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* In the ''VideoGame/{{Siren}}'' series, much of the gameplay revolves around sneaking past the [[OurZombiesAreDifferent Shibito]]. However, some characters, such as Akira Shimura and Tamon Takeuchi from the first game, start off with guns (a rifle and a revolver respectively) with varying amounts of ammunition. In Tamon's case, he can obtain about thirty rounds of ammo in one of his levels.

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* In the ''VideoGame/{{Siren}}'' series, ''VideoGame/Siren1'', much of the gameplay revolves around sneaking past the [[OurZombiesAreDifferent Shibito]]. However, some characters, such as Akira Shimura and Tamon Takeuchi from the first game, start off with guns (a rifle and a revolver respectively) with varying amounts of ammunition. In Tamon's case, he can obtain about thirty rounds of ammo in one of his levels.
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* ''VideoGame/ResidentEvilVillage'', after serving up mostly traditional survival horror gameplay in which ammo is scarce, switches gears towards the end after the boss fight against Heisenberg, where [[spoiler:it [[AndNowForSomeoneCompletelyDifferent puts you in the boots]] of Chris Redfield]] and gives you access to a powerful, fully automatic assault rifle, hundreds of rounds of ammunition for it, and several grenades, as well as more ammo laying around the map.

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* ''VideoGame/ResidentEvilVillage'', after serving up mostly traditional survival horror gameplay in which ammo is scarce, switches gears towards the end after the boss fight against Heisenberg, where [[spoiler:it [[AndNowForSomeoneCompletelyDifferent puts you in the boots]] of Chris Redfield]] and gives you access to a powerful, fully automatic assault rifle, hundreds of rounds of ammunition for it, and several grenades, grenades to mow down [[OurWerewolvesAreDifferent Lycans]] with, as well as more ammo laying around the map.
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* ''VideoGame/ResidentEvilVillage'', after serving up mostly traditional survival horror gameplay in which ammo is scarce, switches gears towards the end after the boss fight against Heisenberg, where [[spoiler:it [[AndNowForSomeoneCompletelyDifferent puts you in the boots]] of Chris Redfield]] and gives you access to a powerful, fully automatic assault rifle, hundreds of rounds of ammunition for it, and several grenades, as well as more ammo laying around the map.


* As per the page quote, ''VideoGame/LANoire'' is primarily based around its investigative gameplay, in which the player must investigate crime scenes and then interrogate suspects. However, it also features several missions in which the player must fight against enemies, including the game's ending.

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* As per the page quote, ''VideoGame/LANoire'' is primarily based around its investigative gameplay, in which the player must investigate crime scenes and then interrogate suspects. However, it also features several missions in which the player must fight against enemies, including the game's ending.
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* In the ''VideoGame/{{Siren}}'' series, much of the gameplay revolves around sneaking past the [[OurZombiesAreDifferent Shibito]]. However, some characters, such as Akira Shimura and Tamon Takeuchi from the first game, start off with guns (a rifle and a revolver respectively) with varying amounts of ammunition. In Tamon's case, he can obtain about thirty rounds of ammo in one of his levels.

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Adds Miku Monogatari and put the Assassin's Creed at the top


* ''VideoGame/MirrorsEdge'' is usually very good at not forcing you into fights, and you can avoid pretty much every non-boss combat encounter... except the police ambush in the middle of chapter "Heat", where you basically have no chance to run past the enemies before they shoot you to death.


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* ''[[VideoGame/MikuMonogatariYumeToTaisetsuNaMono Miku Monogatari: Yume to Taisetsu na Mono]]'' has you face a lot of enemies in a straightforward path in stage 2 - 3, with even more of them in Hard mode. Good thing that you have cute animal allies that help you plowing through the crowd.
* ''VideoGame/MirrorsEdge'' is usually very good at not forcing you into fights, and you can avoid pretty much every non-boss combat encounter... except the police ambush in the middle of chapter "Heat", where you basically have no chance to run past the enemies before they shoot you to death.
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* ''VideoGame/RainbowSix'''s final mission, Mystic Tiger, forces your teams to RunTheGauntlet through multiple chokepoints swarming with tangos, in the hopes that at least one operative will survive to capture John Brightling.

