Follow TV Tropes

Following

History Main / AllSwordsAreTheSame

Go To

OR

Is there an issue? Send a MessageReason:
None


* ''VideoGame/TalesOfPhantasia'' averted this to a surprising degree for a UsefulNotes/SuperFamicom game - Cress's weapons are rated on both thrusting and slashing damage, so while he performs all special attacks the same way no matter the weapon, the resulting damage was very different depending on the weapon's suitability. Some could only do one or the other damage type in any useful amount, while others were balanced. Cress also used more than just swords, so you have to worry about issues like reach - spears might be able to hit two enemies with a good thrust, but that up-close enemy might not even get touched because it's inside your reach.

to:

* ''VideoGame/TalesOfPhantasia'' averted this to a surprising degree for a UsefulNotes/SuperFamicom Platform/SuperFamicom game - Cress's weapons are rated on both thrusting and slashing damage, so while he performs all special attacks the same way no matter the weapon, the resulting damage was very different depending on the weapon's suitability. Some could only do one or the other damage type in any useful amount, while others were balanced. Cress also used more than just swords, so you have to worry about issues like reach - spears might be able to hit two enemies with a good thrust, but that up-close enemy might not even get touched because it's inside your reach.
Is there an issue? Send a MessageReason:
None


** Definitely true with ''VideoGame/LordOfTheRingsOnline''. Although each weapon tends to have a fairly custom appearance, characters will still wildly slash with a dagger or stab with a mace or axe because all movesets are based upon the character doing a specific move with a sword.

to:

** Definitely true with ''VideoGame/LordOfTheRingsOnline''.''VideoGame/TheLordOfTheRingsOnline''. Although each weapon tends to have a fairly custom appearance, characters will still wildly slash with a dagger or stab with a mace or axe because all movesets are based upon the character doing a specific move with a sword.
Is there an issue? Send a MessageReason:
None


There are lots of different types of swords. There's [[KatanasAreJustBetter katanas]], [[KukrisAreKool kukris]], [[SinisterScimitar scimitars]], [[RoyalRapier rapiers]], [[{{BFS}} swords that should be logistically impossible for any human to wield]], and many more. Yes, the sword is certainly a unique and varied specimen, and no two kinds have exact the same method of wielding, even two swords of the same type will have different lengths, weights and so on based on their owners preference

to:

There are lots of different types of swords. There's [[KatanasAreJustBetter katanas]], [[KukrisAreKool kukris]], [[SinisterScimitar scimitars]], [[RoyalRapier rapiers]], [[{{BFS}} swords that should be logistically impossible for any human to wield]], and many more. Yes, the sword is certainly a unique and varied specimen, and no two kinds have exact the same method of wielding, even two swords of the same type will have different lengths, weights and so on based on their owners preference
preference...
Is there an issue? Send a MessageReason:
None


[[caption-width-right:862:It's a sword. Why should I care how I hold it?]]

to:

[[caption-width-right:862:It's a sword. I like my sword. Why should I care how I hold change it?]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[quoteright:862:[[VideoGame/DiabloIII https://static.tvtropes.org/pmwiki/pub/images/1040377_orig.jpg]]]]
[[caption-width-right:862:It's a sword. Why should I care how I hold it?]]
Is there an issue? Send a MessageReason:
None


* Averted in ''VideoGame/Warframe'', which has a variety of melee weapons and melee categories. These include standard swords, [[KatanasAreJustBetter nikanas]], daggers, machetes, rapiers, swords and shields, heavy blades and gunblades. Each has its own attacking animations and stance mods, being totally separate weapon types. As an example, Broken War, a sword, deals mostly Slash damage, while War, the very same sword but in its complete heavy blade form, deals mostly Impact damage.

to:

* Averted in ''VideoGame/Warframe'', ''{{VideoGame/Warframe}}'', which has a variety of melee weapons and melee categories. These include standard swords, [[KatanasAreJustBetter nikanas]], daggers, machetes, rapiers, swords and shields, heavy blades and gunblades. Each has its own attacking animations and stance mods, being totally separate weapon types. As an example, Broken War, a sword, deals mostly Slash damage, while War, the very same sword but in its complete heavy blade form, deals mostly Impact damage.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Averted in ''VideoGame/Warframe'', which has a variety of melee weapons and melee categories. These include standard swords, [[KatanasAreJustBetter nikanas]], daggers, machetes, rapiers, swords and shields, heavy blades and gunblades. Each has its own attacking animations and stance mods, being totally separate weapon types. As an example, Broken War, a sword, deals mostly Slash damage, while War, the very same sword but in its complete heavy blade form, deals mostly Impact damage.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/EtrianOdyssey'': ZigZagged. Sword-wielding classes can use both slashing and piercing swords (AKA rapiers) just fine, but katanas are considered an entirely separate class of weapon. ''VideoGame/EtrianOdysseyIVLegendsOfTheTitan'' also has Drive Blades, another type of sword that is very different from regular swords and only usable by one unlockable class.

