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* ''VideoGame/{{Metroid}}'': Samus Aran's ArmCannon lacks any externals sights and is usually fired from a position where she could only vaguely tell what direction its pointing in. The DiegeticInterface in the ''Prime'' games show she aims it using her visor.

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* ''VideoGame/{{Metroid}}'': ''Franchise/{{Metroid}}'': Samus Aran's ArmCannon lacks any externals external sights and is usually fired from a position where she could only vaguely tell what direction its it's pointing in. The DiegeticInterface in the ''Prime'' games show she aims it using her visor.
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*** The T'au include sights on their weapons, but they're intended as a last resort. Most targeting is done via AugmentedReality, but this relies on painting the target with "markerlights" in order to provide telemetry for the rest of the army. Without this, T'au (who are actually a little weaker and clumsier than the PunyEarthlings in the setting) find using the sights of even their own weapons somewhat unwieldy. Taken to the extreme with the Firesight Marksman: T'au are too ungainly to effectively use any weapon the pinpoint accuracy needed to single out high value targets, so the "marksman" hunkers down with a control interface to remote-control specialized Sniper Drones.

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*** The T'au include sights on their weapons, but they're intended as a last resort. Most targeting is done via AugmentedReality, but this relies on painting the target with "markerlights" in order to provide telemetry for the rest of the army. Without this, T'au (who are actually a little weaker and clumsier than the PunyEarthlings in the setting) find using the sights of even their own weapons somewhat unwieldy. Taken to the extreme with the Firesight Marksman: T'au are too ungainly to effectively use any weapon with the pinpoint accuracy needed to single out high value targets, so the "marksman" hunkers down with a control interface to remote-control specialized Sniper Drones.
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*** The T'au include sights on their weapons, but they're included as a last resort. Most targeting is done via AugmentedReality, but this relies on painting the target with "markerlights" in order to provide the telemetry for the rest of the army. Without this, T'au (who are actually a little weaker and clumsier than the PunyEarthlings in the setting) find using the sights of even their own weapons somewhat unwieldy. Taken to the extreme with the Firesight Marksman: T'au are too ungainly to effectively use any sort of long-range weapon, so the "marksman" hunkers down with a control interface to remote-control specialized Sniper Drones.

to:

*** The T'au include sights on their weapons, but they're included intended as a last resort. Most targeting is done via AugmentedReality, but this relies on painting the target with "markerlights" in order to provide the telemetry for the rest of the army. Without this, T'au (who are actually a little weaker and clumsier than the PunyEarthlings in the setting) find using the sights of even their own weapons somewhat unwieldy. Taken to the extreme with the Firesight Marksman: T'au are too ungainly to effectively use any sort of long-range weapon, weapon the pinpoint accuracy needed to single out high value targets, so the "marksman" hunkers down with a control interface to remote-control specialized Sniper Drones.
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*** The T'au include sights on their weapons, but they're included as a last resort. Most targeting is done via AugmentedReality, but this relies on painting the target with "markerlights" in order to provide the telemetry for the rest of the army. Without this, T'au (who are actually a little weaker and clumsier than the PunyEarthlings in the setting) find using the sights of even their own weapons somewhat ungainly.

to:

*** The T'au include sights on their weapons, but they're included as a last resort. Most targeting is done via AugmentedReality, but this relies on painting the target with "markerlights" in order to provide the telemetry for the rest of the army. Without this, T'au (who are actually a little weaker and clumsier than the PunyEarthlings in the setting) find using the sights of even their own weapons somewhat ungainly.unwieldy. Taken to the extreme with the Firesight Marksman: T'au are too ungainly to effectively use any sort of long-range weapon, so the "marksman" hunkers down with a control interface to remote-control specialized Sniper Drones.
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*** The T'au include sights on their weapons, but they're included as a last resort. Most targeting is done via AugmentedReality, but this relies on painting the target with "markerlights" in order to provide the telemetry for the rest of the army. Without this, T'au (who are actually a little weaker and clumsier than the PunyEarthlings in the setting) find using the sights of even their own weapons somewhat ungainly.
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** [[http://www.projectrho.com/public_html/rocket/sidearmenergy.php#id--Lasers--Targeting The original phasers have small reflex sights]], though they're ''so'' small that they're only really usable with the "Type II" phaser, which is the normal Type I phaser clipped onto [[GunAccessories a separate handgrip]] to make it look more like a regular firearm.

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** [[http://www.projectrho.com/public_html/rocket/sidearmenergy.php#id--Lasers--Targeting The original phasers have small reflex sights]], sights,]] though they're ''so'' small that they're only really usable with the "Type II" phaser, which is the normal Type I phaser clipped onto [[GunAccessories a separate handgrip]] to make it look more like a regular firearm.
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* ''Film/MenInBlack'' plays this trope pretty straight, since all the guns are modeled on 50s sci-fi rayguns.

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* All the guns in ''Film/MenInBlack'' plays this trope pretty straight, since all the guns are modeled on 50s sci-fi rayguns.rayguns, looking like chrome cigar-tubes without any features on the top.
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* ''VideoGame/{{Metroid}}'': Samus Aran's ArmCannon lacks any externals sights and is usually fired from a position where she could only vaguely tell what direction its pointing in. The DiegeticInterface in the ''Prime'' games show she aims it using her visor.

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* Early in ''Film/ResidentEvilRetribution'', Alice acquires a pair of Vector submachine guns that are apparently specifically modified for use [[GunsAkimbo two at a time]], as they lack ironsights as well as stocks or foregrips - which doesn't stop several characters from using one of them solo to good effect.



%%** [[http://www.projectrho.com/public_html/rocket/sidearmenergy.php#id--Lasers--Targeting The phasers have scopes.]]

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%%** ** [[http://www.projectrho.com/public_html/rocket/sidearmenergy.php#id--Lasers--Targeting The original phasers have scopes.]]small reflex sights]], though they're ''so'' small that they're only really usable with the "Type II" phaser, which is the normal Type I phaser clipped onto [[GunAccessories a separate handgrip]] to make it look more like a regular firearm.



* The top of the assault rifle in the ''VideoGame/{{Marathon}}'' series is likewise smooth, but the thing is so inaccurate that it doesn't matter much. With the other guns (except for the [=SMG=]'s actual usable sight) one just has to aim for the middle of the screen and watch the impact flashes, since there are no crosshairs in the ''Marathon'' HUD.
** Especially strange since the pistols in ''Marathon 1'' are drawn with ''scopes'', but alas they're only for decoration. They are the most accurate guns in the game, however, [[GunsAkimbo even in pairs]].

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* The top of the assault rifle in the ''VideoGame/{{Marathon}}'' series (at least the model in ''2'' and ''Infinity'') is likewise smooth, but the thing is so inaccurate that it doesn't matter much. With the other guns (except for the [=SMG=]'s SMG's actual usable sight) one just has to aim for the middle of the screen and watch the impact flashes, since there are no crosshairs in the ''Marathon'' HUD.
** Especially strange since the pistols in ''Marathon 1'' are drawn with ''scopes'', but alas they're only for decoration. They are the most accurate guns in the game, however, [[GunsAkimbo even in pairs]].
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turns out the standard g36 handle does have a BUIS


* Averted in ''VideoGame/PerfectDark Zero''. Although Joanna will almost never actually directly looks down them when zooming unless the weapon has a scope or reflex sight of some form, ''every'' weapon has sights of some variety - even the plasma rifle that almost any other game would have never bothered putting sights on ''because'' it's a plasma rifle, thanks to being more or less a direct copy of the real-life FAMAS assault rifle. Or the Superdragon, where they even ''added'' regular ironsights onto a real-life weapon that otherwise eschews them for a red-dot sight and a short-range scope.

