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1[[quoteright:231:https://static.tvtropes.org/pmwiki/pub/images/apex_7.jpg]] ˛[[caption-width-right:231:''[[CatchPhrase They kill you, they're better]]. [[CallBack You kill them, you're better]].'']]˛˛''Apex Legends'' is a FreeToPlay BattleRoyaleGame SpinOff of the ''Videogame/{{Titanfall}}'' franchise, developed by Respawn Entertainment, and released on the Sony UsefulNotes/PlayStation4, Microsoft UsefulNotes/XboxOne and PC on February 4, 2019. Inspired by {{First Person Shooter}}s and {{Hero Shooter}}s, players are grouped into cooperative squads of three and pitted against others in matches of upwards to 60 players, where they are dropped onto a map to scrounge for weapons, ammunition and equipment, while remaining as the last team standing.˛˛Unlike most {{Battle Royale Game}}s, ''Apex Legends'' grant players the ability to resurrect their fallen allies by taking certain actions within a period of time. Furthermore, unlike ''Titanfall'', players do not have access to the titular HumongousMecha, nor is LeParkour, such as DoubleJump or {{Wall Run}}ning, present in the game. Rather, players choose the "Legends", a character from an initial group of eight, each possessing different skills and abilities to help their respective squads in combat.˛˛Set thirty years after the events of ''VideoGame/Titanfall2'', ''Apex Legends'' takes place within a region of the Frontier called "the Outlands", where a competing BloodSport called the "Apex Games" is played between pioneers, explorers and outlaws.˛----˛!!Tropes that apply to ''Apex Legends'':˛˛* AdvancingWallOfDoom: In this case it is an energy shield controlled by the gamemasters. Players caught outside this zone take damage.˛* AndYourRewardIsClothes: Apex Packs, which you receive every time you level up, function as the game's loot box system - offering a multitude of cosmetic items that can potentially be earned, ranging from character and weapon skins to playercard borders to kill quips to [[FinishingMove Finishing Moves]].˛* AntiFrustrationFeatures: Plenty of features have been added to make the game less punishing and more conducive to team-play, even with random teammates:˛** Knockdown shields can be equipped to block damage after getting downed to avoid getting eliminated immediately. You can even deliberately use it to be a further meatshield, in a pinch, for your teammates.˛** After you're eliminated, your teammates have the ability to grab your banner from your chest and bring it to a respawn point to bring you back. This means players who die early are no longer stuck just spectating their teammates until they die or win the game.˛** The game includes an expansive ping system to minimize the need for voice chat when playing with randoms.˛** All players on a team drop together with one player being put in charge but each have the option to break off from the group.˛** Compatible attachments are automatically added to a weapon when picked up (favoring the one you have out), reducing the need for inventory management, and most are simply improvements on each other rather than being a wealth of sidegrades (with sights and scopes being the only exception). Furthermore, an attachment will let you know if it's compatible with either of your weapons when you hover over it, and if you change weapons, any incompatible attachments will automatically drop.˛** Hovering over an item will inform you if you've already got something equal or superior to it, and the game won't let you pick up anything equal or inferior to what you already have. Similarly, in inventory screens, inferior and/or unusable items are marked with a "no" symbol to prevent you from grabbing them inadvertently, or to let you know to drop them if you did.˛** Players entering a zone will have the top left of their screen show the zone's name and the tier of loot to expect (low/mid/high), helping players get used to the hot spots for gear.˛** Body shields and knockdown shields picked up from killed enemies will be fully charged, sparing you from having to burn shield batteries to recharge them yourself in the former case.˛** If Pathfinder's Grapple or Zipline fail to deploy, they can be used against instantly.˛* ArmorPiercingAttack: The [[AdvancingWallOfDoom Ring itself]] bypasses body shields to damage health directly, forcing players to stay inside the clear area or suffer constant damage.