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* The coins in ''VideoGame/RiseOfTheTriad''. A bonus is actually offered for shooting all that are in a level.


* The 2D ''VideoGame/DukeNukem'' games. In a partial subversion, a chicken leg item could be shot ''once'' and become a full roasted chicken. Of course, shooting it another time would destroy it.

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* The 2D ''VideoGame/DukeNukem'' games. In games have soda cans which can serve as a partial subversion, a chicken leg item could health pickup, but can also be shot ''once'' shot. Combined with AttackablePickup, in that if you grab it on the way up, you get a decent score bonus, but no health. Fail to collect it and become it's lost. ''VideoGame/DukeNukemII'' has a full roasted chicken. Of course, shooting six-pack of soda that provides a straight example of the trope in that it's completely lost if you shoot it another time would destroy it.and there's no way to collect any of the parts.


** Particularly annoying in ''Videogame/DoomTheRoguelike''. The slightest [=AoE=] damage will destroy any item on the ground, even if that item is armor that would have protected you from that damage, or even if the item is invincible once you have it.

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** Particularly annoying in ''Videogame/DoomTheRoguelike''.''Videogame/{{DRL}}''. The slightest [=AoE=] damage will destroy any item on the ground, even if that item is armor that would have protected you from that damage, or even if the item is invincible once you have it.


* In ''Franchise/CrashBandicoot'' games, Wumpa Fruits and even OneUps can be spun away by Crash, or be blown away by explosives. In the "being chased" levels, the thing that chases you (boulders, giant polar bears, triceratops etc) can also do the same.

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* In ''Franchise/CrashBandicoot'' ''VideoGame/CrashBandicoot'' games, Wumpa Fruits and even OneUps can be spun away by Crash, or be blown away by explosives. In the "being chased" levels, the thing that chases you (boulders, giant polar bears, triceratops etc) can also do the same.


** Particularly annoying in ''Videogame/DoomTheRoguelike. The slightest [=AoE=] damage will destroy any item on the ground, even if that item is armor that would have protected you from that damage, or even if the item is invincible once you have it.

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** Particularly annoying in ''Videogame/DoomTheRoguelike.''Videogame/DoomTheRoguelike''. The slightest [=AoE=] damage will destroy any item on the ground, even if that item is armor that would have protected you from that damage, or even if the item is invincible once you have it.


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* Mushroom patches in ''VideoGame/{{Darkwood}}'' can be destroyed by flinging rocks at them or just running over them (which will poison you unless you have the Light Step perk or the Rubber Boots on the hotbar). Useful to get rid of the patches of small white mushrooms that are nothing but a hazard, but very detrimental if you accidentally destroy a harvestable red patch no Odd-Looking Mushrooms for you.


** Particularly annoying in ''Videogame/DooMTheRoguelike. The slightest [=AoE=] damage will destroy any item on the ground, even if that item is armor that would have protected you from that damage, or even if the item is invincible once you have it.

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** Particularly annoying in ''Videogame/DooMTheRoguelike.''Videogame/DoomTheRoguelike. The slightest [=AoE=] damage will destroy any item on the ground, even if that item is armor that would have protected you from that damage, or even if the item is invincible once you have it.



* ''Videogame/NeverwinterNights2'': To prevent players from just bashing chests open, destroying a chest has a chance to destroy its contents too. Unfortunately, this also applies to chests accidentally damaged by area-of-effect spells. ''Dammit Qara!''
** ''VideoGame/KnightsOfTheOldRepublic II'', by the same people, too. Only without the [=AoE=] issues.
* The {{VideoGame/XCOM}} series plays this trope pretty heavily, along with destroyable terrain. Items even have different amounts of 'hit points' and a few are explosive in their own right.
** Most frustratingly, the enemy [=UFOs=] are packed with valuable equipment to salvage and research, all of which is ridiculously delicate/explosive.

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* ''Videogame/NeverwinterNights2'': To prevent players from just bashing chests open, destroying a chest has a chance to destroy its contents too. Unfortunately, this also applies to chests accidentally damaged by area-of-effect spells. ''Dammit Qara!''
**
''Dammit, Qara!'' ''VideoGame/KnightsOfTheOldRepublic II'', by the same people, too. Only people has this, too, only without the [=AoE=] issues.
* The {{VideoGame/XCOM}} series plays this trope pretty heavily, along with destroyable terrain. Items even have different amounts of 'hit points' and a few are explosive in their own right.
**
right. Most frustratingly, the enemy [=UFOs=] are packed with valuable equipment to salvage and research, all of which is ridiculously delicate/explosive.



* In ''VideoGame/UnrealTournament'', the Volatile Ammo mutator makes ammunition packs destroyable (which will cause them to fire five to ten rounds in random directions). Since the ammo will respawn after some time, it's actually a valid tactic to snipe the boxes as an opposing player gets near them. Thankfully, the [[NukeEm Redeemer]] doesn't have any ammo drops or else it would just get silly.

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* In ''VideoGame/UnrealTournament'', the Volatile Ammo mutator makes ammunition packs destroyable (which will cause them to fire five to ten rounds in random directions). Since the ammo will respawn after some time, it's actually a valid tactic to snipe use them as ExplodingBarrels by sniping the boxes as when an opposing player gets near them. Thankfully, Thankfully (or not), the [[NukeEm Redeemer]] doesn't have any ammo drops aside from the weapon pickup, or else it would just get silly.



