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* Averted in the UsefulNotes/PlayStation2 version of ''VideoGame/ViewtifulJoe''. When playing as [[VideoGame/DevilMayCry Dante]] and using the 'slow' VFX, the bullets from his handguns are slowed down normally, just like enemy bullets.

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* Averted in the UsefulNotes/PlayStation2 Platform/PlayStation2 version of ''VideoGame/ViewtifulJoe''. When playing as [[VideoGame/DevilMayCry Dante]] and using the 'slow' VFX, the bullets from his handguns are slowed down normally, just like enemy bullets.
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* In ''VideoGame/{{Bayonetta}}'', bullets and other projectile attacks still move at normal speed while in Witch Time. Except that one time where you shoot a lipstick at a boss and manually guide it to its target.

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* In ''VideoGame/{{Bayonetta}}'', bullets and other projectile attacks still move at normal speed while in Witch Time. Except that one time where you shoot a lipstick at a boss [[spoiler: Father Balder]] and manually guide it to its target.



* Averted in the UsefulNotes/PlayStation2 version of ''VideoGame/ViewtifulJoe''. When playing as Dante and using the 'slow' VFX, the bullets from his handguns are slowed down normally, just like enemy bullets.

to:

* Averted in the UsefulNotes/PlayStation2 version of ''VideoGame/ViewtifulJoe''. When playing as Dante [[VideoGame/DevilMayCry Dante]] and using the 'slow' VFX, the bullets from his handguns are slowed down normally, just like enemy bullets.

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* In ''VideoGame/{{Bayonetta}}'', bullets and other projectile attacks still move at normal speed while in Witch Time. Except that one time where you shoot a lipstick at a boss and manually guide it to its target.



* The Tracker contractor in ''VideoGame/HeatSignature'' carries a High Velocity Rifle which is extremely difficult to dodge, even with a [[BulletTime Slipstream]] activated. Trackers also instantly fire if they see you and they're not jammed/subverted.
* ''VideoGame/HonkaiImpact3rd'' zig-zags this trope around. If the projectile is visible and has travel time, it will be slowed down anytime you trigger a [[BulletTime Time Fracture]]. Though for Kiana and Kallen, who use guns as their weapons, their attacks are always {{Hitscan}} so as to [[AcceptableBreaksFromReality not make their primary means of attack aggravating]].
* In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', when Link fires his bow in midair in bullet-time, he's shooting Very High Velocity Arrows.
* Averted in the UsefulNotes/PlayStation2 version of ''VideoGame/ViewtifulJoe''. When playing as Dante and using the 'slow' VFX, the bullets from his handguns are slowed down normally, just like enemy bullets.



* Averted in the UsefulNotes/PlayStation2 version of ''VideoGame/ViewtifulJoe''. When playing as Dante and using the 'slow' VFX, the bullets from his handguns are slowed down normally, just like enemy bullets.
* In ''VideoGame/{{Bayonetta}}'', bullets and other projectile attacks still move at normal speed while in Witch Time. Except that one time where you shoot a lipstick at a boss and manually guide it to its target.
* ''VideoGame/HonkaiImpact3rd'' zig-zags this trope around. If the projectile is visible and has travel time, it will be slowed down anytime you trigger a [[BulletTime Time Fracture]]. Though for Kiana and Kallen, who use guns as their weapons, their attacks are always {{Hitscan}} so as to [[AcceptableBreaksFromReality not make their primary means of attack aggravating]].
* In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', when Link fires his bow in midair in bullet-time, he's shooting Very High Velocity Arrows.
* The Tracker contractor in ''VideoGame/HeatSignature'' carries a High Velocity Rifle which is extremely difficult to dodge, even with a [[BulletTime Slipstream]] activated. Trackers also instantly fire if they see you and they're not jammed/subverted.



