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Hot Dogs, Horseshoes, and Hand Grenades (often abbreviated H3VR) is a Virtual Reality gun range simulator developed for the HTC Vive by developer RUST LTD. It's currently in early access and can be purchased on Steam here.


This game provides examples of:

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  • Acceptable Breaks from Reality: Anton simplifies some mechanics for weapons or in general as players who don't have as much knowledge about firearms might not understand several nuances and think the game is bugged.
    • Weapons will never jam, break, or fail to cycle outside of specific circumstances (like low-pressure 12 gauge shells being fired in a semi-automatic shotgun, giving the SPAS-12's dual-mode ability a purpose). Even weapons notorious for jamming such as the emergency STANAG magazine well on the M249 will work without fail.
    • M16-pattern rifles do not require the forward assist if you ride the slide forward instead of letting it slam into battery. The original M4A1 could do this but it required some tricky scripting and it confused new players.
    • The M1 Bazooka and Panzerschreck do not require the additional step after loading the rocket to wire up the ignition in order to fire it.
    • The M134 is treated as man-portable (based on an AirSoft replica) even though the electrically-driven barrels require a significant power source such as from a vehicle that it would be mounted on. In this case, it's more for Rule of Cool.
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    • Anton isn't above adding ridiculous or fictional weapons like the Kolibri 9001, Triple Regret, Whizzbanger, Scalpel-LE, etc.
  • A.K.A.-47: Downplayed, many weapons are called by their real names but without the manufacturer. Various labels and engravings on the weapons may be removed or changed to avoid copyright issues.
  • All-or-Nothing Reloads: Due to the way reloading is performed physically, this is averted.
  • Armor Is Useless: Averted, Solider wieners can wear armor which stops projectiles until they break while elite, Guns Akimbo bots have special armor that takes a lot more punishment.
    • This is played more realistically for the Sosig agents with the new ballistic system that can wear helmets, kevlar and armor plates that stop bullets and calibers up to a certain point depending on what they're wearing. They can, however, be stunned from enough blunt force which leaves them vulnerable to, say, a Neck Snap.
  • Artificial Brilliance: The Sosig agents compared to the previous wienerbots. Anton is designing them to use cover based on level geometry, they can become supressed from incoming fire and explosions and they not only react to and investigate gunshots and explosions but even so much as dropping objects like magazines or working a weapon's actions can alert them to your presence.
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  • Artistic License – Gun Safety: It's completely up to the player to either play it straight or completely avert it. There's nothing stopping you from holstering a loaded, chambered and live weapon, but there's also nothing stopping you following procedure and building good habits such as keeping your finger off the trigger until ready, only pointing at things you are completely certain about shooting, not performing an Unorthodox Reload, utilizing safety switches, etc.
  • Bang Bang BANG: Played straight until an update that overhauled the sound system. Weapon and explosion sounds were very Hollywood sounding until Early Access Update 52 and take into account the environment they're fired in. Rounds like the 4.6x30mm fired by the MP7A1 are a lot more snappy while subsonic rounds like the .45 ACP have more of a thud. Explosions now scale by distance with a delay as the shockwave reaches your ears.
  • Bayonet Ya: Alpha 1 of Update 76 adds the first iteration of hilted, integral and socket bayonets. This presented a big programming challenge for Anton that was solved by making every compatible gun a melee weapon, just one with blunt Scratch Damage so that any attached bayonets could do damage.
  • BFG: The M134 minigun. If you wanna go retro, you can even find and man the Gatling Gun in certain maps, hand-crank and all (there's a reason the aforementioned M134 is considered a minigun). The M107A1 counts for obvious reasons.
    • The Accuracy International Arctic Warfare Magnum isn't as large as the above M107A1 but it chambers .338 Lapua which is the largest cartridge in the game that doesn't tread into anti-material territory.
    • The Browning M2 "Tombstone", a Chainsaw Grip BFG with American paintjob and loaded via the titular tombstone-shaped box containing the belt of .50 BMG rounds. It'll punch right through even the thickest Sosig armor and reduce them to a Yellow Mist.