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* Averted in ''VideoGame/PerfectDark Zero''. Although Joanna will almost never actually directly looks down them when zooming unless the weapon has a scope or reflex sight of some form, ''every'' weapon has sights of some variety - even the plasma rifle that almost any other game would have never bothered putting sights on ''because'' it's a plasma rifle, thanks to being more or less a direct copy of the real-life FAMAS assault rifle. Or the Superdragon, where they even ''added'' regular ironsights onto a real-life weapon that otherwise eschews them for a red-dot sight and a short-range scope.



** Focus on scopes over ironsights isn't limited to bullpups, either. Heckler & Koch put out special-forces versions of their [=HK13=] and [[CoolGuns/MachineGuns HK23]] machine guns, the [=GR6 and GR9=], which had no provisions for the improved G3-style sights the originals used but instead had a 4x scope permanently mounted. The [[CoolGuns/SniperRifles PSG1]] sniper rifle also eschews ironsights in favor of its scope, though the similar [=MSG90=] keeps G3-style irons alongside a scope rail. Most variations of the later G36 also use optics integrated into the carry handle, a red dot on top and a higher-magnification scope below for their own military and export versions with just the lower scope. That said, the more famous [=G36C=] version uses a lower-profile handle with a rail and sights on top, which can also be attached to any of the other variations (and are, on some export variants), and later versions of the full-size rifle have since come with new varieties of rails as well (one with the integrated scope and then a rail on top of that where the red dot used to be, and another that eschews the carry handle entirely in favor of a rail directly behind the charging handle).

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** Focus on scopes over ironsights isn't limited to bullpups, either. Heckler & Koch put out special-forces versions of their [=HK13=] and [[CoolGuns/MachineGuns HK23]] machine guns, the [=GR6 and GR9=], which had no provisions for the improved G3-style sights the originals used but instead had a 4x scope permanently mounted. The [[CoolGuns/SniperRifles PSG1]] sniper rifle also eschews ironsights in favor of its scope, though the similar [=MSG90=] keeps G3-style irons alongside a scope rail. Most variations of the later G36 also use optics integrated into the carry handle, a red dot on top and a higher-magnification scope below for their own military and export versions with just the lower scope. That said, the G36 handle does have backup ironsights built in, the more famous [=G36C=] version uses a lower-profile handle with a rail and sights more prominent ironsights on top, which top (which can also be attached to any of the other variations (and are, variations, and are on some export variants), and later versions of the full-size rifle have since come with new varieties of rails as well (one with the integrated scope and then a rail on top of that where the red dot used to be, and another that eschews the carry handle entirely in favor of a rail directly behind the charging handle).
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** One amusingly frequent attempt at an aversion when it comes to video games revolves around the FAMAS. The weapon is one of the few bullpups from its era that does come with ironsights rather than an integrated scope, but they're shrouded along the top of the large carry handle and essentially only able to be seen when you're actually aiming down them. As such, most video game developers will come to the conclusion that either the gun doesn't have sights at all or, more rarely, that players would find them nigh-unusable, and shove rails on top of the carry handle (ironically blocking the real sights) to then place aftermarket sights on that. This gets particularly weird when developers actually bother with modeling the real ironsights anyway.

to:

** One amusingly frequent attempt at an aversion when it comes to video games revolves around the FAMAS. The weapon is one of the few bullpups from its era that does come with ironsights rather than an integrated scope, but they're shrouded along the top of the large carry handle and essentially only able to be seen when you're actually aiming down them. As such, most video game developers will come to the conclusion that either the gun doesn't have sights at all or, more rarely, that players would find them nigh-unusable, and shove rails on top of the carry handle (ironically blocking the real sights) to then place aftermarket sights on that. This gets particularly weird when developers actually bother with modeling the real ironsights anyway.just to block them off with a rail.
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** In an odd aversion, one campaign level of ''VideoGame/CallOfDutyWorldAtWar'' has an easter egg Ray Gun from [[VideoGame/CallOfDutyZombies Nazi Zombies]]. Said gun has a reflex sight, unlike the rest of the game's guns which are all from UsefulNotes/WorldWarII, making it noticeably easier to aim than any other gun in the game. Multiplayer does allow for the addition of telescopic sights for the automatic weapons and scopes for the rifles; otherwise, you'll be using the default iron sights.
** An aversion in ''VideoGame/CallOfDutyBlackOps'' lets you attach upgraded iron sights on most pistols (adding fluorescent dots to the rear sight and coloring the front sight; the [[HandCannon Python]] instead has the ACOG Scope attachment for the same purpose). Unfortunately, since you can only put one upgrade on a pistol, upgrading the sights means you have to forgo better upgrades, like extended magazines, suppressors or the ability to go GunsAkimbo.

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** In an odd aversion, one campaign level of ''VideoGame/CallOfDutyWorldAtWar'' has an easter egg Ray Gun from [[VideoGame/CallOfDutyZombies Nazi Zombies]]. Said gun has a reflex sight, unlike the rest of the game's guns which are all from UsefulNotes/WorldWarII, making it noticeably easier to aim than any other gun in the game. Multiplayer does allow for the addition of telescopic and/or aperture[[note]]basically a circle of glass with a black dot of paint as a crosshair[[/note]] sights for the automatic weapons and full scopes for the rifles; otherwise, you'll be using the default iron sights.
** An aversion in ''VideoGame/CallOfDutyBlackOps'' lets you attach upgraded iron sights on most pistols (adding fluorescent dots to the rear sight and coloring the front sight; the [[HandCannon Python]] instead has the ACOG Scope attachment for the same purpose). Unfortunately, since you can only put one upgrade on a pistol, upgrading the sights means you have to forgo better upgrades, like extended magazines, magazines and suppressors for the automatics, speedloaders for the Python, or the ability to go GunsAkimbo.



