top of an ACOG scope. Yes, just like the page image. Not to mention plenty of other futuristic attachments, like a "millimeter scanner" that detects enemies through nearby walls, and a "target finder" that actively highlights enemies for you as you aim. Plenty of the returning attachments are also expanded in what they can be attached to -- foregrips can go on assault rifles in addition to the [=SMGs=] and [=LMGs=] from before, said [=LMGs=] can take the variable zoom scope formerly exclusive to sniper rifles, etc.
33** ''VideoGame/CallOfDutyGhosts'' goes a step further by introducing '''integrated attachments'''. Most of these are integrated optics or grips, but a handful have the integrated ''silencer'', which in ''Ghosts'' is extremely powerful due to these weapons not having the same penalties as their non-suppressed counterparts.
34** ''VideoGame/CallOfDutyAdvancedWarfare'' does a similar thing with their weapon variants. Some have better stats, others have integrated attachments. Both ''Ghosts'' and ''AW'' free up Create-A-Class points using integrated attachments.
35** If you thought adding three attachments to a single gun was insane, then ''VideoGame/CallOfDutyBlackOpsIII'' must be overkill. Now you are allowed to have an optic and two other attachments on your gun ''as standard''. If you use the 'Primary Gunfighter' wildcard, you gain an additional attachment to take it up to 4 in total. There are three levels of Primary Gunfighter. If you really wanted to (and there is a camo challenge for it) you can run around with a gun that has an optic and '''''five attachments''''' and no other things in your class; no grenades, no secondary, no perks, just the uber customized firearm and your wits.
36** ''VideoGame/CallOfDutyModernWarfare2019'' takes this trope to its absolute maximum with the "Gunsmith" weapon customization system. Every gun in the game excluding melee weapons and rocket launchers can equip five attachments by default, and players are given an incredibly massive selection of attachments to choose from. To balance this out, each attachment has its own drawbacks (for example, a heavier barrel will increase accuracy but impair mobility), making it necessary for players to carefully outfit their own weapons in order to fit their own fighting style. ''VideoGame/CallOfDutyVanguard'' pushes it even further beyond with its version of Gunsmith allowing for ''ten'' attachments at once - that is, customizing something on every single slot your weapon has.
37* ''VideoGame/{{Battlefield}}'':
38** ''VideoGame/Battlefield2142'' features a number of modular weapon parts, such as a scope stabilizer for snipers and underbarrel shotgun or grenade launcher for assault troops.
39** ''VideoGame/BattlefieldBadCompany 2'' generally has two variants of each weapon in singleplayer; generally it's either the ammunition or the sight that differs. The assault rifles mount underbarrel grenade launchers, too. In Multiplayer you can customize weapons by yourself. Mostly just red dot and ACOG sights, but also cool gadgets like a scope that automatically marks spotted enemies on the minimap (you normally do this yourself -- or, on Hardcore, can't) or buckshot rounds for underbarrel grenade launchers.
40** ''VideoGame/{{Battlefield 3}}'' refines gun attachments even more, allowing for your choice of the barrel/muzzle attachment, optic, foregrip (including the Assault class being able to attach his underbarrel GrenadeLauncher directly to the rifle in lieu of a foregrip to switch between it and the rifle faster), and some other accessory like a LaserSight. ''VideoGame/Battlefield4'' extends the attachment system to your secondary weapons (whereas ''3'' needed separate versions of existing guns to have a light or suppressor) and adds even more options, including several alternate versions of existing attachments (lasers coming with green or three beams at once or in a combined module that switches between the laser and a flashlight, or a different flashlight type that toggles when you aim rather than by a separate button) and new things such as duckbill attachments for shotguns (sending all the pellets in a horizontal line), new sight-related accessories (like offset ironsights as a close-range backup for a scope, a magnifier to add some zoom to a red dot, and in one of the DLC packs a target detector to automatically spot enemies while aiming), and even unique attachments for secondary weapons (like ghost-ring ironsights with a thicker and taller front post and a thin rear ring for slightly easier aiming without the bulkiness of a red dot).
41* ''VideoGame/DarkSector'' features a weapon add-on system that allows bonuses to be added to areas like weapon damage or magazine size, as well as weirder options like making the gun fire two bullets at once on each trigger pull or coating bullets in antiviral gas. Abusing the magazine size mods can potentially allow you to fire four shots out of a double-barrel break-open shotgun before reloading. It also features a rather tacticool [=AKS-74U=] with a reflex sight mounted on the forend, the world's first sliding underfolding stock, clipped twin magazine, and a silencer.