˛* AscendedMeme: The Mozambique is recognized as a bad weapon by players and devs alike. The 1.2 patch briefly added a unique weapon swap animation where your character forcefully threw a weapon away, as if in disgust. This animation was used exclusively when swapping the Mozambique out. It was later removed in Season 2, when the Hammerpoint Rounds hop-up made the Mozambique actually useful in certain situations.˛* AwesomeButImpractical:˛** [[FinishingMove Finishers]] are a flashy way to guarantee a kill against a downed enemy. However, they take several seconds to pull off, during which you're completely defenseless. Season 3 changed Finishers in that successfully pulling one off will fully recharge your shields (something that was formerly exclusive to the gold armor), giving players some added incentive to use them when the time is right, though it's still extremely risky.˛** The gold knockdown shield allows players to self-revive. However, players get little use out of it for multiple reasons: there's nothing stopping enemies from finishing you off, using it requires finding a decent hiding space when you’re significantly slower, utterly defenseless, and enemies are likely swarming all over the place, and if you try to use it for its primary purpose, i.e. ''as a shield'', its bright gold color will telegraph your ability to self-revive and thus instantly make you a target. Some players actually prefer the purple knockdown shield over the gold one since it doesn’t draw nearly as much attention.˛* BattleRoyaleGame: This game stands out from other BR games by having a squad of 3 teammates, and unique characters who each have their own unique special abilities.˛* {{BFG}}: Several examples in the game with two of the most notable being the Kraber and the Devotion.˛* BodyArmorAsHitPoints: Body armor (or "[[DeflectorShields body shields]]") gives you extra hit points that are spent before health and recovered with a different resource (batteries instead of medkits, the former working slightly faster). Armor has a capacity of 50, 75, or 100 health depending on tier. Helmets, on the other hand, reduce the extra damage done by headshots.˛* ChargedAttack:˛** Aiming down a Peacekeeper or Triple Take equipped with the Precision Choke will cause your next shot's aim to progressively tighten until all rounds hit basically all the same spot, though doing so causes a bright glow and audible noise. You can also turn off the sights once charged for mobility but it only lasts a few seconds before you'd have to charge it up again. ˛** The Havoc rifle requires a brief charge-up before it starts firing at all (unlike the Devotion which [[GatheringSteam ramps up its fire rate]]). One hop-up removes it, while another adds a second fire mode that is even more of a charge attack, requiring holding down the trigger to prepare a single powerful blast.˛** The Charge Rifle, [[CaptainObvious as one might expect]]; it fires a laser that deals a small amount of damage as the weapon charges, eventually releasing a powerful blast that deals significantly more damage.˛* ColorCodedItemTiers: Both gear and cosmetics follow the same pattern for menus: gray for Common, blue for Rare, purple for Epic, and yellow for Legendary.˛* CombatResuscitation: You will be knocked down, only able to crawl and use a Knockdown Shield, if your health goes down to zero and your teammates are still alive. A second health bar appears that acts as a window of opportunity. If your teammates can reach you before the second bar goes down to zero you can be revived to minimal health. If they fail to revive you in that time they have a limited window to grab your banner. If they do so they can take it to a respawn point to respawn your character.˛* ContinuingIsPainful: While a death is no longer a guaranteed disadvantage if your teammates can bring you back, you respawn with no items. However, you can recover ''all'' your gear if you find your own body, so DeathIsASlapOnTheWrist if you die close to a respawn beacon.˛* ContinuityNod:˛** ''Apex Legends'' and the Apex Games are likely named after the "Apex Predators", the ruthless mercenary unit from ''Titanfall 2''. In the "Deep Dive" trailer, the Apex Predator's logo can also be seen.˛** The game's TagLine of "They kill you, they're better. You kill them, you're better" is adapted from Kuben Blisk's personal MightMakesRight mantra heard at the climax of the ''Titanfall'' campaign. Blisk even appears in the intro cinematic, much older than in the previous games, to recite it.