    • The Arizona Range and Sampler Platter includes an oversized M1911A1 pistol, complete with added grips to hold it and operate the slide, a huge bipod, and a rail to affix a sight on the left side of the gun. Even the sound effects for firing and reloading this weapon sound like they were recorded from an artillery cannon.
    • From of the Meatmas 2018 Update, just like the oversized M1911A1, one of the guns added is an oversized Kolibri 9001. While not as big as the oversized M1911A1, it is still about 10 times the size of the original Kolibri, which is actually much smaller than even a .22 caliber pistol.
    • The Soviet KS-23 riot shotgun, added on Day 7 of the Meatmas 2018 Advent Calender. It's easily the BFG of the Shotgun category, discounting the currently removed Cartoon 8 Gauge shotgun, with its 23x75mmR shell, the barrel of which was adapted from scrapped 23mm anti-air cannon barrels due to manufacturing faults but could withstand the pressure of a shotgun. Its slug equivalent is the "Barricade" shell that can destroy engine blocks.
    • The Cheyenne Tactical M-200 Intervention, added on Day 22 of Meatmas 2018, is a bolt-action anti-material rifle. The bolt is so heavy that you can't use the bolt-sweep technique via clicking right on the trackpad/stick, you have to grab onto it to cycle the weapon.
    • April Fools 2019 adds the PGM Hécate II as a bolt-action, .50 BMG rifle. Like the above weapon, you have to fully grab the bolt rather than sweeping it.
  • Bifurcated Weapon: Alpha 2 of Update 76 adds the long awaited M203 grenade launcher, one for the M16A1 and M4A1 Classic and another with picatinny compatability.
  • Blinded by the Light: The XM84 stun grenade, complete with two-pin safety. Interestingly enough, the game does not white out the screen or simulate tinnitus as the loud bang it produces along with the brightness of the flash can disorient a player, particularly with the Vive's brightness.
    • The Zvezda or "Star" 23x75mmR shells loaded by the KS-23, intended for suppressing prison riots.
    • The suppression Turburget variant in Return of the Rotwieners that guard the Pacification squad strongholds shoot flash-bang rounds (presumably the same 23x75mmR shells mentioned above).
    • The stun grenade behavior was changed as an experiment in Alpha 2 of Update 72, stun grenades and the like will now lower the game volume and partially white out your vision to hamper the player a bit more.
  • Bling Bling BANG: There's an alternate variant of the M1911 that's plated in gold with black polymer grips, and a gold-plated Beretta 950BS Jetfire with mother-of-pearl hand grips, the latter of which has a matching golden magazine.
  • Border Patrol: In it's current state, Return of the Rotwieners has a giant, red X saying "STOP" to prevent access to unfinished areas of the game. Going past this will kill you instantly and using an invincibility wiener will spam you with freedomfetti and vomiting noises until you leave or the effect wears off and you die.
  • Bottomless Magazines: Normally averted, you can enable infinite reserve by clicking the trackpad/stick on ammo stored in a slot to spawn lock it. Both the Getting Started and Spray & Pray category of sequences in the M.E.A.T.S. level enable infinite magazine ammo.
  • Bullet Sparks: Averted, most of the time, tracers and incendiary rounds spark upon impact due to the round itself shattering. Specific surfaces may spark when shot as well such as the target plates in the Friendly 45 Range.
  • Circling Birdies: Circling horseshoes are used to denote when a sosig is stunned rather than dead on the ground.
  • Concealment Equals Cover: Completely averted with the Alpha of Early Access Update 59. The new ballistics system takes into account bullet caliber, type, material, thickness, angle, and velocity along with the fact bullets are affected after passing through a material. This can be seen in action in the Proving Grounds arena where a sufficient weapon can penetrate the wooden panels and the Sosigs won't hesitate to shoot through them to get at you or enemy Sosigs.
    • Played straight with the temporary pieces of cover in the reworked Take & Hold, however they will break very quickly under fire.
  • Concussion Frags: Averted with normal frag grenades. Played straight, and perhaps parodied, with the "Cybernade", which doesn't emit shrapnel, has an audible "bloop" noise and blinking red light that get faster as the timer runs down, and is shaped like a cylinder rather than a ball like most modern grenades. Given all the above, it might be in reference to Half-Life 2's grenades, which looked and functioned almost exactly the same.
