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* You start out ''VideoGame/FeverCabin'' with a simple pistol. It can put down a regular zombie in four shots (two if you [[BoomHeadshot shoot them in the head]]).

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* ''VideoGame/DeadCounty'': The first weapon you get in the game is a handgun, which can put down a zombie in two-to-four shots.

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* ''VideoGame/{{Withstand}}'': You can find a handgun in the game world with some exploring.

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[[folder: Comic Books]]

* ''ComicBook/WonderWoman1987'': Micah Rain's pistol serves him surprisingly well given the [[{{BFG}} ridiculous]] [[ArmCannon firepower]] of Widow Sazia's [[CyberneticsEatYourSoul goons]] and the fact that the first mobster he pulls it on turns out to be a disguised demon who is {{immune to bullets}}. He's a PI so he's not using a gun all the time and he needs it to be discrete and easy to carry.

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* Many LightGun games have your character start with, and mainly use, a pistol. This does make sense for the police-oriented ones like ''VideoGame/VirtuaCop'' or ''VideoGame/LethalEnforcers''.

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* Many LightGun games {{Light Gun Game}}s have your character start with, and mainly use, a pistol. This does make sense for the police-oriented ones like ''VideoGame/VirtuaCop'' or ''VideoGame/LethalEnforcers''.

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* In ''VideoGame/GirlsFrontline'', Handgun units are primarily [[SupportPartyMember support units]]. They have poor damage output compared to other weapon types, but can provide buffs to the entire squad regardless of weapon type, making them an essential addition to most formations. Their high evasion also allows them to take on a tanking role, though their low health makes this a risky strategy.



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* Both the main character and villain of ''Anime/{{Canaan}}'' use handguns, a Beretta Px4 Storm and FN Five-seveN respectively.
* Throughout most of ''Anime/PrincessPrincipal'', Ange le Carre uses a rare semi-automatic Webley-Fosberry revolver.



** Barney's [=1911s=] are actually from Kimber, not Colt. Though popular culture thinks of the 1911 as the "Colt .45," which can also refer to four other pistols they have made, most 1911 pistols in the world today were ''not'' made by Colt (although they have made ''a lot'' of them and continue to do so today). Wartime GI production also included Ithaca, Remington, Remington-Rand (a typewriter manufacturer), Singer Sewing Machines, and Union Switch & Signal (who normally made train parts). Today, most of the firearm manufacturers out there have some kind of 1911 rolling off one of their assembly lines, including (but not limited to) Colt (USA), Kimber (USA), Smith & Wesson (USA), Springfield Armory (USA/Brazil), Remington (USA), ParaOrdnance (Canada), SIG-Sauer (Switzerland), Chiappa (Italy), Armscor (Philippines), and Rock Island Arms (Philippines). Lots of small, high-end gunsmiths are dedicated to turning out custom 1911s that are pretty much the Maserati of pistols.

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** Barney's [=1911s=] are actually from Kimber, not Colt. Though popular culture thinks of the 1911 as the "Colt .45," which can also refer to four other pistols they have made, most 1911 pistols in the world today were ''not'' made by Colt (although they have made ''a lot'' of them and continue to do so today). Wartime GI production also included Ithaca, Remington, Remington-Rand (a typewriter manufacturer), Singer Sewing Machines, and Union Switch & Signal (who normally made train parts). Today, most of the firearm manufacturers out there have some kind of 1911 rolling off one of their assembly lines, including (but not limited to) Colt (USA), Kimber (USA), Smith & Wesson (USA), Springfield Armory (USA/Brazil), Remington (USA), ParaOrdnance Ruger (USA), SIG Sauer (USA/Germany), Para Ordnance (Canada), SIG-Sauer (Switzerland), Chiappa (Italy), Armscor (Philippines), and Rock Island Arms (Philippines).Norinco (China). Lots of small, high-end gunsmiths are dedicated to turning out custom 1911s that are pretty much the Maserati of pistols.

