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* Averted in the ''[[VideoGame/AlienVsPredatorCapcom AlienVsPredator]]'' UsefulNotes/ArcadeGame. Three of the four player characters are armed with a default weapon that they can lose at any moment. The one who can't drop their weapon ''[[ArtificialLimbs has it as their arm]]''!

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* Averted Played straight and averted in the ''[[VideoGame/AlienVsPredatorCapcom AlienVsPredator]]'' UsefulNotes/ArcadeGame. Three of the All four player characters are armed with have a default weapon that they can lose at any moment. The one who projectile weapon, but three of them have it built into their armor or a [[ArtificialLimbs prosthetic limb]] and can't drop their it. The fourth uses a semiautomatic pistol, but keeps hold of it even when she gets hit while firing. On the other hand, three of them have a melee weapon ''[[ArtificialLimbs has it as that can be knocked out of their arm]]''!hands; the fourth doesn't have one of his own, but can pick up and use anyone else's weapon.
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** ''VideoGame/{{Call of Duty 4|ModernWarfare}}'' and ''[[VideoGame/CallOfDutyWorldAtWar World at War]]'' would have dying enemies pull a pistol or or ready a grenade. The latter is harder to tell since they will look dead until you hear a "tink" sound and the grenade indicator appears.

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** ''VideoGame/{{Call of Duty 4|ModernWarfare}}'' and ''[[VideoGame/CallOfDutyWorldAtWar World at War]]'' would have dying enemies pull a pistol or or ready a grenade. The latter is harder to tell since they will look dead until you hear a "tink" sound and the grenade indicator appears.

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* In ''VideoGame/MirrorsEdge'' all the Disarm moves are also knockout moves, and there's no functional or obvious difference between a knockout and a kill. In fact, killing an opponent using a method other than a gun still counts towards the PacifistRun achievement.

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* In ''VideoGame/MirrorsEdge'' all ''VideoGame/MirrorsEdge'':
** All
the Disarm moves are also knockout moves, and there's no functional or obvious difference between a knockout and a kill. In fact, killing an opponent using a method other than a gun still counts towards the PacifistRun achievement.



* Just about every FightingGame that features weapons will have this even worse--the weapon won't leave your grip even after death or knockout. Whether it's [[VideoGame/{{Tekken}} Yoshimitsu's]] sword, or [[VideoGame/SoulSeries Maxi's]] nunchaku, they hold on to the bitter end, and beyond.
** Averted in the ''VideoGame/SuperSmashBros'' series when it comes to items like beam swords and ray guns. If you hurt a player enough while they hold an item, they will drop it. But played straight for any character who fights with a signature weapon, such as Link, or anybody from ''Franchise/FireEmblem.''
** In ''VideoGame/StreetFighterII'', Vega loses his claw after 14 parries, forcing him to continue bare-fisted. ''VideoGame/StreetFighterAlpha 3'' gave him the ability to fetch it back.

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* Just about every FightingGame that features weapons will have this even worse--the weapon won't leave your grip even after death or knockout. Whether it's [[VideoGame/{{Tekken}} Yoshimitsu's]] sword, or [[VideoGame/SoulSeries Maxi's]] nunchaku, they hold on to the bitter end, and beyond.
**
Averted in the ''VideoGame/SuperSmashBros'' series when it comes to items like beam swords and ray guns. If you hurt a player enough while they hold an item, they will drop it. But played straight for any character who fights with a signature weapon, such as Link, or anybody from ''Franchise/FireEmblem.''
** * In ''VideoGame/StreetFighterII'', an aversion, Vega from ''VideoGame/StreetFighterII'' loses his claw after 14 parries, forcing him to continue bare-fisted. ''VideoGame/StreetFighterAlpha 3'' gave him the ability to fetch it back.
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Adding an example.

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* ''VideoGame/{{OMORI}}'': At the end of the FinalBoss fight, [[spoiler:whoever loses the BattleInTheCenterOfTheMind drops their weapon (Sunny's violin and Omori's knife, respectively) right before [[SplitPersonalityTakeover fading away in the other's arms]]]].

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* Averted in ''VideoGame/CortexCommand'', where disarming is so ridiculously easy that sometimes even the recoil of your weapon can disarm you. And weapons aren't indestructible either. Dying by stepping on a grenade to hard sucks...

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* Averted in ''VideoGame/CortexCommand'', where disarming is so ridiculously easy that sometimes even the recoil of your weapon can disarm you. And weapons aren't indestructible either. Dying by stepping too hard on a live but otherwise safe grenade to hard sucks...sucks.



