Limited Loadout
So many guns, so little room.
A form of Player Inventory.

Some games let the player carry an impossibly huge array of weapons. Not these games. When this trope is in effect, the player character is stuck with just a certain fraction of the total amount of firepower in the game at any one time. If you want another option, you'll have to trade in one of your weapons to get ahold of it. Very popular in modern titles compared to the Hyperspace Arsenal days of Doom. A common modern variant will limit the player to just two main weapons at any time as popularized in Halo: Combat Evolved.

RPG games will sometimes allow the player to queue up a few preset selections of items from their inventory to be swapped through on the fly. For this, see Real Time Weapon Change. For RPGs where the player can't carry every single weapon in the game, but their bulging pack of death dealing devices still approaches Hyperspace Arsenal levels, see Inventory Management Puzzle. Frequently a cause of Throw-Away Guns. Often a way of mixing up the Sorting Algorithm of Weapon Effectiveness. Compare Mutually Exclusive Power Ups and Limited Move Arsenal.


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  • The Matrix: Path of Neo you can have four sets of two guns each and about five or more grenades, then you have to switch something out.

     Action RPGs 
  • In Digimon World 4, each character can set up to three equipped weapons at a time. If you want to use that shiny new sword you picked up from a defeated enemy, you'll have to go back to base and equip it at the Digi Lab. Justified in that this is the Digital World and the Digimon probably have to load the weapon data.

     Adventure Games 
  • Ether One in many ways plays like a point-and-click adventure game of old, albeit with a first-person free-roaming perspective: the player collects inventory items and rubs them against objects in the world to move the plot along. Unlike many of those games of old, however, this one limits the player's inventory to one item. An Inventory Management Puzzle is averted, because the player may at any time teleport to "the case", store excess items on ample shelving space there and then teleport right back to where they were in the game world, but it can still be a bit annoying having to constantly jump back and forth to switch out key items.