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** [[VideoGame/Wasteland2 The sequel]] allows you to build a character with points in pistols/handguns, and it is a [[SubvertedTrope terrible mistake]]. Unlike Rifles, Submachine Guns, Energy Weapons, Shotguns and Melee, which all specialize in a particular style of combat[[note]]Rifles: Mid-Range, Submachine Guns: Close-Range, High Damage, Energy Weapons: Long-Range, Shotguns: Close-Range, Multi-Target, Melee: Extremely-Close-Range, Debuffs[[/note]], Pistols try to fill a gap between Melee and SMG and suffer for it. Pistols don't do as much damage as either Melee or SMG, lack the debuffs possible with Melee weapons, and while they are more accurate than an SMG, the difference is marginal at best. There's also a lack of high-level pistols, making them much less viable in the endgame, ''and'' they take valuable ammunition from your [=SMGs=]. All in all, it's better to specialize in Melee and fast movement to close the distance to the target as quickly as possible, or use Shotguns or [=SMGs=] to attack for more damage at a distance.


* Subverted in ''VideoGame/JaggedAlliance 2'', where semiautomatic pistols are starting weapons for cheap, low-level mercs and are at best early game, or specialty weapons if using accessories and/or specialized ammo; even then they're surpassed by machine pistols, which also benefit from these but are themselves surpassed by long guns which usually can also benefit from accessories and/or specialized ammo. (The ''v1.13'' mod as of the November 14th, 2008 build leaves pistols with only a lower Action Point cost to ready.)

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* Subverted in ''VideoGame/JaggedAlliance 2'', where semiautomatic pistols are starting weapons for cheap, low-level mercs and are at best early game, or specialty weapons if using accessories and/or specialized ammo; even then they're surpassed by machine pistols, which also benefit from these but are themselves surpassed by long guns which usually can also benefit from accessories and/or specialized ammo. (The ''v1.13'' The fact that they take up precious inventory space (which is in limited supply) is just another shot against them.
** The only handgun that has any mid-game viability is the Big Bertha, two ultra-custom HandCannon weapons that fire a rifle-caliber 7.62mm NATO round with excellent accuracy, decent range, and slightly better damage than most 7.62mm NATO rifles. However, they're prohibitively heavy for a handgun, and the damage trade-off isn't worth it when you can use much more versatile rifles.
** The 1.13
mod as of the November 14th, 2008 build leaves makes pistols with only viable again for a variety of reasons: they can load specialized ammunition, they can be suppressed for a much lower Action Point cost and with a significantly reduced damage penalty, and they tend to ready.)be a little easier for low-skill mercenaries to use accurately. There are also ''far'' more variants of handguns available, including specialized versions like the Judge shotgun pistol. Finally, the revamp of the inventory system and the recalibration of weight means that every mercenary can easily carry a pistol and a spare magazine as a backup weapon if needed.


* Snake, from ''VideoGame/MetalGear'', consistently [[OnSiteProcurement "recovered"]] a variety of weapons, including assault rifles, light machine guns, and rocket launchers. However, in most cutscenes, he's shown using his (usually suppressed) handgun, often a .45 caliber Mark 23 SOCOM. Which makes sense, considering he's on a sneaking mission and would prefer a single silent shot over a wall of lead. Subverted in ''VideoGame/MetalGearSolid4GunsOfThePatriots'' however, where cutscenes tend to show him with the weapon most useful for the situation - sometimes it's his pistol, other times it's the M4 Custom, and in one situation it's [[{{BFG}} a massive railgun]].

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* Snake, from ''VideoGame/MetalGear'', consistently [[OnSiteProcurement "recovered"]] a variety of weapons, including assault rifles, light machine guns, and rocket launchers. However, in most cutscenes, he's shown using his (usually suppressed) handgun, often a .45 caliber Mark handgun[[note]]A Mk. 23 SOCOM.SOCOM in the first game in the ''Solid'' series, then an M9 in the second game, an [=M1911=] in the third game, and an Operator (a highly customized [=M1911=] variant) in the fourth game[[/note]]. Which makes sense, considering he's on a sneaking mission and would prefer a single silent shot over a wall of lead. Subverted in ''VideoGame/MetalGearSolid4GunsOfThePatriots'' however, where cutscenes tend to show him with the weapon most useful for the situation - sometimes it's his pistol, other times it's the M4 Custom, and in one situation it's [[{{BFG}} a massive railgun]].


** In general, non-handgun weapons are non-suppressed Metal Gear, which makes them AwesomeButImpractical for many situations.

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** In the [=MSX/NES=] games, Snake's default weapon is a handgun, but he can also get a submachine gun that can be suppressed, but has more inaccurate fire, making the handgun the choice for precision.
** In general, non-handgun pistol weapons in the Metal Gear games can be suppressed easily, while larger weapons are non-suppressed Metal Gear, which makes them AwesomeButImpractical for many situations.loud. Because of the emphasis on stealth action, the suppressed pistols are generally superiors to the loud bigger guns (except in boss fights).