˛** The Leviathan skeletons seen in the environment are the same ones from the Boneyard map in ''Titanfall''; in fact, actual Leviathans can be seen walking on a lake outside of the arena, which eventually migrated into the arena itself at the start of Season 2.˛* ConvectionShmonvection: As of season 3, the arena has shifted to a map with large patches of exposed molten rock. As long as players don't touch the flow directly, they suffer no ill effects. Heck, you can even walk on the ground, with lava showing through the cracks! ˛* CoupDeGrace: When an opponent is knocked down, you can do a melee-range interact that plays a special animation where you finished them off, regardless of their health or shields. [[CoolButInefficient This isn't generally advisable]], as them being down means at least one of their squadmates is up (or can revive themselves with a Phoenix Kit), and likely nearby. As of season 3, there might be some incentive to use it if your own shields are low since Finishers fully recharge them, but it's still highly dangerous and likely to get you killed if you're not careful.˛* DamnYouMuscleMemory: Gibraltar players who migrated from games like ''VideoGame/{{Overwatch}}'' will likely put down their shield bubble upon taking enemy fire out of sheer reflex, forgetting (or perhaps not even realizing) that, unlike in the games they migrated from, it blocks ''your'' bullets as well.˛* DeflectorShields:˛** Though the in-game icon looks like a vest, dialogue refers to armor pickups as "body shield", hence why they consume batteries, cover your whole body, and produce a flash of light when they've been damaged.˛** Knockdown Shields let you deploy a directional energy shield when you've been incapacitated but not killed, protecting you or allies behind you (though it can ''also'' block their shots). The weakest is only about as durable as an unshielded player, while the strongest can take dozens of heavy machine gun rounds. That said, they don't cover your full body even in a single direction, so careful aim can bypass them entirely. They also don't protect against melee attacks or executions.˛* DifficultButAwesome:˛** The Wingman revolver starts with a paltry 4 round magazine and has terrible visual recoil. However, it also has great damage per shot, negligible movement penalty when aiming, and a fantastic headshot multiplier. With good aim, a player with a Wingman can be easily down any foes at any range without getting shot.˛** The Devotion machine gun has an insane rate of fire that ramps up over time and has a huge headshot multiplier at the expense of terrible recoil and a spin-up time. However, if a player gets the Turbocharger attachment to reduce the spin-up time and adjusts for the recoil pattern, then the Devotion becomes a bullet hose with the shortest time-to-kill.˛* DoNotRunWithAGun:˛** You run slightly faster when you holster your weapon.˛** You can't shoot while sprinting, though you can still reload. You ''can'', however aim and shoot while sliding, which keeps you moving fast during the delay it takes between ending a sprint and being able to attack.˛** Raising ironsights has different penalties to movement speed by weapon type. Rifles cut it by more than half, [=SMGs=] and shotguns by about a fifth, and pistols not at all.˛* EnemyMine: The last ten Legends in Fight or Fright, even if they happen to be in mid-fight, are automatically grouped together. ˛* EveryBulletIsATracer: All projectiles have a visible trail in the air, though only the ones from energy weapons and certain sniper rifles are long enough to see from most angles.˛* FinishingMove: After knocking down an enemy, you can either kill them with a few more shots or perform a Finisher to execute them in style. However, you are completely open to attack while doing this, so it's not recommended unless you're sure the coast is clear or you have allies watching your back.˛* {{Futureshadowing}}: One of the biggest takes to the lore in ''Apex Legends'' is its events occur post-''Titanfall 2'', three decades later. In fact, the official site explicitly states the Frontier War between the Interstellar Manufacturing Corporation (IMC) and the Militia is over, with an implied victory for the latter against the IMC. This means any chronological installment set between ''Titanfall 2'' and ''Apex Legends'' will inevitably lead to the IMC's defeat. Furthermore, since Blisk explicitly appears in the CG introduction, he is guaranteed to survive all events pre-''Apex Legends'' as he is the one who creates the Apex Games.