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* ''VideoGame/RainbowSix'''s final mission, Mystic Tiger, forces your teams to RunTheGauntlet run and gun through multiple chokepoints swarming with tangos, in the hopes that at least one operative will survive to capture John Brightling.
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* ''VideoGame/RainbowSix'''s final mission, Mystic Tiger, forces your teams to RunTheGauntlet through multiple chokepoints swarming with tangos, in the hopes that at least one operative will survive to capture John Brightling.
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** The original ''VideoGame/AssassinsCreed'' caught a lot of flak for its final level, which ignored the game's focus on stealth and intricate planning and instead just threw waves of heavily armored enemies at the PlayerCharacter.

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** The original ''VideoGame/AssassinsCreed'' ''VideoGame/AssassinsCreedI'' caught a lot of flak for its final level, which ignored the game's focus on stealth and intricate planning and instead just threw waves of heavily armored enemies at the PlayerCharacter.
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->''I'd have thought an appropriate final boss for [L.A. Noire] would be a ten-step interrogation with someone with a really hard-to-spot tell, like their ears wobble or their nipples go hard. But no, the game just ends with an action sequence where you run around sewer tunnels blasting gangsters with a flamethrower. Wait, what? That's fucking absurd! That's like defeating Hitler at the end of VideoGame/Wolfenstein3D by challenging him at TabletopGame/{{Pictionary}}.

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->''I'd have thought an appropriate final boss for [L.A. Noire] would be a ten-step interrogation with someone with a really hard-to-spot tell, like their ears wobble or their nipples go hard. But no, the game just ends with an action sequence where you run around sewer tunnels blasting gangsters with a flamethrower. Wait, what? That's fucking absurd! That's like defeating Hitler at the end of VideoGame/Wolfenstein3D by challenging him at TabletopGame/{{Pictionary}}. ''
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Improper formatting of quote.


->''I'd have thought an appropriate final boss for ''[L.A. Noire]'' would be a ten-step interrogation with someone with a really hard-to-spot tell, like their ears wobble or their nipples go hard. But no, the game just ends with an action sequence where you run around sewer tunnels blasting gangsters with a flamethrower. Wait, what? That's fucking absurd! That's like defeating Hitler at the end of VideoGame/Wolfenstein3D by challenging him at TabletopGame/{{Pictionary}}.

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->''I'd have thought an appropriate final boss for ''[L.[L.A. Noire]'' Noire] would be a ten-step interrogation with someone with a really hard-to-spot tell, like their ears wobble or their nipples go hard. But no, the game just ends with an action sequence where you run around sewer tunnels blasting gangsters with a flamethrower. Wait, what? That's fucking absurd! That's like defeating Hitler at the end of VideoGame/Wolfenstein3D by challenging him at TabletopGame/{{Pictionary}}.
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->''I'd have thought an appropriate final boss for ''[L.A. Noire]'' would be a ten-step interrogation with someone with a really hard-to-spot tell, like their ears wobble or their nipples go hard. But no, the game just ends with an action sequence where you run around sewer tunnels blasting gangsters with a flamethrower. Wait, what? That's fucking absurd! That's like defeating Hitler at the end of ''VideoGame/Wolfenstein3D'' by challenging him at TabletopGame/{{Pictionary}}.

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->''I'd have thought an appropriate final boss for ''[L.A. Noire]'' would be a ten-step interrogation with someone with a really hard-to-spot tell, like their ears wobble or their nipples go hard. But no, the game just ends with an action sequence where you run around sewer tunnels blasting gangsters with a flamethrower. Wait, what? That's fucking absurd! That's like defeating Hitler at the end of ''VideoGame/Wolfenstein3D'' VideoGame/Wolfenstein3D by challenging him at TabletopGame/{{Pictionary}}.
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->''I'd have thought an appropriate final boss for ''[L.A. Noire]'' would be a ten-step interrogation with someone with a really hard-to-spot tell, like their ears wobble or their nipples go hard. But no, the game just ends with an action sequence where you run around sewer tunnels blasting gangsters with a flamethrower. Wait, what? That's fucking absurd! That's like defeating Hitler at the end of ''VideoGame/Wolfenstein3D'' by challenging him at ''TabletopGame/{{Pictionary}}''.