** The first game plays this straight for the most part. The energy and other heavy weapons all lack sights of any kind, which is especially odd in the case of the Type-7 Particle Weapon, which is the game's resident DisintegratorRay-as-SniperRifle and gets a sniper scope-like zoom despite no visible magnified optics. The weapons that ''did'' have sights also had the caveat that the aiming mode was just a generic zoom except for the weapons with actual magnified scopes (the ASP and ''Perseus Mandate''[='=]s VES), so the sights weren't designed to actually be lined up properly, such as the AT-14 pistol having a tall front sight with smaller rear ones, or the HV Penetrator having both the front post ''and'' rear wings positioned on the front of the weapon (which the [[DiegeticInterface ammunition counter]] jutting out of the gun just behind them would prevent you from lining up properly anyway; also note that none of this has stopped some mods from making a "proper" ironsight mode by simply shifting the model's position when aiming to the center of the screen). The [=LP4=] LightningGun from the ''Perseus Mandate'' expansion pack justifies it in that the arc curves towards the target, so not much precision is needed.
** ''F.E.A.R. 2'' for the most part went away from this due to changing the zoom mode into a proper ironsights mode, but still has a few oddities.[[note]]Even beyond going completely crazy with the need to aim, so that even when you ''are'' aiming, if you try to move while doing [[ATeamFiring so your accuracy goes to hell]].[[/note]] One of the most bizarre ''aversions'', however, is the Seegert [=ACM46=] pistol, a [[AKA47 renamed USP]] with ''two'' sets of iron sights... one of which is set on a rail system that blocks the other set, and which no one to this day has figured out how to use properly (if you look, you'll see the aim mode doesn't even line up ''either'' set of sights with where the crosshair would center, instead shoving the model a little ways below and forcing you to aim a few inches below your target). Other oddities include the [=Ultra92=] shotgun only having a front sight, a small handful of other ballistic weapons not having proper ironsights because they have some variety of powered optic like the [=PK470=] assault rifle with its red dot scope[[note]]There were initially two versions of the weapon, one of which had ironsights instead of the scope, though the final game dumped that version.[[/note]] and the Hammerhead with its reflex sight, and heavy or energy weapons (except for the scoped Type-12 {{BFG}} and [=SR5=] missile launcher) still following this trope to the letter. The FL-3 laser weapon at least has a LaserSight alongside the actual laser, but that one has [[DepthPerplexion the added confusion of not actually aiming towards your crosshair past a certain distance]].

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** The first game plays this straight for the most part. The energy and other heavy weapons all lack sights of any kind, which is especially odd in the case of the Type-7 Particle Weapon, which is the game's resident DisintegratorRay-as-SniperRifle and gets a sniper scope-like zoom despite no visible magnified optics. The weapons that ''did'' ''do'' have sights also had have the caveat that the aiming mode was is just a generic zoom except for the weapons with actual magnified scopes (the ASP and ''Perseus Mandate''[='=]s VES), so the sights weren't designed to actually be lined up properly, such as the AT-14 pistol having a tall front sight with smaller rear ones, or the HV Penetrator having both the front post ''and'' rear wings positioned on the front of the weapon (which the [[DiegeticInterface ammunition counter]] jutting out of the gun just behind them would prevent you from lining up properly anyway; also note that none of this has stopped some mods from making a "proper" ironsight mode by simply shifting the model's position when aiming to the center of the screen). The [=LP4=] LightningGun from the ''Perseus Mandate'' expansion pack justifies it in that the arc curves towards the target, so not much precision is needed.
** ''F.E.A.R. 2'' for the most part went away from this due to changing the zoom mode into a proper ironsights mode, but still has a few oddities.[[note]]Even beyond going completely crazy with the need to aim, so that even when you ''are'' aiming, if you try to move while doing so [[ATeamFiring so your accuracy goes to hell]].[[/note]] One of the most bizarre ''aversions'', however, is the Seegert [=ACM46=] pistol, a [[AKA47 renamed USP]] with ''two'' sets of iron sights... one of which is set on a rail system that blocks the other set, ones on the gun itself, and which no one to this day has figured out how to use properly (if you look, you'll see the aim mode doesn't even line up ''either'' set of sights with where the crosshair would center, instead shoving the model a little ways below and forcing you to aim a few inches below your target). Other oddities include the [=Ultra92=] shotgun only having a front sight, a small handful of other ballistic weapons not having proper ironsights because they have some variety of powered optic like the [=PK470=] assault rifle with its red dot scope[[note]]There were initially two versions of the weapon, one of which had ironsights instead of the scope, though the final game dumped that version.[[/note]] and the Hammerhead with its reflex sight, and heavy or energy weapons (except for the scoped Type-12 {{BFG}} and [=SR5=] missile launcher) still following this trope to the letter. The FL-3 laser weapon at least has a LaserSight alongside the actual laser, but that one has [[DepthPerplexion the added confusion of not actually aiming towards your crosshair past a certain distance]].
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** One amusingly frequent attempt at an aversion when it comes to video games revolves around the FAMAS. The weapon is one of the few bullpups from its era that does come with ironsights rather than an integrated scope, but they're shrouded along the top of the large carry handle and essentially only able to be seen when you're actually aiming down them. As such, most video game developers will either come to the conclusion that it doesn't have sights at all, and shove rails on top of the carry handle (ironically blocking the real sights) and then place aftermarket sights on that, or assume that players will consider the sights to be nigh-unusable (and add the rails and aftermarket sights anyway, presumably as a precaution). This gets particularly weird when developers actually bother with modeling the ironsights.

to:

** One amusingly frequent attempt at an aversion when it comes to video games revolves around the FAMAS. The weapon is one of the few bullpups from its era that does come with ironsights rather than an integrated scope, but they're shrouded along the top of the large carry handle and essentially only able to be seen when you're actually aiming down them. As such, most video game developers will either come to the conclusion that it either the gun doesn't have sights at all, all or, more rarely, that players would find them nigh-unusable, and shove rails on top of the carry handle (ironically blocking the real sights) and to then place aftermarket sights on that, or assume that players will consider the sights to be nigh-unusable (and add the rails and aftermarket sights anyway, presumably as a precaution). that. This gets particularly weird when developers actually bother with modeling the ironsights.real ironsights anyway.
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** The series generally averts this, being the TropeCodifier for the need to aim down the sights of a weapon to get it to shoot straight, but starting with the attachment system in ''[[VideoGame/ModernWarfare Call of Duty 4]]'', the series has been playing the caveat about ditching regular ironsights in favor of optics painfully straight - even for weapons whose sights are required for them to work properly (for instance, the M16 and M4's front sight acting as the gas block for its direct-impingement gas system; without it, the weapon wouldn't cycle and would essentially become a bolt-action gun), the instant you put a red dot sight or ACOG on it, the ironsights are gone entirely. This comes to a head in ''Modern Warfare 2'' after an EMP strike renders powered aftermarket sights useless, forcing the player to either scrounge up the one M4 they can find with just ironsights or shift through various dropped weapons and try to aim their sights without the targeting reticule.[[note]]A real EMP wouldn't do anything to knock out optics at all, let alone for any meaningful period of time, because [=EMPs=] really only destroy more delicate electronics like transistors. Red dot sights are simple devices powered by batteries. ACOG sights don't need electricity at all; they use radioactive decay of tritium to provide illumination at night. Holographic sights might have some issues because they use laser diodes.[[/note]]

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** The series generally averts this, being the TropeCodifier for the need to aim down the sights of a weapon to get it to shoot straight, straight in a video game, but starting with the attachment system in ''[[VideoGame/ModernWarfare Call of Duty 4]]'', the series has been playing the caveat about ditching regular ironsights in favor of optics painfully straight - even for weapons whose sights are required for them to work properly (for instance, the M16 and M4's front sight acting as the gas block for its direct-impingement gas system; without it, the weapon wouldn't cycle and would essentially become a bolt-action gun), the instant you put a red dot sight or ACOG on it, the ironsights are gone entirely. This comes to a head in ''Modern Warfare 2'' after an EMP strike renders powered aftermarket sights useless, forcing the player to either scrounge up the one M4 they can find with just ironsights or shift through various dropped weapons and try to aim their sights without the targeting reticule.[[note]]A real EMP wouldn't do anything to knock out optics at all, let alone for any meaningful period of time, because [=EMPs=] really only destroy more delicate electronics like transistors. Red dot sights are simple devices powered by batteries. ACOG sights don't need electricity at all; they use radioactive decay of tritium to provide illumination at night. Holographic sights might have some issues because they use laser diodes.[[/note]]
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Frickin Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


** Likewise, the [[RedShirtArmy Imperial Guard's]] [[FrickinLaserBeams lasguns]] have sights (and sometimes bayonets) - and so do the rifles of the highly advanced Eldar and Tau. Figures that the setting that [[UsedFuture deliberately goes for outdated designs]] would get something right that nearly all settings don't.