    • The M67 grenades in the Boomskee scene are a unique variant that don't spray shrapnel and are simply concussive for blasting apart the stacks of blocks.
  • Cool Guns: The video game!
  • Crossover: With Team Fortress 2 in the form of the Meat Fortress update.
  • Dead Man's Trigger Finger: A Downplayed version of this can happen with sosigs when they're completely surpressed, they can go into a panic fire state where they clutch the trigger and fire wildly.
  • Disc-One Nuke: Return of the Rotwieners had this at first, it was easy to complete the quest to set the giant beartraps and be rewarded with bolt-action rifles for subsequent runs but the last of which could either be the SV-98 or the Arctic Warfare Magnum. A patch changed this by making the third reward box, typically a Kimber 8400 Advanced Tactical or its short-barrel variant, the fourth with the AWM and SV-98 as a random item in the gun store in Downtown Wienerton.
  • Do Not Run with a Gun: The Armswinger locomotion option winds up bringing this into play in a realistic manner as you have to be moving your controllers, making accuracy suffer on the move.
  • Every Bullet Is a Tracer: Averted, most weapons need you to use the ammo panel to spawn tracer rounds. Support machine guns have tracers spaced throughout the belt or magazine (or sometimes have tracers for all rounds in their magazines), allowing you to fire accurately without sighting in.
    • Some older weapons like revolvers and lever-action rifles from the Old West give you a tracer when they are spawned and some World War II weapons might utilize tracers as well.
    • A game option also allows you to enable performance-expensive bullet trails, giving each bullet a color-coded trail corresponding to the ammunition type fired.
    • All of the Team Fortress 2 weapons, sans the Syringe Gun, fire bright yellow projectiles which emulate the way bullets are rendered in the Source Engine.
  • Evil Sounds Deep: The Pacification Squads in Return of the Rotwieners have a relatively deep version of the usually higher pitched Sosig voices, making them more intimidating to fight.
  • Firing One-Handed: All but one weapon can be fired with one hand, however the game simulates much more intense recoil and muzzle flip. Holding the front or attached fore-grip of a weapon weapon reduces this effect. Handguns can be stabilized by holding your other controller near your firing hand to simulate a weaver-grip.
    • The General Electric M134 is the only weapon that cannot be fired one-handed to prevent you from dual-wielding two of them, this is more for performance reasons than realism as a single M134 fires at a blistering 2,700 RPM and every single bullet fired is individually simulated. As you can imagine, having the game calculate each and every bullet when firing two of them would either slow the game to a crawl or outright crash.
  • Gatling Good: The minigun again alongside the Dr. Richard J. Gatling gun in certain scenes, complete with hand-crank. A portable version of the Gatling Gun exists as the "Hand-Crank Frank".
    • The Meat Fortress update adds Sasha to the lineup.
  • Gun Accessories: Standard attachments such as scopes and laser sights are included alongside more nonstandard accessories such as American flags. Those accessories can be tweaked as well such as the zero distance on a holographic sight.
  • Guns Akimbo: Totally possible with pistols and submachine guns and even shotguns and full-size rifles! However, what are normally two-handed weapons will "recoil" far more when held with only one hand and automatic weapons fired in this way will be almost totally inaccurate with a few exceptions like the AA-12. It also does not help that, without laser sights, you can not see where you are aiming the weapons anyway.
  • Gun Kata: Why do you think the game has a Grammaton Cleric? Under the Spray & Pray category in the M.E.A.T.S scene, you can go through a Gun Kata course designed to train you in this and Spray & Pray gives you Bottomless Magazines so have fun!
  • Gun Porn: IN FREAKING, VR! Free-form attachements, iconic guns, rare guns, guns with faithful workings to their real counterparts, and a whole armory of them!
  • Gun Twirling: Is indeed possible by holding down the circular pad/clicking in the stick on any revolver and flipping one's hand. Even the full length MTs 225 shotgun and MGL grenade launcher can do this due to using the same revolver code.
    • This twirling is also what allows you to flip-cock lever-action weapons by swinging your arm in a backward or forward circle.