42** The Trooper Gun is a rocket launcher with an underbarrel pneumatic [[GatlingGood Gatling gun]]. Rawr.
43* From the ''VideoGame/{{Wolfenstein}}'' series:
44** ''VideoGame/ReturnToCastleWolfenstein'' had a silenced Sten gun (which did actually exist, but wasn't accurate beyond a couple dozen feet), the Kar 98's scope as a separate pickup, and a ''very'' obscure [[http://www.rt66.com/~korteng/SmallArms/m3irsnip.htm M3 Carbine]] fitted with a "Snooper Scope," an early active infra-red sight.
45** ''VideoGame/Wolfenstein2009'' had extras for every weapon, from the mundane like carrying more ammo, through the utilitarian like loading the Kar 98 with stripper clips instead of single shots (something it should do anyway), to the extremely silly such as building a magazine-fed Panzerschreck that fired homing missiles. Some weren't visible, like shortening the laser gun's charge-up time from one full second to half a second.
46** ''VideoGame/WolfensteinTheNewOrder'' generally does this for its unlockable SecondaryFire modes for most of the weapons. Starts out relatively mundane, finding a suppressor for the pistol that makes it fire semi-auto rather than three-round bursts, then the other guns get progressively crazier, such as a second magazine for the shotgun that lets it fire a different type of shell, a rotary-drum rocket launcher under the assault rifle, and ending with folding the scope of the AR Marksman aside to let it fire ''lasers'' for some reason. The epitome of this, however, is the Laserkraftwerk, an already-bulky laser gun/cutting tool that you can upgrade by finding pickups across several of the levels, almost all of which add something to the gun -- shoving a scope on the side that lets it fire multiple beams at once when aiming, replacing the generator with one that lets it recharge to full on its own, placing an attachment over the front end to let the beam reflect off of surfaces to hit enemies around corners... It's worth noting that with these upgrades, the Laserkraftwerk goes from a gimmicky tool to ''the'' {{BFG}} of the game, able to kill even an Ăśbersoldat in a single shot if you're lucky (albeit at the cost of almost all its charge).
47* ''Franchise/ResidentEvil'':
48** ''VideoGame/ResidentEvil2'' has Leon's weapons that can have addons that enhance his weapons. Parts for the handgun gives it a three point burst effect, parts for the shotgun gives it a wider range to hit multiple foes as well as giving it more power, and the parts for the magnum gives it more power and the ability to pierce multiple enemies if they're lined up. ''VideoGame/ResidentEvil2Remake'' gives gun addons for both Leon and Claire, which amounts to higher magazine capacity, stabilizers for less recoil, and parts for faster reloading and more power.
49** ''VideoGame/ResidentEvil4'' features a stat-based gun upgrade system, but some weapon also have add-ons. The [=Red9=] (Mauser [=C96=]) and Steyr TMP have optional stocks to stabilize aiming as separate items. The sniper rifles and the mine thrower have optional sights (the rifles have a stock scope, an optional scope bought separately with more zoom, and a thermal vision scope).
50** In addition, almost all the weapons in both ''4'' and ''[[VideoGame/ResidentEvil5 5]]'' feature a LaserSight to provide a third-person aiming point for the player without using a crosshair; the Hydra in ''5'' adds its laser module simply by [[DuctTapeForEverything duct-taping]] it to the underside of the barrels. Also, in ''5'', the sniper rifles tote one that's invisible to the player using the gun, but allow the other one to see where their buddy is aiming at.
51* The original ''VideoGame/{{Killzone}}'' has secondary fire modes for the weapons; the ISA rifle has an underbarrel grenade launcher, the Helghast rifle an underbarrel shotgun, and so on. These are removed in the sequel, though the ISA rifle gets a usable [=EOTech=] reflex sight instead.
52* In ''VideoGame/TurokEvolution'', most of the weapons have additional upgrade parts. These include a folding stock, barrel and scope to turn the pistol into a SniperPistol, a unit that lets the shotgun fire multiple shells at once, and, ridiculously, an upgrade that lets the wussy flechette gun ''unfold itself into a triple minigun''.
53* The ''VideoGame/{{STALKER}}'' games feature various weapon modding systems. in ''Shadow of Chernobyl'' there are add-on parts (grenade launchers, silencers and scopes); ''Clear Sky'' adds a stat-based upgrade system but retains the attachable accessories. To note, only the silencer is universal; NATO accessories can't be attached to Warsaw Pact guns and vice-versa.