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** Likewise, the [[RedShirtArmy Imperial Guard's]] [[FrickinLaserBeams [[EnergyWeapon lasguns]] have sights (and sometimes bayonets) - and so do the rifles of the highly advanced Eldar and Tau. Figures that the setting that [[UsedFuture deliberately goes for outdated designs]] would get something right that nearly all settings don't.



* The weapons in ''VideoGame/CommandAndConquerRenegade'' follow this for the most part. Even the weapons that ''do'' seem to have sights (including, surprisingly, the [[FrickinLaserBeams laser rifle]]) either only have one half (the pistol and the aforementioned laser rifle only have rear sights, the grenade launcher only has a front sight) or have a second set of rear sights instead of a front post (the sniper rifle, otherwise a unique aversion for still having visible sights despite the do-everything scope attached). Despite this, nearly everything is perfectly accurate anyway, and what isn't both carries and [[MoreDakka spits out a lot of ammo to compensate]]. Possibly justified by having an Electronic Video Agent [[DiegeticInterface produce a HUD for you, including a crosshair]].

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* The weapons in ''VideoGame/CommandAndConquerRenegade'' follow this for the most part. Even the weapons that ''do'' seem to have sights (including, surprisingly, the [[FrickinLaserBeams [[EnergyWeapon laser rifle]]) either only have one half (the pistol and the aforementioned laser rifle only have rear sights, the grenade launcher only has a front sight) or have a second set of rear sights instead of a front post (the sniper rifle, otherwise a unique aversion for still having visible sights despite the do-everything scope attached). Despite this, nearly everything is perfectly accurate anyway, and what isn't both carries and [[MoreDakka spits out a lot of ammo to compensate]]. Possibly justified by having an Electronic Video Agent [[DiegeticInterface produce a HUD for you, including a crosshair]].
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dewicking Our Elves Are Better per trs


** The [[OurElvesAreBetter Eldar]] almost completely avert this, pretty much every weapon in their arsenal (down to the pistols) is equipped with either an optical scope or a sense-link that allows the user's HUD to display a view of what the gun is looking at.

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** The [[OurElvesAreBetter [[SpaceElves Eldar]] almost completely avert this, pretty much every weapon in their arsenal (down to the pistols) is equipped with either an optical scope or a sense-link that allows the user's HUD to display a view of what the gun is looking at.
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** One amusingly frequent attempt at an aversion when it comes to video games revolves around the FAMAS. The weapon is one of the few bullpups from its era that does come with ironsights rather than an integrated scope, but they're shrouded along the top of the large carry handle and essentially only able to be seen when you're actually aiming down them. As such, most video game developers will either come to the conclusion that it doesn't have sights at all, and shove rails on top of the carry handle (ironically blocking the real sights) and then place aftermarket sights on that, or assume that players will consider the sights to be nigh-unusable (and add the rails and aftermarket sights anyway, presumably as a precaution).
** Focus on scopes over ironsights isn't limited to bullpups, either. Heckler & Koch put out special-forces versions of their [=HK13=] and [=HK23=] machine guns, the [=GR6 and GR9=], which had no provisions for the improved G3-style sights the originals used but instead had a 4x scope permanently mounted. The [=PSG1=] sniper rifle also eschews ironsights in favor of its scope, though the similar [=MSG90=] keeps G3-style irons alongside a scope rail. Most variations of the later G36 also use optics integrated into the carry handle, a red dot on top and a higher-magnification scope below for their own military and export versions with just the lower scope. That said, the more famous [=G36C=] version uses a lower-profile handle with a rail and sights on top, which can also be attached to any of the other variations (and are, on some export variants), and later versions of the full-size rifle have since come with new varieties of rails as well (one with the integrated scope and then a rail on top of that where the red dot used to be, and another that eschews the carry handle entirely in favor of a rail directly behind the charging handle).

to:

** One amusingly frequent attempt at an aversion when it comes to video games revolves around the FAMAS. The weapon is one of the few bullpups from its era that does come with ironsights rather than an integrated scope, but they're shrouded along the top of the large carry handle and essentially only able to be seen when you're actually aiming down them. As such, most video game developers will either come to the conclusion that it doesn't have sights at all, and shove rails on top of the carry handle (ironically blocking the real sights) and then place aftermarket sights on that, or assume that players will consider the sights to be nigh-unusable (and add the rails and aftermarket sights anyway, presumably as a precaution).
precaution). This gets particularly weird when developers actually bother with modeling the ironsights.
** Focus on scopes over ironsights isn't limited to bullpups, either. Heckler & Koch put out special-forces versions of their [=HK13=] and [=HK23=] [[CoolGuns/MachineGuns HK23]] machine guns, the [=GR6 and GR9=], which had no provisions for the improved G3-style sights the originals used but instead had a 4x scope permanently mounted. The [=PSG1=] [[CoolGuns/SniperRifles PSG1]] sniper rifle also eschews ironsights in favor of its scope, though the similar [=MSG90=] keeps G3-style irons alongside a scope rail. Most variations of the later G36 also use optics integrated into the carry handle, a red dot on top and a higher-magnification scope below for their own military and export versions with just the lower scope. That said, the more famous [=G36C=] version uses a lower-profile handle with a rail and sights on top, which can also be attached to any of the other variations (and are, on some export variants), and later versions of the full-size rifle have since come with new varieties of rails as well (one with the integrated scope and then a rail on top of that where the red dot used to be, and another that eschews the carry handle entirely in favor of a rail directly behind the charging handle).
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* The Tavor TAR-21 CoolGuns/{{assault rifle|s}} was actually initially designed without ironsights, instead meant solely for use with the ITL MARS red dot sight. The production version does have regular ironsights, but it's still heavily designed to work with the MARS, such as having the battery for that sight within the body of the rifle, rather than the sight.

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* The Tavor TAR-21 CoolGuns/{{assault rifle|s}} [[CoolGuns/AssaultRifles IMI TAR-21]] was actually initially designed without ironsights, instead meant solely for use with the ITL MARS red dot sight. The production version does have regular ironsights, but it's still heavily designed to work with the MARS, such as having the battery for that sight within the body of the rifle, rather than the sight.