* ''VideoGame/TimeShift'' gives us a couple of rather, ahem, extreme examples. Not only do bullets move freely, but the timed detonator on explosives still goes off, even with a full [[TimeStandsStill TimeStop]].

to:

* ''VideoGame/TimeShift'' gives us a couple Very much averted in ''VideoGame/{{Dishonored}}''. When you use the Bend Time II power to stop time, enemies' projectiles are stopped in their tracks, and so are yours when you fire them. All of rather, ahem, extreme examples. Not only do your bullets/bolts will fire simultaneously when the effect ends (which can net you an achievement if you kill 5 enemies at the same time with the crossbow).
* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'''s bullet time speeds up you reaction, movement speed and, for non-automatic weapons, firing speed, everything else in the game world in slowed down. However your
bullets move freely, but the timed detonator on explosives appear to slowed slightly as well. You still goes off, aren't able to dodge bullets, because they travel far too quickly for that. Still, you can see the pretty trails left in the air by bullets, which is a godsend for locating enemies trying to kill you. The main function of BulletTime in F.E.A.R. is to give the player enough time to move, aim, and react against the highly competent and intelligent enemies who would otherwise make the game sadistically tough.
* {{Exaggerated|Trope}} in ''VideoGame/{{Geist}}'', which has enemies whose rounds get ''faster'' when they activate SuperSpeed, while your own projectiles [[UnusableEnemyEquipment remain slowed]]
even when you get access to a version of their speed suit. However, these projectiles they shoot are normally slower than bullets, and when they show up with a full [[TimeStandsStill TimeStop]].these very high velocity rounds it's to reinforce that the player's only option is to {{run|OrDie}} away.



* Averted in ''VideoGame/{{Wolfenstein}}''. When you're in bullet time, as soon as your bullets leave your gun they slow down to the same speed as everyone else's.
* If you freeze or slow down time in ''VideoGame/UnrealTournament'', with the ''playersonly'' and ''slomo 0,X'' command respectively, you can kill the bots with your {{hitscan}} weapons normally, but your projectile weapons will shoot projectiles which stop or slow down according to the current state of time.
** With the actual Bullet Time mod for the game, you can choose to have bullet-firing hitscan weapons fire modeled projectiles that are affected by Bullet Time, even for "The One" who actually has that power.
* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'''s bullet time speeds up you reaction, movement speed and, for non-automatic weapons, firing speed, everything else in the game world in slowed down. However your bullets appear to slowed slightly as well. You still aren't able to dodge bullets, because they travel far too quickly for that. Still, you can see the pretty trails left in the air by bullets, which is a godsend for locating enemies trying to kill you. The main function of BulletTime in F.E.A.R. is to give the player enough time to move, aim, and react against the highly competent and intelligent enemies who would otherwise make the game sadistically tough.
* Averted waaayyyy back in the original ''VideoGame/{{Turok}}''. When you used the slow-time powerup (or a cheat) your projectiles would slow down, and so would the firing rate of your weapons. Things like pistols and shotguns, whose bullets are invisible and normally seem to "instant hit" actually take a noticeable amount of time to reach the target... But are still invisible.

to:

* Averted in ''VideoGame/{{Wolfenstein}}''. When you're in bullet time, ''VideoGame/KillingFloor'' is inconsistent about this, as soon as your bullets leave your gun they slow down to the same speed as everyone else's.
* If you freeze or slow down time in ''VideoGame/UnrealTournament'', with the ''playersonly''
normal rifles, submachine guns and ''slomo 0,X'' command respectively, you can kill the bots with your pistols are {{hitscan}} weapons normally, but your projectile weapons and will shoot projectiles which stop or slow down according to the current state of time.
** With the actual Bullet Time mod for the game, you can choose to have bullet-firing hitscan weapons fire
remain so during "Zed Time", but shotguns are given modeled projectiles at all times that are affected by Bullet the slowdown. ''VideoGame/KillingFloor2'' averts this, as every weapon but the Railgun has slowed projectiles in Zed Time, even for "The One" who actually has the ones that power.
are hitscan in regular time.
* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'''s ''VideoGame/Postal2's'' A Week in Paradise mod plays this completely straight with the added bullet time speeds up you reaction, movement speed and, for non-automatic weapons, firing speed, feature - everything else in the game world in slowed down. However ''but'' you and your bullets appear to slowed slightly as well. You still aren't able to dodge bullets, because they travel far too quickly for that. Still, you can see the pretty trails left in the air by bullets, which is a godsend for locating enemies trying to kill you. The main function of BulletTime in F.E.A.R. is to give the player enough weapons move/fire slower. And since there's no time to move, aim, and react against the highly competent and intelligent enemies who would otherwise make the game sadistically tough.
* Averted waaayyyy back in the original ''VideoGame/{{Turok}}''. When you used the slow-time powerup (or a cheat) your projectiles would slow down, and so would the firing rate of your weapons. Things like pistols and shotguns, whose bullets are invisible and normally seem to "instant hit" actually take a noticeable amount of time to reach the target... But are still invisible.
limit with hotkey-based bullet time, it could fall straight into GameBreaker territory.



