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Video Game / Apex Legends

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Apex Legends is a Free To Play Battle Royale Spin-Off of the Titanfall franchise, developed by Respawn Entertainment, and released on the Sony PlayStation 4, Microsoft Xbox One and PC on February 4, 2019. Inspired by First Person Shooters and Hero Shooters, 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 games, 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 Humongous Mecha, nor is Le Parkour, such as Double Jump or Wall Running, 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 Titanfall 2, Apex Legends takes place within a region of the Frontier called "the Outlands", where a competing Blood Sport called the "Apex Games" is played between pioneers, explorers and outlaws.

Tropes that apply to Apex Legends:

  • Advancing Wall of Doom: In this case it is an energy shield controlled by the gamemasters. Players caught outside this zone take damage.
  • And Your Reward Is Clothes: Apex Packs, which you recieve every time you level up, function as the game's loot box system - offering a multitude of cosmetic itmes that can potentially be earned, ranging from character and weapon skins to playercard borders to kill quips to Finishing Moves.
  • Anti-Frustration Features: 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.
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    • 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.
  • Armor-Piercing Attack: The enclosing shield bypasses body shields to damage health directly.
  • BFG: Several examples in the game with two of the most notable being the Kraber and the Devotion.
  • Awesome, yet Impractical: The gold 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, enemies are likely to hang around if they knock you down and using the shield as the shield will immediately out your ability.
  • Body Armor as Hit Points: Body armor (or "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.
  • Charged Attack:
    • 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 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.
  • Color-Coded Item Tiers: Both gear and cosmetics follow the same pattern for menus: gray for Common, blue for Rare, purple for Epic, and yellow for Legendary.
  • Combat Resuscitation: You will be knocked out 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.
  • Continuing Is Painful: 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 Death Is a Slap on the Wrist if you die close to a respawn beacon.
  • Continuity Nod:
    • 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 Tag Line of "They kill you, they're better. You kill them, you're better" is adapted from Kuben Blisk's personal Might Makes Right 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.
  • Coup de Grâce: 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. 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.
  • Damn You, Muscle Memory!: Gibraltar players who migrated from games like 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.
  • Deflector Shields:
    • 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.
  • Difficult, but Awesome:
    • The Wingman revolver deals high damage and is very accurate. However, it starts with a paltry 4 round magazine and has terrible visual recoil, meaning that a novice player under duress may wind up missing all shots. As such, it works best in the hands of a player with good aim and cool state.
    • 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.
  • Do Not Run with a Gun:
    • 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.
  • Every Bullet Is a Tracer: 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.
  • Finishing Move: 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.
  • Guide Dang It!: 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, Falling Damage 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 games. Directly diving in the direction of your landing spot isn't nearly as fast as making a sort of sweeping motion as illustrated here. This is mostly in part 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". 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 Titanfall titles, Pathfinder's grappling 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 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.
  • Good Old Fisticuffs: You can punch out other players.
  • Hero Shooter: This biggest selling point of this game is that unlike other Battle Royale games, players spawn as several different heroes, known in-game as Legends, each with their own unique abilities.
  • Hitscan: The Havoc's charged alt-fire unlocked with the Selector attachment is hitscan. Otherwise, despite reusing most guns from Titanfall 2 (most of which were hitscan, even some of the Energy Weapons, despite projectile visuals), all use visible projectiles with a travel time and slight arc.
  • Kinetic Weapons Are Just Better: 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.
  • Lighter and Softer: Despite being about a Blood Sport, Apex Legends is less graphically violent than Titanfall, the rating going from "Mature" to "Teen". The Titans themselves aren't around to crush people into red paste, attacks produce no visible bloodshed, and executions are much less visceral and/or subject to Gory Discretion Shot.
  • Limited Loadout: Players can only equip two weapons. Ammunition, grenades, and attachments go into an inventory that you can expand by picking up backpacks.
  • Little Useless Gun:
    • 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.
    • 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, despite being the largest, because of its terrible range.
  • 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.
  • Not the Intended Use: 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.
  • Punch-Packing Pistol: 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 even stronger.
  • Revolvers Are Just Better: The Wingman is considered one of the most effective guns in the game with high damage and good accuracy.
  • Schmuck Bait: 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.
  • Short-Range Shotgun: 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 packaging peanuts at ranges beyond 2 meters—not that its point-blank range is anything to write home about.
  • Shotguns Are Just Better: 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 inversion thanks to its crappy range and inconsistent damage output.
  • Sniper Pistol: 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.
  • Tank Goodness: Several tanks can be seen parked around the map. Unfortunately, you can't use them.
  • Universal Ammunition: There are only four ammunition types (light, heavy, energy, and shotgun shells), all of which fit in guns of disparate size, type, and firepower (e.g. the G7 rifle loads the same rounds as the P2020 pistol, doing about three times the damage with it). Simplified resource management was clearly prioritized over something more realistic.


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