** One amusingly frequent attempt at an aversion when it comes to video games revolves around the French FAMAS rifle. The weapon is one of the few bullpups from its era that does come with ironsights rather than an integrated scope, but they're shrouded along the top of the large carry handle and essentially only able to be seen when you're actually aiming down them. Most video game developers, as such, come to the conclusion that it doesn't have sights at all, and will shove rails on top of the carry handle (ironically blocking the real sights) and then place aftermarket sights on that.

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** One amusingly frequent attempt at an aversion when it comes to video games revolves around the French FAMAS rifle.FAMAS. The weapon is one of the few bullpups from its era that does come with ironsights rather than an integrated scope, but they're shrouded along the top of the large carry handle and essentially only able to be seen when you're actually aiming down them. Most As such, most video game developers, as such, developers will either come to the conclusion that it doesn't have sights at all, and will shove rails on top of the carry handle (ironically blocking the real sights) and then place aftermarket sights on that.that, or assume that players will consider the sights to be nigh-unusable (and add the rails and aftermarket sights anyway, presumably as a precaution).



** The rise of Picatinny rails allowing for a gun's user to attach whatever accessories suit their likes or needs has lead to a variation on this trope, especially in civilian markets - several weapons, particularly those by Kel-Tec like the KSG shotgun and RFB rifle, now do not come with integrated ironsights at all, instead having a rail along the top for the user to attach what ''they'' like or need.
** The P90 has interestingly played to both extremes. The original model featured an integrated reflex sight, with small backup ironsights on either side. After that came the P90 TR, which replaced the reflex sight with a sight rail.

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** The rise of Picatinny rails allowing for a gun's user to attach whatever accessories suit their likes or needs has lead to a variation on this trope, especially in civilian markets - several weapons, particularly those by Kel-Tec like the KSG shotgun [[CoolGuns/{{Shotguns}} KSG]] and RFB rifle, [[CoolGuns/{{Rifles}} RFB]], now do not come with integrated ironsights at all, instead having a rail along the top for the user to attach what ''they'' like or need.
** The P90 [[CoolGuns/SubmachineGuns FN P90]] has interestingly played to both extremes. The original model featured an integrated reflex sight, with small backup ironsights on either side. After that came the P90 TR, which replaced the reflex sight with a sight rail.
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* ''Webcomic/SchlockMercenary'', while playing this straight in the [[InformedAttribute artwork]], [[https://www.schlockmercenary.com/d/2007-03-07 demonstrates why sights are a good idea]], even on [[{{BFG}} weapons you generally wouldn't bother putting them on]].

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* ''Webcomic/SchlockMercenary'', while playing this straight in the [[InformedAttribute artwork]], [[https://www.schlockmercenary.com/d/2007-03-07 com/2007-03-07 demonstrates why sights are a good idea]], even on [[{{BFG}} weapons you generally wouldn't bother putting them on]].
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** Zig-zagged in ''VideoGame/XCOMEnemyUnknown''. Sniper rifles always have a scope (the plasma sniper has a hard light-like set of concentric rings as a sight). Every other non-ballistic weapo (aside from EXALT's laser rifle, that totes a scope) is sightless.
** More or less the same in ''VideoGame/XCOM2'': Snipers have integrated scopes, everything else only has ironsights if it's a ballistic firearm (or in the case of the Cannon, the Grenadier's primary weapon, [[ChainsawGripBFG not even then]]). However, you can avert it if you wish: among the GunAccessories available to slap on a soldier's gun are the LaserSight, that increase the chance of a CriticalHit (and looks like a holographic sight), and a proper Scope, which increases accuracy by up to 15%.

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** Zig-zagged in ''VideoGame/XCOMEnemyUnknown''. Sniper rifles always have a scope (the plasma sniper has a hard light-like set of concentric rings as a sight). sight), and both XCOM's and EXALT's rifles have a holographic sight. Every other non-ballistic weapo weapon (aside from EXALT's laser rifle, that totes a small scope) is sightless.
sightless, and so is the ballistic shotgun.
** More or less the same in ''VideoGame/XCOM2'': Snipers have integrated scopes, everything else only has ironsights if it's a ballistic firearm (or in the case of the Cannon, the Grenadier's primary weapon, [[ChainsawGripBFG not even then]]). However, you can avert it go against the trope if you wish: among the GunAccessories available to slap on a soldier's gun are the LaserSight, that increase the chance of a CriticalHit (and looks like a holographic sight), and a proper Scope, which increases accuracy by up to 15%.[[note]]The game has an extensive [[GameMod modding]] library as well, and there's at least [[https://steamcommunity.com/sharedfiles/filedetails/?id=1512211840 one mod]] that adds purely cosmetic iron sights to the magnetic and beam rifles.[[/note]]
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* ''Webcomic/SchlockMercenary'', while playing this straight in the [[InformedAttribute artwork]], [[http://www.schlockmercenary.com/d/20070307.html demonstrates why sights are a good idea]], even on [[{{BFG}} weapons you generally wouldn't bother putting them on]].

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* ''Webcomic/SchlockMercenary'', while playing this straight in the [[InformedAttribute artwork]], [[http://www.[[https://www.schlockmercenary.com/d/20070307.html com/d/2007-03-07 demonstrates why sights are a good idea]], even on [[{{BFG}} weapons you generally wouldn't bother putting them on]].
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** Focus on scopes over ironsights isn't limited to bullpups, either. Heckler & Koch put out special-forces versions of their [=HK13=] and [=HK23=] machine guns, the [=GR6 and GR9=], which had no provisions for the improved G3-style sights the originals used but instead had a 4x scope permanently mounted. The [=PSG1=] sniper rifle also eschews ironsights in favor of its scope, though the similar [=MSG90=] keeps G3-style irons alongside a scope rail. Most variations of the later G36 also use optics integrated into the carry handle, a red dot on top and a higher-magnification scope below for their own military and export versions with just the lower scope. That said, the more famous [=G36C=] version uses a lower-profile handle with a rail and sights on top, which can also be attached to any of the other variations (and are, on some export variants).

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** Focus on scopes over ironsights isn't limited to bullpups, either. Heckler & Koch put out special-forces versions of their [=HK13=] and [=HK23=] machine guns, the [=GR6 and GR9=], which had no provisions for the improved G3-style sights the originals used but instead had a 4x scope permanently mounted. The [=PSG1=] sniper rifle also eschews ironsights in favor of its scope, though the similar [=MSG90=] keeps G3-style irons alongside a scope rail. Most variations of the later G36 also use optics integrated into the carry handle, a red dot on top and a higher-magnification scope below for their own military and export versions with just the lower scope. That said, the more famous [=G36C=] version uses a lower-profile handle with a rail and sights on top, which can also be attached to any of the other variations (and are, on some export variants).variants), and later versions of the full-size rifle have since come with new varieties of rails as well (one with the integrated scope and then a rail on top of that where the red dot used to be, and another that eschews the carry handle entirely in favor of a rail directly behind the charging handle).



* In an inversion, the earliest firearms didn't have sights of any kind. Early hand cannons did not have shoulder stocks, so could only be fired by holding the weapon under your shoulder and hoping you are aiming at what you are shooting. Even after the invention of shoulder stocks, muskets generally just had a tiny piece of metal at the end of barrel to indicate aim, and most flintlock pistols had no such aiming assistance. To be fair, at the range an ironsight would be helpful, the flintlock pistol [[ShortRangeLongRangeWeapon was unlikely to hit its target anyway]].