* Very much averted in ''VideoGame/{{Dishonored}}''. When you use the Bend Time II power to stop time, enemies' projectiles are stopped in their tracks, and so are yours when you fire them. All of your bullets/bolts will fire simultaneously when the effect ends (which can net you an achievement if you kill 5 enemies at the same time with the crossbow).



* ''VideoGame/KillingFloor'' is inconsistent about this, as normal rifles, submachine guns and pistols are {{hitscan}} and will remain so during "Zed Time", but shotguns are given modeled projectiles at all times that are affected by the slowdown. ''VideoGame/KillingFloor2'' averts this, as every weapon but the Railgun has slowed projectiles in Zed Time, even the ones that are hitscan in regular time.
* {{Exaggerated|Trope}} in ''VideoGame/{{Geist}}'', which has enemies whose rounds get ''faster'' when they activate SuperSpeed, while your own projectiles [[UnusableEnemyEquipment remain slowed]] even when you get access to a version of their speed suit. However, these projectiles they shoot are normally slower than bullets, and when they show up with these very high velocity rounds it's to reinforce that the player's only option is to {{run|OrDie}} away.
* ''VideoGame/Postal2's'' A Week in Paradise mod plays this completely straight with the added bullet time feature - everything ''but'' you and your weapons move/fire slower. And since there's no time limit with hotkey-based bullet time, it could fall straight into GameBreaker territory.

to:

* ''VideoGame/KillingFloor'' is inconsistent about this, as normal rifles, submachine guns ''VideoGame/TimeShift'' gives us a couple of rather, ahem, extreme examples. Not only do bullets move freely, but the timed detonator on explosives still goes off, even with a full [[TimeStandsStill TimeStop]].
* Averted waaayyyy back in the original ''VideoGame/{{Turok}}''. When you used the slow-time powerup (or a cheat) your projectiles would slow down,
and so would the firing rate of your weapons. Things like pistols and shotguns, whose bullets are invisible and normally seem to "instant hit" actually take a noticeable amount of time to reach the target... But are still invisible.
* If you freeze or slow down time in ''VideoGame/UnrealTournament'', with the ''playersonly'' and ''slomo 0,X'' command respectively, you can kill the bots with your
{{hitscan}} and weapons normally, but your projectile weapons will remain so during "Zed Time", but shotguns are given shoot projectiles which stop or slow down according to the current state of time.
** With the actual Bullet Time mod for the game, you can choose to have bullet-firing hitscan weapons fire
modeled projectiles at all times that are affected by the slowdown. ''VideoGame/KillingFloor2'' averts this, as every weapon but the Railgun has slowed projectiles in Zed Bullet Time, even the ones for "The One" who actually has that are hitscan power.
* Averted
in regular time.
* {{Exaggerated|Trope}}
''VideoGame/{{Wolfenstein}}''. When you're in ''VideoGame/{{Geist}}'', which has enemies whose rounds get ''faster'' when they activate SuperSpeed, while your own projectiles [[UnusableEnemyEquipment remain slowed]] even when you get access to a version of their speed suit. However, these projectiles they shoot are normally slower than bullets, and when they show up with these very high velocity rounds it's to reinforce that the player's only option is to {{run|OrDie}} away.
* ''VideoGame/Postal2's'' A Week in Paradise mod plays this completely straight with the added bullet time feature - everything ''but'' you and your weapons move/fire slower. And since there's no time limit with hotkey-based
bullet time, it could fall straight into GameBreaker territory.as soon as your bullets leave your gun they slow down to the same speed as everyone else's.