  • Hand Cannon: The .44 Magnum and Desert Eagle certainly qualify, another contender is a shortened MTs 225, and the Remington Tac-14.
    • Early Access Update 58 adds the .50 AE Desert Eagle by fan request, bringing it up a notch.
    • As if the above wasn't enough, Alpha 7 of Early Access Update 59 adds the Smith & Wesson 500 for some virtual wrist-breaking fun.
    • Alpha 8 of Early Access Update 59 adds a Snub Nosed version of the Smith & Wesson 500 dubbed the Smith & Wesson 500 Jr.
    • April Fools 2019 adds a revolver based on this image called the "Triple Regret", a three shot .50 BMG revolver.
  • Hollywood Hacking: What the new Take & Hold is presented as where you acquire override tokens to spend on equipment and the hold points have "encryption" (read: targets) that must be neutralized to complete a hold.
  • Hollywood Silencer: Averted. The default sound a silencer makes in the game is proportionally as loud as it would be in real life, thanks to the developer being a gun enthusiast and being particularly annoyed at this trope. However, the developer has included a realism setting that makes the silencers sound more like they do in the movies, purely because it's expected at this point.
    • This leads to a rather painful instance of Reality Ensues in Return of the Rotwieners as suppressed weapons still have a rather notable report that can attract zosigs and Pacification Squads to your location.
    • Another aversion is that these will not work on any revolver with the sole exception of the Nagant M1895 due to the unique gas seal mechanism. Suppressing it winds up making it quiet to the point you can hear the hammer striking the pin.
  • Hyperspace Arsenal: Averted, looking down shows spheres representing a vest where you can store ammo and weapons on your person, the slots hold items of varying size and you can change the arrangement of these slots as well. Small slots only hold small weapons, magazines, shells and throwables. Medium slots hold medium weapons while large slots, typically one on each side of your head, can hold the really big weapons like the RPG-7, finally, there's sleeve-shaped slots that function like the spherical slots but with a specific orientation.
    • A prototype backpack was added in Early Access Update #57 with a special slot just behind your neck for it. It can hold more magazines, a couple of small items and a medium-sized weapon. This rear slot can also hold the scutum added along with the 2018 Meatmas Cappocollesseum.
  • Infinite Flashlight: All of the portable light sources never run out, be it a handheld flashlight, various Picatinny lights, or even an MP5 foregrip with a light.
  • Joke Item: Many of them to keep within the non-serious and comical theme with the game. Fireworks, tippy toys, the titular hot dogs and horseshoes, and quite a few other silly items that have no combat application.
  • Joke Weapon: Some weapons are just plain unwieldy to use and were added to the game just for comical value.
    • The Degle .50 added for April Fools 2018, it's a cardboard replica of a .50 AE Desert Eagle and shoots pieces of cardboard with Anton providing sound effects from his mouth. The "bullets" don't even travel more than five feet but the other ammo types like MEGA!!1! brings it right into Lethal Joke Weapon territory.
    • April Fools 2019 ups this with the "Whizzbanger", a weapon based on a 4chan meme: a simple holder with a bracket that holds a .50 BMG round. It doesn't even have a trigger; to fire it, you have to hit a literal pin mounted behind the cartridge. While the game provides a "tactical hammer" for this purpose, virtually any force applied to the pin will fire the bullet.
  • Killer Robot: Certain game modes have you fighting a variety of robots, such as a walking mechanical hot dog and a military-style robot named Clunk (sadly removed as of late) along with Manhack-esque buzzers.
  • Kill It with Fire: The public release of Update 59 introduced the ability to set Sosigs on fire, the classic Molotov Cocktail, and allowing incendiary ammo to perform their purpose. Update 60 added a junkyard flamethrower as a test weapon in the Proving Grounds with an adjustment lever to avert Video Game Flamethrowers Suck by allowing it to shoot at longer ranges. Update 62 turned the tables by allowing you to catch fire alongside the introduction of Pacification squads that can use incendiary ammo.
    • Turns out that the junkyard flamethrower was a test for the upcoming Meat Fortress update with the addition of Pyro's Flamethrower which gives all the grilling fun of the previous one with the addition of the Sosig-punting, projectile reflecting airblast.