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* In an inversion, the earliest firearms didn't have sights of any kind. Early hand cannons did not have shoulder stocks, so could only be fired by holding the weapon under your shoulder and hoping you are aiming at you're pointing it close enough to the general direction of what you are shooting.want to hit. Even after the invention of shoulder stocks, muskets generally just had a tiny piece of metal at the end of barrel to indicate aim, and most flintlock pistols had no such aiming assistance. To be fair, at the range an ironsight would be helpful, the flintlock pistol [[ShortRangeLongRangeWeapon was unlikely to hit its target anyway]].
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* Averted naturally with most of the guns in ''VideoGame/{{Borderlands}}'', since the game allows you to aim down the sights. However, sometimes the random gun generator will produce a weapon with a very strange sight setup on it, and there are a few pistols that don't have sights at all. And thanks to the randomized drops, literally [[http://www.awkwardzombie.com/index.php?page=0&comic=041210 anything and everything]] can have a scope on it. Including [[ShortRangeShotgun a Terrible Scattergun with a 60º spread]] having a 5x sight.

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* Averted naturally with most of the guns in ''VideoGame/{{Borderlands}}'', since the game allows you to aim down the sights. However, sometimes the random gun generator will produce a weapon with a very strange sight setup on it, and there are a few pistols that don't have sights at all. And thanks to the randomized drops, literally [[http://www.[[https://www.awkwardzombie.com/index.php?page=0&comic=041210 com/comic/beyond-the-scope-of-design anything and everything]] can have a scope on it. Including [[ShortRangeShotgun a Terrible Scattergun with a 60º spread]] having a 5x sight.
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* ''Franchise/MassEffect'' goes all over the place. A few guns, like the Revenant Light Machine Gun, the Predator pistol, and the Tempest submachine gun, have iron sights. Many others, such as the Avenger, Mattock, and Vindicator assault rifles, as well as all the sniper rifles, have internally integrated scopes clearly visible on their model. However, most guns just don't have any sort of sight or scope at all. As a general rule of thumb, human-made weapons have them and alien ones don't.

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* ''Franchise/MassEffect'' goes all over the place. A few guns, like the Revenant Light Machine Gun, the Predator pistol, and the Tempest submachine gun, have iron sights. Many others, such as the Avenger, Mattock, and Vindicator assault rifles, as well as all the sniper rifles, have internally integrated scopes clearly visible on their model. However, most guns just don't have any sort of sight or scope at all. As a general rule of thumb, human-made weapons have them and alien ones don't. Prior to ''Mass Effect 3'', every gun had either a sight or an integrated scope, but these were removed from that game onward to accommodate the new GunAccessories feature. Now every gun ''can'' have a scope on it, but doesn't come with it by default.

Added: 1636

Changed: 2855

Removed: 638

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* The machine gun (which is actually more of a submachine gun) from ''VideoGame/{{Doom 3}}'' seems to be completely ripped off from the assault rifle from the ''Halo'' games. That means it has no sights.
** The original ''VideoGame/{{Doom}}'' games zig-zagged this. The pistol and both shotguns have visible sights, but the chaingun and both of the energy weapons lack them (though with the {{BFG}} [[ThereIsNoKillLikeOverkill you really don't need them]]). The rocket launcher sports both a rear sight and a pistol grip to make it viable, but said sight can't be seen in first person.

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* ''VideoGame/{{Doom}}''
** The original games zig-zag this. The pistol and both shotguns have visible sights, but the chaingun and both of the energy weapons lack them. The rocket launcher sports both a rear sight and a pistol grip to make it viable, but said sight can't be seen in first person.
**
The machine gun (which is actually more of a submachine gun) from ''VideoGame/{{Doom 3}}'' seems to be completely ripped off from the assault rifle from the ''Halo'' games. That means it has no sights.
** The original ''VideoGame/{{Doom}}'' games zig-zagged this. The pistol and both shotguns have visible sights, but the chaingun and both of the energy weapons lack them (though with the {{BFG}} [[ThereIsNoKillLikeOverkill you really don't need them]]). The rocket launcher sports both a rear sight and a pistol grip to make it viable, but said sight can't be seen in first person.
sights.



* Averted somewhat with ''VideoGame/GearsOfWar''; the lancer has iron sights. But none of the other guns do. In the sequel the Hammerburst has been redesigned and now has sights, but the [[ShortRangeShotgun shotgun]] still doesn't. Then again, considering how freaking useless the shotgun is at long range, that may have been intentional.

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* Averted somewhat with Zig-zagged in ''VideoGame/GearsOfWar''; the lancer Lancer has iron sights. But sights, but none of the other guns do. In the sequel the Hammerburst has been redesigned and now has sights, but the [[ShortRangeShotgun shotgun]] still doesn't. Then again, considering how freaking useless the shotgun is at long range, that may have been intentional.



** As a general rule, low tech guns (revolvers, small automatic pistols, simple rifles, and the classic plasma defender, for example) have good iron sights, but the high tech weapons like the high-end autopistols and nearly all energy weapons lack them unless you add a scope on your own. Generally the low-end weapons seem to be designed to [[BoringButPractical work well]], and the high-end weapons seem designed to [[AwesomeButImpractical look cool]]. ''VideoGame/{{Fallout 3}}'''s hunting rifle has no iron sights at all (which is funny, given that in every other game you can attach a scope to the hunting rifle) but it's strangely one of the more accurate long-range guns in the game. Given that you can only aim so well with the crosshairs anyway at long-range, you may or may not be using V.A.T.S. to help you. {{Game Mod}}s specialized in iron sight aiming exist, however, and add sights to all unsighted guns in addition to correcting crappily-designed ones like the 10mm pistol's (which has a tall front sight that does not align at all with the low rear ones).
** Played nearly straight in ''VideoGame/FalloutNewVegas'', though, which optionally uses iron sights as opposed to just zooming in. Almost all kinetic weapons use them (the only exceptions are the minigun and its unique variant), but a number of energy weapons, particularly lasers, do not. Most explosives don't either, but on many of them that do have iron sights (like the grenade rifle) it's more of a hindrance than it is helpful. The ''Honest Hearts'' DLC has a great rifle available to find, but after its many years of both pre- and post-nuclear service its front sight is bent; regardless, provided you point the right post at what you want to shoot, the sights are still ''perfectly accurate''. The main game's hunting rifle also has misaligned sights, though attaching a scope fixes this (on top of providing a zoom). The Gun Runners' Arsenal DLC adds versions of default laser/plasma weapons to which iron sights and scopes can be attached. The Laser RCW does have a iron sight but seeing how it's a close to mid range weapon there's little point.