˛* GameBreakingBug: There's a rare glitch in the out-of-bounds detection where, if you jump off of an airborne Supply Ship at the wrong place, the "Return to Battle" countdown, which normally kills you if you stay in an area deemed out-of-bounds for too long, activates ''almost everywhere'' as long as you're touching the ground, meaning that after a cumulative thirty seconds of not being airborne by some means, you're ''dead'', no questions asked. Even worse, the glitch ''doesn't go away'' if you get respawned, meaning that you're essentially stuck in "The Floor is Lava" hell for the rest of the match. [[https://www.youtube.com/watch?v=oefMnZqiOCY See it in action]]. ˛* GlassCannon: The Shadows in the Fight or Fright event are ludicrously strong, but they always spawn with low health and are unable to gain more.˛* GuideDangIt: While the tutorial does a good job of showing you the basics of the game, it leaves off quite a bit of the more nuanced/advanced mechanics of the game, especially for each legend:˛** Doors can be melee'd once to force them open and twice to break them, useful if anything is blocking the other side.˛** Unlike other Battle Royale titles, FallingDamage [[AvertedTrope is non-existent]] which might seem obvious if you played previous ''Titanfall'' games, and even then, this game's characters are not wearing Pilot suits so one might expect to break their ankles after a long jump.˛** The little loot drones that occasionally show up might look like part of the scenery at first because you cannot interact with them like you would with many other containers. You have to either punch or shoot them to break them open for their loot. No other containers function like that.˛** Diving during the landing phase is a lot less straight-forward than in other {{Battle Royale Game}}s. Directly diving in the direction of your landing spot isn't nearly as fast as [[https://www.reddit.com/r/apexlegends/comments/aogj4a/i_see_a_lot_of_people_dropping_incorrectly_in/?st=jrxa0pak&sh=40bb0128 making a sort of sweeping motion as illustrated here]]. This is mostly in part [[DiagonalSpeedBoost due to how the air drag works]], allowing you to go to spots faster and also covering much more area than normally.˛** Golden equipment differs from purple-tier equipment only by having an added effect ontop of their stats. The backpack doubles your healing/charging rate, the helmet lowers your ability and ultimate cooldowns, the body shield can regenerate all your shields back with an execution and the knockdown shield gives you one free self-revive.˛** Reloading your weapon and interrupting the animation after removing the magazine but before putting the next one in can allow you to reload faster when you resume it. This also has the unfortunate effect of emptying your magazine should you reload at a bad time. ˛** Stock attachments have the rather vague description of improving a gun's "handling". [[https://youtu.be/a-GPonVu73Y?t=37 What this translates to mechanically]] is decreasing the time it takes to draw or holster that weapon (including when you switch weapons or pull out a medkit/battery to heal).˛** Aside from that, there are plenty of other unexplained mechanics for some legends: ˛*** Much like in previous ''VideoGame/{{Titanfall}}'' titles, Pathfinder's grappling [[https://www.reddit.com/r/apexlegends/comments/anx9vj/for_anyone_who_didnt_play_titanfall_pathfinders/ can be influenced by where you aim and not where you hook]], which can give you tons of forward momentum or allow for some interesting flanking opportunities.˛*** On the subject of Pathfinder's grapple, you can also hook onto an enemy and pull them towards you both ala previous ''Titanfall'' games to either kick them for 50 damage or blast them with your weapon of choice.˛*** Bangalore's smoke grenades can be used without interrupting any of your animations such as healing or reloading. As well, you can hold to prep it like with normal grenades to see their trajectory.˛*** Lifeline's healing drone can only heal up to a certain cap as indicated by a faint green area on your health bar.˛*** Caustic's gas traps can be triggered by shooting most of them or deactivated by [[AttackItsWeakPoint hitting the yellow part at the bottom]]. Useful if you don't want to get up close to it.˛** Ultimate Accelerant is the only item in the game that has to be manually selected from the inventory and activated, rather than through the existing item wheels.˛* GoodOldFisticuffs: You can punch out other players.˛* HailfirePeaks: The World's End map introduced in Season 3 has [[LethalLavaLand craters full of lava]] and [[SlippySlideyIceWorld cities frozen in chemical ice]] within walking distance of each other.