54* In ''VideoGame/DirgeOfCerberus'', Vincent is allowed to construct three guns from any combination of parts; there are three main "frames" (respectively being ridiculous mutant triple-barrel versions of a revolver, submachine gun and rifle), each of which can be fitted with a short, medium or long barrel (bearing in mind this is Vince, so the long barrel is four goddamn feet long and even the medium barrel makes Cerberus as big as Vince's leg), a scope or magic booster in one slot, an "option" in another (stat boost) and an "accessory" in a third (a Materia, generally). It's a lot less flexible than it sounds.
55* ''Franchise/{{Halo}}'':
56** The games feature a sniper rifle with a digital night-vision-capable scope and the [[SniperPistol infamous scoped pistol]], but the basic Assault Rifle has something much stranger; a built-in compass that in ''VideoGame/HaloCombatEvolved'' pointed to the gas giant that the Ringworld orbited. Precisely ''why'' the rifle had such a feature is not really clear: A Watsonian interpretation might be that the weapon had been designed by Earth-based humans and the built-in compass was intended to provide the same navigational aid that any magnetic compass would; in this scenario, the compass pointing to the nearby planet's magnetic field is an immersive bit of fluff that drives home what an inhospitably alien place the characters have found themselves stranded, a world that plays by its own rules and defies their familiar tools. A Doylist interpretation might be that the compass is a holdover from earlier in ''Halo''[='s=] development when it was supposed to be less linear/episodic in its levels and more of an open-world experience; the compass may have been useful to players' navigation in the context of the original game design.
57** The Assault Rifle also displays the number of shots it had remaining, which would have been more useful if your HUD didn't also show that. In ''Combat Evolved'', it and the shotgun also had a built in flashlight[[note]]Originally, the player was only supposed to be able to use the TenSecondFlashlight while using these two weapons, but late in development they mounted the flashlight to the player character's helmet instead.[[/note]].
58** The Battle Rifle and Designated Marksman's Rifle both also have ammo counters, in addition to 2x scopes.
59** ''VideoGame/Halo3ODST''[='s=] SMG has both a scope and a silencer.
60** ''VideoGame/Halo5Guardians''[='s=] Warzone mode allows you to add all sorts of attachments to your basic guns; digital projection sights, scopes, silencers, energy bayonets, etc.
61* ''VideoGame/QuakeIV'' features a primary assault rifle fitted with a scope and tactical light, and a tactical light on the Blaster sidearm. Many weapons are also modified by [=NPCs=] during the course of the campaign, with mods including a box magazine feed for the shotgun instead of the tube mag that must be reloaded shell per shell; a double-feed system with increased cyclic fire rate, and a short scope with {{Roboteching}} capabilities for the nailgun; ChainLightning for the LightningGun, bouncing projectiles for the Hyperblaster, and a double-sized magazine for the assault rifle.
62* ''VideoGame/FarCry1'' featured several weapons with scopes, an [=MP5=] with a HollywoodSilencer, a G36 with an adjustable scope and underbarrel grenade launcher, and the OICW carbine-automatic grenade launcher combo with a fixed zoom scope. ''VideoGame/FarCry3'' and ''[[VideoGame/FarCry4 4]]'' allow for weapons to be modified with various accessories, most commonly sights of some kind but with suppressors and extended magazines also available for a lot of weapons.
63* In ''VideoGame/SoldierOfFortune 2'', it's possible to select accessories for some weapons.
64** There's the option of a tactical light, LaserSight or HollywoodSilencer for the US SOCOM Mk.23 pistol.
65** The AK-74 can receive a more-or-less useless {{bayonet|Ya}}.
66** Some come integrated already, like the M4(A1)'s M203 launcher.
67** It also features the OICW, with [[TruthInTelevision its characteristic]] [[SomeDexterityRequired absurdly complex system requiring four different and dedicated "Weapon Special" button inputs for using the computerized scope]] that [[AwesomeButImpractical makes it excessively fiddly]] in-game, [[TruthInTelevision just like it did in real life]].
68* ''VideoGame/DevilMayCry'':
69** Dante's guns [[ICallItVera Ebony and Ivory]] are heavily customized Colt M1911 pistols with massive top-ported compensators, wood grips, customised slides with side exterior ejectors, and extended magazines with slam pads.
70** The "Spiral" rifle in ''VideoGame/DevilMayCry3DantesAwakening'' is a customized Lahti L-39 anti-tank rifle with a shortened barrel, overhead grip and added wooden handguard instead of the usual ski-equipped bipod.