* In ''VideoGame/{{Worms}}'', boxes can be destroyed with explosive results. This can work for or against you depending, of course, on who's nearby.

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* In ''VideoGame/{{Worms}}'', boxes can be destroyed with explosive and fiery results. This can work for or against you depending, of course, you, depending on who's nearby.



* ''VideoGame/{{Doom}}'': Zombie enemies usually drop ammo and weapons when they die, but these dropped items get destroyed if under a DescendingCeiling. (All other items are immune to this, though, including ammo and weapons placed on the map by the level designer.)
* In ''VideoGame/{{Minecraft}}'', if items come in contact with fire, cacti, lava, or an explosion, they are destroyed.

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* ''VideoGame/{{Doom}}'': Zombie enemies usually drop ammo and weapons when they die, but these dropped items get destroyed if under crushed by a DescendingCeiling. (All All other items are immune to this, though, including ammo and weapons placed on the map by the level designer.)
designer. Certain source ports do away with this.
* In ''VideoGame/{{Minecraft}}'', if items come in contact with fire, cacti, lava, or an explosion, they are destroyed. They can be used as garbage disposal if you don't like dropping items and having them pollute your playing area until they despawn.



* ''VideoGame/WarcraftIII'''s items can be destroyed, but must be directly targeted by standard attacks, while spells and AoE effects won't affect them.

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* ''VideoGame/WarcraftIII'''s items can be destroyed, but must be [[ViolationOfCommonSense directly targeted by standard attacks, while spells attacks]]. Spells and AoE effects won't affect them.

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* ''VideoGame/WarcraftIII'''s items can be destroyed, but must be directly targeted by standard attacks, while spells and AoE effects won't affect them.

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* In ''VideoGame/DarkSouls2'', wooden chests can be destroyed if you hit them too much, turning the contents into the useless "Rubbish" item. This becomes much more of an issue after being introduced to [[ChestMonster Mimics]].


* The original ''ValkyrieProfile'' allowed you to pick up chests and item bags and at times required you to do so to use them and your ice crystal creation powers to build stairways to reach even better treasure. Unfortunately, due to the way the controls are mapped, it's easy to pick up an unopened treasure chest by accident when trying to open it and then panic, press the wrong button and have Lenneth gleefully toss it and the InfinityPlusOneSword it contains into a wall, shattering both into a million pieces. Which ultimately doesn't make much sense, as vast majority of the items you obtain are explicitly stated to be coated in Ether and thus made unbreakable.

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* The original ''ValkyrieProfile'' ''VideoGame/ValkyrieProfile'' allowed you to pick up chests and item bags and at times required you to do so to use them and your ice crystal creation powers to build stairways to reach even better treasure. Unfortunately, due to the way the controls are mapped, it's easy to pick up an unopened treasure chest by accident when trying to open it and then panic, press the wrong button and have Lenneth gleefully toss it and the InfinityPlusOneSword it contains into a wall, shattering both into a million pieces. Which ultimately doesn't make much sense, as vast majority of the items you obtain are explicitly stated to be coated in Ether and thus made unbreakable.


* ''Franchise/{{Ultima}}'':

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* ''Franchise/{{Ultima}}'':''VideoGame/{{Ultima}}'':


A related trope is BreakableWeapons. Compare AttackablePickup.

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A related trope is BreakableWeapons.Related tropes are BreakableWeapons and DisadvantageousDisintegration. Compare AttackablePickup.


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* In ''Franchise/CrashBandicoot'' games, Wumpa Fruits and even OneUps can be spun away by Crash, or be blown away by explosives. In the "being chased" levels, the thing that chases you (boulders, giant polar bears, triceratops etc) can also do the same.


* In ''VideoGame/TeamFortress2'' items would be given out based on how many achievements you had completed for a class. When they introduced a way to delete items, they didn't realize there was no way to get them back. So until they implemented a new drop system, everything you deleted was LostForever.

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* In ''VideoGame/TeamFortress2'' items would be given out based on how many achievements you had completed for a class. When they introduced a way to delete items, they didn't realize there was no way to get them back. So until they implemented a new drop system, everything you deleted was LostForever.lost.


* ''VideoGame/CrystalQuest'' punishes players who shoot everything coming out of the {{Mook Maker}}s by subtracting points if they shoot a bonus crystal.


* The {{X-COM}} series plays this trope pretty heavily, along with destroyable terrain. Items even have different amounts of 'hit points' and a few are explosive in their own right.

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* The {{X-COM}} {{VideoGame/XCOM}} series plays this trope pretty heavily, along with destroyable terrain. Items even have different amounts of 'hit points' and a few are explosive in their own right.


* ''Videogame/DonkeyKongCountry'' and its sequels had boss fights (or puzzles) that required the use of barrels. Wouldn't you know it, if anything minor touches those barrels, they ''explode'' into pieces, even though they're made of wood with metal bands. This is especially annoying in any boss fight where there's lots of stuff flying around on the screen and you need to use said barrels against the boss.

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* ''Videogame/DonkeyKongCountry'' ''Videogame/DonkeyKongCountry1'' and its sequels had boss fights (or puzzles) that required the use of barrels. Wouldn't you know it, if anything minor touches those barrels, they ''explode'' into pieces, even though they're made of wood with metal bands. This is especially annoying in any boss fight where there's lots of stuff flying around on the screen and you need to use said barrels against the boss.

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