The TVTropes Trope Finder is where you can come to ask questions like "Do we have this one?" and "What's the trope about...?" Trying to rediscover a long lost show or other medium but need a little help? Head to You Know That Show and try your luck there. Want to propose a new trope? You should be over at You Know, That Thing Where.
Find a Trope:
"Powerful attack" quote Videogame
I'm looking for a trope about what someone says before doing their Limit Break or other powerful moves. Calling Your Attacks seems like it's for when they call the exact name of their attack, but I'm looking for the more "general" version of it
Do we have it?
Usually Easy to deal with foe becomes not as easy in a certain level? Videogame
Just me, one of the two people who made the two Nekomew pages here yet again! I'm trying to find a more accurate trope that fits the fact that Ms. Paloma, the easiest and first monster Nekomew has to deal with is harder in the "Wimp" challenge level, where one scare leads to a game over.
Character skillset changes depending on them being deployed with their paired unit or not Videogame
In the game Eversoul, there are currently two paired units: Mica/Seeha and Bryce/Melfice. The former pair are idol singers that lose certain aspects of their skillsets if not deployed together, while the latter pair are twin sisters that go into "Solo" modes when deployed on their own and "Twin" modes when deployed together. Would these two pairs sufficiently count into Dual Mode Unit or are there other factors/tropes to consider?
Edited by SimplyBartzUnwinnable Battle Videogame
A trope for when you are put into a fight which you cannot possibly win, and your only choice is to run/die, like the ending of Halo Reach, or the sequence in Black Ops 3 where there are endless waves of androids that you need to escape from by hiding in a garage.
Extra ammo disappearing via ammo cap Videogame
Some type of ammunition conservation failure where an ammo pickup exceeds the max ammo cap for your inventory and disappears with all the extra ammo nowhere to be found. Example: If you have 20 current shotgun ammo and 24 maximum capacity for it, and you pick up a box of buckshot that normally holds 8 rounds, the extra 4 ammo vanishes entirely.
Fictional setting has a different periodic table Videogame
Arknights — which is set on a vaguely Earth-like planet named Terra — has had a crossover with Rainbow Six Siege where some of that game's Earth-born humans are transported to Terra, and they run into serious logistical problems, because it transpires that the universe of Terra has a significantly different periodic table of elements and thus literally can't reverse-engineer even something as relatively simple as the gunpowder that is essential for firearm operation (Terrans have to literally rework the Earthlings' weapons to use their own Originium-based ammo).
From what I can tell, this doesn't count as Parodic Table of the Elements because 1) it's not presented in a comedic/parodic manner, and 2) we aren't actually told or shown any of Terra's native chemical elements, notwithstanding Originium (which may not be a chemical element in the first place; it's only described by broad terms such as "mineral" and "crystal").
Is there a trope for this?
Edited by MarqFJAGetting stuck with somebody you hate as a fate worse than death Videogame
The example that made me think of this is the ending of Luigi's Mansion 3, where King Boo is locked away right next to Hellen Gravely, who is in Mad Love with him and he has an obvious This Is Gonna Suck look on his face. Other examples I can think of are what happens to Shere Khan at the end of The Jungle Book 2 and Stayne at the end of Alice in Wonderland (2010); all karma for villains, interestingly.
Edited by FossilsDaDaDaMobile Game Advertisement Difficulty Videogame
Is there a trope for when the mobile ads for a video game show the player who is Too Incompetent to Operate a Blanket and seems to get easy decisions wrong? Such as using a hammer to fix a fish tank and then wondering why this game is so difficult. Bonus points if the minigame in question isn't even part of the game itself.
Replacement for "And Now For Something Completely Different" entry Videogame
Girls' Frontline's And Now For Something Completely Different entry is now a redlink after the trope was cut and replaced with the index Something Completely Different. Below is the entry in question.
Is there a trope — be it on Something Completely Different or elsewhere — that fits this and thus can be used to replace the redlink?
Is there a trope for a "randomized whodunnit"? Videogame
Is there a subset/subtropes for Multiple Endings in games that present a murder mystery, but can turn out to have a random culprit on each play through? I know of two examples: the PC game Ripper, where there are four suspects, but upon completion, one is picked at random as the culprit. Another is the American Laser Games shooter "Who Shot Johnny Rock?", which also has four suspects, with one randomly picked as the culprit at the climax.
I don't know of any other examples off the top of my head. If this trope does not exist, I would think something along the line of "randomized whodunnit."
Worldbuilding-related rarity naming Videogame
In the gacha game Eversoul, the one of the main objectives of the protagonist/player is to help the titular Souls rediscover the pasts they've lost memories of and the mythical Artifacts they were born out of. As a result, instead of rarities being denoted by N, R, SR, SSR, etc. like other idle gachas, it's instead named after their status as to how close the Souls and their associated Artifacts are to their original power. From lowest to highest, these rarities are:
• Common
• Rare / Rare+
• Epic / Epic+
• Legendary / Legendary+
• Eternal / Eternal+
• Origin (Max rarity for Artifacts) -> Origin+5
Would this count as Theme Naming, or would it be something else?