  • Laser Sight: There's a handful of picatinny laser sights to chose from that come in red, green and even purple. Certain weapons like the S&W Bodyguard 38 revolver, oversized Kolibri and the Sniper Rifle have built-in lasers that turn on when you're holding the grip. Thanks to the attachment system, you can create ridiculous patterns of lasers on your weapon if you so desire.
    • Sosiguns with laser sights use Hollywood-esque straight beams for the sake of Crosshair Aware, especially when faced with Pacification Squads in Rotwieners.
  • Ludicrous Gibs: If desired, Sosigs can explode into meaty physics-affected chunks like the older Weienerbot models.
  • Mooks: In the form of upright hot dogs called "Sosigs". The Take and Hold scene also has older "Wienerbot" models as an option. Both types are armed with simplified, movie prop-like variants of assorted Standard FPS Guns called "Sosiguns".
  • Missile Lock-On: Day 20 of Meatmas 2018 adds the ManPADS launched FIM-92 Stinger. After inserting the battery/coolant unit, clicking the pad/stick on the firing hand activates tracking which is signified by a screechy noise which becomes a clear tone after acquiring a lock on a valid target (snowflakes in the Meatmas Snowglobe, the flying steaks in the Sampler Platter, Meatal Gear, etc.). Clicking the pad/stick on the hand holding onto the front retains the lock so you can elevate the launcher and fire the missile.
  • Neck Snap: The new Sosig agents allow you to break their necks or other limbs by grabbing and bending them far enough.
  • Night of the Living Mooks: "Return of the Rotwieners" is a huge Survival Sandbox scene pitting the player against Rotwiener zombies and heavily armed Pacification Squads.
  • No "Arc" in "Archery": Averted, as the game also averts Hitscan bullets. Your bullets indeed drop based on the type of rounds you fire and you can easily see this in action in the Sniper Range. Even the rocket-propelled explosives arc and require you to aim up a little bit to ensure they hit distant targets (try it on the abandoned mine in the Arizona Range).
  • Noisy Guns: All of the weapons have very distinct action sounds and can vary depending on what's being done. You can even tell when bolt-hold-open weapons fire their last round with a subtle lack of the bolt or slide slamming back forward. With the bolt-action weapons, the sound is slightly different when you cycle the bolt without a round to chamber.
  • One Bullet Clips: Continuing this game's trend of averting weapon tropes, ammo in a magazine is retained when ejected and you keep an extra round in the chamber if the weapon is closed-bolt. If you play using house rules for limited quickbelt ammunition, either you discard the magazine and lose the rounds in it or you have to consolidate them between magazines manually.
    • "Return of the Rotwieners" turns this into a unique gameplay aspect by disabling spawn locking. While rounds for a given weapon are unlimited and always available at a corresponding NPC, weapons will only have a limited amount of magazines, clips and speed-loaders, enforcing you to save them and consolidate ammo between them rather than just tossing them away.
    • The reworked Take & Hold allows you to use limited ammo, only allowing you to reload magazines, clips and speed-loaders at a specific panel sometimes found in supply points. You can spend override tokens to duplicate them at a different type of panel.
  • One-Handed Shotgun Pump: You can do this by holding the trigger with the controller that is grabbing the hand guard of the shotgun, while the other hand is free and not grabbing the pistol grip.
  • One-Hit Polykill: The new ballistics system makes it easier, though unpredictable, to take down targets behind cover or multiple targets if they're lined up and your round has enough power.
    • Reality Ensues in the recent scene added in Meatmas 2018, the Cappocolosseum, which has the Assault & Pepper and Battle Petite modes where there are innocent elf sosigs that penalize your score if you kill them. Poor trigger discipline, especially with armor penetrating rounds, can result in a One-Hit Polykill via the bullet going through your target and over-penetrating into a civilian elf behind them.
  • Painfully Slow Projectile: Once again averted with the RPG, which fires at a relatively realistic velocity- which is to say, almost faster than can be seen, and far faster than most other "realistic" games.