71* One of the preorder DLC bonuses in ''VideoGame/JustCause2'' is a custom revolver that actually mounts an underbarrel grenade launcher (which cannot be used, unfortunately).
72* The ''VideoGame/FirstEncounterAssaultRecon'' series has a few tacticool fictional guns, including a full-auto Heckler & Koch [=SL8=] with M14-style sights and a comparatively tiny 45-round C-Mag, and a submachine gun with a purely cosmetic flashlight (nobody uses it, not even the PlayerCharacter) on the front grip, which is modeled specifically to hold said light. But the crowning glory is ''FEAR 2's'' Seegert [=AC416=] pistol: in the standard ''VideoGame/{{Black}}'' tradition, it has a big accessory rail mount covering the whole front of the gun, with top, side and lower mount points. What's on it, you ask? A second set of iron sights and nothing else.
73* ''VideoGame/{{Fallout}}'':
74** ''VideoGame/FalloutNewVegas'' introduces weapon attachments like scopes or extended magazines, although ''VideoGame/Fallout2'' had a simpler version of the game mechanic. The Gun Runners Arsenal DLC introduces special versions of certain weapons with even more accessories.
75** ''VideoGame/Fallout4'' takes this trope and runs with it, allowing characters to extensively mod their weapons for more damage, more accuracy, more range, and the like. There's even a perk dedicated to creating gun mods, which is appropriately called "GunNut".
76* ''VideoGame/{{Borderlands}}'':
77** The first ''VideoGame/Borderlands1'' features a modular system that is used to procedurally create weapons. There are ''millions'' of possible combinations, though with the exception of a few unique guns they're mostly cases of improvements, but then their idea of more does include rounds that cause enemies to be [[ShockAndAwe electrocuted]], [[ManOnFire burn]], be melted by acid or just outright [[StuffBlowingUp explode]].
78** In ''VideoGame/Borderlands2'', Dahl sniper rifle scopes, just like the page image, have a reflex scope attached on top. Much like common sense would indicate, it's useless.
79** Guns in ''2'' and ''[[VideoGame/BorderlandsThePreSequel The Pre-Sequel!]]'' can have components that are actually called "accessories". These include bayonets, laser sights, and even additional barrels, and are recognizable -- sometimes -- by applying a prefix (a Torgue "Bad Touch" weapon probably has a bayonet, for example).
80* ''Franchise/MassEffect'':
81** The first ''VideoGame/MassEffect1'' has a ''very'' extensive weapon-modding system. All weapons are modular and collapsible for easier transport. Additionally, all but one can accommodate one or two "mods": small packages that contain stuff like extra heatsinks, stronger accelerator rails, stronger scopes for sniper rifles, etc. Even bullets have mods like polonium rounds (poisons target and stops regeneration), [[KillItWithFire incendiary rounds]], [[OneHitKill EXPLOSIVE rounds]]... Mods can be installed and removed in no time (literally, since the game is paused on the inventory screen), even during battle. The right amount of mods and upgrades on guns will make them seem like entirely different weapons. For example, take a Volkov sniper rifle, and put two Scram Rail X mods on it along with an Explosive Rounds X mod. It now overheats after every shot, giving it a very slow firing rate, but it can take out multiple enemies with one hit, and does enormous damage to boss-class enemies, making it more like a rocket launcher than a sniper rifle. Similarly, mounting an Inferno Rounds X mod along with a few heatsink upgrades on a Thunder assault rifle will give it huge damage and capacity, but also somewhat punishing recoil- much like a [[MoreDakka light machine gun]].
82** ''VideoGame/MassEffect3'' re-adds gun accessories. The mod system is not quite as complex as ''VideoGame/MassEffect1'''s, but a hell of a lot more convenient, since you don't have to keep track of hundreds of individual accessories (after you find the accessory once, you're given unlimited copies for all guns of that class). Mods are now assorted by strength from levels I-V rather than I-X now. Things like scopes, bayonets, and piercing mods can be put on the guns in addition to ''VideoGame/MassEffect1''-style upgrades the give a flat upgrade to damage or capacity, and you can still equip your guns with various types of specialized ammo. Multiplayer adds another layer to the mod system by allowing you to apply four mods to your guns (two accessories, a specialized ammo type, and a one-use upgrade that enhances damage, decreases recoil, or increases only headshot damage) rather than three.