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->''I'd have thought an appropriate final boss for ''[L.A. Noire]'' would be a ten-step interrogation with someone with a really hard-to-spot tell, like their ears wobble or their nipples go hard. But no, the game just ends with an action sequence where you run around sewer tunnels blasting gangsters with a flamethrower. Wait, what? That's fucking absurd! That's like defeating Hitler at the end of ''VideoGame/Wolfenstein3D'' by challenging him at ''TabletopGame/{{Pictionary}}''.TabletopGame/{{Pictionary}}.
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->''I'd have thought an appropriate final boss for ''[L.A. Noire]'' would be a ten-step interrogation with someone with a really hard-to-spot tell, like their ears wobble or their nipples go hard. But no, the game just ends with an action sequence where you run around sewer tunnels blasting gangsters with a flamethrower. Wait, what? That's fucking absurd! That's like defeating Hitler at the end of ''VideoGame/Wolfenstein3D'' by challenging him at ''Pictionary.

to:

->''I'd have thought an appropriate final boss for ''[L.A. Noire]'' would be a ten-step interrogation with someone with a really hard-to-spot tell, like their ears wobble or their nipples go hard. But no, the game just ends with an action sequence where you run around sewer tunnels blasting gangsters with a flamethrower. Wait, what? That's fucking absurd! That's like defeating Hitler at the end of ''VideoGame/Wolfenstein3D'' by challenging him at ''Pictionary.''TabletopGame/{{Pictionary}}''.
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SisterTrope (and OppositeTrope) to StealthBasedMission and a sub-trope of UnexpectedGameplayChange. Can overlap with UnexpectedShmupLevel. See also OptionalStealth. As with {{Stealth Based Mission}}s, this runs a high chance of becoming a ScrappyLevel if the gameplay feels too disconnected from the rest of the game, especially if it happens [[DisappointingLastLevel near the end]].

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SisterTrope (and OppositeTrope) to StealthBasedMission and a sub-trope of UnexpectedGameplayChange. Can overlap with UnexpectedShmupLevel. See also OptionalStealth. As with {{Stealth Based Mission}}s, this runs a high chance of becoming a ScrappyLevel ThatOneLevel if the gameplay feels too disconnected from the rest of the game, especially if it happens [[DisappointingLastLevel near the end]].
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** Despite the first game's heavy focus on stealth and Sam being unsuited to open combat, it has its fair share of these:

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** ''VideoGame/SplinterCell1'': Despite the first game's heavy focus on stealth and Sam being unsuited to open combat, it has its fair share of these:



*** The Mouke Tsoe Bo level's second half revolves around employing the terrorists' {{Sentry Gun}}s against them by disabling their IFF systems, the second stage in particular. The ending is a massive firefight between Sam and seven or eight mercenaries in a spot too well-lit to hide, culminating in one of two assassination objectives in the entire game. The target? None less than [[spoiler:Vyacheslav Grinko, [[TheDragon Nikoladze's right-hand man]]]].
** The second half of the Kinshasa mission in the [=PS3=]/360/PC version of ''Double Agent'' is an all-out war zone in broad daylight. Naturally, this section is very hard to sneak through, and you'll probably wind up shooting your way through it.
** The Gulf War flashback mission in ''Conviction'' is a third-person military shooter, with the "Mark & Execute" and other stealth mechanics disabled.
** Transit Yards in ''Blacklist''. It is notably the only mission in Blacklist without a Undetected check, having a shootout at the very beginning of the level, two FPS sections as Briggs, and forced detections and shootouts at the very end of the level. While the beginning shootout, FPS sections and the middle part of the level as Sam are possible to sneak through (Though tough due to it being a daylight mission and mines being everywhere in the middle Sam section), the ending section is not, and you have to knock out or kill a certain amount of enemies in combat in it.

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*** The Mouke Tsoe Bo abattoir level's second half revolves around employing the terrorists' {{Sentry Gun}}s against them by disabling their IFF systems, the second stage in particular. The ending is a massive firefight between Sam and seven or eight mercenaries in a spot too well-lit to hide, culminating in one of two assassination objectives in the entire game. The target? None less than [[spoiler:Vyacheslav Vyacheslav Grinko, [[TheDragon Nikoladze's right-hand man]]]].
man]].
** ''VideoGame/SplinterCellDoubleAgent'': The second half of the Kinshasa mission in the [=PS3=]/360/PC [=PS3=]/Xbox 360/PC version of ''Double Agent'' is an all-out war zone in broad daylight. Naturally, this section is very hard to sneak through, and you'll probably wind up shooting your way through it.
** ''VideoGame/SplinterCellConviction'': The Gulf War flashback mission in ''Conviction'' is a third-person military shooter, with the "Mark & Execute" and other stealth mechanics disabled.
** ''VideoGame/SplinterCellBlacklist'': Transit Yards in ''Blacklist''.Yards. It is notably the only mission in Blacklist without a Undetected check, having a shootout at the very beginning of the level, two FPS sections as Briggs, and forced detections and shootouts at the very end of the level. While the beginning shootout, FPS sections and the middle part of the level as Sam are possible to sneak through (Though tough due to it being a daylight mission and mines being everywhere in the middle Sam section), the ending section is not, and you have to knock out or kill a certain amount of enemies in combat in it.
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** Despite the first game's heavy focus on stealth and Sam being unsuited to open combat, it has its fair share of