     First-Person Shooters 
  • BioShock handles this a little oddly. In the first two games the player has a Hyperspace Arsenal as far as weapons go, but the player is limited to only a select number of plasmid powers at a time, with additional slots costing precious ADAM. BioShock Infinite, however, decided to give Booker acess to every Vigor at once while guns were limited to just two at a time. After that, Burial at Sea brought back the hyperspace arsenal (without telling anyone).
  • Brink limits the player to a primary weapon, a backup weapon, some grenades, a few class-specific weapons (such as specialist grenades for a soldier and landmines for an Engineer), and possibly a knife if they use a pistol as one of their weapons.
  • The Call of Duty franchise follows this, limiting the player to any two weapons, with a third slot for a pistol in the original game, and some non-gun odds and ends (generally frag grenades, adding smoke grenades and other alternatives starting from the second game; the maximum is two grenade types and two other thrown/placed explosives). Rare occasions allow for the player to carry a third weapon, such as killstreak rewards.
  • Duke Nukem Forever implemented this despite Duke Nukem 3D featuring a Hyperspace Arsenal; this made things particularly difficult for the fact that the player can only hold about three or four magazines' worth of ammo for any of the weapons, and on top of that was an achievement for keeping Duke's gold-plated pistol with you for the whole game, which required sacrificing one of your two slots. A later patch doubled the limit to four slots because of fan outcry.
  • Fire Warrior has the player able to use two weapons and the bonding knife, but one of those weapons (the standard-issue Pulse Gun) cannot be replaced, forcing the player to drop any good gun they find to get another one.
  • GoldenEye: Rogue Agent only allows the player to carry a single two-handed gun, or go Guns Akimbo with two one-handed guns.
  • Halo is the Trope Codifier for modern shooters. For all their super strength and other perks of being Super Soldier Space Marines, the Master Chief, Noble Six, Fireteam Crimson, Blue Team, and Fireteam Osiris can still only carry the same amount of hardware as the Badass Normal ODSTs: Two guns and a few grenades. In fact, depending on the game, the ODSTs can carry more of the aforementioned grenades, and throw them farther as well.
    • Halo was the Trope Codifier for this trope, but many other games on this list failed to catch on to a trope that went hand-and-hand with it: Throw-Away Guns. In Halo, you not only are limited to two guns, you are also constantly switching up which guns they are because of a lack of Universal Ammunition. This forced varied gameplay and the development of skill. In most other games outside the Halo franchise, once you find the weapons that suit you, you can stick with them basically throughout the entire game because there are always ways to keep them firing. This provides a different type of fun, allowing you to be Weak, but Skilled instead of Unskilled, but Strong. If there's an Aesop to be picked up, it's probably that tropes don't always work correctly when out of context.
  • Left 4 Dead: You can carry one primary weapon (generally rifles and shotguns) from a selection, one secondary weapon (an unlimited-ammo pistol or two, with the sequel adding options of a single bigger pistol or a melee weapon) and one equipment item of each type (throwable ordnance; a medkit, defibrillator, or box of incendiary or explosive bullets for the primary weapon; and a bottle of pills or an adrenaline injector).
  • The Metro 2033 series:
    • Metro 2033: You can carry a primary weapon (one of a selection of assault rifles or an SMG), secondary (shotguns/pneumo guns), a revolver, an Emergency Weapon knife, a medkit containing five syrettes, five pipe-bombs of each kind and five throwing knives.
    • Metro: Last Light allows Artyom to wield any three guns (which are customizable) and up to 5 of each of three types of explosives and the same amount of throwing knives. The Emergency Weapon knife from the first game has been swapped to a Call of Duty style Quick Melee stab. It's still used in Press X to Not Die situations.
  • Perfect Dark Zero has a variant incorporating a basic form of Grid Inventory: Joanna is allotted four slots for weapons, each kind of weapon taking up one (pistols), two (submachine guns and assault rifles), or three (sniper rifle, rocket launcher or machine gun) slots. Gadgets get a similar, separate set of slots, though you can only take two gadgets per mission: two of the slots are dedicated to mission-specific gadgets like the audioscope or CamSpy, leaving only the other two for your choice of the Locktopus, Demo Kit or Data Thief.
  • Rise of the Triad: The player can hold at one time any number of the infinite-ammo bullet weapons (of which there are three: single pistol, dual pistols, and machine gun) and only one of the limited-ammo missile/magic weapons.
  • Soldier of Fortune 1 and Payback only allowed the player to carry a max of three guns (depending on their size) and a knife, but the second game had a significantly higher loadout limit, e.g. Mullins may lug around a sidearm, shotgun, assault rifle w/grenade launcher, light machine gun, and sniper rifle at once.
  • Crysis uses a weird version. The player has a pistol slot that can go Guns Akimbo (there's only one kind of pistol in the first game, though Warhead adds an SMG that can be dual-wielded), an explosives slot for remote-detonated charges and a missile launcher, and a long arms slot that can hold any two of the assault rifles, submachine guns, sniper rifles, and shotguns.
  • The Far Cry series:
    • The original Far Cry had a four-slot system, all of which (even the series' now-iconic machete) could be switched out for a new weapon on the ground at the player's whim. The player also had three grenade types on top of that: frags, smoke, and flashbangs. The Classic rerelease changes the machete into the Quick Melee option, but otherwise uses the same system as the original.
    • Far Cry 2 used a similar four-slot system, but with the caveat that each slot was dedicated to a specific weapon type: slot 1 carries a melee weapon (invariably a machete of some kind, only able to change the look through free DLC), slot 2 a secondary weapon (handguns, machine pistols, a flare gun, a grenade launcher, a Sawed-Off Shotgun with DLC, or remote-detonated IEDs), slot 3 a primary weapon (assault rifles, full-size shotguns, sniper rifles, submachine guns or a bigger grenade launcher), and slot 4 a special weapon (machine guns, rocket-propelled grenades, a flamethrower, a portable mortar, a crossbow with DLC, or a dart rifle), alongside two grenade types (frags and Molotovs), a map with a GPS locator and a monocular for scouting purposes, a set of morphine syrettes for healing, and a bottle of malaria medication.
    • Far Cry 3 uses what is essentially an evolution of the original game's system, with the machete given a dedicated slot that can only be traded out for other melee weapons (an unlockable tanto or a DLC tribal knife) and otherwise letting you put whatever you want in the regular four slots; however, the player has to unlock the second through fourth slots by hunting and skinning animals to make holsters and bandoliers out of their pelts. There are also other slots for grenades (again, frags and Molotovs), explosives (C4 packs and proximity mines), a camera for scouting and tagging enemies, a set of various syringes for healing and other bonuses, and an unlimited supply of rocks for distracting bad guys in stealth.
    • Far Cry 3: Blood Dragon uses the same system as 3, though with some changes: there's no requirement to unlock slots, you're given a full set of fully-upgraded weapons for the prologue before being dumped into the game proper and having you work your way back up, and there's an extra throwable slot for "cyber hearts", acquired from looting the dead bodies of Omega Force soldiers, to lure around the eponymous and highly-dangerous Blood Dragons.