Edited by SimplyBartzCharacter-Restricted Equipment Videogame
A game mechanic where only certain characters can hold certain equipment. For example, in Unleash the Light, charms can only be held by certain party members while badges can be worn by anyone. I know there's Arbitrary Equipment Restriction, but that's only for restrictions that don't have any in-story bearing, while in the aforementioned game, the charms are relevant to the characters' personalities and backstories from the original show.
Edited by TroperNo9001Counterintuitive easier solution Videogame
A situation in a game where the easier solution is counterintuitive.
For example, Stage 4 in Perfect Cherry Blossom has sections with enemies that fire off bullets on death that are way harder to dodge than the things they fire if left alone. If you stop shooting, you'll have way easier time dodging... except this is a game about shooting down enemies, so a player's first reflex is likely trying to shoot them down. If you're familiar with shmups, you probably have an idea of what's happening, but the concept of revenge bullets isn't exactly something a newbie might know about.
This isn't Sheathe Your Sword, since if you're good enough (or have a border/bomb to spare), you can definitely do it the violent way.
Video Game Levels Seen From The Distance Videogame
Some games employ this thing where you think you can see a gameplay area, but it's far away and you can't normally reach it from where you are. Examples:
- In Splatoon 3, one of the multiplayer levels is Hagglefish Market, an offshore marketplace by an under-construction cityscape. Added later via update is Crableg Capital, a rooftop arena within an under-construction cityscape. Hagglefish Market is visible from Crableg Capital, and the buildings of the latter can be seen from the former.
- In Super Mario Sunshine, all of the games' levels are visible from each other. You can see Ricco Harbor from the west side of Delfino Plaza, from Ricco Harbor the white hillside walls of Bianco Hills are visible, Sirena Beach and Pinna Park are clearly seen across the waters from each other, and the final level of Corona Mountain stands above the landscape and can be seen from at least one point in every of the other levels.
- Half Life 2 is designed such that the final dungeon, the Citadel, a massive, ominous tower, is visible in the distance from practically every outside location in the game.
Npcs don't react if you're carrying a weapon Videogame
Is there a trope for how in video games npcs usually don't freak out if you're carrying a sword or gun openly?
Asura's Wrath: villains makes a play on a famous phrase Videogame
Warning: spoilers for Asura's Wrath ahead!
Late in Asura's Wrath, the villain Deus merges with the Karma Fortress superweapon and assumes his Sakra Devanam Indra Deus form, he says the following line when Japanese dialogue is enabled:
Ware aragau yue ni, ware ari. (我抗うゆえに、我あり。, literally "Because I resist, I exist")
After a bit of searching, I discovered that this is almost identical to the following pre-existing Japanese phrase, different only in a single word.
Ware omou yue ni, ware ari. (我思うゆえに、我あり。)
This second phrase happens to be the conventional translation of the famous Latin phrase cogito, ergo sum, or "I think, therefore I am." Deus' version of the phrase essentially reads "I resist, therefore I am."
What tropes apply to this? For context, Deus is defined by a colossal amount of pride that drives him to believe he is the one destined to save the world, become consumed with a god complex and become an Evil Overlord who excuses his atrocities as being a case of Necessarily Evil, being firmly in denial that there could be an alternative solution that doesn't require as much cruelty and tyranny as he believes needs to be committed; all in all, he perceives himself as a Well-Intentioned Extremist when ultimately he is not one at all.
Edited by MarqFJATactical Repositioning Videogame
A game mechanic where positioning units in a certain way provides benefits or hazards. Examples include Fire Emblem's Support system (which provides stat bonuses for certain adjacent units) and Unleash the Light's formation change system (where once per turn, you can swap two party members' positions to reduce the likelihood of enemies attacking them if they're at the back of the team).
Edited by TroperNo9001Item that’s only good against one enemy Videogame
I’ve been working on the TechnoMage: Return of Eternity page, and am looking for a trope to describe one item in the game. Specifically, the ankh that is the first equippable defence item in the game.
You get it quite early on, and it’s only use is to deal with a group of enemies who are made visible by it. There’s an odd quirk to this, as the enemies are presented as exclusive to the room directly after you pick up the ankh, and this presentation is maintained for most of the game, with the enemies not appearing after, until you reach the final boss, who actually does summon that same enemy type, meaning the ankh, which has been dead weight since directly after that one room from hours ago, suddenly becomes useful again. I did consider Chekhov's Gun, though I feel that’s more for narrative, whereas this is more of a gameplay case.
I'll be leaving right after you walk out the door Videogame
An early Japanese Role-Playing Game trope and a form of Gameplay and Story Segregation - after triggering a reaction from an NPC, the character is supposed to leave the location and show up somewhere else... but he doesn't. He'll just say something about being on his way, or urge you to hurry. Then, you'll see the character on the other location, having "walked" there while you weren't looking.
Of course, what happened is the game's programming isn't sophisticated enough to actually show the sprite moving out of the room and arriving somewhere else, you're just supposed to accept he moved through a different path. Also happens with characters that aren't represented by a sprite.
Blue = Darkness Videogame
Stuff getting blue instead of darker when its dark