* Also averted in the Matrix parodying level of ''VideoGame/ConkersBadFurDay''.



* Also averted in the Matrix parodying level of ''VideoGame/ConkersBadFurDay''.



* ''VideoGame/VampireTheMasqueradeBloodlines'' with the Celerity discipline. Notable is that slow-moving shots ''continue'' moving slowly even after the power is toggled off, thanks to a programming quirk.

to:

* ''VideoGame/VampireTheMasqueradeBloodlines'' with The Slow Time Shout in ''VideoGame/TheElderScrollsVSkyrim'' slows down you, your spells and your arrows to a minor degree, and everything else to a significant degree. Possibly justified by the Celerity discipline. Notable fact that the mechanism is that slow-moving shots ''continue'' moving slowly even after [[AWizardDidIt you shout at time to slow down, and it does]].
** Subverted by
the power is toggled off, thanks to a programming quirk.continuous-attack spells like ''flames'', which keep doing the same damage as before, effectively multiplying their damage.



* The Slow Time Shout in ''VideoGame/TheElderScrollsVSkyrim'' slows down you, your spells and your arrows to a minor degree, and everything else to a significant degree. Possibly justified by the fact that the mechanism is that [[AWizardDidIt you shout at time to slow down, and it does]].
** Subverted by the continuous-attack spells like ''flames'', which keep doing the same damage as before, effectively multiplying their damage.

to:

* The Slow Time Shout in ''VideoGame/TheElderScrollsVSkyrim'' slows down you, your spells and your arrows to a minor degree, and everything else to a significant degree. Possibly justified by ''VideoGame/VampireTheMasqueradeBloodlines'' with the fact that the mechanism Celerity discipline. Notable is that [[AWizardDidIt you shout at time to slow down, and it does]].
** Subverted by
slow-moving shots ''continue'' moving slowly even after the continuous-attack spells like ''flames'', which keep doing the same damage as before, effectively multiplying their damage.power is toggled off, thanks to a programming quirk.



* Sega's 1981 arcade game ''Astro Blaster'' had a Warp button that temporarily slows down the enemies and their shots for about 10 seconds while you can continue to fire normal speed shots. This feature could only be used once per ship or sector.



* Sega's 1981 arcade game ''Astro Blaster'' had a Warp button that temporarily slows down the enemies and their shots for about 10 seconds while you can continue to fire normal speed shots. This feature could only be used once per ship or sector.



* Averted in ''VideoGame/BloodRayne 2''. When you're in slow-mo, or stop-mo, your bullets are slowed just like everything else. This actually makes it pretty fun to set up a barrage of time-stopped missiles around an opponent, then watch them all hit him at once, za warudo-style.



* Played straight in ''VideoGame/TotalOverdose'' with any weapon. The bullet time simply doesn't work on you.



* Averted in ''VideoGame/BloodRayne 2''. When you're in slow-mo, or stop-mo, your bullets are slowed just like everything else. This actually makes it pretty fun to set up a barrage of time-stopped missiles around an opponent, then watch them all hit him at once, za warudo-style.
* Played straight in ''VideoGame/TotalOverdose'' with any weapon. The bullet time simply doesn't work on you.



* Dio Brando in Part 3 of ''Manga/JoJosBizarreAdventure'' averts this much like Sakuya. Dio's knives do go a good distance until they run out of momentum and float in mid-air. He gets around this by throwing a storm of knives as well as being the only guy [[spoiler:at first]] who can stop time, even if it's only for 5 seconds (unlike Sakuya who can pause it as long as she wants) before he becomes too exhausted to keep it up. The knives, however, keep a fair bit of momentum and bury themselves a few inches deep into something [[spoiler:like a rolled up Shonen Jump magazine]].