    • Far Cry 4 more or less uses the same system as Blood Dragon with a few more changes, such as putting bait in the same slot as the other throwables (including the also-new throwing knives) rather than a separate button, dedicating the second slot to weapons the game classifies as sidearms like in Far Cry 2, and putting the repair tool in another separate slot (splitting the difference between the wrench in 2 that was just pulled out of the ether when you needed to repair a vehicle and the repair tool in 3 that had to be put in a weapon slot but could be used for things other than repairing vehicles).
  • Years before Halo implemented this trope, Jurassic Park: Trespasser gave the player the ability to carry only two items: one in hand, and one stowed.
  • Borderlands plays with this somewhat. You can have up to 4 guns and no more set to your hot keys. However, there is limited space in your backpack to carry extra weapons, and the ones in there are probably just Vendor Trash. The limited space disappears as you progress, though, since you can upgrade your backpack to hold more items - 3 per upgrade. The extra guns in your pack aren't feasibly usable as extra firepower, however, since you're still limited to 6 ammo types (7 in the first), and the game doesn't pause in multiplayer while you swap weapons. A rare and well-executed combination of this trope and Hyperspace Arsenal.
  • Resistance 2 dispensed with the weapon wheel from Fall of Man and imposed a two-weapon limit just like Call of Duty. Fans of the first game reacted with dismay, so the weapon wheel was brought back for Resistance 3. The portable Gaiden Games Resistance: Retribution and Resistance: Burning Skies also averted this trope in favor of the weapon wheel, making Resistance 2 the odd game out in the series.
  • Jedi Knight: Jedi Academy offers a variant where you start each mission with a limited loadout - your lightsaber, a blaster pistol, and your choice of two bigger weapons (with more options available as you progress) and one thrown explosive - but otherwise keeps the traditional hyperspace arsenal the rest of the series has, allowing you to end a mission (or start the second/third part of a multi-part level) carrying two to three times as many weapons as you came in with.
  • Judge Dredd: Dredd vs. Death allows the player to carry two guns, but you are unable to drop the Lawgiver in the single player game.
  • The first PlanetSide 1 limits players to a certain number of ready-to-fire weapons based on their armor's holster slots; a Reinforced Exosuit can carry two long guns and two one-handed pistols or tools, while an Infiltrator can only carry a single one-handed weapon. Each armor also had a different sized backpack to carry ammo, extra tools, grenades, and sometimes even entire weapons, though they must be put in a holster before use. Planetside 2 uses a more rigid class-based system, where players can have one primary weapon, one pistol, a tool, one class ability, and so on.
  • Blood II manages an interesting combination of this and Hyperspace Arsenal. Excluding the knife, which can't be dropped from the first slot, every weapon you pick up is assigned to a number key (2 through 0) in the order you picked them up rather than a predetermined order, and the only way to carry more than one gun in a single slot is if it's able to be dual-wielded. This means having to drop weapons if you want to pick up new ones after a while, since you only have room for nine guns but the game features about 20 of them.
  • Team Fortress 2 has this as part and parcel of its class system. Every class has (usually) three slots — primary, secondary, and melee — and each slot is (usually) taken up by the same type of weapon — the Soldier's primary will always be a type of rocket launcher, for example. Weapons can only be swapped out without dying and respawning by either revisiting the ammo cabinet in your team's spawn point after changing your loadout in the menu, or, as of the Gun Mettle update, grabbing one from another dead player of the same class as you.
  • In Titanfall, your pilot has three weapon slots, one each for their primary weapon, anti-Titan weapon, and sidearm. However, you can drop your sidearm to pick up another primary weapon.
  • By default, Blockstorm's inventory system limits you to six items: one primary weapon (rifle, assault rifle, sniper rifle, submachine gun, machine gun, or shotgun), one secondary weapon (pistol, machine pistol or smaller shotgun), one type of explosive (grenades, claymores, C4, or RPG), a shovel, a supply of blocks for building, and a melee weapon. Custom maps can be set up to allow different setups, however, from extremes such as two primary weapons alongside a secondary or taking away everything but the melee weapon.
  • Medal of Honor series:
    • While earlier games in the series allowed you to carry as many weapons as you could find, Medal of Honor: Vanguard limits the player to carrying two guns and ten grenades. Medal of Honor: Airborne adds a third slot dedicated to a sidearm (thus making you unable to swap it out for anything until an alternative finally shows up in the fifth level out of six), but otherwise uses the same system.
    • Medal of Honor (2010) plays this differently depending on single- or multiplayer. Singleplayer has a variant on the traditional two-weapon limit, where the player's secondary weapon (a pistol which is given Bottomless Magazines) cannot be swapped out, while still keeping two slots for primary weapons that the player can switch out whenever they find a new gun. Multiplayer instead goes for the same system as in Battlefield: Bad Company 2, giving you a primary and a secondary weapon that can only be swapped out by replacing your entire kit with someone else's.
    • Medal of Honor: Warfighter also has separate methods depending on which mode, but plays it noticeably differently. Singleplayer extends the secondary slot to include shotguns and submachine guns, and also disallows you from dropping your primary weapon either, leaving you with only a temporary third slot that requires you to drop the weapon in question to go back to one of your regular weapons. Multiplayer instead disallows taking enemy weapons at all - you're stuck with what you spawned with until you die and respawn.
  • In the S.T.A.L.K.E.R. trilogy, you can carry as many guns as you want, but only have slots to equip two guns at any given timenote . The game also has a weight system where everything has a weight value, and your limit is around 50kgnote . Go a hair beyond that and your Sprint Meter will deplete way faster than usual; go 10kg beyond the limit, and you'll be completely unable to move around.
  • Fallout 3 has a similar system, where nearly everything has weight, and how much you can carry is determined by your Strength stat (base carry weight of 100 pounds, with each point in Strength adding another 10, plus other things like Powered Armor that buffs Strength and perks to add to your base carry weight or let you carry weapons over a certain weight for half their normal weight value), and if you go even a tenth of a pound over that limit you can no longer run or fast-travel (though the latter limitation can be removed with a another perk). Within that limit, you can carry as many weapons, sets of armor, and assorted other junk as you want, though to quickly switch between anything without having to go into the Pip-Boy menu you have to set them to slots, of which you are limited to eight (the 1 through 8 keys on a keyboard, or the eight individual directions on the D-pad). Fallout: New Vegas uses basically the same system, though reducing the number of slots to seven, with up on the pad/the number 2 key rebound to switching ammo types.


