Invisibility With Drawbacks
It's very common for the power of invisibility
in video games and other media to have some inherent drawbacks that limit it to only being situationally useful.
The most common drawback is that the invisibility stops working when the character attacks. This is often introduced by game designers to prevent it from becoming
a Game Breaker
and keep invisibility balanced with other options. In other media it's often used as a plot point which the hero can exploit.
Live Action TV
- Klingon warships in Star Trek have extremely effective cloaking devices, but cloaking takes up so much power that they can't fire any of their weapons while cloaked.
- Discussed and subverted in Stargate SG-1 episode "200". When the writer of a show based on the SG-1 team finds out that one of his actors has pulled out of production, the members of SG-1 suggest that he could continue to use the character by making him invisible, leading to a montage of scenes from an otherwise off-screen incident in which Colonel O'Neill was rendered invisible. The writer is wary of using this particular technique as it gives the character a little too much power. Carter points out that he can always invent drawbacks. She then subverts the example with O'Neill's own invisibility. She implies it did not have any drawbacks, but they came up with some to convince him to return to normal because, well, it's Jack O'Neill.
- The invisibility spell in Dungeons & Dragons has retained the same drawbacks in most rules editions, which were specifically designed with warriors, rogues, and evocation spellcasters in mind. Objects the target picks up remain visible (unless placed in an invisible pocket or bag), and the spell is broken when the target attacks or casts an offensive spell.
- The higher-level version, improved invisibility, allows the user to attack but leaves a trail of sparkles so that enemies at least know which square to attack (but they still suffer a penalty to hit the invisible target).
- In most Halo video games, active camouflage is less effective while moving, and the user becomes completely visible for a few seconds whenever a weapon is fired. Melee attacks don't break the invisibility, but Covenant energy swords remain visible even when the wielder is camouflaged.
- In Team Fortress 2, the spy's cloaking ability has several drawbacks:
- Cloaking is on a timer and has to recharge.
- You can't attack while cloaked.
- You make a distinctive hissing noise and emit smoke particles when cloaking and uncloaking.
- Touching enemies and taking damage will make you visible for a short time and make you flash your team color.
- You can collide with enemies while cloaked, which is even easier to notice than the flashing.
- Although it isn't explicitly stated, observation of the Chozo Ghosts in Metroid Prime makes it clear that they have to become visible to throw those projectiles.
- And all invisibility is simply shifted visibility. No enemy is invisible to all the visors, after all. Said Ghosts are always visible to the X-Ray Visor; the Cloaked Drone is only visible to the Thermal Visor; the second form of the Metroid Prime itself is only visible to one Visor at any given time, but which one that is changes... Once you have all the visors, you'll need to switch them from time to time, but that's it for enemies being able to hide completely.
- In Final Fantasy VI the invisibility status effect makes the target able to dodge all physical attacks, but also makes them 100% susceptible to magic. This led to a bug that let you one-shot bosses with normally unreliable insta-kill spells.