83* ''VideoGame/MedalOfHonorAirborne'' features an experience system where unlocks in the form of weapon modifications are earned by using the weapon in question; these include such addons as scopes, bayonets and extended magazines.
84* The ''VideoGame/JaggedAlliance'' series has these, especially ''Jagged Alliance 2''[='=]s 1.13 mod, where almost every accessory listed above is present in the game.
85** One thing that's ''not'' listed above: Kobra reflex sight that can only be mounted on Russian side rails and fits on Russian assault rifles in game. Also, caliber/length changing barrels, such as AR-15 upper receivers for FN 5.7mm rounds, and EBR stocks for M14 rifles are categorized as "accessories."
86** More modern firearms with Picatinny rails can accept a wider variety of accessories compared to older WWII/Vietnam War era guns. The EBR stock does exactly that to the M14.
87** Also, while accessories make hitting stuff easier, they do add to the weight of the gun, and mercenaries with weak strength suffer from the weight of the gun by moving slower and getting less shots per turn. Gets quite serious when a fully modified 5.56mm assault rifle can weigh as much as 15 pounds (7 kilograms) with a C-Mag attached.
88* ''VideoGame/{{Brink}}'' includes the ability to customize most of the weapons in the game with muzzle breaks, silencers, scopes (both ACOG-like tubes and red dots), extended/drum magazines, and more.
89* ''7.62 High Calibre'' features a heaping helping of gun accessories. Guns are limited in what they can mount both based on their design, and the accessories themselves: some accessories (especially scopes) are designed to fit specific guns, so trying to mount a PSO scope for an SVD sniper rifle on to your M14 won't work. The most versatile accessories are rail-mounted, but they are also invariably more expensive. You can trick out your gun with a silencer, a tactical flashlight, a laser-sight, a scope (true sniper, red dot, or [=ACOG=]), an underbarrel attachment like the Masterkey shotgun or grenade launcher, a bipod, and a [[AwesomeButImpractical bayonet]]. Whether or not you ''want'' all that (hint: [[AwesomeButImpractical you]] [[CriticalEncumbranceFailure don't]]) is up to you.
90* For a post-apocalyptic ScavengerWorld series, the ''VideoGame/Metro2033'' series sure takes the trope and runs with it. For example, just the revolver can actually be modified with a scope, extended barrel, stock and silencer, effectively giving you a silenced sniper rifle ''as your sidearm''. The sequel, ''VideoGame/MetroLastLight'', takes it one step further by adding a wide gamut of scopes, sights, stocks and barrel extensions to almost every gun in the game, and giving you the option to customize your piece however you like at the shops (for a price, of course); the [[UpdatedReRelease Redux]] version of ''2033'' also features that system. ''VideoGame/MetroExodus'' continues the tradition and allows you to swap upgrades on the fly, though it has a drawback: the more doodads you have on your gun, the more chemicals you will spend when you [[BreakableWeapons clean it]][[note]]you can swap your weapons around at the Aurora's workbench, but it won't clean any of the upgrades[[/note]].
91* ''VideoGame/PhantomForces'' features five customization categories for its weapons: Optics, Barrel, Underbarrel, Other, and Ammo.
92** There are almost ''fifty'' different optics (and more to come) for its already huge weapon pool, including but not limited to the Comp [=AimPoint=], the Z-Point, the Kobra RDS, 5 different ACOG variants, both the PK-A and the PKA-S, the ''M16 familiy's carry handle'', the AUG's Swarovski Scope (yes, that extends to having a Swarovski Scope on ''top'' of the in game AUG's built in Swarovski Scope, and the ability to switch between those two and the backup irons on top of the top most Swarovski Scope in game), most of other weapons' iron sights, various WWII optics, the G36 family's built in scope (specifically, the Hensoldt Scope), a [[JokeItem physical sight composed of an OK sign and Thumbs Up emoji, two different sights with cardboard cutouts of anime girls beside them, an actual cardboard cutout of a scope,]] and others.
93** There are multiple muzzle mods including ''six'' unique suppressors (one of them being improvised), plus two available for specific weapons, and several barrel mods for applicable weapons, like the CTAR Barrel for the TAR-21 and extended Deagle barrels.
94** For Underbarrel, there's the [[VideoGame/Battlefield4 Stubby Grip, Folding Grip, Vertical Grip, Angled Grip]], a pistol grip, a [[UnusualWeaponMounting Chainsaw Grip]], and red/green/blue/[[Videogame/{{Battlefield4}} tri]] lasers, as well as a Flashlight.