     Isometric Shooter 
  • Hatred: The Antagonist can only carry three weapons at a time.
  • Hotline Miami: The player character can only use either a single weapon or their fists. Guns are not reloadable, and tossing the Throw-Away Guns and melee weapons at enemies is a viable and encouraged tactic.

     Real-Time Strategy 
  • Warcraft III: Each hero has six inventory spaces, but units can be upgraded to carry two items (but not use them). There is no limit to the type of item carried, so your character can can six swords around and the damage will stack (custom maps have evolved a wide variety of inventory systems to limit the items used while increasing the items carried).

     Stealth-Based Games 
  • In Splinter Cell: Conviction, Sam and the two co-op characters Archer and Kestrel are only able to carry a pistol and one primary weapon of any other variety. Sam can carry every type of gadget at once but the co-op characters get just any two at a time.
  • Death To Spies: You can only carry one long gun and one pistol at a time. You have a slot for one knife, and if you take more knives they go into the 18 slots used for most other items. You need a backpack to carry mines, wirecutters or dynamite, but you can carry more small items in the backpack if you run out of slots on your personal inventory.
  • The Metal Gear series has gradually moved from the Hyperspace Arsenal trope (from the original Metal Gear to Metal Gear Solid 2: Sons of Liberty) to this.
    • In Metal Gear Solid 3: Snake Eater, you carried your entire arsenal in your backpack... but you could only actually select from eight guns or items in your active inventory. Everything else had to be swapped out with an active item in the pause menu to use it in-game.
    • Metal Gear Solid 4: Guns of the Patriots uses the same system as Snake Eater, although the active weapons allowed are reduced to 5 at a time. Also, the game's tendency to actively remove weapons from your active inventory for the M4 Custom or Operator whenever a cutscene where he's holding one of the two transitions into gameplay makes it closer in practice to three active slots with another two dedicated to the Operator and M4 to avoid the annoyance of having them remove what you actually want to use every fifteen minutes.
    • Metal Gear Solid: Portable Ops allowed soldiers to carry four items and four items only.
    • Metal Gear Solid: Peace Walker uses a similar system to 4, restricting the player to five weapons and eight items that have to be selected before setting out on a mission. The game also makes a distinction between primary weapons (actual firearms) and secondary ones (grenades or other tossed/deployed items), and the ratio of each that you're allowed to carry depends on the outfit your soldier is wearing; going shirtless or just wearing a T-shirt restricts you to one primary weapon, while heavy armor lets you carry three.
    • Metal Gear Solid V: The Phantom Pain gives Punished Snake access to one sidearm (pistol or SMG), one primary weapon (rifle, shotgun or grenade launcher) and one optional heavy weapon (Sniper Rifle, rocket launcher or machine gun). He also has eight slots for ordnance (explosives, grenades, booby traps, etc) and eight slots for other items.