to:

* ''VideoGame/EtrianOdyssey'': ZigZagged. Sword-wielding ZigZagged across the series. Various types of swords (even shorter bladed weapons) would be grouped in the same item category, with the exception to katanas which are exclusive to one GlassCannon class. Sequels would further differentiate the bladed weapons, offering a distinction between regular swords, rapiers, and knives, in accordance with classes can use both slashing and piercing swords (AKA rapiers) just fine, but katanas with skills that are considered an entirely separate class of weapon. dependent on those weapon types. ''VideoGame/EtrianOdysseyIVLegendsOfTheTitan'' also has adds Drive Blades, another type of sword that is very different from regular swords and only usable by one a special BFS used for a late-game unlockable class.class that is compatible with both Drive Blade and regular Sword skills.
Is there an issue? Send a MessageReason:
None


* The ''LARP/OtakonLARP'' keeps the complexity of the game system down by having most weapons distinct in appearance, but having fundamentally similar mechanics. Characters use one of four skills to wield any weapons of the category. Commonly: Melee Weapons, Fire Gun, Thrown, and BFG (Big guns feat). Individual item cards for the weapons list a flat damage, and may include a modifier to the attack skill.

to:

* The ''LARP/OtakonLARP'' ''Roleplay/OtakonLARP'' keeps the complexity of the game system down by having most weapons distinct in appearance, but having fundamentally similar mechanics. Characters use one of four skills to wield any weapons of the category. Commonly: Melee Weapons, Fire Gun, Thrown, and BFG (Big guns feat). Individual item cards for the weapons list a flat damage, and may include a modifier to the attack skill.
Is there an issue? Send a MessageReason:
None


** TabletopGame/WarhammerFantasyRoleplay 2nd Edition plays it even straighter, with almost every single-handed melee weapon larger than a dagger being lumped together as "Hand Weapons". The supplements (and the [[HouseRules fans]]) have gone some way to avert this, however, so if you have ''Old World Armoury'' your axes and maces are no longer functionally interchangeable with swords.

to:

** TabletopGame/WarhammerFantasyRoleplay 2nd Edition plays it even straighter, with almost every single-handed melee weapon larger than a dagger being lumped together as "Hand Weapons". The supplements (and the [[HouseRules [[PopularGameVariant fans]]) have gone some way to avert this, however, so if you have ''Old World Armoury'' your axes and maces are no longer functionally interchangeable with swords.
Is there an issue? Send a MessageReason:
None


* ZigZagged in ''VideoGame/EtrianOdyssey''. Sword-wielding classes can use both slashing and piercing swords (AKA rapiers) just fine, but katanas are considered an entirely separate class of weapon. ''Etrian Odyssey IV'' also has Drive Blades, another type of sword that is very different from regular swords and only usable by one unlockable class.

to:

* ZigZagged in ''VideoGame/EtrianOdyssey''.''VideoGame/EtrianOdyssey'': ZigZagged. Sword-wielding classes can use both slashing and piercing swords (AKA rapiers) just fine, but katanas are considered an entirely separate class of weapon. ''Etrian Odyssey IV'' ''VideoGame/EtrianOdysseyIVLegendsOfTheTitan'' also has Drive Blades, another type of sword that is very different from regular swords and only usable by one unlockable class.
Is there an issue? Send a MessageReason:
Weapon Of Choice is now a disambiguation page. Examples that don't fit the tropes listed on the disambig will be removed.


* Inverted in ''{{VideoGame/Kritika}}''. All the Warrior-type characters use a BFS as their WeaponOfChoice, but each sub-class have different combos and combat style.

to:

* Inverted in ''{{VideoGame/Kritika}}''. All the Warrior-type characters use a BFS as their WeaponOfChoice, weapon of choice, but each sub-class have different combos and combat style.
Is there an issue? Send a MessageReason:
None


** Partically averted by ''VideoGame/{{Mabinogi}}'', which not only has different animations for different sword classes; but also certain sub-classes as well. eg. A two-handed japanese style sword has a different animation than a two-handed broadsword.

to:

** Partically averted by ''VideoGame/{{Mabinogi}}'', which not only has different animations for different sword classes; but also certain sub-classes as well. eg. A For example, a two-handed japanese Japanese style sword has a different animation than a two-handed broadsword.

Added: 1723

Changed: 358

Is there an issue? Send a MessageReason:
The list for the series is outdated. There's also a way to convey the existing example regarding the second game without too much complaining.


