Game Breaker: Wide Open Sandbox

Game Breakers in Wide Open Sandbox games.
  • Terraria has so many items that are Game Breakers that it has obtained its very own page.
  • The Machine Gun from Just Cause when fully upgraded (which won't take long). Perhaps it's an homage to action movies (which tend to glorify More Dakka), but it is the best weapon in the game. It has ridiculous range (you can even snipe with it), a respectable rate of fire, can destroy helicopters and cars in seconds, has a high ammo capacity, and doesn't hinder your mobility like the Minigun (which actually is better in a few categories) does.
  • Any Polaris ship in EV Nova. Ships built by the Federation, the Auroran Empire, the Rebels, or the pirates are pretty evenly matched. One player reported he took down a Federation Carrier using a mass-moddednote  Pirate Enterprise freighter rigged for More Dakka. But any Polaris ship eats its analogs from the other governments for lunch. In particular the Federation and Aurorans have no counter for the Polaris Raven other than mobbing it and hoping for the best.
  • Several throughout the Grand Theft Auto franchise:
    • In general, mouselook on the PC ports of the various installments. You could fire machine guns and assault rifles with pinpoint accuracy, fire out of cars at enemies much more easily and pick targets far off with sniper-like precision, regardless of what weapon you were using. Using helicopters in all the entries after Vice City also allowed the player to avoid many of the problems that were specifically set up to hinder drivers - once you know where to get one, you'll never need to use a car again outside of required missions.
    • The Hunter chopper. Vigilante missions are a lot easier when you have a death-spewing military attack helicopter to do them with. Play the mission for thirty minutes without resetting and you end up with more money than you can ever possibly spend.
    • If you know where to look, you can obtain high-tier guns with plenty of ammunition and tons of explosives for free, long before they're available for purchase. These pickups respawn when you save or after six in-game minutes. When you're doing an early to mid-game mission when enemies come at you with handguns or UZI's, you can fight them with an assault rifle, an automatic shotgun or rocket launcher you didn't pay a single cent for.
    • The M-16 in Grand Theft Auto III was easily the most overpowered weapon in the game. Available early on, the M-16 shredded everything that stood in its path - cars, people, law enforcement, you name it.
      • The Vice City equivalent was the Minigun.
    • In Vice City, collecting 30 hidden packages (which can be done right at the start of the game) gives a Colt Python spawn at Tommy's safehouse. It's a One-Hit Kill on most enemies, with the only drawback being a slower rate of fire.
    • Vice City is also infamous for having a strict Cash Gate throughout the second half of the game. However vehicle challenges in the game grant you money that doubles every time you beat your best time. So by intentionally going slow once then gradually increasing your time you can get lots of money very quickly.
    • Grand Theft Auto: San Andreas features a special gambling system linked to a luck stat, whereby you can only bet based on your gambling skill. It then tosses the whole thing out the window with Inside Track Betting, a horse racing gambling shop with no upper limit to bets. And one of them is right near a save point. So, bet the long shot, reload if it doesn't win, save if it does, and repeat this; you'll quickly have more money than you could ever possibly spend.
    • Grand Theft Auto: Vice City Stories: By taking over a few businesses, building High-Rollers and doing their missions early on, you can easily get 5-digit income every day... and you can speed through time by repeatedly getting Wasted or Busted. Combine this with the Minigun (although in all fairness, you can't get this until near the end of the game, but before that there are many other great weapons too), which thanks to your high income you can easily afford, and the game becomes a walk in the park.
    • The automatic shotgun in Grand Theft Auto IV: The Ballad of Gay Tony. All of the stopping power, no limited range and explosive shells means you can blow up a car or helicopter in just two hits. Far and away the best weapon in the game, and available early.
    • Grand Theft Auto V Online brings us the Armored Kuruma, a vehicle that you won't even put a dent in without explosives, much less harm the driver. What sets it apart from the Rhino tank or the Insurgent is that the Kuruma is a personal vehicle; You blow one up, you have to pay for it, AND the game sets you up to be grouped with bad players. The Rhino's main drawback is its cost, and the Insurgent doesn't have reinforced windows, so you can still shoot the driver. The Kuruma ? Nope. Don't have access to explosives or a fast enough car to outrun it yet ? Have fun not playing free mode !
  • Beating the Hitman missions in Saints Row 2 will cause you to have unlimited rifle ammo. The Sniper Rifle can destroy a car in 2-5 bullets. Beating Corporate Warfare will give you unlimited RPG ammo, and can make those hard as hell car battles end in a few shots(did I forget to mention that getting the Annihilator will make things easier, and it still applies in a new game even if you didn't beat CW on the new save).
    • That is nothing. The game will also give you, as a present for defeating certain minigame missions, an infinite ammo shotgun that can shred tanks and infinite ammo dual-wielded fully-automatic magnum pistols that can shred deities. This is just for beating minigame missions. Which are available the moment you step into the world. Meaning, in effect, the moment you leave the Noob Cave, you can beeline for these specific minigame missions and become a God of Death before embarking on the storyline missions.
    • But what about some of the trickier vehicle-based missions, you say? Well, apart from those dual-Cobras devouring anything in the universe, you can also pretty easily get your Wanted level up to the utmost and look around - not too hard, honestly, they will be everywhere - for one of those Spec Ops APCs (the "Bear") with the mounted gatling guns on the top. Jack one (also easy, as most of them are being used for barricades instead of chasing you, for some reason) and get it to a safehouse. Voila! Problem permanently solved. Get it to a garage and soop it the fuck up and you're basically golden, what with having an armor-plated death engine with a mounted gatling cannon with default infinite rounds on the top. There is basically nothing in the universe that can stand against you. Haaaave fun!