˛* HeroShooter: This biggest selling point of this game is that unlike other {{Battle Royale Game}}s, players spawn as several different heroes, known in-game as Legends, each with their own unique abilities.˛* HitScan: Averted. Despite reusing the guns from ''VideoGame/Titanfall2'' (many of which were hitscan, even some of the {{Energy Weapon}}s, despite projectile visuals), nearly all weapons use [[EveryBulletIsATracer visible]] projectiles with a travel time and slight arc. The only hitscan weapons are the Havoc's [[ChargedAttack charged]] alt-fire when equipped with the Selector attachment and the [[ChargeAttack Charge Rifle]].˛* JumpScare: In the "Shadowfall" mode, spiders and zombies sometimes jump out of supply bins when opened. Killing them releases the loot they hold.˛* {{Kaiju}}: Giant dinosaur-like monsters called Leviathans can be seen outside of the arena. In Season 2, two of these are inside the arena and, while normally indifferent towards players, they reposition once per round so there is always a chance that they can stomp players to death.˛* KineticWeaponsAreJustBetter: Energy weapons are a bit more powerful than their bullet-firing equivalents, but have severe downsides you need rare attachments to negate, don't get as many other attachments, and their ammo is rare.˛* LighterAndSofter: Despite being about a BloodSport, ''Apex Legends'' is less graphically violent than ''VideoGame/{{Titanfall}}'', the rating going from "Mature" to "Teen". The Titans themselves aren't around to [[LudicrousGibs crush people into red paste]], [[BloodlessCarnage attacks produce no visible bloodshed]], and [[CoupDeGrace executions]] are much less visceral and/or subject to GoryDiscretionShot.˛* LimitedLoadout: Players can only equip two weapons. Ammunition, grenades, and attachments go into an inventory that you can expand by picking up backpacks.˛* LittleUselessGun:˛** The Mozambique is the smallest and least powerful shotgun. It has the highest fire rate, but that doesn't make up for its three-shot magazine (half the size of most other shotguns) and low damage output. Ironically, it's ''also'' the worst handgun, [[InvertedTrope despite being the]] [[HandCannon largest]], because of its [[ShortRangeShotgun terrible range]]. ˛** The P2020 pistol is generally only used if nothing else is available, as it's a semi-automatic with the per-shot power of most of the automatics, a short effective range, and a small magazine. It can be aimed fast with no speed penalty, but the penalties for the [=SMGs=] are already quite small, not to mention this already puny perk is totally negated by the equally common, fully automatic RE-45. A small portion of the community considers the P2020 to be ''even worse'' than the aforementioned Mozambique, citing that while at least the latter can pack a punch in close range, the former is practically worthless regardless of the situation.˛** Both have been subverted somewhat with the introduction of the Hammerpoint Rounds hop-up, which doubles the damage these guns deal against unshielded targets. If an enemy manages to get a hold of one, suddenly staring down the barrel of that Mozambique becomes a lot less funny if you haven't managed to shield up yet.˛* MoneySpider: A weird variant occurs with the Flyers which were introduced in between Season 1 and Season 2. They can be found either flying around in circles or perched on high ledges, and shooting them enough causes them to drop death boxes containing a random assortment of mid-tier loot.˛* MoneyForNothing: Initially played straight with the Legend Tokens. The Legend Tokens can only be used to buy new characters (which are limited) or skins that require buying a pre-requisite skin with Apex Coins. Plenty of players racked up plenty of tokens with nothing to spend them on. As of patch 3.1 however, tokens can now be spent to re-roll daily challenges to get sets that are more favorable.˛* {{Nerf}}: Certain weapons that are either successors to those in previous games (eg. [=R-301=] carbine vs [=R-101=] and [=R-202=] carbines) or are returning in this game directly (eg. Spitfire and Devotion) do so with smaller magazine capacities (reduced by as much as half, which is especially significant with the higher health values) to make magazine upgrades more significant.