95** In Others, there's additional spots for lasers, meaning you can have up to ''seven'' (two Tri lasers and the MARS sight, which has an integral laser) lasers on a gun, as well as another Flashlight, various different stocks and magazine options if your weapon is applicable, canted sights, and ''an iPhone 7 that somehow calculates bullet drop for you'' (complete with the color of the case changing with the weapon skin).
96** For Ammo, there's a .223 Remington option for weapons that fire 5.56, for lower recoil and lower damage. There's also Armor Piercing and Hollow Point rounds, universal for all weapons except shotguns, who get to choose between Flechette, Birdshot, ''Rubber Pellet'', and Slug shells.
97** With all these customizations along with the game's huge array of weapons, it's possible to create extremely unusual weapons with ridiculous attachments. You could have a Mosin Nagant, a weapon from ''World War I'', and have an iPhone taped to the side, with the AUG's Swarovski Scope on top, a chainsaw grip on the bottom, and an oil can suppressor for the muzzle. Oh, and also remove the stock, because why not?
98* Introduced to ''VideoGame/SaintsRowTheThird'' are upgrades for weapons that change how they work, most commonly adding explosive, incendiary, or armor-piercing bullets at the highest level. A few guns also mount other accessories such as scopes and flashlights.
99* ''VideoGame/GhostReconFutureSoldier'' takes this to a ridiculous new degree; muzzle mounts, barrel lengths, optics and scopes, side rail mounts like [=LAMs=] and heartbeat sensors, underslung mounts like grenade launchers and foregrips or even bipods, stocks, trigger types, gas systems, magazines and ammunition, and colors can all be modified as you see fit with the Gunsmith feature. Using it with Kinect even makes you feel like you're Tony Stark to a degree with the motion-based control system used with the mode. [[RuleOfCool As an added treat]], you can indeed attach [[ShockAndAwe tasers]] to your ACR. Or you can throw practicality out the window and make something entirely worthless like [[http://i.imgur.com/Q3Q0D9g.jpg the tactical blunderbuss]].
100* ''VideoGame/BlacklightRetribution'' uses a modular system for its weapons. Players can build a gun from the ground up from the basic receiver (the actual firing part of the weapon) using barrels, muzzles, stocks, magazines and scopes, all of which have a small numerical effect on its performance. They can also paint the gun a variety of colors, if they pay for it.
101* While ''Videogame/{{Syndicate}} 2012'' does not have customization in single player, it is not lacking in tacti-cool weapon attachments. Several guns mount multiple sights, at odd angles -- one of the assault rifles has the semi-automatic mode using an ACOG style scope, with the full-auto mode using a red-dot sight mounted at a 45 degree angle in front of the ACOG; your character [[GangstaStyle holds the gun sideways]] when using it.
102* The first two ''VideoGame/{{ARMA}}'' games would have several variations of the same base gun with different preset accessory combinations--in particular the [=M4A1=] has ''ten'' different versions. The third game gets rid of the presets, and lets you select weapon mods to include individually. And, yes, once again you can put a sniper scope with a reflex sight on your gun.
103* ''VideoGame/SplinterCellChaosTheory'' gives you several choices of underslung secondary weapon to attach to your standard silenced rifle (collectively dubbed the "Modular Assault Weapon System): the "stealth" option, as in previous games, launches your choice of less-than-lethal projectiles, sticky cameras and distraction devices. Alternatively you can go for the less subtle approach -- the "Assault" options are a shotgun attachment and a high-powered SniperRifle attachment.
104%%* In ''VideoGame/{{Rust}}'', there are four attachments available: an InfiniteFlashlight, a LaserSight, a Holo Sight, and a HollywoodSilencer. How many you can put on each gun depends on [[LuckBasedMission how many attachment slots it was generated with]]. (info is severely outdated, dates back to 2013-14's Rust "Legacy")
105* ''{{VideoGame/Unturned}}'' has three possible slots for gun accessories: the barrel, sights, and a tactical mounting. The barrel accessories are a barrel extension to increase bullet range, muzzles (with limited durability) that hide muzzle flash, and silences (again with durability) that massively decrease the gun's report for players and make it harder for zombies to aggro to a shot. Sights obviously are for aiming and range from iron sights to x20 zoom scopes. The tactical slot is unavailable to pistols but has various options—including different grips to reduce recoil, a laser sight to assist aiming, and a bayonet for quick defense.
106* ''VideoGame/GrandTheftAutoV'' and its online mode feature modifiable weapons. Most offer a better grip (marginal range improvement), larger magazines, scopes, flashlights, and/or suppressors. [[BlingBlingBang As well as paint jobs, for those who insist on having a pink M249]].