    • The solider hot dogs fire these as well, regardless of weapon. The Take & Hold mode (Legacy, Containment and Rework) can have them be changed to realistic velocities.
    • Sosiguns zig-zag this depending on what they are, they can range from painfully slow to realistically fast.
    • The FIM-92 Stinger is anything but slow. Once you fire it and the motor kicks in, it hauls hot dog buns to whatever target you locked onto within less than a few seconds depending on how far it is.
  • Pistol-Whipping: Completely possible as you can use any gun to whack, club, and bludgeon physics objects, fragile objects like clay pots and beer bottles, and even enemy Sosigs. Alpha 7 of Update 59 has added impact sound effects for the weapons to make pistol whipping and butt striking more engaging.
  • Playable Menu: As is the norm for Virtual Reality games. This one starts you on a platform inside of a giant chamber with the game's titular items being hoisted up and down, and allows you to select any of the scenes along with the game version, update notes, and an options panel. One to three of the most prominent scenes, depending on the versions, are shown in the center of the scene selection.
  • Rare Guns: All over the place, ranging from actually rare, to antique, to just obscure.
  • Reference Overdosed: H3VR has numerous iconic weapons, including Deckard's gun, Malcom's gun, a S&W Model 29 in .44 Magnum, a Grammaton Cleric, a Walther PPK, a shortened Winchester 1887 (with an enlarged cocking loop), a Seburo Compact-eXploder, a TOZ-106 bolt-action shotgun, a crowbar, a monkey wrench, a Hunter's Machete, a freaking pencil, an M60 LMG...
    • One of the available shooting ranges is based on popular gun-centric Youtuber Hickok45's backyard range.
    • One of the explosives with a fuse is a pair of bananas.
    • The "boss" of the 2018 Meatmas event's Cappocolosseum scene, "Meatal Gear", is a Metal Gear REX piloted by the "Gronch". Not only does Meatal Gear use REX's weapons (a laser cannon, machine guns, and rocket barrages; its "railgun" is nonfunctional), the battle follows the same sequence: first destroy the radome to open Meatal Gear's cockpit, then shoot the Gronch while the cockpit is open.
    • Take And Hold: Containment is a big old love letter to both Half-Life and the SCP Foundation.
  • Removing the Head or Destroying the Brain: Averted with Return of the Rotwieners. Zombie sosigs are more than capable of functioning without a head. Aiming center mass seems to be the best bet, as destroying the second segment down will completely disable a Rotwiener. Alternatively, a Rotwiener can be killed by letting it bleed out, making .22lr rounds and especially hollow point rounds effective.
  • Revolvers Are Just Better: From old fixed-cylinder and single-action to modern drop-cylinder and double-action. Also not limited to pistols as we have the MTs 225 shotgun, and MGL grenade launcher.
    • The Meat Fortress update gives us both the Spy's revolver and the Demoman's grenade launcher.
  • Right-Handed Left-Handed Guns: Averted, all but two weapons are primarily right-handed in operation discounting ambidextrous examples like the FN P90. The Smith & Wesson M&P R8 revolver drops the cylinder to its right while the Colt M4A1 can be used in a "left-hook" configuration.
  • Rocket Jump: The Meat Fortress update and scene enables you to both rocket jump and sticky jump as well. You can only blast jump with the smooth locomotion options (armswinger, 2-axis and twin-stick) and you can change if this harms you or not when done.
  • Running Gag: In "Return of the Rotwieners," Myra's meat pie recipes constantly have notes of her saying that they need more salt, among other revisions.
  • Russian Roulette: It's possible to play this by loading a single round into one of the revolvers and spinning the cylinder. Shooting yourself will kill you in most scenes but Death Is a Slap on the Wrist.
  • Sawed-Off Shotgun: Of course of the double-barreled variety, a shortened Winchester 1887, and a MTs 225, which is basically a revolver that shoots shotgun shells with its barrel and stock shortened. Another one is the extremely short-barreled version from Killing Them Softly that is so short that the shells it's loaded with are longer than its barrels.
  • Shotguns Are Just Better: Quite a lot of them too. Many of them avert Short-Range Shotgun outside of the heavily chopped or wide-choke barrels and are effective at all but the most extreme ranges.