  • Several in Saints Row: The Third:
    • Incendiary ammo for your submachine guns. Any enemy hit with even a single round is set on fire and takes continual damage, which means most ordinary grunts are going to die very rapidly. Non-Brute enemies are, furthermore, completely incapacitated, as they run around trying to put themselves out instead of shooting at you. And if a flaming enemy touches another enemy, that enemy also gets set on fire. This makes any gunfight in which your enemies stay grouped together (which is most of them) very easy.
    • Oleg Kirrlov, one of your "homies," is a Brute who fights on your side, with all the benefits you'd imagine would come of having a nigh-invulnerable juggernaut (who can be rapidly revived and restored to full health if something does bring him down) at your command. The only downsides are that he's very big and will turn on you if hit with friendly fire and that he can only ride around in one specific kind of vehicle, so travel can be a bit of a pain.
    • The SA-3 Airstrike, which you receive about halfway through the game. Pull it out, point it at a group of enemies, hold down the trigger for a few seconds, then step out of the blast radius. Makes gang operations and survival missions a breeze.
    • One of your vehicle delivery upgrades is a tank delivery. Yes, an actual tank. On demand.
      • And later, you get a VTOL on demand. The Boss sums the vehicle up as being like "a helicopter that doesn't suck!"
    • At around Respect 50, you can buy character upgrades that make you basically immune to everything except melee damage and being in a car when it explodes. Although, if you're at Respect 50, there's probably not much left the game can throw at you anyway unless you went out of your way to farm respect before doing anything else.
    • One DLC allows you to purchase a jet. An incredibly powerful jet that you can use to navigate the city at high speeds. It's only deployable in a very small number of areas (any place you can deploy a chopper), but it allows you to reach any destination in record time. Just don't forget where you parked.
  • Early in Red Faction Guerrilla, Sam will invent the Arc Welder. Buy it, upgrade it, and never look back. This thing will not only fry the three nearest enemies (either killing them or setting them up for a hammer blow), it can somehow distinguish friend from foe, making it safe to use around valuable NPCs. Most important, it'll kill the driver of any vehicle, from the humblest car to the mightiest tank... leaving it undamaged for you to use. Many missions that would otherwise be tough are a snap with this glorified power tool.
  • Mount & Blade:
    • Anyone on horseback, from the perspective of footsoldiers. Khergit horse-archers (which is to say, all Khergit troops) and Swadian knights are particular offenders. Truth in Television, there is, after all, a reason why horses as war animals are viable, and why a good part of war after these ages was still focused on anti-cavalry.
    • Nord Huscarls. Pack them in a tight group of 20-30 and they'll inflict massive casualties on anyone who is foolish enough to try and take them head on. And don't think you're safe doing hit-n-run either; their thrown axes are pretty much One Hit Kills to anyone who isn't a plate-armoured knight.
    • Rhodok Sharpshooters. They're armed with a Siege Crossbow which deals sixty-something damage per shot (in a game where 50-100 HP is common), and they hit with pinpoint accuracy. They're armed with a huge pavise shield (the only archers in the whole game to get shields) that stops the projectiles of your own units and makes them fairly decent in hand-to-hand as well.
    • Vaegir Marksmen. Not as good in hand-to-hand and less powerful per shot as their Rhodok crossbowman cousins, but they shoot just as accurately and much much faster, and worse, they often turn up in larger groups. Taking castles from any faction is tough, but taking Vaegir castles is nightmarish.
    • The Surgery skill. 4% chance per point that a unit will be knocked unconscious rather than killed. Doesn't sound like much, but remember that soldiers who survive battles and get experience are much stronger. Stronger soldiers are much harder to kill and much better at killing other soldiers, so you win more battles with fewer casualties. You win more battles, and you get more experience for your elite killing machines and your raw recruits due to Leaked Experience, and they in turn become much harder to kill... See how there's a snowball effect here? You only need about 3-4 points in the skill for a noticeable effect, and it becomes even more broken if you take up the Trainer skill as well, which allows you to distribute a small amount of experience points from just randomly marching around.
    • Plate armour. So you move at the same speed as a pregnant whale when walking? So what when 5 out of 6 times you're hit, you won't take any damage!? And you're probably riding a horse too! There's a good reason why plate armour is far and away the most expensive equipment in the whole game. Second-tier armours are far cheaper, and still increase your survivability ten-fold.
    • In With Fire and Sword, once you get enough moneynote , you can simply start commissioning caravans for the best possible profit, hire up a large amount of low-tier troops, set your group to escort the caravan (loading it with maximum cargo, minimum guards), and leave the game running until they arrive at their destination, where you can repeat this again and again until you're drowning in money. Once this is achieved, you can basically buy up a crapload of mercs, gear them up in the best possible equipment, talk to the weaponmasters and armorers at the cities to commission the most outrageously expensive and outrageously effective gear for yourself and your companions, and ride out, ready to take on the entirety of Eastern Europe. Sure, a little economic savvy is needed for the "caravan" step, but there's guides for that, and the game starts outright telling you the best deals if you have enough skillpoints in trading.
  • Minecraft: Giving the player the ability to fly in Survival Mode is a common addition in the many mods of the game. What most mod makers fail to realize is that in the vanilla game flight is restricted to Creative Mode for a reason. On paper, flight would simply make navigation easier, when in reality it makes everything easier: combat, construction, movement, mining, you name it. Anything even remotely challenging in the game is broken in half by this ability. If a mod allows access to flight in Survival Mode, whether it's through an item and/or ability, then regardless if it's nerfed to oblivion or difficult to get, there's no reason not to try and obtain it as early as possible and no reason not to use it once acquired.