* The late great Charlton Heston said it best.
** Pretty sure that is a YMMV statement.
* Modern tactical slings for assault rifles are as close as the real world comes to this trope. The slings prevent the weapon from going anywhere except across the front of the user's chest at a low ready. This makes disarming the shooter and taking their weapon practically impossible. Likewise, if the user is thrown off their feet, critically injured, or even loses an arm, their weapon is still attached to them ready to be moved into a firing position. Similar devices for pistols exist, but they only ensure the pistol is attached by a short, retractable line and can be readily retrieved if dropped.

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* The late great Charlton Heston said it best.
** Pretty sure that is a YMMV statement.
* Modern tactical slings for assault rifles are as close as the real world comes to this trope. The slings prevent the weapon from going anywhere except across the front of the user's chest at a low ready. This makes disarming the shooter and taking their weapon without actively neutralizing them practically impossible. Likewise, if the user is thrown off their feet, critically injured, or even loses an arm, their weapon is still attached to them ready to be moved into a firing position. Similar devices for pistols exist, but they only ensure the pistol is attached by a short, retractable line and can be readily retrieved if dropped.
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** The multiplayer in every game since ''Call of Duty 4'' has the "Last Stand" perk which would allow "killed" players to draw a pistol and fight until they are hit again or bleed out. Oddly enough, they don't drop their main gun when they enter Last Stand, only when they actually die. However, it only works if you're downed with regular shots to the body - headshots, close-range shotgun blasts, knife hits, explosions of any kind, and direct-impact grenade kills [[ChunkySalsaRule override going into Last Stand]].

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** The multiplayer in every game since ''Call of Duty 4'' has the "Last Stand" perk which would allow "killed" players to draw a pistol and fight until they are hit again or bleed out. Oddly enough, they don't drop their main gun when they enter Last Stand, only when they actually die. However, it only works if you're downed with regular shots to the body - headshots, close-range shotgun blasts, knife hits, explosions of any kind, and getting hit [[BoomHeadshot in the head]], with a close-range shotgun blast, by a direct-impact 40mm grenade kills or by an attack helicopter killstreak [[ChunkySalsaRule override overrides going into Last Stand]].



** ''World at War'' and ''[[VideoGame/CallOfDutyBlackOps Black Ops]]'' have the Second Chance perk. It functions almost idenitcally to Last Stand, except that allies can administer a shot of morphine and get you back on your feet, good as new. Ultimately played straight, as players drop whatever weapon they were using when they die, Second Chance or not. Where the light machine gun or SAM launcher they were holding a moment before pulling their pistol goes, however, [[FridgeLogic is anyone's guess]].

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** ''World at War'' and ''[[VideoGame/CallOfDutyBlackOps Black Ops]]'' have the Second Chance perk. It functions almost idenitcally identically to Last Stand, except that allies can administer a shot of morphine and get you back on your feet, good as new. Ultimately played straight, as players drop whatever weapon they were using when they die, Second Chance or not. Where the light machine gun or SAM launcher they were holding a moment before pulling their pistol goes, however, [[FridgeLogic is anyone's guess]].
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** Held in the original game with an interesting addition: a helmet coming off also signified death.
** Deliberately subverted in ''Call of Duty 2'', where the same animations could occur despite the enemy not yet being completely dead. In the case of dropped weapons, the enemy in question will pull out a pistol for a last salvo, or crawl toward his fallen weapon.
** ''[[VideoGame/ModernWarfare Call of Duty 4]]'' and ''[[VideoGame/CallOfDutyWorldAtWar World at War]]'' would have dying enemies pull a pistol or or ready a grenade. The latter is harder to tell since they will look dead until you hear a "tink" sound and the grenade indicator appears.
** The multiplayer in every game since ''Call of Duty 4'' has the "Last Stand" perk which would allow "killed" players to draw a pistol and fight until they are hit again or bleed out. Oddly enough, they don't drop their main gun when they enter Last Stand, only when they actually die.
** ''Modern Warfare 2'' has the "Final Stand" deathstreak that allows you full access to your weapons, and should you survive long enough you get up with full health.
** ''[[VideoGame/CallOfDutyBlackOps Black Ops]]'' has the Second Chance perk. Initially it functions like Last Stand, and when upgraded allies can administer a shot of morphine and get you back on your feet, good as new. Ultimately played straight, as players drop whatever weapon they were using when they die, Second Chance or not. Where the light machine gun or SAM launcher they were holding a moment before pulling their pistol goes, however, [[FridgeLogic is anyone's guess]].