* Dio Brando in Part 3 of ''Manga/JoJosBizarreAdventure'' averts this much like Sakuya. Dio's knives do go a good distance until they run out of momentum and float in mid-air. He gets around this by throwing a storm of knives as well as being the only guy [[spoiler:at first]] who can stop time, even if it's only for 5 seconds (unlike Sakuya who can pause it as long as she wants) before he becomes too exhausted to keep it up. The knives, however, keep a fair bit of momentum and bury themselves a few inches deep into something [[spoiler:like a rolled up Shonen Jump magazine]].
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If it was 30 years ago when it was first added in 2014, then it's 40 years ago now, and examples shouldn't use outdatable language ("X years ago", "recent", etc.)


* Going as far back as 30 years ago, versions of ''Franchise/StarTrek'' computer games written for anything from mainframes to minicomputers routinely had the game set up so that when you fire at the Klingons, it's instantaneous, but when the Klingons fire at you, their torpedo moves from their ship at the rate of about one space per turn.

to:

* Going as far back as 30 years ago, TheEighties, versions of ''Franchise/StarTrek'' computer games written for anything from mainframes to minicomputers routinely had the game set up so that when you fire at the Klingons, it's instantaneous, but when the Klingons fire at you, their torpedo moves from their ship at the rate of about one space per turn.



* {{Exaggerated|Trope}} in ''VideoGame/{{Geist}}'', which has enemies whose rounds get ''faster'' when they activate SuperSpeed, while your own projectiles [[UnusableEnemyEquipment remain slowed]] even when you get access to a version of their speed suit. However, these projectiles they shoot are normally slower than bullets, and when they show up with these very high velocity rounds it's to reinforce that the player's only option is to {{run|ordie}} away.

to:

* {{Exaggerated|Trope}} in ''VideoGame/{{Geist}}'', which has enemies whose rounds get ''faster'' when they activate SuperSpeed, while your own projectiles [[UnusableEnemyEquipment remain slowed]] even when you get access to a version of their speed suit. However, these projectiles they shoot are normally slower than bullets, and when they show up with these very high velocity rounds it's to reinforce that the player's only option is to {{run|ordie}} {{run|OrDie}} away.
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Any shots that enemies fire at ''you'' may move like a swimmer through molasses, but your bullets move like, well, bullets. Clearly, your gun is loaded with VeryHighVelocityRounds.

to:

Any shots that enemies fire at ''you'' may move like a swimmer through molasses, but your bullets move like, well, bullets. Clearly, your gun is loaded with VeryHighVelocityRounds.
Very High Velocity Rounds.
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* Flip-flopped in ''Anime/PuellaMagiMadokaMagica''. Anything [[TimeMaster Akemi Homura]] interacts with will stop the moment it isn't touching anything she's touching. But there are other times when things still move when she let's go of them.

to:

* Flip-flopped in ''Anime/PuellaMagiMadokaMagica''. Anything In ''Anime/PuellaMagiMadokaMagica'', whenever [[TimeMaster Akemi Homura]] interacts with will stop the moment it isn't touching [[TimeStandsStill stops time]], anything she's touching. But there are other times when things still move when she let's go that leaves her direct control will keep going for a fraction of them.a second, then freeze in place. Bullets will only travel a few meters during that time, letting her set up a wall of bullets from just one gun.
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* Using the [[BulletTime healing touch]] in ''VideoGame/TraumaCenter'' causes everything to slow down: ongoing damage to your patient, expanding aneurysms, and so forth... but if you start injecting medicine, it still works at the same rate, and suturing your patient at blazing fast speeds somehow doesn't give them friction burns. Taken to ludicrous levels at the end of Under the Knife 1, where in a burst of HeroicWillpower [[spoiler: Derek proceeds to stop time entirely to defeat the final strain of GUILT. You can still operate to your hearts content, without hurting your patient. Reversed on you once you finally kill it, as it proceeds to writhe around in its death throes, despite time being stopped.]]

to:

* Using the [[BulletTime healing touch]] in ''VideoGame/TraumaCenter'' causes everything to slow down: ongoing damage to your patient, expanding aneurysms, and so forth... but if you start injecting medicine, it still works at the same rate, and suturing your patient at blazing fast speeds somehow doesn't give them friction burns. Taken to ludicrous levels at the end of Under the Knife 1, where in a burst of HeroicWillpower [[spoiler: Derek proceeds to stop time entirely to defeat the final strain of GUILT. You can still operate to your hearts content, without hurting your patient. Reversed on you once you finally kill it, as it proceeds to writhe around in its death throes, [[MoveInTheFrozenTime despite time being stopped.stopped]].]]
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Added DiffLines:

* The Tracker contractor in ''VideoGame/HeatSignature'' carries a High Velocity Rifle which is extremely difficult to dodge, even with a [[BulletTime Slipstream]] activated. Trackers also instantly fire if they see you and they're not jammed/subverted.

Added: 288

Changed: 51

Removed: 288

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* ''VideoGame/Postal2's'' A Week in Paradise mod plays this completely straight with the added bullet time feature - everything ''but'' you and your weapons move/fire slower. And since there's no time limit with hotkey-based bullet time, it could fall straight into GameBreaker territory.



* ''VideoGame/MaxPayne2TheFallOfMaxPayne'' It becomes especially noticeable with modifications that bring the BulletTime up to higher levels.
** The original ''VideoGame/MaxPayne'', however, averts the trope: your bullets are just as slow as everyone else's.
** ''VideoGame/MaxPayne3'' does much the same as the second game, with your bullets hitting at least near-instantly while being able to slowly side-step out of enemy bullet paths. Until the [[ArrowCam bullet camera]] occurs for the last kill of the area, anyway.

to:

* ''VideoGame/MaxPayne2TheFallOfMaxPayne'' ''VideoGame/MaxPayne 2'': It becomes especially noticeable with modifications that bring the BulletTime up to higher levels.
** The original ''VideoGame/MaxPayne'', game, however, averts the trope: your bullets are just as slow as everyone else's.
** ''VideoGame/MaxPayne3'' ''Max Payne 3'' does much the same as the second game, with your bullets hitting at least near-instantly while being able to slowly side-step out of enemy bullet paths. Until the [[ArrowCam bullet camera]] occurs for the last kill of the area, anyway.



* ''VideoGame/Postal2's'' A Week in Paradise mod plays this completely straight with the added bullet time feature - everything ''but'' you and your weapons move/fire slower. And since there's no time limit with hotkey-based bullet time, it could fall straight into GameBreaker territory.
Is there an issue? Send a MessageReason:
None


* {{Exaggerated|Trope}} in ''Videogame/{{Geist}}'', which has enemies whose rounds get ''faster'' when they activate SuperSpeed, while your own projectiles [[UnusableEnemyEquipment remain slowed]] even when you get access to a version of their speed suit. However, these projectiles they shoot are normally slower than bullets, and when they show up with these very high velocity rounds it's to reinforce that the player's only option is to {{run|ordie}} away.

to:

* {{Exaggerated|Trope}} in ''Videogame/{{Geist}}'', ''VideoGame/{{Geist}}'', which has enemies whose rounds get ''faster'' when they activate SuperSpeed, while your own projectiles [[UnusableEnemyEquipment remain slowed]] even when you get access to a version of their speed suit. However, these projectiles they shoot are normally slower than bullets, and when they show up with these very high velocity rounds it's to reinforce that the player's only option is to {{run|ordie}} away.



* ''VideoGame/{{Postal}} 2's'' A Week in Paradise mod plays this completely straight with the added bullet time feature - everything ''but'' you and your weapons move/fire slower. And since there's no time limit with hotkey-based bullet time, it could fall straight into GameBreaker territory.

to:

* ''VideoGame/{{Postal}} 2's'' ''VideoGame/Postal2's'' A Week in Paradise mod plays this completely straight with the added bullet time feature - everything ''but'' you and your weapons move/fire slower. And since there's no time limit with hotkey-based bullet time, it could fall straight into GameBreaker territory.

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