107* Bowguns in ''VideoGame/MonsterHunter'' can be upgraded with different accessories, depending on type. Light Bowguns have the option of adding a [[HollywoodSilencer silencer]] that not only reduces aggro drawn but also lowers your weapon's recoil. [[{{BFG}} Heavy Bowguns]] can opt for a [[LuckilyMyShieldWillProtectMe shield attachement]] instead. Both Bowgun types can also be outfitted with a Long Barrel / Power Barrel instead that simply pumps up the damage.
108* ''VideoGame/XCOM2''
109** Researching ADVENT's modular weapons technology gives the player the option to attach a variety of accessories to soldiers' weapons[[labelnote:+]]it's not a purely statistical change either, they're actually visible on the weapon when equipped[[/labelnote]], in varying numbers (higher tiers tend to allow more accessories). These include stocks[[labelnote:*]]missed shots deal ScratchDamage[[/labelnote]], scopes and {{Laser Sight}}s[[labelnote:*]]increase accuracy and CriticalHit chance respectively[[/labelnote]], expanded magazines[[labelnote:*]]more rounds per reload[[/labelnote]] and auto-loaders[[labelnote:*]]a number of reloads are free actions[[/labelnote]], repeaters[[labelnote:*]]a shot has a small chance to "[[OneHitKill Execute]]" the target[[/labelnote]], and hair-triggers[[labelnote:*]]chance of a shot becoming a free action[[/labelnote]]. Unless you have the proper continent bonus, they're destroyed if you remove them, and you can't equip two of the same type. The "Modular [weapon]" Breakthrough research gives the weapon in the title one more accessory slot with no drawbacks.
110** In addition to that, every single standard issue[[note]]so not including unique weapons like the Chosen's guns and the Bolt Caster from ''Alien Hunters''[[/note]] two-handed firearm XCOM fields has a tactical light attached, even the {{sniper rifle}}s and the [[ChainsawGripBFG cannons]]. When a mission takes place in nighttime, underground or in Lost city ruins, they see clear use, though [[DevelopersForesight your troops will keep the light off while concealed]]. [[https://steamcommunity.com/sharedfiles/filedetails/?id=1131572938 One mod]] gives ADVENT rifles the same effect during gameplay, as they're shown [[CutscenePowerToTheMax during cutscenes]] to have lights on their rifles.
111* ''VideoGame/{{Contagion}}'' has a number of attachments that you can swap around between guns, ranging for the near-universally compatible InfiniteFlashlight to sets of Picatinny rails for mounting holographic sights and suppressors. Certain guns don't accept certain attachments (for example, the shotguns can't take a suppressor) and others have them integrated (i.e. the AR-15 and SCAR both have rails for sights). Unequipping an attachment drops it on the ground, so you can also share them with teammates.
112* ''VideoGame/Doom2016'' includes several "weapon mods" that take the form of anything from a low-tech optical scope on the Heavy Assault Rifle, to a targeting system on a rocket launcher that allows you to [[MacrossMissileMassacre fire a barrage of homing projectiles at multiple targets]], to a barrel replacement on the [[GatlingGood Chain Gun]] that transforms to give it [[MoreDakka triple the barrels]] and a commensurate increase in firepower. All of these function as the weapons' AlternateFire and most have two that you can swap out on the fly once you unlock them.
113* ''Franchise/RatchetAndClank'' almost always features some kind of mod system that adds extra effects like covering the target in acid or releasing electric shocks to nearby enemies. The granularity of the mod systems vary from game to game, but they have undeniable effects on the targets.
114** ''VideoGame/RatchetAndClankFutureACrackInTime'' manages to combine this trope with IKEAWeaponry with the Constructo Weapons, where the trigger, chamber and upgrade can be completely swapped out, giving effects like beam shots for the Pistol, changing the shape of the explosion for the Bomb Glove or the ammo type of the Shotgun.
115* ''VideoGame/PAYDAY2'', with its [[GunPorn gigantic array of weapons]], has a fleshed-out weapon customization feature to go alongside it. Every single weapon has at least a couple bits and bobs that can be added or replaced, be it ammunition, grips, sights, stocks, [[LaserSight lasers]], flashlights, [[BreadEggsBreadedEggs laser-flashlight combination modules]], or skins. Most accessories must be found from an end-of-round loot drop before they can be purchased and equipped. Some are DLC-exclusive, and require either a loot drop or unlocking a specific achievement. Weapon skins can only be found in safes, but can also be bought on the Steam Market.