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** As a general rule, low tech guns (revolvers, small automatic pistols, simple rifles, and the classic plasma defender, for example) have good iron sights, but the high tech weapons like the high-end autopistols and nearly all energy weapons lack them unless you add a scope on your own. Generally the low-end weapons seem to be designed to [[BoringButPractical work well]], and the high-end weapons seem designed to [[AwesomeButImpractical look cool]]. ''VideoGame/{{Fallout 3}}'''s hunting rifle has no iron sights at all (which is funny, given that in every other game you can attach a scope to the hunting rifle) but it's strangely one of the more accurate long-range guns in the game. Given that you can only aim so well with the crosshairs anyway at long-range, you may or may not be using V.A.T.S. to help you. {{Game Mod}}s specialized in iron sight aiming exist, however, and add sights to all unsighted guns in addition to correcting crappily-designed ones like the 10mm pistol's (which has a tall bulky front sight that does not align match at all with the low rear ones).
sight).
** Played nearly straight in ''VideoGame/FalloutNewVegas'', though, which optionally uses iron sights as opposed to just zooming in. Almost all kinetic weapons use them (the only exceptions are the minigun and its unique variant), but a number of energy weapons, particularly lasers, do not. Most explosives don't don't, either, but on many of them that do have iron sights (like the grenade rifle) rifle), it's more of a hindrance than it is helpful. The ''Honest Hearts'' DLC has a great rifle available to find, but after its many years of both pre- and post-nuclear service its front sight is bent; regardless, provided you point the right post at what you want to shoot, the sights are still ''perfectly accurate''. The main game's hunting rifle also has misaligned sights, though attaching a scope fixes this (on top of providing a zoom). The Gun Runners' Arsenal DLC adds versions of default laser/plasma weapons to which iron sights and scopes can be attached. The Laser RCW does have a iron sight but seeing how it's a close to mid range weapon there's little point.



* ''VideoGame/CallOfDuty'' generally averts this, being the TropeCodifier for the need to aim down the sights of a weapon to get it to shoot straight, but starting with the attachment system in ''[[VideoGame/ModernWarfare Call of Duty 4]]'', the series has been playing the caveat about ditching regular ironsights in favor of optics painfully straight - even for weapons whose sights are required for them to work properly (for instance, the M16 and M4's front sight acting as the gas block for its direct-impingement gas system; without it, the weapon wouldn't cycle and would essentially become a bolt-action gun), the instant you put a red dot sight or ACOG on it, the ironsights are gone entirely. This comes to a head in ''Modern Warfare 2'' after an EMP strike renders powered aftermarket sights useless, forcing the player to either scrounge up the one M4 they can find with just ironsights or shift through various dropped weapons and try to aim their sights without the targeting reticule.[[note]]A real EMP wouldn't do anything to knock out optics at all, let alone for any meaningful period of time, because [=EMPs=] really only destroy more delicate electronics like transistors. Red dot sights are simple devices powered by batteries. ACOG sights don't need electricity at all; they use radioactive decay of tritium to provide illumination at night. Holographic sights might have some issues because they use laser diodes.[[/note]]

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* ''VideoGame/CallOfDuty'' ''VideoGame/CallOfDuty''
** The series
generally averts this, being the TropeCodifier for the need to aim down the sights of a weapon to get it to shoot straight, but starting with the attachment system in ''[[VideoGame/ModernWarfare Call of Duty 4]]'', the series has been playing the caveat about ditching regular ironsights in favor of optics painfully straight - even for weapons whose sights are required for them to work properly (for instance, the M16 and M4's front sight acting as the gas block for its direct-impingement gas system; without it, the weapon wouldn't cycle and would essentially become a bolt-action gun), the instant you put a red dot sight or ACOG on it, the ironsights are gone entirely. This comes to a head in ''Modern Warfare 2'' after an EMP strike renders powered aftermarket sights useless, forcing the player to either scrounge up the one M4 they can find with just ironsights or shift through various dropped weapons and try to aim their sights without the targeting reticule.[[note]]A real EMP wouldn't do anything to knock out optics at all, let alone for any meaningful period of time, because [=EMPs=] really only destroy more delicate electronics like transistors. Red dot sights are simple devices powered by batteries. ACOG sights don't need electricity at all; they use radioactive decay of tritium to provide illumination at night. Holographic sights might have some issues because they use laser diodes.[[/note]]



* ''VideoGame/OperationFlashpoint'' is notable for being one of the earliest FirstPersonShooter[=s=] to thoroughly avert this. Each firearm has working sights and using them is essential for hitting anything properly at all, especially if you maxed up the difficulty by disabling things like the small context-sensitive targeting reticule.
** As a general rule, NATO sniper rifles have a simple crosshair scope, Soviet sniper rifles have a scope with a functional stadiametric rangefinder; assault rifles, carbines and small anti-tank missiles have iron sights while man-portable AA launchers and larger anti-tank missiles have reflex sights.
** The later ''VideoGame/{{ARMA}}'' games take this further, with different weapons available with different sets of optics. ''ARMA II: Operation Arrowhead'' in particular gives the player the ability to zero in long-range optics to compensate for bullet drop or sight along backup iron sights above them for close-range or night-time shooting, while ''ARMA III'' lets you carry extra optics for your weapon and switch them on the fly, almost all options either able to be zeroed or having markings to determine where the shot will land at certain distances, and many still having backups of a small reflex sight or an extra set of irons.

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* ''VideoGame/OperationFlashpoint'' is notable for being one of the earliest FirstPersonShooter[=s=] to thoroughly avert this. Each firearm has working sights and using them is essential for hitting anything properly at all, especially if you maxed up the difficulty by disabling things like the small context-sensitive targeting reticule.
**
reticule. As a general rule, NATO sniper rifles have a simple crosshair scope, Soviet sniper rifles have a scope with a functional stadiametric rangefinder; assault rifles, carbines and small anti-tank missiles have iron sights while man-portable AA launchers and larger anti-tank missiles have reflex sights.
** * The later ''VideoGame/{{ARMA}}'' games take this further, with different weapons available with different sets of optics. ''ARMA II: Operation Arrowhead'' in particular gives the player the ability to zero in long-range optics to compensate for bullet drop or sight along backup iron sights above them for close-range or night-time shooting, while ''ARMA III'' lets you carry extra optics for your weapon and switch them on the fly, almost all options either able to be zeroed or having markings to determine where the shot will land at certain distances, and many still having backups of a small reflex sight or an extra set of irons.



* Being that it takes place after an apocalyptic event and [[JustifiedTrope most of the guns are made from scavenged scrap metal]], the guns of ''VideoGame/{{Metro 2033}}'' all use iron or laser sights, though some (namely, the revolver and some Kalash rifles) have sights with dots of glow-in-the-dark paint. Played even more straight with the Hellbreath Volt Driver [[MagneticWeapons ball bearing railgun]], that's aimed exclusively with a LaserSight as it has no ironsights at all.

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* Being that it takes place after an apocalyptic event and [[JustifiedTrope most of the guns are made from scavenged scrap metal]], the guns of ''VideoGame/{{Metro 2033}}'' all use iron or laser sights, though some (namely, the revolver and some Kalash rifles) have sights with dots of glow-in-the-dark paint. Played even more straight with the Hellbreath Volt Hellbreath/Volt Driver [[MagneticWeapons ball bearing railgun]], that's aimed exclusively with a LaserSight as LaserSight, though you can add sights and scopes to it has no ironsights at all.in ''Redux''.
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* Interesting variation in ''Videogame/EYEDivineCybermancy'', where while generally this trope is averted, it is played straight where one of the high end sniper rifles has no sight, and thus, if you try to aim with it, you use [[DiegeticInterface your helmet or augmented vision]] to zoom instead.