     Survival Horror 
  • Alone in the Dark 2008: Carnby's inventory consists of what he can hold in his hands and the very limiting confines of his jacket, although you can also keep caches of things scattered about whatever stage you're playing in.
  • Dead Space: Isaac can only equip 4 weapons at a time. The rest must be either kept within the safe (accessible from any of the Ishimura's store consoles) or sold to those stores to free up space.
  • In the Commodore 64 game Project Firestart, you can carry two laser rifles at a time, and there's no way to recharge or swap ammo. If you want to pick up a brand new rifle from the armory, you need to empty out one of the ones you're carrying.

     Third-Person Shooters 
  • In Transformers: Prelude to Energon, you could equip up to four Mini-cons at a time when going into a level, but only two of which (assigned to the R1 and R2 slots) were actual weapons. When you collect a new minicon you have the option to swap it in, but otherwise you have to exit the level and re-enter if you want to change your current set.
  • The first three entries in the Gears of War series give the player access to two primary weapons, a pistol, and grenades on a cross-shaped menu. The fourth game, Judgment, ditches this menu, making pistols just another weapon you carry in your two slots, and grenades throwable at any time with a press of a button. It also sped up weapon switch times and melee speed considerably, and its multiplayer ditched the firepower boost from a perfect active reload, forcing players to utilise their limited arsenal to its fullest effect rather than simply relying on the Gnasher Shotgun to carry them through battles.
  • Warhammer 40,000: Space Marine has two "special" weapon slots (that can't be used when wielding a thunder hammer or wearing a jump pack) in addition to the chainsword + bolt pistol and the bolter. Special weapons include a storm bolter, plasma gun, remote grenade launcher, sniper, bigger sniper, meltagun... You can also replace your melee weapon from the standard Astartes pattern chainsword to anything from a combat knife to a power hammer.
  • Spec Ops: The Line: Walker can carry any two guns, most of which have a unique alternate fire mode.
  • The first three Syphon Filter games had hyperspace arsenals, but in the second trilogy, they switched to a limit of one of each weapon type (melee, grenade, shoulder arm, sidearm, and auxiliary arm).
  • Max Payne 3 limits the player to carrying one rifle-sized gun and two pistols. The pistols get shoulder holsters so you can keep them with you while relying on the primary weapon as much as you want, but that primary gun is held in the off-hand by its foregrip while using a pistol rather than getting a sling, so you have to drop it to use the two pistols at the same time.
  • S4 League allows each player to carry up to three weapons and one special skill into a given match. Players are not allowed to swap weapons or skills in mid-match.

     Turn-Based Strategy 
  • XCOM: Enemy Unknown:
    • Every one of your troops gets a primary weapon (the type of which is determined by their class), a secondary weapon (a pistol, unless they're a Heavy in which case they get a rocket launcher instead) and a slot for extra utility items like medkits, grenades, or armor. Support troopers unlock an extra utility slot once they reach a certain rank.
    • Enemy Within DLC:
      • The MEC Troopers have a primary ranged weapon and a secondary, limited use weapon that can be either medium-range (flamethrower) or close-range (Kinetic Strike).
      • A facility called "The Foundry" allows you to upgrade your entire force in some way. One of these upgrades is pure Boring, but Practical: giving every one of your soldier an extra item slot. Support troopers have their class granted extra slot replaced by an extra use for any limited use items.
  • XCOM 2:
    • Similar to its predecessor in that every soldier gets one weapon based on their class, and one side equipment also based on class (Gremlin, pistol, grenade launcher, sword...)