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** Held in [[VideoGame/CallOfDuty1 the original game game]] with an interesting addition: a helmet coming off also signified death.
** Deliberately subverted in ''Call of Duty 2'', ''VideoGame/CallOfDuty2'', where the same animations could occur despite the enemy not yet being completely dead. In the case of dropped weapons, the enemy in question will pull out a pistol for a last salvo, or crawl toward his fallen weapon.
** ''[[VideoGame/ModernWarfare Call ''VideoGame/{{Call of Duty 4]]'' 4|ModernWarfare}}'' and ''[[VideoGame/CallOfDutyWorldAtWar World at War]]'' would have dying enemies pull a pistol or or ready a grenade. The latter is harder to tell since they will look dead until you hear a "tink" sound and the grenade indicator appears.
** The multiplayer in every game since ''Call of Duty 4'' has the "Last Stand" perk which would allow "killed" players to draw a pistol and fight until they are hit again or bleed out. Oddly enough, they don't drop their main gun when they enter Last Stand, only when they actually die.
die. However, it only works if you're downed with regular shots to the body - headshots, close-range shotgun blasts, knife hits, explosions of any kind, and direct-impact grenade kills [[ChunkySalsaRule override going into Last Stand]].
** ''Modern ''[[VideoGame/CallofDutyModernWarfare2 Modern Warfare 2'' 2]]'' has the "Final Stand" deathstreak that allows you full access to your weapons, and should you survive long enough you get up with full health.
** ''World at War'' and ''[[VideoGame/CallOfDutyBlackOps Black Ops]]'' has have the Second Chance perk. Initially it It functions like almost idenitcally to Last Stand, and when upgraded except that allies can administer a shot of morphine and get you back on your feet, good as new. Ultimately played straight, as players drop whatever weapon they were using when they die, Second Chance or not. Where the light machine gun or SAM launcher they were holding a moment before pulling their pistol goes, however, [[FridgeLogic is anyone's guess]].
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An Axe To Grind is no longer a trope


* ''VideoGame/UndercoverCops'' featured enemy grunts who wielded [[GrievousBottleyHarm broken bottles]], knives, [[AnAxeToGrind short handled battle axes]], [[TorchesAndPitchforks torches]], and [[BatterUp baseball bats]]. Upon killing them, they do not drop their weapons.

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* ''VideoGame/UndercoverCops'' featured enemy grunts who wielded [[GrievousBottleyHarm broken bottles]], knives, [[AnAxeToGrind short handled battle axes]], axes, [[TorchesAndPitchforks torches]], and [[BatterUp baseball bats]]. Upon killing them, they do not drop their weapons.
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** ''Machinima/RedVsBlue'' exploited a glitch in the original ''VideoGame/{{Halo|CombatEvolved}}'' that displayed soldiers' helmets facing forward when aiming a pistol at the ground, allowing characters to converse fairly normally, but it was only after the late Creator/MontyOum joined the production team as an animator that characters were able to empty their hands. It also Lampshaded this trope, as seen on the quote page.

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** ''Machinima/RedVsBlue'' ''WebAnimation/RedVsBlue'' exploited a glitch in the original ''VideoGame/{{Halo|CombatEvolved}}'' that displayed soldiers' helmets facing forward when aiming a pistol at the ground, allowing characters to converse fairly normally, but it was only after the late Creator/MontyOum joined the production team as an animator that characters were able to empty their hands. It also Lampshaded this trope, as seen on the quote page.
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** The Heston quote is further parodied by the [[CloudCuckoolander Soldier]]'s response to opening a rare loot item in Mann Versus Machine mode:
--->"You can have this when you pry it from my cold, dead hands. And even then, good luck! Because I will have glued it to my cold, dead hands."
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* In ''VideoGame/IndianaJonesAndTheEmperorsTomb'', knocking an enemy down with punches or a powerful enough gunshot will knock their weapon out of their hands. They can also do the same to you, and you can even lose Indy's [[CoolHat fedora]]. This means that the end every fight can potentially be a SugarWiki/MomentOfAwesome as you stand over the enemy's body and put your hat back on smoothly.

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* In ''VideoGame/IndianaJonesAndTheEmperorsTomb'', knocking an enemy down with punches or a powerful enough gunshot will knock their weapon out of their hands. They can also do the same to you, and you can even lose Indy's [[CoolHat [[SignatureHeadgear fedora]]. This means that the end every fight can potentially be a SugarWiki/MomentOfAwesome as you stand over the enemy's body and put your hat back on smoothly.
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** Pretty sure that is a YMMV statement.

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