* Blatant in ''VideoGame/DevilMayCry2'': you get a normal sword, a {{BFS}} and a fencing sword, but only the look and damage differs, the combos are exactly the same. That's one of the reasons this episode is considered the black sheep of the series. The [[VideoGame/DevilMayCry1 first game]] also had this, but all the other games took the criticism to heart and utterly averted this trope.

to:

* Blatant ''VideoGame/DevilMayCry'' series:
** ''VideoGame/DevilMayCry1 1'':
*** The Force Edge, Alastor and [[spoiler:Sparda]] are {{downplayed}} examples. They share some similar attacks even if they differ
in their appearance and damage output, but they still have some unique mechanics to spice things up. The starting weapon Force Edge has few basic combos, Alastor retains them but adds more purchasable combos and its [[SuperMode Devil Trigger]] allows Dante to fly. And then in the late-game, the Force Edge [[SwordOfPlotAdvancement gains some plot-relevance]] as it [[spoiler:transforms into the Sparda, which adapts Alastor's combos and can further transform into other weapon types depending on the attack]].
*** The Yamato katana is a straightforward example. It's only available when the "Legendary Dark Knight" costume is equipped, but it functions identically to the [[{{BFS}} Alastor]].
**
''VideoGame/DevilMayCry2'': you get a normal sword, In addition to his default Rebellion, Dante can obtain a {{BFS}} (Vendetta) and a fencing sword, sword (Merciless), but only the look and damage differs, differ; the combos are exactly the same. That's one of the reasons The same goes for Lucia's [[DualWielding blades]]. Playing this episode is considered the black sheep of the series. The [[VideoGame/DevilMayCry1 first game]] also had this, but all the other games took the trope straight proved to be a major criticism against the game, thus the later ''DMC'' games either [[DownplayedTrope downplayed it]], limited it to heart and utterly cosmetics, or completely averted this trope.it.
** In ''Devil May Cry 2'' and ''VideoGame/DevilMayCry3DantesAwakening'', the ''[=DMC1=]'' Dante costume changes the model of Rebellion into Force Edge, but it's a downplayed example as the sword is also a {{BFS}} and still functions the same as the original (apart from just having different sound effects in ''2''). This also applies to the Legendary Dark Knight costume in ''3'' which also uses Force Edge.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/GoldenSun'': an intriguing example, in that the weapon's appearance changes depending on which character equips them. For example, equipping an axe on Isaac gets a double-headed battle-axe, give it to Garett and it becomes a huge woodcutter's axe. A mace can be a simple ball-on-a-stick or a Sauron-esque flanged mace or the ever-popular big-black-ball-o'-spikes. Ivan's SimpleStaff looks like his OrphansPlotTrinket but Mia's has a crystal ball on top. And so on.

to:

* ''VideoGame/GoldenSun'': an intriguing example, in that the weapon's appearance changes depending on which character equips them. For example, equipping an axe on Isaac gets a double-headed battle-axe, give it to Garett and it becomes a huge woodcutter's axe. A mace can be a simple ball-on-a-stick or a Sauron-esque flanged mace or the ever-popular big-black-ball-o'-spikes. Ivan's SimpleStaff MagicStaff looks like his OrphansPlotTrinket but Mia's has a crystal ball on top. And so on.
Is there an issue? Send a MessageReason:
None


* TabletopGame/{{Warhammer}} plays it pretty straight too. Weapons are represented as broad categories; "hand weapons", which every unit in the game has access to, basically encompass every one-handed melee weapon whether it be an arming sword, a shortsword, a rapier, a hand axe, a mace, a short spear, or what have you. Every hand weapon is presumed to have identical stats (unless it's magical, in which case it'll get buffs listed separately), the only differences in performance being down to the Strength and Weapon Skill ratings of the user. This also applies to other weapon categories; "halberds", for instance, represent pretty much every type of two-handed polearm with a cutting component, including actual halberds, pollaxes, Lochaber axes, bardiches, and glaives. Justified in this case; the difference between such weapons is minuscule to the commander of even a small army, and per the appendices of the 5e and 6e core rulebooks, each model un a unit is supposed to represent 10-20 guys in "reality." The exact weight and shape of your one-handed sword isn't really worth modeling at that point, as the battle will instead be decided by larger factors.

to:

* TabletopGame/{{Warhammer}} plays it pretty straight too. Weapons are represented as broad categories; "hand weapons", which every unit in the game has access to, basically encompass every one-handed melee weapon whether it be an arming sword, a shortsword, a rapier, a hand axe, a mace, a short spear, or what have you. Every hand weapon is presumed to have identical stats (unless it's magical, in which case it'll get buffs listed separately), the only differences in performance being down to the Strength and Weapon Skill ratings of the user. This also applies to other weapon categories; "halberds", for instance, represent pretty much every type of two-handed polearm with a cutting component, including actual halberds, pollaxes, Lochaber axes, bardiches, and glaives. Justified in this case; the difference between such weapons is minuscule to the commander of even a small army, and per the appendices of the 5e and 6e core rulebooks, each model un in a unit is supposed to represent 10-20 guys in "reality." The exact weight and shape of your one-handed sword isn't really worth modeling at that point, as the battle will instead be decided by larger factors.
Is there an issue? Send a MessageReason:
None