* Dante of the ''Franchise/DevilMayCry'' series goes GunsAkimbo with two customized handguns as his signature firearms. Admittedly, he does gain better firepower, including but not limited to shotguns, a grenade launcher and a sniper rifle. Nevertheless, his pistols remain useful even in the endgame.

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* Dante of the ''Franchise/DevilMayCry'' ''VideoGame/DevilMayCry'' series goes GunsAkimbo with two customized handguns as his signature firearms. Admittedly, he does gain better firepower, including but not limited to shotguns, a grenade launcher and a sniper rifle. Nevertheless, his pistols remain useful even in the endgame.


* Snake, from ''Franchise/MetalGear'', consistently [[OnSiteProcurement "recovered"]] a variety of weapons, including assault rifles, light machine guns, and rocket launchers. However, in most cutscenes, he's shown using his (usually suppressed) handgun, often a .45 caliber Mark 23 SOCOM. Which makes sense, considering he's on a sneaking mission and would prefer a single silent shot over a wall of lead. Subverted in ''VideoGame/MetalGearSolid4GunsOfThePatriots'' however, where cutscenes tend to show him with the weapon most useful for the situation - sometimes it's his pistol, other times it's the M4 Custom, and in one situation it's [[{{BFG}} a massive railgun]].

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* Snake, from ''Franchise/MetalGear'', ''VideoGame/MetalGear'', consistently [[OnSiteProcurement "recovered"]] a variety of weapons, including assault rifles, light machine guns, and rocket launchers. However, in most cutscenes, he's shown using his (usually suppressed) handgun, often a .45 caliber Mark 23 SOCOM. Which makes sense, considering he's on a sneaking mission and would prefer a single silent shot over a wall of lead. Subverted in ''VideoGame/MetalGearSolid4GunsOfThePatriots'' however, where cutscenes tend to show him with the weapon most useful for the situation - sometimes it's his pistol, other times it's the M4 Custom, and in one situation it's [[{{BFG}} a massive railgun]].


->''...possibly more than the automobile, the handgun is synonymous with America.''

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->''...->''"...possibly more than the automobile, the handgun is synonymous with America.''"''


* ''TabletopGame/Warhammer40000'': Bolters are the iconic weapon of the setting and SpaceMarines, a two-handed machine gun that fires miniature armor-piercing missiles. It also comes in a bolt pistol variant, a ridiculously overpowered handgun popular among commissars (the distinctive bark is useful for letting soldiers know [[YouHaveFailedMe a comrade's insolent mannerisms or morale-dampening histrionics were in error]]).

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* ''TabletopGame/Warhammer40000'': Bolters are the iconic weapon of the setting and SpaceMarines, a two-handed machine gun that fires miniature armor-piercing missiles. It also comes in a bolt pistol variant, a ridiculously overpowered handgun popular among commissars (the distinctive bark is useful for letting soldiers know [[YouHaveFailedMe a comrade's insolent mannerisms or morale-dampening histrionics were in error]]).
error]]). Assualt marines favor them for close combat and Primaris Chaplains carry Absolver Bolt Pistols that carry the punch of a Heavy Bolter with the same range!
** Additionally, Laspistols. Laspistols, especially hotshots, are used by the Imperial Guard and the Commissars that lead them as they are cheap and reliable. Commissars that use laspistols use the hotshots as they instantly burn the wound shut to execute psykers and cowards without shedding blood. Commissar Literature/CiaphasCain, '''HERO OF THE IMPERIUM''', uses laspistol over a bolt pistol due to the above qualities as well as being much lighter.
** Plasma pistols are for more important servants of the Emperor such as SpaceMarine[=s=], Inquisitors, and esteemed Commissars. This allows them to deal with heavy armor without carrying a Plasma gun.
** Finally there are stub guns, the HandCannon, autopistols, and flintlock pistols. Stubs (both regular pistols and hand cannons) are made and used by only extremely primitive places, mostly underhive scum, who can't afford even an auto pistol. Flintlocks are ever used by feudal worlds for decoration and local defense or by underhivers who have to make do. Autopistols fire caseless ammunition and are used by primitive poeple as a stronger alternative to stub guns and by Imperial Guard vets as a back up to their laspistols.

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