     Western RPGs 
  • Done various ways in Mass Effect, which also makes a point of averting Informed Equipment as your weapons appear in a collapsed form on your character model.
    • Mass Effect, being more of an RPG that happened to have guns in it than a shooter, had a standard RPG Hyperspace Arsenal inventory (hard-capped at 150 items.) However characters were limited to one of each weapon class equipped at a time, were usually only proficient with a couple weapon classes, and couldn't change which weapon went where during combat.
    • Mass Effect 2 only allowed most characters to carry one copy of two weapon classes. Shepard got a heavy weapon as well and depending on his/her class might have additional weapons, and during a particular plot mission could either gain an additional slot or get an infinity plus one gun version of his/her primary weapon (for example, an Infiltrator could add the M-98 Widow Anti-Materiel Rifle to his/her sniper rifle selection). Soldier classes could choose any of the three infinity plus one guns, due to being able to carry all weapons except sub-machine guns from the start, and the game engine only being able to handle Shepard knowing how to hold up to five guns at a time.
    • Mass Effect 3 restricted Shepard's party members to two weapon classes out of five, (and can not deviate from the default encumbrance level) but, as seen in the page picture, Shepard had access to all five slots. Using all five weapons made his/her powers recharge extremely slowly but nobody actively stopped you from doing it. Soldier Shepard can level up to carry a hell of a lot to compensate - Infiltrator, Sentinel, and Vanguard Shepard can also carry more than Shepard's other non-Soldier classes/the multiplayer crew. Also, Shepard's class-specific perks only affect certain weapon types. Heavy weapons change to Throw-Away Guns that are placed on the map, replace the equipped weapon when picked up, then tossed when they run out of ammo. Multiplayer characters also had access to all 5 slots, but are limited to a choice of one or two weapons plus a weightless Cobra rocket launcher (classed as a missile launcher despite not locking on) that they always carry, even when empty, and are also under the same weight limitations as Shepard, with carry capacity roughly equal to that of his/her Engineer/Adept classes.
      • ME3 is an interesting case, in that the game expects you to be over-encumbered at any given time, and averts Critical Encumbrance Failure while doing so. The base cooldown for any given power is actually the cooldown time you get if you're exactly 200 weight points over your base capacity (including passives), and that time is added to or deducted from by up to 200% either way, with the minimum times being gained from not being over-encumbered at all, and the worst times coming from being a whopping 400 points or more over-encumbered. Justified by the use of element zero-powered mass effect fields compensating for a fighter's inability to carry their load without slowing down or harming their muscle or skeletal structures, at the cost of taxing their tech generators/biotic abilities.
    • Mass Effect: Andromeda allows Ryder or a multiplayer character to carry two firearms plus one melee weapon. Ryder may buy increases to carry up to four guns. Multiplayer characters only have two guns max. However, Ryder or a multiplayer character can carry any class of weapon. Furthermore, Critical Encumbrance Failure is sort of in effect. Ryder or the multiplayer character keeps a 100% recharge speed bonus until they hit a weight limit, at which point there is a sliding scale of penalty to power recharge based on the amount of weight carried over the limit.
  • In The Witcher, you can only carry up to four weapons at a time: two Witcher swords (steel and silver), a short weapon (such as a dagger or a small axe), and a heavy weapon (e.g. a large axe, a Morningstar or a second steel sword). One of the game's armours gives an extra slot for a second small weapon. You cannot carry any weapons in your inventory at all, at least in theory: your Fantastic Fighting Styles only actually apply to your Witcher swords, so any other weapon you pick up tends to be Vendor Trash that you're storing in your extra weapon slots until you can sell it.
  • Automated Simulations' Temple of Apshai. Your character could only carry one weapon (a sword) at a time. If you wanted to pick up a sword you found in the Temple, you had to drop (and lose) the one you were holding.

     Wide Open Sandbox 
  • In Dead Rising 2, you are limited to carrying only a certain amount of items in your inventory, as well as certain items you can't keep in your inventory while equipping another item (like the chainsaw). Fortunately, as your level increases, so does the amount of items you could carry.
  • A new mechanic introduced in Grand Theft Auto: Vice City and carried on from there is weapon categories, from melee weapons to shotguns to thrown weapons to gifts. It's still more than one would expect a normal human being to be able to carry (by San Andreas there's already enough categories that you can carry just as many weapons as you could in III), but it does prevent situations like carrying both a rocket launcher and a flamethrower as was possible in the third game. This was dropped in Grand Theft Auto V, but even there, you're still better off carrying no more than one weapon of each class of firearm.
    • Saints Row uses a similar system. You have inventory slots for every weapon category but can only carry one of said category in the slot, maybe two if you pair them up in Saints Row 2 onwards.
  • Just bought some shiny new Pursuit Tech in Need for Speed Rivals? Surprise, your car can only have two. This is especially egregious as a Cop, as apparently an officer with two weapons on his car suddenly loses the authority to radio for helicopters or roadblocks.

Alternative Title(s): Two Gun Rule, Two Gun Limit