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* Interesting variation in ''Videogame/EYEDivineCybermancy'', where while generally this trope is averted, it is played straight where with one of the high end sniper rifles which has no sight, and thus, regular sights; if you try to aim with it, you use [[DiegeticInterface your helmet or augmented vision]] to zoom instead.



** Partially [[HandWave handwavable]] since all characters controlled by the player in the games [[note]]and thus presumably all Spartans, [=ODSTs=], and Elites, and implicitly Brutes and regular human troops as well[[/note]] have targeting systems independent of the weapons. This doesn't explain how everyone else aims with sightless weapons, though in the case of the Covenant, it might just be a case of preventing their SlaveMooks from becoming too rebellious and/or their typical religious dogma being an obstacle to sound weapon design (e.g. their inability to recharge energy weapons in the field).

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** Partially [[HandWave handwavable]] since all characters controlled by the player in the games [[note]]and thus presumably all Spartans, [=ODSTs=], and Elites, and implicitly Brutes and regular human troops as well[[/note]] have targeting systems independent of the weapons. This doesn't explain how everyone else aims with sightless weapons, though in the case of the Covenant, it might just be a case of preventing their SlaveMooks from becoming too rebellious and/or their typical religious dogma being an obstacle to sound weapon design (e.g. (see also their inability to recharge energy weapons in the field).



* ''VideoGame/CallOfDuty'' generally averts this, being the TropeCodifier for the need to aim down the sights of a weapon to get it to shoot straight, but starting with the attachment system in ''[[VideoGame/ModernWarfare Call of Duty 4]]'', the series has been playing the caveat about ditching regular ironsights in favor of optics painfully straight - even for weapons whose sights are required for them to work properly (for instance, the M16 and M4's front sight acting as the gas block for its direct-impingement gas system), the instant you put a red dot sight or ACOG on it, the ironsights are gone entirely. This comes to a head in ''Modern Warfare 2'' after an EMP strike renders powered aftermarket sights useless, forcing the player to either scrounge up the one M4 they can find with just ironsights or shift through various dropped weapons and try to aim their sights without the targeting reticule.[[note]]A real EMP wouldn't do anything to knock out optics at all, let alone for any meaningful period of time, because [=EMPs=] really only destroy more delicate electronics like transistors. Red dot sights are simple devices powered by batteries. ACOG sights don't need electricity at all; they use radioactive decay of tritium to provide illumination at night. Holographic sights might have some issues because they use laser diodes.[[/note]]

to:

* ''VideoGame/CallOfDuty'' generally averts this, being the TropeCodifier for the need to aim down the sights of a weapon to get it to shoot straight, but starting with the attachment system in ''[[VideoGame/ModernWarfare Call of Duty 4]]'', the series has been playing the caveat about ditching regular ironsights in favor of optics painfully straight - even for weapons whose sights are required for them to work properly (for instance, the M16 and M4's front sight acting as the gas block for its direct-impingement gas system), system; without it, the weapon wouldn't cycle and would essentially become a bolt-action gun), the instant you put a red dot sight or ACOG on it, the ironsights are gone entirely. This comes to a head in ''Modern Warfare 2'' after an EMP strike renders powered aftermarket sights useless, forcing the player to either scrounge up the one M4 they can find with just ironsights or shift through various dropped weapons and try to aim their sights without the targeting reticule.[[note]]A real EMP wouldn't do anything to knock out optics at all, let alone for any meaningful period of time, because [=EMPs=] really only destroy more delicate electronics like transistors. Red dot sights are simple devices powered by batteries. ACOG sights don't need electricity at all; they use radioactive decay of tritium to provide illumination at night. Holographic sights might have some issues because they use laser diodes.[[/note]]
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->'There was a high-pitched whine like a Colt .45 in a spaghetti western. With a speed and accuracy that only comes from cybernetic hand-eye co-ordination and a computer-controlled aiming system, Seven fired three times from the hip, cutting them down in an instant.''

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->'There ->''There was a high-pitched whine like a Colt .45 in a spaghetti western. With a speed and accuracy that only comes from cybernetic hand-eye co-ordination and a computer-controlled aiming system, Seven fired three times from the hip, cutting them down in an instant.''
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->There was a high-pitched whine like a Colt .45 in a spaghetti western. With a speed and accuracy that only comes from cybernetic hand-eye co-ordination and a computer-controlled aiming system, Seven fired three times from the hip, cutting them down in an instant.
-->-- ''A Fistful of Mammary Gland'' - A ''Series/StarTrekVoyager'' [[https://www.fanfiction.net/s/2307679/ FanFic]].

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->There ->'There was a high-pitched whine like a Colt .45 in a spaghetti western. With a speed and accuracy that only comes from cybernetic hand-eye co-ordination and a computer-controlled aiming system, Seven fired three times from the hip, cutting them down in an instant.
instant.''
-->-- ''A Fistful of Mammary Gland'' - A ''Series/StarTrekVoyager'' [[https://www.fanfiction.net/s/2307679/ FanFic]].
FanFic]]
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** The first game plays this straight for the most part. The energy and other heavy weapons all lack sights of any kind, which is especially odd in the case of the Type-7 Particle Weapon, which is the game's resident DisintegratorRay-as-SniperRifle and gets a sniper scope-like zoom despite no visible magnified optics. The weapons that ''did'' have sights also had the caveat that the aiming mode was just a generic zoom except for the weapons with actual magnified scopes (the ASP and ''Perseus Mandate''[='=]s VES), so the sights weren't designed to actually be lined up properly, such as the AT-14 pistol having a tall front sight with smaller rear ones, or the HV Penetrator having both the front post ''and'' rear wings positioned on the front of the weapon (which the [[DiegeticInterface ammunition counter]] jutting out of the gun just behind them would prevent you from lining up properly anyway). The [=LP4=] LightningGun from the ''Perseus Mandate'' expansion pack justifies it in that the arc curves towards the target, so not much precision is needed.

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** The first game plays this straight for the most part. The energy and other heavy weapons all lack sights of any kind, which is especially odd in the case of the Type-7 Particle Weapon, which is the game's resident DisintegratorRay-as-SniperRifle and gets a sniper scope-like zoom despite no visible magnified optics. The weapons that ''did'' have sights also had the caveat that the aiming mode was just a generic zoom except for the weapons with actual magnified scopes (the ASP and ''Perseus Mandate''[='=]s VES), so the sights weren't designed to actually be lined up properly, such as the AT-14 pistol having a tall front sight with smaller rear ones, or the HV Penetrator having both the front post ''and'' rear wings positioned on the front of the weapon (which the [[DiegeticInterface ammunition counter]] jutting out of the gun just behind them would prevent you from lining up properly anyway).anyway; also note that none of this has stopped some mods from making a "proper" ironsight mode by simply shifting the model's position when aiming to the center of the screen). The [=LP4=] LightningGun from the ''Perseus Mandate'' expansion pack justifies it in that the arc curves towards the target, so not much precision is needed.

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