˛* NotTheIntendedUse: The Tripletake Energy Rifle is built as a sniper rifle that fires 3 rounds in a horizontal spread. It ''requires'' a choke to tighten the spread and make it viable at long ranges, and said choke has a slight charge time. It's pretty accurate fired from the hip anyway, so it's not uncommon for players to just fit a common universal Reflex Sight and use it as a mid-range shotgun, taking advantage of the tight spread and high damage per pellet.˛* ObviousRulePatch: As Crypto's ult only damages shields, players end up countering this by taking off their shields right before the EMP goes off and putting it back on. Patch 3.1 addressed this by making it also damage unequipped shields.˛* PunchPackingPistol: [[RevolversAreJustBetter The Wingman]]'s damage is comparable to the game's sniper rifles, and gets a headshot damage bonus that's usually reserved for rifles--with an upgrade to make them ''[[UpToEleven even stronger]]''.˛* RevolversAreJustBetter: The Wingman is considered one of the most effective guns in the game with high damage and good accuracy.˛* SchmuckBait: Mirage's kit is built around baiting trigger-happy schmucks into revealing their position by opening fire on his decoys.˛** Anyone can go through a Wraith portal, not just her own teammates. If you see one out in the open, there's a good chance the squad that put it there is waiting on the other side, ready to pop anyone foolish enough to head through it.˛** Clever players can leave valuable loot out in the open, then just perch on some nearby high ground and wait for the inevitable schmuck to come along.˛* ShortRangeShotgun: Averted with the Peacekeeper, which can deal damage up to 50 meters and has a tight spread that can be enhanced with a choke attachment. Played straight with the Mozambique, which is about as effective as tossing packing peanuts at ranges beyond 2 meters (not that its point-blank range is anything to write home about).˛* ShotgunsAreJustBetter: The Peacekeeper in particular fits this trope, having surprisingly good range and enough damage to make up for the slow firerate. The Mozambique is a subversion thanks to its crappy range and inconsistent damage output. However, this is double-subverted when one finds the Hammerpoint Rounds hop-up that increases the Mozambique's damage against non-shielded opponents.˛* SimpleYetAwesome: All of the gold equipment (sans the aforementioned knockdown shield) fall squarely into this trope:˛** Starting in season 3, gold armor grants the Fast Use perk, which cuts the time it takes to use healing items and Ultimate Accelerants in half. Five-second Phoenix Kits[[labelnote:*]]restores you to full health and armor, but normally takes a whopping ten seconds to use[[/labelnote]] are ''exactly'' as broken as they sound.˛** The gold helmet grants the Fast Charge perk, which reduces Tactical and Ultimate cooldowns by 25%. While its usefulness is debatable with Legends who already have relatively short cooldowns such as Pathfinder and Octane, it's an absolute godsend for those with particularly long cooldowns like Bloodhound and Lifeline.˛** Prior to season 3, the gold backpack granted the aforementioned Fast Use perk. When that was moved to gold armor in season 3, the gold backpack was given the arguably ''more'' useful Guardian Angel perk, which grants allies 50 armor and 70 health upon being revived. While this is indisputably useful no matter who has it, it becomes a borderline GameBreaker when paired with Lifeline who, with her faster, safer revives, becomes a CombatMedic par excellence.˛* SniperPistol: The Wingman, though outdone by actual sniper rifles and limited by its bullet trajectory and sights, can be quite effective up to mid range. It's also the only pistol that still gets extra damage from headshots even past a short distance.˛* TankGoodness: Several tanks can be seen parked around the map. Unfortunately, you can't use them. ˛* UniversalAmmunition: There are only four ammunition types (light, heavy, energy, and shotgun shells), all of which fit in guns of disparate size, type, and [[ArbitraryGunPower firepower]] (e.g. the G7 rifle loads the same rounds as the P2020 pistol, doing about three times the damage with it). [[AcceptableBreaksFromReality Simplified resource management was clearly prioritized over something more realistic.]]˛* VideoGameCrueltyPotential: Starting with Season 2, in addition to the Flyers that you can shoot to drop death boxes containing loot, there are also Flyers pent up in cages, who apart from screeching at you are completely harmless. There's nothing stopping you from shooting them dead.˛----

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