    • The MTs 225 provides the hybrid combination of Shotguns Are Just Better and Revolvers Are Just Better. Yes, a shotgun revolver.
    • The AA-12, a fully automatic, open-bolt, magazine fed shotgun with a gas piston and spring to absorb about 90% of the recoil, allowing you to empty an entire drum in one go without losing a significant amount of accuracy. You can even fire this one-handed and keep it relatively on target. Finally, it's able to fire low-pressure rounds without failing to cycle compared to other shotguns.
    • The KS-23, a Soviet designed riot shotgun that loads 23x75mmR shells which range from "Siren-7" CS gas shells, Zvezda flash bang shells, Shrapnel-25 buckshot, and anti-material "Barricade" rounds capable of destroying the engine block of a vehicle.
  • Silliness Switch: April Fools 2019 adds the ability to turn the sosigs into clown sosigs with the appropriate nose and release freedomfetti when shot, struck, dismembered or otherwise.
  • Smoke Out: Various items emit opaque orbs of smoke (an intentional design choice so it wouldn't affect performance and so the smoke can be affected in a physical manner such as being cleared by explosions or billowing out of confined spaces). You have the M18, both in red and U.S.A colors, 40mm grenade rounds that release CS gas (though it does nothing to the player) and, for a more silly variation, a ninja smoke bomb which looks like a giant bang snap and explodes on impact.
    • The KS-23 shotgun can load "Siren-7" tear gas rounds.
  • Spent Shells Shower: Every spent casing and shell is physically simulated with the sole exception of the M134 and Sasha due to the absurd RPM. You can control the time it takes for casings and shells to disappear.
  • Throw-Away Guns: Early Access Update 65 now allows you to spawn-lock the Sosiguns, letting you bring one out, shoot it and then grab another when you run out. Anton even references the Overwatch Hero "Reaper" with the usage of the shotguns which automatically pump to keep them cheap on performance.
    • The FIM-92 Stinger is also treated this way due to the fact that reloading involves replacing the launch tube assembly, something that isn't done in the span of a mission in reality.
  • Unorthodox Reload: Possible moreso than pretty much any other work of fiction that actually conforms to the laws of physics. Popular methods include tossing magazines into their air and catching them in the gun as well as more "normal" methods like flip-cocking the lever-actions and pumping shotguns with one hand.
    • A Youtuber named "jeditobiwan" has created a series dedicated to this trope being exercised in the game called Dumb H3VR Reloads.
    • The Team Fortress 2 weapons of the Meat Fortress update actually avert the overly unusual reload animations as Anton took some artistic liberties to have them make as much sense as their designs would allow. The only weapon Anton couldn't bring himself to change was the Soldier's four shot rocket launcher to allow the same ease of Rocket Jumping and aerial bombardment.
      • The Scattergun, for example, instead has an integral magazine of six shells and racking the lever loads a shell into each barrel which grants two shots. The Sticky Launcher, along with the addition of its sticky indicator, uses a stripper clip of sticky shells with the bombs in a "deflated" state that are loaded into the drum magazine, much like the M1941 Johnson. Even the Spy's revolver had to be changed to make mechanical sense as almost none of the parts lined up in a manner that would make sense (or be safe for that matter).
  • You Always Hear the Bullet: Averted with the new sound system. In the very few instances where enemies can shoot at you from a long enough distance, such as the Pacification Squads in "Return of the Rotwieners", you'll see the tracer zipping right by (or hitting) you before you hear the weapon it was fired from though there isn't a crack when it passes.
  • Verbal Tic: Anton's tendency to say "wonderful", be it after the sound test at the beginning of every devlog video, or just after showing off a new weapon or other gameplay mechanic. Expect "beautiful" to occasionally be used instead.
    • He even added a tippy toy in-game that makes the sound of his Verbal Tic, "Wonderful!".
  • Vomit Indiscretion Shot: How you get access to the meat cores and plants you've... "stored" in Return of the Rotwieners, by bringing your controllers close to your HMD and thrusting them forward. Compared to Job Simulator, the sound effect is more grotesque.
  • Wreaking Havok: A given for this kind of game, all in glorious virtual reality.
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