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** Despite the first game's heavy focus on stealth and Sam being unsuited to open combat, it has its fair share of these:
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-->- '''WebAnimation/ZeroPunctuation''' on the end of ''VideoGame/LANoire''

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-->- -->-- '''WebAnimation/ZeroPunctuation''' on the end of ''VideoGame/LANoire''
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** Likewise, a perfectly stealthy approach is near-impossible in two of the Japan missions in ''VideoGame/Hitman2SilentAssassin'', and gives the distinct impression the two levels were designed before the concept of the Silent Assassin rating was fully developed.

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** Likewise, a perfectly stealthy approach is near-impossible in two of the Japan missions in ''VideoGame/Hitman2SilentAssassin'', and gives the distinct impression the two levels were designed before the concept of the Silent Assassin rating was fully developed. The final level is also designed to be a shootout; it is possible to stealth-kill everyone, but this is ''extremely'' difficult without getting spotted and starting a shootout anyway.

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** All three Colombia missions in ''VideoGame/HitmanCodename47'' leave the player very little choice but to run and gun their way through the mission. Other levels are very difficult to complete without doing so as well.
** Likewise, a stealthy approach is near-impossible in two of the Japan missions in ''VideoGame/Hitman2SilentAssassin''.

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** All three Colombia missions in ''VideoGame/HitmanCodename47'' leave the player very little choice but to run and gun their way through the mission. Other levels are very difficult to complete without doing so as well. \n The "end boss" fight is also a death-match against 10 consecutive enemy clones; they're impossible to stealth-kill since they never stand still, but you can still somewhat outwit them by camping with a minigun instead of fighting them directly.
** Likewise, a perfectly stealthy approach is near-impossible in two of the Japan missions in ''VideoGame/Hitman2SilentAssassin''. ''VideoGame/Hitman2SilentAssassin'', and gives the distinct impression the two levels were designed before the concept of the Silent Assassin rating was fully developed.
** While ''VideoGame/HitmanBloodMoney'' does a good job of fully developing the stealth[=/=]disguises gameplay and making combat completely optional, the final epilogue level is a quick shootout against a dozen or so opponents, with no option for a stealthy resolution.
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** Most boss fights in each game meet this description. There are occasional boss fights in which a stealthy approach is viable, such as the sniper duel against The End in ''VideoGame/MetalGearSolid3''.
** Most of the games feature set-piece sequences in which the player must take on numerous enemies, such as the tower climb in ''VideoGame/MetalGearSolid'' or the sword-fighting sequence near the end of ''VideoGame/MetalGearSolid2''.

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** Most boss fights in each game meet this description. There are occasional boss fights in which a stealthy approach is viable, such as the sniper duel against The End in ''VideoGame/MetalGearSolid3''.''VideoGame/MetalGearSolid3SnakeEater''.
** Most of the games feature set-piece sequences in which the player must take on numerous enemies, such as the tower climb in ''VideoGame/MetalGearSolid'' or the sword-fighting sequence near the end of ''VideoGame/MetalGearSolid2''.''VideoGame/MetalGearSolid2SonsOfLiberty''.
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* ''Franchise/MetalGear'':

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* ''Franchise/MetalGear'': ''VideoGame/MetalGear'':
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This is often done for a deliberate change of pace from the rest of the game, or to ramp up the stakes and intensity towards the end, and it can come in many forms. The most obvious example of this is a StealthBasedGame which features a level in which the player is forced to run and gun, but it could also come in the form of a VisualNovel which features an action-heavy sequence, or a platform game which features a level with a lot of combat. It can also appear in games which ordinarily afford the player a wide variety of means of overcoming challenges (such as CombatDiplomacyStealth), but sometimes force the player to use combat.

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This is often done for a deliberate change of pace from the rest of the game, or to ramp up the stakes and intensity towards the end, and it can come in many forms. The most obvious example of this is a StealthBasedGame which features a level in which the player is forced to run and gun, but it could also come in the form of a VisualNovel which features an action-heavy sequence, or a platform game which features a level with a lot of combat. It can also appear in games which ordinarily afford the player a wide variety of means of overcoming challenges (such as CombatDiplomacyStealth), but sometimes force the player to use combat.combat (see ViolenceIsTheOnlyOption).

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