* TabletopGame/{{Warhammer}} plays it pretty straight too. Weapons are represented as broad categories; "hand weapons", which every unit in the game has access to, basically encompass every one-handed melee weapon whether it be an arming sword, a shortsword, a rapier, a hand axe, a mace, a short spear, or what have you. Every hand weapon is presumed to have identical stats (unless it's magical, in which case it'll get buffs listed separately), the only differences in performance being down to the Strength and Weapon Skill ratings of the user. Justified in this case; the difference between such weapons is minuscule to the commander of even a small army, and per the appendices of the 5e and 6e core rulebooks, each model un a unit is supposed to represent 10-20 guys in "reality." The exact weight and shape of your one-handed sword isn't really worth modeling at that point, as the battle will instead be decided by larger factors.

to:

* TabletopGame/{{Warhammer}} plays it pretty straight too. Weapons are represented as broad categories; "hand weapons", which every unit in the game has access to, basically encompass every one-handed melee weapon whether it be an arming sword, a shortsword, a rapier, a hand axe, a mace, a short spear, or what have you. Every hand weapon is presumed to have identical stats (unless it's magical, in which case it'll get buffs listed separately), the only differences in performance being down to the Strength and Weapon Skill ratings of the user. This also applies to other weapon categories; "halberds", for instance, represent pretty much every type of two-handed polearm with a cutting component, including actual halberds, pollaxes, Lochaber axes, bardiches, and glaives. Justified in this case; the difference between such weapons is minuscule to the commander of even a small army, and per the appendices of the 5e and 6e core rulebooks, each model un a unit is supposed to represent 10-20 guys in "reality." The exact weight and shape of your one-handed sword isn't really worth modeling at that point, as the battle will instead be decided by larger factors.
Is there an issue? Send a MessageReason:
Moved


* On that note, ''VideoGame/{{Nostalgia}}'' plays this straight with regards to every weapon class. Most notably with guns, which vary from match-lock pistols to 1930s-era submachine guns; gun-wielding party member Pad handles them all with the exact same animations.

to:

* On that note, ''VideoGame/{{Nostalgia}}'' ''VideoGame/NostalgiaRedEntertainment'' plays this straight with regards to every weapon class. Most notably with guns, which vary from match-lock pistols to 1930s-era submachine guns; gun-wielding party member Pad handles them all with the exact same animations.
Is there an issue? Send a MessageReason:
None


* Blatant in ''[[VideoGame/DevilMayCry Devil May Cry 2]]'': you get a normal sword, a {{BFS}} and a fencing sword, but only the look and damage differs, the combos are exactly the same. That's one of the reasons this episode is considered the black sheep of the series. The first game also had this, but all the other games took the criticism to heart and utterly averted this trope.

to:

* Blatant in ''[[VideoGame/DevilMayCry Devil May Cry 2]]'': ''VideoGame/DevilMayCry2'': you get a normal sword, a {{BFS}} and a fencing sword, but only the look and damage differs, the combos are exactly the same. That's one of the reasons this episode is considered the black sheep of the series. The [[VideoGame/DevilMayCry1 first game game]] also had this, but all the other games took the criticism to heart and utterly averted this trope.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/PathOfExile'' makes a distinction between regular one-handed swords and thrusting swords, and their default attack animations and implicit bonuses are different. In practice, though, skills that require swords don't discriminate between these types of swords, so they both end up being swung.

to:

* ''VideoGame/PathOfExile'' makes a distinction between regular one-handed swords and thrusting swords, and their default attack animations and implicit bonuses are different. In practice, though, However, skills that require swords don't discriminate between these types of swords, so they both end up being swung.you can get away with things like using Cleave with a rapier.

Added: 239

Changed: 21

Is there an issue? Send a MessageReason:
None


* ''VideoGame/PathOfExile'' makes a distinction between regular one-handed swords and thrusting swords, and their default attack animations are different. In practice, though, skills that require swords don't discriminate between these types of swords, so they both end up being swung.

to:

* ''VideoGame/PathOfExile'' makes a distinction between regular one-handed swords and thrusting swords, and their default attack animations and implicit bonuses are different. In practice, though, skills that require swords don't discriminate between these types of swords, so they both end up being swung.


Added DiffLines:

* In ''VideoGame/Persona3'', the protagonist can equip any weapon and Mitsuru can equip swords. The protagonist swings their sword like any bladed weapon, while Mitsuru wields them like a rapier. Either way, they're functionally identical.

Top