116* ''VideoGame/PAYDAY3'' retains the extensive customisation system, expanding on the cosmetic customisation by letting heisters colour individual sections of each gun. Unlike ''PAYDAY 2'', all accessories can be acquired without paying up by levelling up a particular gun and unlocking them by spending cash or [[FictionalCurrency C-Stacks]].
117* ''VideoGame/SeriousSam 3: BFE''
118** The shotgun has a side saddle. It's there just for looks, as the shotgun is magazine-fed, and indeed Sam never puts shells in it.
119** The assault rifle has a vertical grip, a flashlight that Sam never uses, and a reflex sight. The last one is important for the gun: using it zooms in the view a bit and completely removes bullet spread, drastically increasing the rifle's effective range.
120** The Devastator gets a scope if the player has the Deluxe edition.
121* ''VideoGame/{{Insurgency}}'' loves this trope. Each gun has a host of attachments that you can stick on, including surpressors, weighted barrels, scopes of varying nationality and magnification, foregrips, bipods, [[BreadEggsBreadedEggs foregrip-bipods]] laser sights, flashlights and much more. Taken up to eleven with the sequel, where even ''more'' attachments are brought in.
122* Early in ''VideoGame/FrostyNights'', the kid protagonist tapes a TenSecondFlashlight to their hairdryer.
123* In ''VideoGame/TitanFall'', most weapons can be customized. For pilot primary weapons, you can choose the type of scope or sights, and also pick between extended magazine, suppressor (which makes it so you don't show up on enemy radar when firing, but slightly reduces damage), or special modification (which changes depending on the weapon). Titan weapons can choose between extended magazine or special modification. [[VideoGame/TitanFall2 The sequel]] adds even more customization options.
124* ''VideoGame/{{Outlaws}}'' features a scope that you can attach to your repeating rifle to turn it into a SniperRifle.
125* ''VideoGame/{{Warframe}}'' features numerous mods you can attach to your firearms for effects such as increased aim zoom, [[HollywoodSilencer noise suppression]], {{elemental|Powers}} damage, magazine extension or just plain damage boost.
126* ''VideoGame/EscapeFromTarkov'' has firearms that can be customized to truly impressive levels. Beyond the typical selection of electronic sights and optics, firearms can be customized with various stocks, grips, magazines, silencers, muzzle brakes, flashlights, underbarrel launchers, receivers, shotgun chokes, charging handles, gas tubes, [[ArsonMurderAndJaywalking and different types of ammunition]].
127* ''VideoGame/HotDogsHorseshoesAndHandGrenades''
128** The game is a [[Main/VirtualRealityIndex virtual reality]] firearm simulator, so it has a whole gamut of accessories and they all physically attach like {{Toys/Lego}}. Picatinny rail attachments in particular work with no restrictions like base weapon type or rail position; the only meaningful limitation is the accessory's physical size. As a result, it's possible to not only put an "underbarrel" GrenadeLauncher [[DepartmentOfRedundancyDepartment on the MGL-140 grenade launcher]], but to do so onto all five of the MGL's rails (one launcher on each of the four rails by the MGL's muzzle, and another on its ''optics rail''), almost doubling its firepower. Adapters can add rails to non-railed weapons, and even the [[ChainsawGood chainsaw]] has a rail. And if you don't like rails all over the place, you can cover them up with rail covers.
129** It only gets better with mods such as [[https://www.youtube.com/watch?v=Vcrv-l47pQo modulAR,]] where you can make an entire functional weapon by mixing and matching separate base components (receiver, grips, stock, sights, and more). The only downside is that the engine treats the resulting weapon as a mishmash of different attachments rather than one single monolithic entity like the vanilla weapons, so it's ''very'' resource-demanding and can make even a decent rig drop frames.
130* ''VideoGame/SCPSecretLaboratory'' features a fair number of attachments for the guns in-game, including suppressors, laser sights, flashlights, and ammo counters. A gun's attachments can be edited in-game at a Workbench.
131* ''VideoGame/RogueTrooper'' has a variety of accessories and upgrades for Rogue's assault rifle as the game goes on. By default, it comes equipped with a sniper scope, which has its own separate ammo pool. Later upgrades include a shotgun, a mortar launcher, a laser, a "sammie" launcher (which fires surface to air missiles), and the ability to deploy as a sentry gun thanks to Gunnar's biochip being installed.

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